Re: [hlds_linux] Left 4 Dead Update Available

2008-12-06 Thread Steve Sumichrast
Do you have sv_steamgroup_exclusive set to 1?  Setting that to one
nulls out the key (at least it did prior to the last update, haven't
tried it since).

I use sv_search_key and sv_steamgroup, but I leave
sv_steamgroup_exclusive set to 0.



On Sat, Dec 6, 2008 at 12:27 PM, AnAkIn . [EMAIL PROTECTED] wrote:
 Were there some people on the servers a few minutes before?

 2008/12/6 Eric-jan Riemers [EMAIL PROTECTED]

 Well i checked, also when a friend of mine tried it to create the lobby
 with
 the key, and the server was empty..

 Still had the server is hibernating message on the screen, which normally
 indicates its doing nothing waiting for someone with the key to join..

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens AnAkIn .
 Verzonden: zaterdag 6 december 2008 17:43
 Aan: Half-Life dedicated Linux server mailing list
 Onderwerp: Re: [hlds_linux] Left 4 Dead Update Available

 This is not a bug.

 You can only join your server from a lobby if your server is empty.

 2008/12/6 Eric-jan Riemers [EMAIL PROTECTED]

  Dont know if its just my bad luck..
 
  But when I make a game in the lobby, with local friends (country wise) I
  can
  use sv_search_key to select my server, once its open for public and other
  people join (I believer other country's too) it wont find my server
  anymore.
 
  Anyone experiences the same after the last update?
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
  Verzonden: zaterdag 6 december 2008 3:09
  Aan: Half-Life dedicated Win32 server mailing list;
  hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
  Onderwerp: [hlds_linux] Left 4 Dead Update Available
 
  A required update for Left 4 Dead has been released.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  - Fixed Infected Players melee pushing large objects to block the
 survivors
  path
  - Fixed +lobby exploit
  - Fixed exploit of hugging the Witch from behind where she can't hit
 you
  - Fixed players not being kicked from a vote by changing their name
 before
  it succeeds
  - Disabled difficulty change votes from the console in versus mode
 
  Jason
 
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Re: [hlds_linux] Left 4 Dead Update Available

2008-12-04 Thread Steve Sumichrast
Well, I copied the srcds_run you guys provided in the update.
However, the srcds_run script still needs to have the cd .., cd l4d
stuff wrapped around updatesingle..  Any chance of that getting fixed
for good anytime soon?



On Thu, Dec 4, 2008 at 7:12 PM, Chris Green [EMAIL PROTECTED] wrote:
 This update should also allow -autoupdate to work with forked dedicated 
 servers.



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Thursday, December 04, 2008 3:54 PM
 To: Half-Life dedicated Win32 server mailing list; 
 hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
 Subject: [hlds_linux] Left 4 Dead Update Available

 A required update for Left 4 Dead is now available.  Please run 
 hldsupdatetool to receive this update.  The specific changes include:

 - Finding a dedicated server when starting the game from a lobby is now 
 faster and more reliable
 - Versus mode is now locked to Normal difficulty
 - Difficulty on a server is now locked to the one set by the lobby reservation
 - Fixed lagouts/spikes after level transition
 - Fixed directory issue with spray logs in some cases
 - Fixed video settings not saving after closing video options dialog
 - Corrected a boomer suicide exploit
 - Several minor localization fixes
 - Fixed a error were disabling cheats would incorrectly reset data

 Jason

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Re: [hlds_linux] Fork not working while single server is fine

2008-11-30 Thread Steve Sumichrast
Sami,

I do this -- I have config files for each of my ten forks, and I load
the map there.  That allows me to run 8 co-op forks and two VS forks.

On Wed, Nov 26, 2008 at 12:21 PM, Sami Halonen [EMAIL PROTECTED] wrote:
 Thank you! That solved it. I tried to look for an answer in the old posts in
 this list, but missed it. Working great now.

 So, can I specify the starting map in a config file instead of +map on the
 command line then?

 .Sami

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of J T
 Sent: 26. marraskuuta 2008 19:01
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Fork not working while single server is fine

 It's a bug, and valve has even said so on this mailing list. You should be
 specifying +map not -map. By default if you start a single server, the
 mapcycle.txt is read and whatever is first is loaded (I think). But with
 -fork it doesn't do this, for some reason it expects the first map to be
 taken from the command line arguments.

 Cheers,

 On Wed, Nov 26, 2008 at 8:42 AM, Sami Halonen [EMAIL PROTECTED]wrote:

 Hi

 Im having some problems getting forked servers to work. If I fire up a
 single server without any forks with the very same configs and command
 line, everything works just fine. Here are the details.

 This is where it gets stuck.

 Auto detecting CPU
 Using AMD-Opteron (64 bit) Optimised binary.
 Server will auto-restart if there is a crash.
 #
 #Console initialized.
 #Game.dll loaded for L4D - Normal
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players maxplayers set to 14 setparm
 8 27016 setparm 10 8001 #01:Unknown command r_decal_cullsize

 setparm 8 27017
 setparm 10 8002
 #01:Unknown command mat_bloom_scalefactor_scalar

 #02:Unknown command r_decal_cullsize

 Nothing happens after this. I can't connect to the servers with telnet
 and I have to kill the processes.

 Command line here.

 /home/**/hlds/l4d/srcds_run \
 -game left4dead \
 -fork 2 \
 -map l4d_hospital01_apartment \
 -port 27015+## \
 -netconport 8000+## \
 -netconpassword ** \
 -nohltv

 And finally server.cfg

 hostname FinNexus dedicated L4D server

 // rcon password
 rcon_password **

 // cvars
 sv_alltalk 0
 sv_pausable 0
 sv_cheats 0
 sv_consistency 1
 sv_voiceenable 1
 sv_pure 1
 sv_allow_lobby_connect_only 0
 sv_steamgroup 167364
 sv_steamgroup_exclusive 1

 // Difficulty
 // z_difficulty normal

 // logging
 log off
 sv_log_onefile 0
 sv_logfile 1
 sv_logsdir /home/**/hlds/l4d/left4dead/logs sv_logbans 1 sv_logecho 1

 // operation
 sv_lan 0
 sv_region 3

 // bans
 // exec banned.cfg

 Im kinda clueless. Im also new to running a Valve server and to linux
 in general (Running Debian/Lenny btw) so Im out of ideas. Libc6
 package is version 2.7-15, so glibc is only version 2.7-1, could this be
 the problem?

 Thanks for help in advance!
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Re: [hlds_linux] -fork configuration tip

2008-11-26 Thread Steve Sumichrast
I'm running ten forks, plus a TF2 server, on a dual-core E6600 server
with 2 GB of RAM (I believe that RAM is accurate).  That's pushing the
limits of the box, but we're not running much else on it.

I'm going to be purchasing a new dual-quad core xeon with 16 GB of RAM
I hope...  I should be able to squeeze a lot out of that one.  :)




On Wed, Nov 26, 2008 at 9:38 AM,  [EMAIL PROTECTED] wrote:
 The answer is, it depends :P

 We've got a quad-core xeon (2.1GHz) and are running 12 servers with cpu
 usage not really going above 65% on any core.  However before we could max
 out our cores we'd run out of memory (we also have 2 gig) - we're not
 loading the box fully because it's a general purpose server.

 Given that your processor is faster (though half the cores), I'd estimate
 you could run up to 10 servers... But I'd stick it at 8 and see how you go.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf
 Of Neil Smith
 Sent: 26 November 2008 11:39
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] -fork configuration tip

 How many servers can be run ? I have -fork 4 atm running on
 ram: 2GB, CPU:
 dual Xeon 2.66GHz and all seems to be well.

 Just wondering how many I could take it too without affecting
 performance.

 thanks
 Neil

 2008/11/11 J T [EMAIL PROTECTED]

  Yea, I just left it as files.
 
  On Tue, Nov 11, 2008 at 11:33 AM, Flubber [EMAIL PROTECTED] wrote:
 
   In each cfg, you change the log directory it should log
 each in its own.
  
   2008/11/11 J T [EMAIL PROTECTED]
  
Is there anyway to log the console for each server?
   
On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen
[EMAIL PROTECTED]
wrote:
   
 Is it possible the set the port number in the config
 file with fork?
 I tried it but it doesn't work. I have 4 servers, but the port
  numbers
 not always the same.

 On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki [EMAIL PROTECTED]
  wrote:
  I run it with -fork 12 -port 3 (never got it to work
  correctly
   with
  ##), server port is 3 ... 30011
 
  Saint K. wrote:
  Hi,
 
  Thanks for the hint! It's working like a charm!
 (Tip: Don't
  forget
   to
 remove
  your server.cfg, otherwise it will still execute that).
 
  Are there any more tip's 'n tricks with that -fork option?
 
  Cheers
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]
 On Behalf
  Of
   Chris
 Green
  Sent: Monday, November 10, 2008 7:49 PM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: [hlds_linux] -fork configuration tip
 
  On the launch line, you can do  +exec
 server_cfg01.cfg. This
  will
cause
 each
  server instance to exec its own unique config file (in this
  example,
  server_cfg01.cfg, server_cfg02.cfg, ... ).
 
  We do this on our internal servers.
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Re: [hlds_linux] steam update issue

2008-11-23 Thread Steve Sumichrast
This same thing happened to me.  Delete the blob file in ~/.steam/

Once I did that it picked another server and I was able to download properly.

On Sun, Nov 23, 2008 at 9:56 AM, Joris Kinable [EMAIL PROTECTED] wrote:
 Hello,

 I've got go a weird problem with the steam executable:
 [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command update
 -game l4d_full -dir .
 Checking bootstrapper version ...
 Getting version 34 of Steam HLDS Update Tool
 Connection Reset

 or:
 [EMAIL PROTECTED]:/srv/gameservers/l4dead$ ./steam -command list
 Checking bootstrapper version ...
 Getting version 34 of Steam HLDS Update Tool
 Connection Reset


 No matter what I do, I get a connection reset when I run the steam
 command. Until a week ago everything worked fine. I run multiple
 servers and they are all installed in the same way.

 -I'm not behind a NAT router, so it's not a matter of opening some ports.
 -I'm sure the firewall doesn't cause any issues.

 Any idea's why steam keeps returning a connection reset error?

 Joris

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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
I just posted this question on the list serv a few days ago.  Specify
the map load in your cfg files and it won't matter.  I thought the
same thing, when I go map to map it will execute my config -- wrong.
It executes server.cfg every time, but not the +exec that's in the
startup of the servers.  So what I do is have a general configuration
file (settings.cfg).  Each server_cfg##.cfg file then runs exec
settings.cfg, which sets my servers to my steam group, etc -- global
settings.  Then each server_cfg## contains the hostname, map load, etc
-- that way I have two co-op servers per campaign (at startup, they
can of course by modified by end users), and then also have two versus
servers, just by loading the vs maps.

I was scared as well that it would load this per map change, but it doesn't.

On Sun, Nov 23, 2008 at 1:12 PM, Steve [EMAIL PROTECTED] wrote:
 No, it will only go back to the first map when the server empties.  At
 least that's how it works for me.

 Flubber wrote:
 Won't it go back to the first map of a vs campaign once the players finish
 the first part?

 2008/11/23 Neil Smith [EMAIL PROTECTED]


 Thanks AnAkin


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of AnAkIn .
 Sent: 23 November 2008 09:10
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] coop - versus mode

 Put the map mapname in each server##.cfg

 2008/11/23 Neil Smith [EMAIL PROTECTED]


 Hello everyone, I need some assistance.

 ATM I am running -fork 3 and have the servers set at different difficulty
 levels with exec server##.cfg in the startup.

 Is it possible to run say one of the child servers as a versus only, and
 one
 as a coop only mode?

 If it is possible how would I do it?

 Many thanks in advance for your help.

 Neil

 PS :- very nice job valve, well impressed with L4D :)


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Re: [hlds_linux] coop - versus mode

2008-11-23 Thread Steve Sumichrast
Yeah I haven't had to do this..  All my servers just keep running the
maps I've assigned them..

On Sun, Nov 23, 2008 at 2:03 PM, AnAkIn . [EMAIL PROTECTED] wrote:
 I don't think mapcycle even work in L4D, the maps just rotate depending of
 the map votes or what the lobbies decide.

 I have the default mapcycle (no versus maps) and my versus server just work
 fine.

 2008/11/23 Bob Langley [EMAIL PROTECTED]

 Also, I suggest you create a different mapcycle for VS maps and specify
 that in your server##.cfg, which will keep it rotating with the 2 VS
 maps only.

 Use the mapcycle cvar in your server##.cfg

 mapcycle mapcycle_vs.txt

 and create a new file mapcycle_vs.txt with just these 2 entries:
 l4d_vs_farm01_hilltop
 l4d_vs_hospital01_apartment


 - Bob

 Steve Sumichrast wrote:
  I just posted this question on the list serv a few days ago.  Specify
  the map load in your cfg files and it won't matter.  I thought the
  same thing, when I go map to map it will execute my config -- wrong.
  It executes server.cfg every time, but not the +exec that's in the
  startup of the servers.  So what I do is have a general configuration
  file (settings.cfg).  Each server_cfg##.cfg file then runs exec
  settings.cfg, which sets my servers to my steam group, etc -- global
  settings.  Then each server_cfg## contains the hostname, map load, etc
  -- that way I have two co-op servers per campaign (at startup, they
  can of course by modified by end users), and then also have two versus
  servers, just by loading the vs maps.
 
  I was scared as well that it would load this per map change, but it
 doesn't.
 
  On Sun, Nov 23, 2008 at 1:12 PM, Steve [EMAIL PROTECTED] wrote:
 
  No, it will only go back to the first map when the server empties.  At
  least that's how it works for me.
 
  Flubber wrote:
 
  Won't it go back to the first map of a vs campaign once the players
 finish
  the first part?
 
  2008/11/23 Neil Smith [EMAIL PROTECTED]
 
 
 
  Thanks AnAkin
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 AnAkIn .
  Sent: 23 November 2008 09:10
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] coop - versus mode
 
  Put the map mapname in each server##.cfg
 
  2008/11/23 Neil Smith [EMAIL PROTECTED]
 
 
 
  Hello everyone, I need some assistance.
 
  ATM I am running -fork 3 and have the servers set at different
 difficulty
  levels with exec server##.cfg in the startup.
 
  Is it possible to run say one of the child servers as a versus only,
 and
  one
  as a coop only mode?
 
  If it is possible how would I do it?
 
  Many thanks in advance for your help.
 
  Neil
 
  PS :- very nice job valve, well impressed with L4D :)
 
 
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Re: [hlds_linux] L4D direct connection issue ?

2008-11-20 Thread Steve Sumichrast
What does your start up parameters look like?

I'd first try an update, if that doesn't resolve post your startup
params.  It looks like something is missing from that or something is
screwy in your CFG.

Post back your startup params and server.cfg (don't forget to remove
any passwords).


On Thu, Nov 20, 2008 at 5:41 AM, Kevin Ottalini [EMAIL PROTECTED] wrote:
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 

 This would indicate that you need to update your server to the latest
 version.



 - Original Message -
 From: J.Miribel
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, November 20, 2008 2:16 AM
 Subject: [hlds_linux] L4D direct connection issue ?


I still got an error and can't connect to the server directly
 I set the serveur up with :
 sv_lan 0
 sv_password test
 sv_allow_lobby_connect_only 0

 Client connects, is prompted for password and gets rejected for lan
 only. sv_lan 0 is set on the server but there is an error on startup:
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 



 Here is the ded's startup log:



  Host_NewGame 
 Host_NewGame on map l4d_hospital01_apartment
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Unable to persist cache 'modelsounds.cache', check file permissions
 Commentary: Loading commentary data from
 maps/l4d_hospital01_apartment_commentary.txt.
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 
 exec: couldn't exec server.cfg
 Adding master server 69.28.151.162:27011
 Adding master server 69.28.140.247:27011
 Sending heartbeat to master server...
 sv_password test
 sv_password
 sv_password = test ( def.  )
 notify
 - Server password for entry into multiplayer games
 sv_lan
 sv_lan = 1 ( def. 0 )
 - Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_lan 0
 sv_lan
 sv_lan = 0
 - Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_allow_lobby_connect_only 0
 RejectConnection: 82.244.59.199:27005 - #Valve_Reject_LAN_Game



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Re: [hlds_linux] Hibernation?

2008-11-20 Thread Steve Sumichrast
The best I can tell, when a server empties out, it restarts.  When it
fires back up if nobody is on the map, it goes into hibernation.

I have forks this moment in hibernation -- I can still RCON to them though.


On Thu, Nov 20, 2008 at 2:31 PM, Peter Reinhold [EMAIL PROTECTED] wrote:
 Someone wrote (Probably you), and the time was 20:08 20-11-2008

Hibernation basically just means there's no one in there so it stops
processing stuff from inside the map to save on CPU... it shouldn't affect
any external control method at all (whether typing on the actual game
console, using a netconport console, or using hlsw or external rcon program)

 I'm pretty sure the server just stopped responding, and wasn't
 visible in eg. Steam Groups in L4D, when it enters this state.

 After changing to running using -fork, I can see that the server does
 the following when entering hibernation

 #02:Server is hibernating
 Child 1 aborted with signal 14
 setparm 9 10002
 setparm 13 forkserver02.cfg

 after which it restarts and loads map, etc

 Which seems to indicate that this state, at least in L4D, means that
 the server needs to be restarted, or am I totally mistaken?


 /Peter


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Re: [hlds_linux] Autoupdate start option

2008-11-19 Thread Steve Sumichrast
Hum -- I think you may have a point here, auto update may never happen
with L4D since the forks never really go through map change at the
same time..  I'm not sure how it would handle that.

Seems to me auto update won't happen, you'll continue to get the
message in the console output that at restart you will receive
updates..

Everytime I start up my forks it checks in for an update... but I
doubt it's going to happen while they're up and running.  Maybe
someone from valve can comment.


On Wed, Nov 19, 2008 at 2:39 AM, Jordy van Wolferen [EMAIL PROTECTED] wrote:
 I fixed this in the srcds_run script, but in the demo it didn't update
 automatically.
 I saw the output in the console that it was trying to update, but when
 I manually updated, I still got new files.
 Could it be that there where people on the servers and it needs to be
 empty to update?
 That is a bit hard when you got forked servers.

 On Wed, Nov 19, 2008 at 6:36 AM,  [EMAIL PROTECTED] wrote:
 Valve STILL HAVENT FIXED THIS



 /me cries

 Its a whole 2.5second fix valve, how hard can it be?



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers
 Sent: Wednesday, 19 November 2008 5:10 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Autoupdate start option
 Importance: Low


 he's asking when its going to be fixed.. i assume he already has the
 solution..

 to be honest i do agree with him, for something so simple to be fixed by
 valve they sure take there time :-)

 On Tue, 18 Nov 2008 10:56:16 -0700 (MST), Steve [EMAIL PROTECTED]
 wrote:
 Autoupdate is broken, like in orangebox.
 You have to modify your srcds_run script.

 Find :

  update() {
  updatesingle
  }

 And replace it by :

  update() {
  cd ..
  updatesingle
  cd l4d_demo
  }




 I know this has been a lingering question on all server admin's
 minds.  When is the -autoupdate flag going to start working properly
 again?

 I noticed its not working for left4dead as well as tf2.

 f0rkz
 f7lans.com - Not your moms marble madness




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Re: [hlds_linux] L4D Community Server Idea - Matchmaking

2008-11-19 Thread Steve Sumichrast
Ditto -- when people connect they just get normal settings which is
annoying -- not a huge deal to just change it to whatever, but still..
 Why can't lobby leaders have an option to choose Dedicated Server,
Local Server Community Server, or something?  That seems like the
simplest thing to do -- I don't care which server my members land on,
just that they can...

Right now with sv_search_key set on all my forks and my client, I
never land on my servers -- ever.  It's annoying to say the least.


On Wed, Nov 19, 2008 at 2:44 AM, Cc2iscooL [EMAIL PROTECTED] wrote:
 Client connections still bypass the password, anyway. :)

 Anyone else want to up this thread? It'd be nice to get more people attached
 to this thread so Valve sees this isn't just some proprietary thing we want.
 I still have no reason to run community servers. People would rather play on
 auto-join because they can configure their games.

 On Tue, Nov 18, 2008 at 7:40 PM, 1nsane [EMAIL PROTECTED] wrote:

 Mine has no pass and it doesn't work for me :S.

 On Tue, Nov 18, 2008 at 7:00 PM, David Parker [EMAIL PROTECTED] wrote:

  As far as I can tell, sv_search_key still works for me as long as the
  server does not also have sv_password set.
 
  - Dave
 
  - Original Message -
  From: bl4nk [EMAIL PROTECTED]
  Date: Tuesday, November 18, 2008 6:31 pm
  Subject: Re: [hlds_linux] L4D Community Server Idea - Matchmaking
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
 
   Same here. I have servers set up, but when my key matches the
   one I set
   on the server, I can't find any dedicated servers when searching
   for one
   to host my lobby game. Once I remove the key from my client, I
   can
   instantly find a server to host our game.
  
   1nsane wrote:
sv_search_key does not seem to work for me. It can never find
   servers with
the same key in my case. And if I do connect to an exclusive
   server and
vote to come back to the lobby (to change the map or
   characters) it then
sends me to a different server while my own is idling. As a
   bonus I got
kicked off some server after the game ended from our prrivate
   one and the
lobby decided to randomly change servers :(.
   
On Tue, Nov 18, 2008 at 12:58 PM, Cc2iscooL
   [EMAIL PROTECTED] wrote:
   
   
I take that back.
   
It works as intended...but why can't we get this integrated
   into the
community system?
   
On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL
   [EMAIL PROTECTED] wrote:
   
   
As far as I can tell sv_search_key no longer works as intended.
   
   
On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws [EMAIL PROTECTED]
   gaming.com
wrote:
   
I thought this was already there.  You could make your
   own lobby with
your own settings and, using the sv_search_key..and now the group
thingy, you should be able to have that game played on your
   own server.
Perhaps I'm mistaken, wouldn't be the first time. ;)
   
Flubber wrote:
   
I asked for that feature days ago, no response.
   
2008/11/18 Cc2iscooL [EMAIL PROTECTED]
   
   
   
Alright guys, I had an idea for the community-based
   servers seeing as
   
the
   
current one is ...well...not too great.
   
I'd like my community members to be able to create
   lobbies and THEN
   
join my
   
servers, not join my servers and then try to set the
   options they
   
want.
   
If
   
a
server is empty, why can't the client reserve it as a
   lobby and then
   
join
   
it
once they're done making changes? It seems rather silly
   to me that
   
when
   
you
   
click join game on a zero player server, you
   immediately go to the
   
lobby,
   
but then it drops you right into the game. Can we use the
   reserve
system
   
here to make use of our servers? Actually, I liked it
   better when
sv_search_key was around. Sure, the client had to type
   something in
   
every
   
time they started their game (or add it to their
   autoexec) but
   
seriously,
   
it
was better, as people could join our servers if they were
   available
instead
   
of not.
   
Can you guys add something back like this, please?
   
Thanks!
   
Cc2iscooL
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Re: [hlds_linux] Command Line args

2008-11-19 Thread Steve Sumichrast
Thanks for that -- had always wondered!

On Wed, Nov 19, 2008 at 2:21 PM, Kevin Ottalini [EMAIL PROTECTED] wrote:
 Anything you can put into the server.cfg needs a + if you put it in the
 command line.

 Options which are only accessable during startup have a - in front.

 http://developer.valvesoftware.com/wiki/Launch_options

 That page needs to be updated for L4D servers / clients but should give you
 most of what is important for launch properties.



 - Original Message -
 From: AFAdmin
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, November 19, 2008 11:10 AM
 Subject: [hlds_linux] Command Line args


 Would someone be so kind as to explain why some command line arguments
 are prefixed with a + and some with a -?  I have a difficult time
 remembering which arguments have which prefix.  Is there any pattern to
 to these arguments?


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[hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
I'm running 10 forks from a single instance -- I've got a question,
though... In my config files I specify that the z_difficulty is
Impossible... doesn't seem to matter, though, for the steam community
servers option, as it just goes back to normal anyways thanks to the
way the connection works... Regardless, how can I make say, 4 of the
forks be a versus server?  I know changing the map is what does it,
so I thought okay... in my individual fork config files, I'll specify
map someversusmap... But doesn't that CFG get executed at every map
change?  If so, you'd move from a vs map to another vs map, and during
that map change, it would change maps back.. no?

I haven't watched the map change events on L4D, I'm going by
experience with TF2...  Basically does whatever I specified in +exec
get executed at every map change event?  If so, how do I force certain
forks into versus mode?

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Re: [hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
Cool.  So I'm specifying a map in the startup params -- I guess
there's no reason I couldn't specify map in the individual fork config
files to make certain forks versus?

Going to go try that out now... thanks for the clarification.



On Wed, Nov 19, 2008 at 3:53 PM, Steve [EMAIL PROTECTED] wrote:
 +exec in the startup line only runs once on startup (and possibly when
 it goes into hibernation).

 Steve Sumichrast wrote:
 I'm running 10 forks from a single instance -- I've got a question,
 though... In my config files I specify that the z_difficulty is
 Impossible... doesn't seem to matter, though, for the steam community
 servers option, as it just goes back to normal anyways thanks to the
 way the connection works... Regardless, how can I make say, 4 of the
 forks be a versus server?  I know changing the map is what does it,
 so I thought okay... in my individual fork config files, I'll specify
 map someversusmap... But doesn't that CFG get executed at every map
 change?  If so, you'd move from a vs map to another vs map, and during
 that map change, it would change maps back.. no?

 I haven't watched the map change events on L4D, I'm going by
 experience with TF2...  Basically does whatever I specified in +exec
 get executed at every map change event?  If so, how do I force certain
 forks into versus mode?

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Re: [hlds_linux] Different modes with one fork

2008-11-19 Thread Steve Sumichrast
This is working great -- I specified in each config the mail file to
load -- I then went into the parent process, told all the maps to
switch to airport and all forks switched over.  Worked great, none of
them went back to the one specified in the cfg file (I have server.cfg
just resetting things such as sv_cheats back to 0 incase we left them
on by accident for playing around..)  But server.cfg doesn't execute
at load... so this is working out great.  Thanks for the feedback...
I have 10 forks now, running 8 slots of every map (two servers per
each co-op map, and one per each vs map)

On Wed, Nov 19, 2008 at 4:22 PM, Milton Ngan [EMAIL PROTECTED] wrote:
 The +exec will only get run once when the child is spawned. Even coming out 
 of hibernation, it will not run the +exec again.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Wednesday, November 19, 2008 12:53 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Different modes with one fork

 +exec in the startup line only runs once on startup (and possibly when
 it goes into hibernation).

 Steve Sumichrast wrote:
 I'm running 10 forks from a single instance -- I've got a question,
 though... In my config files I specify that the z_difficulty is
 Impossible... doesn't seem to matter, though, for the steam community
 servers option, as it just goes back to normal anyways thanks to the
 way the connection works... Regardless, how can I make say, 4 of the
 forks be a versus server?  I know changing the map is what does it,
 so I thought okay... in my individual fork config files, I'll specify
 map someversusmap... But doesn't that CFG get executed at every map
 change?  If so, you'd move from a vs map to another vs map, and during
 that map change, it would change maps back.. no?

 I haven't watched the map change events on L4D, I'm going by
 experience with TF2...  Basically does whatever I specified in +exec
 get executed at every map change event?  If so, how do I force certain
 forks into versus mode?

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Re: [hlds_linux] [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve Sumichrast
Make sure on the telnet port you connect to, hit enter once, then PASS
password (no brackets)..

I have to hit enter once I connect, then from there enter PASS (caps
sensitive for me it seems), then password, then enter and it works.

On Tue, Nov 18, 2008 at 4:50 PM, Rick Payton [EMAIL PROTECTED] wrote:
 Check my response at the steam forums.

 I just changed my command line, and someone e-mailed me off list to
 confirm the / shouldn't be there.

 Here's my startup script now, with 4 forks. I can't seem to get telnet
 to work though, but HLSW works a treat.

 ---
 #!/bin/sh
 echo Starting Left 4 Dead Forked Server Instances
 sleep 1
 screen -A -m -d -S l4d-fork ./srcds_run -console -game left4dead +ip
 157.238.213.185 -netconport 90## -netconpassword 12345 +hostport
 27020+## -steamport 27960+## +clientport 25030+## +exec server##.cfg
 -nohltv +map l4d_hospital01_apartment -fork 4
 # to watch the output automatically, let's instantly attach to this
 screen
 screen -x l4d-fork
 ---

 FWIW

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 11:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Do you think it could mean that is looking for a directory called
 server
 with individual config's in that folder named 01.cfg 02.cfg.. ect?


 Well I fired up 4 forked servers (5 didn't seem to take, gotta debug
 that some). All 4 have players on it right now, one of which turned
 into
 an 8 player server ... but the server##.cfg files didn't get read.

 Command line used:

 ./srcds_run -console -game left4dead +ip 157.238.213.185 -netconport
 9000+## -netconpassword 12345 +hostport 27020+## -steamport 27960+##
 +clientport 25030+## +exec server/##.cfg -nohltv +map
 l4d_hospital01_apartment -fork 4

 Guess I gotta boot everyone and try it without the /

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:50 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 I noticed that as well.

 That command was actually posted by valve.. although I suspect is may
 be
 a
 typo.

 I haven't had a chance to test out server forking with per server
 configs
 yet.

 Let me know if you get a chance to test and I'll adjust accordingly.

 Here is the original post by valve.

 -quote
 ./srcds_run \
 -game left4dead \
 -ip 1.1.1.1\
 -netconport 9000+##\
 -netconpassword password\
 -steamport 27690+##\
 +hostname My_L4D_Server_##\
 +sv_tags reservable\
 +exec server/##.cfg\
 +map l4d_dem_hospital01_apartment\
 -fork 40

 I think what Chris forgot to mention was that the ## syntax can be
 used
 in an
 expression. So here rather than just substituting the instance number
 in,
 I am using
 it to add the value to an existing number.

 Someone asked about why -exec ##.cfg didn't work. I would suggest
 using
 +exec ##.cfg
 instead. This is the format I am using and this appears to function
 correctly. Also,
 make sure that your files are zero padded to two digits (i.e 01, 02,
 etc...).

 I also had to do a lot of shuffling around of port numbers to allow 40
 server
 instances to run correctly. This is because many of the default port
 numbers are too
 close to one another to support more than about 5-10 servers. The
 ports
 you need to
 worry about are:

 -netconport
 -steamport
 +clientport
 +hostport
 +tv_port
 +matchmakingport
 +systemlinkport

 I control the first two from the command line since they are not
 convars,
 the rest I
 put into my config files. Just space the port nunbers apart so there
 is
 a
 gap larger
 than the number of dedicated servers you intend to run on the same
 box.

 -quote


 In the forked command line you posted, for the multiple server##.cfg
 files, you have server/##.cfg -  is the / supposed to be in there?

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Tuesday, November 18, 2008 10:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Not at all..


 Mind if I copy/paste and provide the original link and your email?

 On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED]
 wrote:

 Awesome, I've been saving various e-mails as they've come down, but
 since you took the time to compile and post it ... BOOKMARKED!

 mauirixxx

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Steve
 Sent: Tuesday, November 18, 2008 9:34 AM
 To: [EMAIL PROTECTED]
 Cc: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide

 Hey guys!

 I updated my L4D config guide 

Re: [hlds_linux] Bans in L4D

2008-11-18 Thread Steve Sumichrast
Yeah, I saw that now... Thanks.  :)

On Tue, Nov 18, 2008 at 7:53 PM, Rick Payton [EMAIL PROTECTED] wrote:
 I used HLSW to ban one guy already trying to guess the rcon password, so
 I guess banning is business as usual. If you look in the cvar list, the
 commands are still the same.

 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sumichrast
 Sent: Tuesday, November 18, 2008 2:41 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Bans in L4D

 How can we ban in the L4D servers?  Is that even an option?

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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
Anyone care to share what they're using for launch parameters/cvars?

I'm going: ./srcds_run -game left4dead +map
l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
server.cfg

In server.cfg I have the hostname specified and the rcon_password
specified.  Also did a sv_minrate and sv_maxrate -- not sure about
difficulty levels, though -- are those dynamically configured through
the match maker/Director?  Ideas?

it'd be nice to have some insight on this, scheduled launch is an hour
away and I've got people wanting servers! :)


On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote:
 Any idea on the L4D .cfg files?  Server CVARs would be nice as well!

 Thanks,

 Ryan
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Re: [hlds_linux] Left 4 Dead Demo Dedicated Server files available

2008-11-06 Thread Steve Sumichrast
I just pulled the files down, server appears to be running!

On Thu, Nov 6, 2008 at 9:50 AM, J.Miribel [EMAIL PROTECTED] wrote:
 We're 12 minutes from launch and all the bins doesn't seem to be
 available yet ?

 Regards



 Jason Ruymen a écrit :
 Most of the files for the Left 4 Dead Demo Dedicated Server are now 
 available.  This is basically a preload for the Demo dedicated server, as we 
 have not released all the binaries required to run a server just yet.  So if 
 you would like to run a server use the game parameter of l4d_demo from 
 hldsupdatetool.

 Jason

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[hlds_linux] L4D Servers not connecting for anybody else?

2008-11-06 Thread Steve Sumichrast
My forked server -- nobody can connect to it.

Anyone else have their servers running but people can't connect?

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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
I'm getting this:


[S_API FAIL] SteamAPI_Init() failed; unable to update local
steamclient. Continuing with current version anyway.
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running
instance of Steam, or a local steamclient.dll.

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *



On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED] wrote:
 I'm assuming this is normal/ignorable?

 Game.dll loaded for L4D - Normal
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players
 maxplayers set to 14
 Child 2 aborted with signal 11
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.
 got status map=l4d_dem_hospital01_apartment;players=0
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.


 Chris Green wrote:
 For -fork, you'll need to let the port be auto-assigned. We may do something 
 about this for launch, as it can make some things annoying.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve 
 Sumichrast
 Sent: Thursday, November 06, 2008 6:00 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D Demo CVARs cfg files

 Anyone care to share what they're using for launch parameters/cvars?

 I'm going: ./srcds_run -game left4dead +map
 l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
 server.cfg

 In server.cfg I have the hostname specified and the rcon_password
 specified.  Also did a sv_minrate and sv_maxrate -- not sure about
 difficulty levels, though -- are those dynamically configured through
 the match maker/Director?  Ideas?

 it'd be nice to have some insight on this, scheduled launch is an hour
 away and I've got people wanting servers! :)


 On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED] wrote:

 Any idea on the L4D .cfg files?  Server CVARs would be nice as well!

 Thanks,

 Ryan
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Re: [hlds_linux] L4D Servers not connecting for anybody else?

2008-11-06 Thread Steve Sumichrast
Posted this in another reply:

[S_API FAIL] SteamAPI_Init() failed; unable to update local
steamclient. Continuing with current version anyway.
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running
instance of Steam, or a local steamclient.dll.


*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *




I'm downloading a fresh install, nothing else with it... STUPID... argh.
On Thu, Nov 6, 2008 at 10:50 AM, Flubber [EMAIL PROTECTED] wrote:
 Same here

 2008/11/6 Raphael Hehl [EMAIL PROTECTED]

 same problem without forking

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Steve
 Sumichrast
 Gesendet: Donnerstag, 6. November 2008 16:39
 An: Half-Life dedicated Linux server mailing list
 Betreff: [hlds_linux] L4D Servers not connecting for anybody else?

 My forked server -- nobody can connect to it.

 Anyone else have their servers running but people can't connect?

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Re: [hlds_linux] L4D Servers not connecting for anybody else?

2008-11-06 Thread Steve Sumichrast
Ditto... I tried doing SV_LAN 0 and it didn't do anything.



On Thu, Nov 6, 2008 at 10:53 AM, J.Miribel [EMAIL PROTECTED] wrote:
 Seems servers are running on sv_lan 1. I tried to change that to sv_lan
 0 but got an error:
 I can see my server from HLSW.

  Host_NewGame 
 Host_NewGame on map l4d_dem_hospital01_apartment
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Commentary: Could not find commentary data file
 'maps/l4d_dem_hospital01_apartment_commentary.txt'.
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 
 exec: couldn't exec server.cfg
 Adding master server 69.28.151.162:27011
 Adding master server 68.142.72.250:27011




 Raphael Hehl a écrit :
 same problem without forking

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Steve
 Sumichrast
 Gesendet: Donnerstag, 6. November 2008 16:39
 An: Half-Life dedicated Linux server mailing list
 Betreff: [hlds_linux] L4D Servers not connecting for anybody else?

 My forked server -- nobody can connect to it.

 Anyone else have their servers running but people can't connect?

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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
Cold, what's your run parameters look like?  Sounds like you need to
do +map mapname to get it past that stage -- that's what mine was
doing.

On Thu, Nov 6, 2008 at 11:01 AM, Coldorak [EMAIL PROTECTED] wrote:
 I'm getting:

 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 2000.00 on this system. This
 value is dependent upon the CPU clock speed and architecture and should be
 determined separately for each server. The use of this mechanism for timing
 can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

 Console initialized.
 Game.dll loaded for L4D - Normal
 Server is hibernating
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 Game supporting (2) split screen players
 maxplayers set to 14



 Cold

 On Thu, Nov 6, 2008 at 4:48 PM, Nick Olsen [EMAIL PROTECTED] wrote:

 Thats what I get too, Any ideas?


 Steve Sumichrast wrote:
  I'm getting this:
 
 
  [S_API FAIL] SteamAPI_Init() failed; unable to update local
  steamclient. Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
  instance of Steam, or a local steamclient.dll.
  
  *  Unable to load Steam support library.   *
  *  This server will operate in LAN mode only.  *
  
 
 
  On Thu, Nov 6, 2008 at 10:22 AM, Anthal [EMAIL PROTECTED]
 wrote:
 
  I'm assuming this is normal/ignorable?
 
  Game.dll loaded for L4D - Normal
  Server is hibernating
  ConVarRef test_progression_loop doesn't point to an existing ConVar
  Game supporting (2) split screen players
  maxplayers set to 14
  Child 2 aborted with signal 11
  [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
  Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
  of Steam, or a local steamclient.dll.
  got status map=l4d_dem_hospital01_apartment;players=0
  [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
  Continuing with current version anyway.
  [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
  of Steam, or a local steamclient.dll.
 
 
  Chris Green wrote:
 
  For -fork, you'll need to let the port be auto-assigned. We may do
 something about this for launch, as it can make some things annoying.
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Steve Sumichrast
  Sent: Thursday, November 06, 2008 6:00 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
 
  Anyone care to share what they're using for launch parameters/cvars?
 
  I'm going: ./srcds_run -game left4dead +map
  l4d_dem_hospital01_apartment -fork 4 -port # +ip ... +exec
  server.cfg
 
  In server.cfg I have the hostname specified and the rcon_password
  specified.  Also did a sv_minrate and sv_maxrate -- not sure about
  difficulty levels, though -- are those dynamically configured through
  the match maker/Director?  Ideas?
 
  it'd be nice to have some insight on this, scheduled launch is an hour
  away and I've got people wanting servers! :)
 
 
  On Wed, Nov 5, 2008 at 9:17 PM, Ryan Davis [EMAIL PROTECTED]
 wrote:
 
 
  Any idea on the L4D .cfg files?  Server CVARs would be nice as well!
 
  Thanks,
 
  Ryan
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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
I did.

I put:

hostname hostname
rcon_password password

Twas it though -- I had some rate stuff in there but the server says
those commands aren't supported.

On Thu, Nov 6, 2008 at 11:06 AM, Andrey Egorov [EMAIL PROTECTED] wrote:

 Hi for all,

 Anybody writing server.cfg file?
 What normally options for the server?


 Andrey.


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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
Patch just landed, servers are running!

On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel [EMAIL PROTECTED] wrote:
 cvarlist works on l4d, I'm looking into it :)

 Andrey Egorov a écrit :
 Hi for all,

 Anybody writing server.cfg file?
 What normally options for the server?


 Andrey.


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Re: [hlds_linux] Left 4 Dead -Matchmaking - please bring back the server list

2008-11-06 Thread Steve Sumichrast
I figured at bare minimum we could do connect server:port... that
doesn't even appear to be an option.  This is really upsetting, I
provide servers for our group for our use (and then public use
afterwards)... I've got four forks going, and Ic an't get on any of
them

Very depressing.

On Thu, Nov 6, 2008 at 9:55 AM, David A. Parker [EMAIL PROTECTED] wrote:
 Agreed.  I work at a college, and the reason we host gaming servers on
 campus is because the internet bandwidth for the dorms is around 100%
 usage 22 hours a day, so students end up getting horrible ping times on
 outside servers.  A lot of students have asked if we will be hosting
 L4D, but it won't do them any good if they can't choose to play on our
 servers.

 - Dave

 Cobalt Bomb wrote:
 I must say, I'm a little aghast at the thought that I may not have access to
 the type of server browser/list I've used for the past decade and more.  I'm
 not a GSP so I have no real interest in it from that perspective, but I do
 prefer to pick my own server.  I'm not sure how L4D works with regard to
 dropping in to games (like we would with Quake or TF2 etc.), but when I look
 to join an existing game, I'll go to one of my favourite servers.  That
 might be a server where I play a lot and have built up a relationship with
 the player base, or a server I know will give me a good ping.

 How will it work with private servers?  How will I tell my client that I
 want to join a specific server if they're just picked from a random list? If
 I'm playing with friends and a couple of us are ready early, we'll join our
 provate server and mess about while waiting for the others.  I don't want to
 hang around in some sterile lobby where all I can do it type. I've already
 got IRC for that.  I want to join my server, blast some infected while we
 wait, and then rcon restart the map when everyone's ready.

 Maybe it won't be as crap and dumbed-down as it sounds, but I'm already
 prejudiced against the idea even before I experience it.

 There is also a ranking system to show the popularity of your server.

 What's the point of that when it's some back-end system that selects the
 server?  It doesn't show real popularity amongst players, merely which
 servers get populated by the game manager.
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 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] L4D server requires a restart before anyone joins again?

2008-11-06 Thread Steve Sumichrast
After people win and go back to the lobby, I believe the server holds
as a reservation for 45 seconds (thats what it looks like through the
CVAR).  AFter that it's available for others to use... I just watched
mine do it.

On Thu, Nov 6, 2008 at 12:57 PM, Saint K. [EMAIL PROTECTED] wrote:
 Hi,

 I'm noticing this weird behavior. When people had a game session on the L4D
 server, its not being used anymore afterwards, until it gets a reboot.

 Anyone els seeing this?

 Cheers


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Re: [hlds_linux] L4D Demo CVARs cfg files

2008-11-06 Thread Steve Sumichrast
I would completly disagree -- home listen servers get bogged down
REALLY fast after just a game or two, especially on expert... We were
hosting locally on a quad core with 4 GB of RAM and the thing couldn't
keep up after we went to play our second game on it...

my servers have been handling just fine it appears...

On Thu, Nov 6, 2008 at 12:53 PM, Jon Swope [EMAIL PROTECTED] wrote:
 Judging from the demo, hosting games on a residential connection seems to
 work just fine.  Are dedicated servers really that necessary for the game?

 On Thu, Nov 6, 2008 at 12:44 PM, Coldorak [EMAIL PROTECTED] wrote:

 Well, as flubber said, no point to host atm. I'll restart my 6 servers when
 we'll be able to filter and choose what server we want to join

 Cold

 On Thu, Nov 6, 2008 at 6:19 PM, Erik Johnson [EMAIL PROTECTED]
 wrote:

  There isn't a way to do this right now, but it is something we're going
 to
  add.
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Ryan Davis
  Sent: Thursday, November 06, 2008 8:26 AM
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
 
  No privacy features though.
 
  sv_password is ignored.  I run a private server for Shacknews.com and I
  have
  strangers on it :)
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steve
  Sumichrast
  Sent: Thursday, November 06, 2008 11:15 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D Demo CVARs cfg files
 
  Patch just landed, servers are running!
 
  On Thu, Nov 6, 2008 at 11:08 AM, J.Miribel [EMAIL PROTECTED]
  wrote:
   cvarlist works on l4d, I'm looking into it :)
  
   Andrey Egorov a écrit :
   Hi for all,
  
   Anybody writing server.cfg file?
   What normally options for the server?
  
  
   Andrey.
  
  
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  No virus found in this incoming message.
  Checked by AVG - http://www.avg.com
  Version: 8.0.175 / Virus Database: 270.9.0/1770 - Release Date: 11/6/2008
  7:58 AM
 
 
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Steve Sumichrast
I've been toying around with sv_search_key... it seems to work only
if the servers are empty, of course...  If the server could be set to
only allow clients with the search_key, I'd be set... oh well. Grr!

On Thu, Nov 6, 2008 at 1:19 PM, Joseph Laws [EMAIL PROTECTED] wrote:
 Then I hope VALVe likes hosting all servers themselves.  Without clients
 able to use their OWN server then they will not rent from professional
 hosts.  In that case, professional hosts wouldn't bother with the game
 and you'd be left with VALVe alone hosting this game.
 Nick Olsen wrote:
 nope, your forced into match making


 Pete wrote:

 I shoudl think you will be able to go on fried server or just enter the IP 
 etc
 There will be a way to play with your friends and the server you want

 2008/11/6 Nick Olsen [EMAIL PROTECTED]:


 Are we going to beable to play on our own server?
 Lets say I run a l4d server in my colo and am 1ms away from it.
 I would want to play on that server. Can me and 3 friends connect to my
 server by IP or do we HAVE to use the matchmaking system and just get
 put on a random box?


 Eric Smith wrote:


 You'll setup the MOTD and banner ad by editing the attached .txt files 
 (which are in the Left4Dead folder) to point at your images.

 -Eric


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Lyons
 Sent: Wednesday, November 05, 2008 5:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Can we get some specs on the banner please?

 Size, file type, size restrictions etc...

 Eric Smith wrote:



 Left 4 Dead will use the new matchmaking system we've been working
 on.

 The new matchmaking system replaces the traditional server browser.
 By running a public dedicated server your server will be added to a
 list of servers available for clients to use when playing.  Games are
 started from a Game Lobby by clients, who are then connected to a
 dedicated server when they start the game.  When they're done, your
 server is added back to the list of available servers.  Clients will
 be able to Quick Match, Play Online, and Play With Friends when
 they want to play a game.

 You will still have access to the traditional Message of the Day for
 your server.  For Left 4 Dead, we've added a banner ad you can create
 that will be displayed to clients when they're playing on your
 server.  There is also a ranking system to show the popularity of
 your server.

 This is the first version of what we've been working on, and we're
 going to want feedback from all of you once things start turning up
 tomorrow.

 -Eric



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 Content Administrator, Internode Systems
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: [EMAIL PROTECTED]
 WWW: www.internode.com.au
 In theory, there is no difference between theory and practice; In
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Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking

2008-11-06 Thread Steve Sumichrast
You can connect directly to your server if a spot is open - that's
what I'm doing right now... . One of my three forks had a spot open,
so I connected directly to the server and then was able to make room
on it for others I wanted to play with to join me -- they joined,
we're on a box... very manual process, but it did work.

As far as the lobby connect that's interesting, but I don't think that
would help..

On Thu, Nov 6, 2008 at 2:26 PM, Flubber [EMAIL PROTECTED] wrote:
 will the server appear in browser if sv_public = 0?

 2008/11/6 Joseph Laws [EMAIL PROTECTED]

 Erik, a cvar would work for something like that.

 sv_public 1 = server added to region match-maker network
 sv_public 0 = server not added and clients must know the ip/port and/or
 passwords to join the server

 Problem solved.

 Erik Johnson wrote:
  We're going to add support for what you describe, it just isn't something
 that is done just yet.
 
  The case that will be difficult if not impossible to deal with will be a
 mixed system, where you have a private clan server for you and a friend,
 and you want two other public players to come in via matchmaking.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Mark - hlds list
  Sent: Thursday, November 06, 2008 10:25 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] Left 4 Dead -Matchmaking
 
  Joseph Laws wrote:
 
  Then I hope VALVe likes hosting all servers themselves.  Without clients
  able to use their OWN server then they will not rent from professional
  hosts.  In that case, professional hosts wouldn't bother with the game
  and you'd be left with VALVe alone hosting this game.
  Nick Olsen wrote:
 
 
  nope, your forced into match making
 
 
  Pete wrote:
 
 
 
  I shoudl think you will be able to go on fried server or just enter
 the IP etc
  There will be a way to play with your friends and the server you want
 
 
 
  Agreed, this really sucks... I was going to run a nice beefy server on a
  high-bandwidth connection, only passworded when my buddies and I wanted
  to play together, public the rest of the time.  Now, why bother?
 
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Re: [hlds_linux] L4D server cvar list

2008-11-06 Thread Steve Sumichrast
Thanks, Dave.  Was going to do this myself but you saved me some time!


On Thu, Nov 6, 2008 at 2:30 PM, David A. Parker [EMAIL PROTECTED] wrote:
 Hello Everyone,

 I saved the output of cvarlist as a PDF in case anyone else needs it.
 You can find it here:

 http://uclug.utica.edu/files/dave/l4d_cvar_list.pdf

 - Dave

 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] [hlds] As close to private servers as is possibly at the moment (was: Re: [hlds] L4D Win32 Dedicated Servers Updated)

2008-11-06 Thread Steve Sumichrast
This doesn't seem to be working on my linux servers.  I've got three
servers with sv_allow_lobby_connect_only set to 0, with sv_password
enabled (sv_public is not a CVAR for L4D)  when I try to connect,
I put the password in and nothing...  its sending lobby ids to the
server, I still cant get in them and they're empty...

I'm not so sure this method is working on Linux -- can someone else
using linux chime in?



On Thu, Nov 6, 2008 at 3:34 PM,  [EMAIL PROTECTED] wrote:
 Set sv_allow_lobby_connect_only 0 to allow direct connections

 If you want semi-private servers (at least until they get passworded ones
 working) also set sv_public 0

 My mates and me are combining these 2 with firewall rules to get a
 completely private server (only setting sv_public 0 so as to not piss off
 people trying to connect to it), which isn't ideal, but this _is_ the demo,
 so reduced functionality is something I can live with ;)


 Cross-posting to Linux mailing list as it's useful info, and also to say a
 massive thanks for the huge improvement in server performance :)

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Brian D'Arcy
 Sent: 06 November 2008 20:28
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Win32 Dedicated Servers Updated

 Has anyone figured out how to join a server that has slots free?  One
 of my
 servers has 2 people on it, but when I try and connect directly it
 basically
 says sorry, it's reserved, you hafta join from a lobby.

 I tried the sv_unreserve thing, but no love.
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-08-19 Thread Steve Sumichrast
Anybody else having problems getting the update?  I'm getting
connection reset or ticket expired errors.

On Tue, Aug 19, 2008 at 5:34 PM, Jason Ruymen [EMAIL PROTECTED] wrote:
 The required Heavy update for Team Fortress 2 has been released.  Please
 use hldsupdatetool to receive it.  The specific changes include:

 Added 3 Heavy unlockables:
 - Natascha, The Sandvich, The Killing Gloves of Boxing
 - Added 35 new Heavy achievements

 Added Arena game mode:
 - 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands

 - Added cp_steel, a community map by Jamie Fishbus Manson

 Changes:
 - Added server map timeleft to upper right of scoreboard
 - Added new firing sounds to The Backburner
 - Removed the Custom Tab in the serverbrowser, and added the Tags field
 to the base Internet Tab
 - Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
 - 32 player servers can now support an extra slot of SourceTV
 - Made the freezecam item panel description easier to read
 - Players now broadcast whether they chose a team directly or use
 autoteam
 - Added proper handling of cart blocking recognition to Payload maps

 Bug fixes:
 - Fixed bug where switching from flaregun-wielding Pyro to another class
 meant you didn't get a full ammo loadout on first spawn
 - Fixed Spy watch arm not using team skins
 - Fixed weapon switching preventing you from using secondary attacks for
 a 0.2s window after the primary became available
 - Fixed players getting stuck in a bad animation state when class
 switching while spinning the minigun
 - Fixed a loophole that allowed players to pickup weapons of other
 classes
 - Fixed a bug that resulted in players earning more crit chance bonus in
 large, single damage events than they are supposed to
 - Fixed an issue with the floating HUD +X health indicators that
 resulted in them appearing incorrectly
 - Fixed a bug which caused the minigun spinning  firing sounds to
 occasionally stop while the Heavy was still firing
 - Fixes the Loadout player model panel causing the in-game player facial
 animation to perform incorrectly
 - Fixed spectators not having the target ID labels display correctly
 - Fixed the cart alarm sound occasionally getting stuck on in Payload
 maps

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2008-08-19 Thread Steve Sumichrast
That didn't happen for me at all -- It just errors right out and says
my ticket is expired.  I try doing hldsupdate and when I do that it
pulls down the steam client that needs updating.  when I try to run
that, I get the connection reset error.  I had another copy of the
steam binary around so I put that in, and it still gets the expired
ticket error.

Hope this gets fixed soon -- I already scheduled a server event that's
going to start in two hours! :O

On Tue, Aug 19, 2008 at 6:05 PM, Anthal [EMAIL PROTECTED] wrote:
 The update created a directory called .steam that included a
 CLientRegistry.blob file. I ahd to remove the directory before it would
 actually let me update.

 2 servers down, 1 to go...

 SakeFox wrote:
 i am having the same problem...cant get the update for the servers

 Steve Sumichrast wrote:

 Anybody else having problems getting the update?  I'm getting
 connection reset or ticket expired errors.

 On Tue, Aug 19, 2008 at 5:34 PM, Jason Ruymen [EMAIL PROTECTED] wrote:


 The required Heavy update for Team Fortress 2 has been released.  Please
 use hldsupdatetool to receive it.  The specific changes include:

 Added 3 Heavy unlockables:
 - Natascha, The Sandvich, The Killing Gloves of Boxing
 - Added 35 new Heavy achievements

 Added Arena game mode:
 - 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands

 - Added cp_steel, a community map by Jamie Fishbus Manson

 Changes:
 - Added server map timeleft to upper right of scoreboard
 - Added new firing sounds to The Backburner
 - Removed the Custom Tab in the serverbrowser, and added the Tags field
 to the base Internet Tab
 - Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
 - 32 player servers can now support an extra slot of SourceTV
 - Made the freezecam item panel description easier to read
 - Players now broadcast whether they chose a team directly or use
 autoteam
 - Added proper handling of cart blocking recognition to Payload maps

 Bug fixes:
 - Fixed bug where switching from flaregun-wielding Pyro to another class
 meant you didn't get a full ammo loadout on first spawn
 - Fixed Spy watch arm not using team skins
 - Fixed weapon switching preventing you from using secondary attacks for
 a 0.2s window after the primary became available
 - Fixed players getting stuck in a bad animation state when class
 switching while spinning the minigun
 - Fixed a loophole that allowed players to pickup weapons of other
 classes
 - Fixed a bug that resulted in players earning more crit chance bonus in
 large, single damage events than they are supposed to
 - Fixed an issue with the floating HUD +X health indicators that
 resulted in them appearing incorrectly
 - Fixed a bug which caused the minigun spinning  firing sounds to
 occasionally stop while the Heavy was still firing
 - Fixes the Loadout player model panel causing the in-game player facial
 animation to perform incorrectly
 - Fixed spectators not having the target ID labels display correctly
 - Fixed the cart alarm sound occasionally getting stuck on in Payload
 maps

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2008-08-19 Thread Steve Sumichrast
I've had a lot of complaints about the new ravine (I believe) arena
map.  Lots of players run out of spawn and then crash to the
desktop...

Anyone else?

On Tue, Aug 19, 2008 at 8:43 PM, Oliver Salzburg [EMAIL PROTECTED] wrote:
 Tom Leighton wrote:
 Threads are working fine in my Thunderbird version 2.0.0.16 (20080708)

 I got 2.0.0.016 as well, and yeah, threads are working fine. In the
 sense that they are threading mail at all.
 Yet, mails with the same subject are grouped in the same branch.
 And i fail to see the harm to suffix the mail subject to get a little
 more specific (and fix some client problems as well).
 Jon Swope wrote:

 That is what Message-ID metadata is for.  I know both Outlook and Gmail
 honor this, and thread correctly.  Perhaps it is an issue to take up with
 the Thunderbird devs?

 Also, it seems the cvar for changing the max players in an arena game is
 either missing or eluding me.  Are we locked at 5v5 for arena?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
 Salzburg
 Sent: Tuesday, August 19, 2008 7:35 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 I beg you, again, please suffix/prefix these announcements with a date
 so mail clients can apply threading properly.



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Re: [hlds_linux] ts2 autoupdate bug?

2008-07-06 Thread Steve Sumichrast
Holy cow that really was the easiest of all the solutions I've found.

Of course I had another problem in that I was installing in a
different directory (so not -dir . ).  Ended up moving hldsupdatetool
into the folder (in this case, tf) and then spawning another copy of
steam inside that folder..  tried going back up to my root directory,
which failed me miserably.  Oh well, whatever.  This works.  Thanks
for sharing this.

On Sun, Jul 6, 2008 at 12:14 AM, chillicane [EMAIL PROTECTED] wrote:
 ive seen various fixes for this although this one looks like the simplest

 http://www.dbaranski.net/node/6



 On Sun, Jul 6, 2008 at 1:42 AM, XenonServer Vertrieb 
 [EMAIL PROTECTED] wrote:

 And how can i run autoupdate correctly or is there no possibility to use
 it any more?

 Mit freundlichen Grüßen
 Heiko Boch

 
 XenonServer

 Dieselstraße 4
 61118 Bad Vilbel

 Inhaber: Heiko Boch

 Phone : +49 6101 556135
 Fax : +49 6101 556136
 E-Mail : [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 Web : http://www.xenonserver.de


 Daniel Albers schrieb:
  XenonServer Vertrieb wrote:
 
 
  is there a bug with the autoupdate in tf2?
  I run as follow:
  /path/to/orangebox/srcds_run -game tf  +map cp_badlands  +maxplayers 16
  +ip xxx  +hostport xxx -secure   -autoupdate
 
  The autoupdate tool generates in the folder orangebox a new orangebox
  folder with tf and all other folders in it.
 
 
  Yes, the directory selection behaviour changed with Update Tool version
  31. It now prepends orangebox/.
 
  Daniel
 
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 --
 
 Chillidog Systems - Re-inventing the wheel for the sake of all humanity!
 
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Re: [hlds_linux] TF2 - End/Start round lags

2008-07-05 Thread Steve Sumichrast
Heh thought this was just my linux server.  This has been happening
for my server randomly since the pyro pack update.  It happens on some
rounds, and not others.  Just assumed it was my client..

On Fri, Jul 4, 2008 at 6:04 PM, bl4nkeh [EMAIL PROTECTED] wrote:
 I was getting this before the latest patch, so it's not that.

 Cc2iscooL wrote:
 I think the delay has to do with the new patch to fix the memory leak.
 I'm guessing round-end is when it clears the memory used for the equip
 command, as was causing massive memory leaks, thus causing the server to
 pause for a second or two. I've noticed a small delay, but on my servers
 it really isn't that noticeable.

 bl4nkeh wrote:

 Happens on my popular Linux box as well. It mainly happens when the
 server is full and it's on larger maps. There's a slight delay on
 smaller maps, but it's not as bad as the big ones.

 1nsane wrote:


 Same here, Windows. For me this is also accompanied by a CPU usage Spike to
 100%.

 On Fri, Jul 4, 2008 at 12:55 PM, Vladimir Osipenko [EMAIL PROTECTED]
 wrote:




 yeah, we also noticed

 On 04/07/2008, Nicholas Hastings [EMAIL PROTECTED] wrote:



 We have also noticed that on at least 2 of our 3 servers (both windows),
 not sure about our third.

 AnAkIn . wrote:



 After updating my TF2 server, it seems that everybody notice a 5 second
 lag
 at the end of the round/start of new round, the server is like timing



 out.



 Anyone noticed this with his server?
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-07-02 Thread Steve Sumichrast
Also the goldrush cart status disappearing randomly (maybe it's not so
random, but I haven't spent enough time tracking down what's causing
it).  I am advertising hud_reloadscheme to players to fix it, which is
pretty painful on older machines...

As much as these balance changes are important, the goldrush bug is
really irritating.

On Wed, Jul 2, 2008 at 12:32 PM, Ronny Schedel [EMAIL PROTECTED] wrote:
 There is still the bug during the complete team change of red and blue. The
 players are shown as died but are still alive.

 Best regards

 Ronny Schedel


 The required update for Team Fortress 2 has now been released.  Please
 run hldsupdatetool to receive it.  The specific changes include:

 - Fixed backburner's flame critical hits not being recalculated after
 collision. This meant that it would check if the target was looking away
 once and after that the flame could score a critical hit again even if
 the orientation changed
 - Added back some damage falloff to the Pyro's flamethrower. Not nearly
 as extreme as it was before the Pyro class pack
 - Fixed bug that caused Demomen to take a small amount of extra damage
 from their own grenades and fly farther using them
 - Fixed spy getting stuck in players after removing his disguise
 - Fixed spy stabbing and being able to go invisible instantly
 - Fixed spy disguised as enemy medic being able to spam voice commands
 - Fixed buffed health not decaying properly after being healed by a
 dispenser
 - Selectable menus can now be operated with number keys even if they are
 not bound to slot1, slot2, etc.
 - Removed the remaining speed adjustments for carrying intelligence (a
 couple of game modes still reduced your maxspeed)
 - Fixed a buildable item placement bug where the object would not rotate
 after the user tried to place in an invalid location

 Jason

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Re: [hlds_linux] TF2 32 Slots

2008-06-25 Thread Steve Sumichrast
I thought it did -- I remember listing mine as 32 slot (before using
the BM sv tags thing) and it of course delisted me from the regular
vanilla servers.  I've got it going again but I've got a feeling it
won't be long before I'm either delisted or Valve makes a change that
forces all servers greater than 24 slot to be under custom... who
knows.

On Tue, Jun 24, 2008 at 10:36 PM, Patrick Shelley [EMAIL PROTECTED] wrote:
 Becareful with this - a few people reports it delists your server

 On 6/25/08, 1nsane [EMAIL PROTECTED] wrote:

 Beetlesmod and sourcemod can do this.

 bm_SetSvTags 1 would be the command in BM.

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Re: [hlds_linux] TF2 - Goldrush's cart indicator stillnotworkingallthe time

2008-06-11 Thread Steve Sumichrast
There's a client command (hud_reloadscheme) that I've been advertising
on my server for clients to run when it goes missing, seems to work
every time...  I agree, though... this needs to be fixed.  really
annoying...

On Wed, Jun 11, 2008 at 11:58 AM, SakeFox [EMAIL PROTECTED] wrote:
 well has been said that it happening with no plugins on the server so i
 would think that it wouldn't matter on the type of servers played on.

 I have only had the UI color bug once, while i know others have had it
 several times and never seen the kart bug. If it is client side could be
 hard to find out what would be doing it.

 just going to have to start somewhere.
 Windows XP Pro
 Intel E6850
 Nvidia 8800 Ultra
 DirectX 9.0c

 Keeper wrote:
 True, but the question is why hasn't it ever happened to some while it
 always happens to others.  There has to be something different.

 Maybe it's something to do with a type of video card, types of servers
 played on?  I cannot for the life of me think why a vgui panel wouldn't show
 ...

 Keeper
 -Original Message-
 From: ics [mailto:[EMAIL PROTECTED]

 If it has not happened to you, it doesn't mean that the problem does not
 exist.

 -ics

 Ryan kirjoitti:

 It has never happened to me.



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Re: [hlds_linux] TF2 Update today ?

2008-02-14 Thread Steve Sumichrast
--
[ Picked text/plain from multipart/alternative ]
I was hoping we'd see an on time release... booo.  :(

- Original Message 
From: Marcel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, February 14, 2008 1:36:37 PM
Subject: Re: [hlds_linux] TF2 Update today ?


hm
-
no
update
for
now...*wait*

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RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve Sumichrast
I'm up and running with the update no problem.

MetaMod version 1.6.0.581 no problems.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Thursday, February 14, 2008 04:37 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

Is anyone else not able to get metamod to load on the new build?




 Required updates for Team Fortress 2 and it's dedicated servers have
 finally been released.  Please run hldsupdatetool to receive these
 updates.  The specific changes include:

 Source Engine:
 - Refactored how lightmaps are downloaded to the graphics card at level
 load. On some hardware configurations this can lower level load times
 significantly
 - Optimized some particle systems to improve performance on some
 hardware configurations
 - Player stats are now sent up as they change, rather than when the
 player dies
 - Improved playback of sub-frame sounds
 - Fixed a crash caused by alt-tabs during map load
 - Eliminated unnecessary temporary memory allocation in scenefilecache

 Team Fortress 2:
 - Badlands released
 - Changes to Dustbowl
   - Added a new access point to the stage2 attacker gates
 (drop-down left from spawn), allowing attackers a way to reach the left
 route without being subjected to the spam and sentry gun fire
   - Fixed a gap in stage 3, cap 1 that allowed a player with to
 wiggle above the ceiling clip
   - Fixed a gap behind stage 1, cap 1 house
   - Fixed a high perch on stage1 cap1 house roof
   - Fixed a perch offering view of nodraw textures and the skybox
 (stage1 cap2 rock barrier)
   - Fixed a few places where rockets/demoman pipes could pass
 through non-solid models
   - Sealed up a gap over stage1 lower startgate
   - Clipped off tall windows in stage 3 to prevent sentry guns
 from behind built behind them
   - Changes to Capture the Flag Well
   - Fixed trains not starting on map spawn
   - Removed cap association from red spawns that were
 spamming console
   - Changes to Granary
   - Removed spawn timing advantage from the middle (from
 -3 to 0)
   - Fixed several model perch exploits (red, blue cp1 gate
 and blue cp2 gate pipe)
   - Fixed a few places where players could get stuck
 between containers and silos
   - Adjusted playerclips on red container that made it
 appear like players were floating
   - Added a small delay (200 ms) before a zoomed sniper shot can
 get a critical hit
   - Added server side convar mp_fadetoblack. Same functionality as
 Counter-Strike, used mainly during in-person tournaments and LAN events
   - Added flamethrower sizzle sound when the Pyro is hitting a
 target
   - Updated explosion debris to be a bit darker
   - Fixed idle players not being kicked from the server if
 mp_allowspectators was set to 0
   - Added ctf_well to the default mapcycle.txt file
   - Added ctf_well to the default motd.txt file
   - Fixed floor tile material type
   - Fixed some weapon damage info missing from TF2 game stats
   - Made some small changes to the Demoman viewmodel that were
 causing performance problems
   - Added a new timer to the HUD to show the value of
 mp_timelimit. This is useful if you're playing a timed match on 2Fort,
 where you only set a timelimit on the server and no other win
 conditions.
   - Added server log entry for buildings destroyed by their owner
   - Fixed sentry gun shadows being clipped
   - Updated glass material

 SourceTV:
 - SourceTV now uses a hidden slot on the game server. This allows for 24
 player servers to also have a SourceTV proxy connected to it
 - Fixed Pyro's flamethrower flames not showing up in SourceTV

 Jason



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Re: [hlds_linux] RE: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve Sumichrast
--
[ Picked text/plain from multipart/alternative ]
Mine's acting up now, too.  I thought it'd be source mod but it's not...

I'm getting a seg fault at random in srcds_run around line 386, I do believe -- 
I couldn't capture it though.

- Original Message 
From: Steve S. [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: hlds_linux@list.valvesoftware.com
Sent: Thursday, February 14, 2008 7:00:56 PM
Subject: [hlds_linux] RE: [hlds] Team Fortress 2/Dedicated Server Updated


I
have
a
linux
dedicated
server,
it's
crashing
every
10
or
15
mins
with
or
without
plugins.
on
reg
and
custom
maps.




My
server
runs
fine
...
win2003,
mani,
sourcemod,
plr,
stripper...


but
i
see
messages
like
this:

Player
Lbs
left
the
game
(ERROR!
Reliable
snaphsot
overflow.)


-Original
Message-

From:
[EMAIL PROTECTED]

[mailto:[EMAIL PROTECTED]
On
Behalf
Of
1nsane
.

Sent:
Friday,
February
15,
2008
1:44
AM

To:
[EMAIL PROTECTED]

Subject:
Re:
[hlds]
Team
Fortress
2/Dedicated
Server
Updated


--

[
Picked
text/plain
from
multipart/alternative
]
Beetlesmod

(Newest
Beta)
plr
+
another
plugin
running
and
no
crashes
here.


You
guys
are
running
Windows
or
Linux
here?
I'm
on
Windows
by
the
way.


On
Thu,
Feb
14,
2008
at
7:21
PM,
[DumB]TeXas

[EMAIL PROTECTED]
wrote:



We
seem
to
be
getting
it
regardless
of
what
we
run.
I've
removed


absolutely
everything
of
plugins,
no
mmsource,
no
nothing
-
and
the


server
is
still
crashing
after
a
while
once
we
populate
it.
We
must


have
had
half
a
dozen
crashes
at
least
before
I
gave
up

trying
to
fill


it
back
up
again.
This
is
incredibly
frustrating.
=/




Steve
S.
wrote:



Same
here,
just
crashed
again.
The
first
crash
was
on

badlands
and



this
one
was
on
a
custom
map.
Nothing
in
the
log
files.















Constant
crashes
here.
Only
on
my
custom
map
server.
My
24/7



dustbowl
server
is
just
fine.












-Original
Message-



From:
[EMAIL PROTECTED]



[mailto:[EMAIL PROTECTED]
On
Behalf
Of
Steve
S.



Sent:
Thursday,
February
14,
2008
2:57
PM



To:
[EMAIL PROTECTED]



Subject:
Re:
[hlds]
Team
Fortress
2/Dedicated
Server
Updated






don't
know
why
but
metamod
decided
to
load
all
the

sudden..
after
a


crash



with
no
plugins
on
badlands


















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Re: [hlds_linux] mp_stalemate_enable 0 not working correctly

2008-01-15 Thread Steve Sumichrast
--
[ Picked text/plain from multipart/alternative ]
Well I've enabled that on my server and I can't get stalemates to work on cp_ 
maps...

- Original Message 
From: AnAkIn . [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, January 15, 2008 12:37:09 PM
Subject: Re: [hlds_linux] mp_stalemate_enable 0 not working correctly


--
[ Picked text/plain from multipart/alternative ]
Hmm strange.

Btw the mp_stalemate_enable only affects cp_ maps. Ctf_ and Tc_ still
 have
the sudden death.
I didn't have any sudden death rounds on cp_ maps with
 mp_stalemate_enable 0

2008/1/15, Ronny Schedel [EMAIL PROTECTED]:

 Hello,

 we use the new cvar mp_stalemate_enable with set to 0 to avoid the
 sudden
 death rounds, this was first introduced in the DEC-21-2007 update of
 TF2.
 Unfortunatly we still have sudden death rounds. You can reproduce
 this
 problem if you play some minutes on Well and then change the cvar
 mp_timelimit to 1. This problem occurs also on other maps.

 Best regards

 Ronny Schedel


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RE: [hlds_linux] Team Fortress 2 Update Available

2008-01-15 Thread Steve Sumichrast
Wow -- guys pay attention.  This just took my server down.  Looks like it
pulled updates down automatically some how and when it did a map change the
server died.  Restarted after wards, but it emptied my 24 slot server out...
I installed the update and the problem went away -- just a note for everyone
else, curious if this happens to anybody else tonight.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, January 15, 2008 09:06 PM
To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Subject: [hlds_linux] Team Fortress 2 Update Available

A new required update to Team Fortress 2 has been released.  As always,
please run hldsupdatetool to update your servers.  The specific changes
include:

- Fixed medigun effect not being removed if the medic changed class
while healing
- Fixed being able to zoom too quickly after firing a zoomed shot

Jason



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RE: [hlds_linux] Suddenly Crashing (overflowed reliable channel)

2008-01-15 Thread Steve Sumichrast
There was an update tonight -- did you apply it?  The release of the update
did whacky things to my server tonight...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris S
Sent: Tuesday, January 15, 2008 10:24 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Suddenly Crashing (overflowed reliable channel)

--
[ Picked text/plain from multipart/alternative ]
Good evening, all.
No recent updates to my server, and it's been working flawlessly.
But suddenly tonight it started having problems. The server would suddenly
become laggy and all users started disconnecting with messages such as:

abcdefg23STEAM_0:0:123455TERRORIST disconnected (reason Client 9
overflowed reliable channel.)

Users would reconnect but the same thing would happen. A server restart did
not help, the problem occurred again a few times. Then the server
stabilized (it's been good now for about 5 minutes).

Any ideas where to look? The way it suddenly came on leads me to believe
that someone has discovered a server exploit to cash the disconnects.
--

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RE: [hlds_linux] Team Fortress 2 Update Available

2008-01-15 Thread Steve Sumichrast
The problem is it didn't restart, and this auto-update feature has *never*
worked on my server before.  It look like it actually did -- and instead of
restarting the server like it should have, at every map change, the server
had a crash event, kicked everyone, and then restarted.  That doesn't seem
like a good situation.

I've remove the autoupdate, had meant to do that after the last update since
it's not working anyways... I'm surprised that it worked, but took my
server down with it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ics
Sent: Tuesday, January 15, 2008 10:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Available

It's supposed to do that since you have -autoupdate on the start line.
This means that if there is an update, server downloads it and restarts
when done. This could take some time. Take the -autoupdate option off if
you want to update your server manually.

-ics

Steve Sumichrast kirjoitti:
 Wow -- guys pay attention.  This just took my server down.  Looks like it
 pulled updates down automatically some how and when it did a map change
the
 server died.  Restarted after wards, but it emptied my 24 slot server
out...
 I installed the update and the problem went away -- just a note for
everyone
 else, curious if this happens to anybody else tonight.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, January 15, 2008 09:06 PM
 To: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 Subject: [hlds_linux] Team Fortress 2 Update Available

 A new required update to Team Fortress 2 has been released.  As always,
 please run hldsupdatetool to update your servers.  The specific changes
 include:

 - Fixed medigun effect not being removed if the medic changed class
 while healing
 - Fixed being able to zoom too quickly after firing a zoomed shot

 Jason



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RE: [hlds_linux] Map configuration Files

2008-01-07 Thread Steve Sumichrast
Dustbowl is a big map on my server -- I just recently set the folllwing:

Mp_winlimit 0
Mp_maxrounds 24 (or 30)
Mp_timelimit 120

I believe, if I understand the last update to dustbowl, as if I'm on round
29, and I'm only on the 3rd capture of the second area, it will continue
until either red successfully defends the points or blue captures the very
last point in round 3.  I assume the time limit works the same way.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Evert-Jan
Aalderink
Sent: Monday, January 07, 2008 05:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Map configuration Files

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What do you people recon is best for what maps?



Obviously the main thing to change for the map configuration files are the
timelimits.



What would be the best choice for maps as Dustbowl and Hydro?



Also the custom map Floodzone. If anybody knows that map can you explain me
how the maps timelimit works?





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Re: [hlds_linux] Team Fortress 2/Dedicated Server Update

2007-10-26 Thread Steve Sumichrast
I had to stop my server, run ./steam update (./steam -command update -game tf 
-dir ./tf2) to actually get the update -- once I did that and started the 
server, that message went away.

- Original Message 
From: Tomasz Formanowski [EMAIL PROTECTED]
To: Jason Ruymen hlds_linux@list.valvesoftware.com
Sent: Friday, October 26, 2007 11:10:58 AM
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Update


Hi,

JR Required updates for Team Fortress 2 and it's dedicated servers are
 now
JR available.  Please run hldsupdatetool to update.  The specific
 changes
JR include:

We've got problems with serveral tf2 servers. Linux steam updater says
that server is up to date (even with -verify_all), but server says it
 has to be restarted in
order to recieve latest update.

please help :)

regards
TF


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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Steve Sumichrast
I Don't think this is accurate information -- My linux box (AMD Barton 3000+ 
running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I 
have both of those listed in the output.

However, I do not have FCMOV -- I have CMOV support..  Guessing that's what's 
doing it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

grep ext /proc/cpuinfo

If the output includes fpu and cmov, chances are your machine can do it.

As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.

~~ Ondra

On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
 In what processor range(s) was this FCMOV introduced?

 Alfred Reynolds wrote:
 Your CPU needs to support the FCMOV instruction, if you get the bone
 weight problem then chances are it doesn't.

 - Alfred

 Daron Dodd wrote:
 i see no fix to the bad bone weight crashes

 On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 Required updates to Team Fortress have been released.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed certain crashes with paged pool memory
 - Added a warning for when paged pool memory is low
 - Fixed some prediction errors with player avoidance
 - Fixed columns and row bunching up in server browser
 - Fixed a rare bug where the wrong launcher.dll was being used to
 launch
 the game
 - Fixed teleporter/spawn doorway exploit

 Jason

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RE: [hlds_linux] sv_downloadurl woes (happens everytime)

2007-10-04 Thread Steve Sumichrast
On my Linux server, I just symlinked my download url path and set
appropriate permissions so the web server could only access map
files/models/materials, etc -- works like a charm... and while you should
bzip your files to help downloads go faster/better use the bandwidth, the
server SHOULD allow download of any file -- but again, as somebody else
stated -- if you're on IIS, you have to explicitly tell IIS about the mime
type/extension, or it will never be let go for download on IIS.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Offord
Sent: Thursday, October 04, 2007 06:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] sv_downloadurl woes (happens everytime)

--
[ Picked text/plain from multipart/alternative ]
Try using lighttpd on Windows
https://www.kevinworthington.com/index.php/2005/11/23/lighttpd-for-windows/

I've never had a single problem with it and downloads all files :)

On 04/10/2007, ics [EMAIL PROTECTED] wrote:

 It's the IIS plague again. Works only with the filetypes that have been
 set. Apache handles everything.

 -ics


 Don Redhorse kirjoitti:
  hmm.. with me it only works with bz2 files, plus it makes it ofcourse a
  lot faster, but whatever..
 
 
  - Original Message -
  Subject: Re: [hlds_linux] sv_downloadurl woes (happens everytime)
  Date: Wed, October 3, 2007 11:41
  From: Tom Leighton [EMAIL PROTECTED]
 
 
  +1
 
  Cc2iscooL wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  False.
 
  On 10/3/07, Don Redhorse [EMAIL PROTECTED] wrote:
 
 
  All files on the fastdownload url MUST be .bz2 format, bzip2
  On Tue, 2007-10-02 at 01:22 +0100, David Williams wrote:
 
 
  hey guys sorry for not posting in a while.
 
  One of my clients has asked me to setup sv_downloadurl for him. and
 as
  usual it's giving my problems
  all the files are on the remote web server
  (http://www.noquestionsasked.co.uk/cstrike/maps) i stress that apart
  from the stock maps that is an exact mirror of the game servers maps
  folder (server is at 82.136.34.111:27017).
 
  Now, whenever the game server switch's to gg_gamecube if a client
  connects that doesn't not already have the files it d/ls them and
 then
  says it can't find gg_gamecube.bsp (does the same with all new maps
 to
  the client). sv_pure is off and trickle d/ls work fine.
 
  Once again i have been beaten by sv_downloadurl and i'm starting to
 
  lose
 
  my rag with it. it doesn't help the documentation sucks and it
 doesn;t
  matter what howto/forum thread you look at it doesn;t help. if
 anyone
  can tell me what i missed i would be greatful.
 
  oh one thing. the .res files where made by hand and i'm not 100% on
 the
  formatting of them
 
 
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 archives,
 
 
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 archives,
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RE: [hlds_linux] sv_downloadurl woes (happens everytime)

2007-10-01 Thread Steve Sumichrast
If I manually browse to that directory using a web browser, I get 404 errors
when I try to download the files.

I don't think you have them chmod'd correctly.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Williams
Sent: Monday, October 01, 2007 07:22 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] sv_downloadurl woes (happens everytime)

hey guys sorry for not posting in a while.

One of my clients has asked me to setup sv_downloadurl for him. and as
usual it's giving my problems
all the files are on the remote web server
(http://www.noquestionsasked.co.uk/cstrike/maps) i stress that apart
from the stock maps that is an exact mirror of the game servers maps
folder (server is at 82.136.34.111:27017).

Now, whenever the game server switch's to gg_gamecube if a client
connects that doesn't not already have the files it d/ls them and then
says it can't find gg_gamecube.bsp (does the same with all new maps to
the client). sv_pure is off and trickle d/ls work fine.

Once again i have been beaten by sv_downloadurl and i'm starting to lose
my rag with it. it doesn't help the documentation sucks and it doesn;t
matter what howto/forum thread you look at it doesn;t help. if anyone
can tell me what i missed i would be greatful.

oh one thing. the .res files where made by hand and i'm not 100% on the
formatting of them


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RE: [hlds_linux] sv_downloadurl woes (happens everytime)

2007-10-01 Thread Steve Sumichrast
It does matter.. If IIS (Microsoft's web server) doesn't know the file type,
it won't serve it -- period.  It doesn't know .wads or .navs or .bz2's...
You have to add those into IIS so it knows those files are safe to provide
for downloading...  That's just the way IIS is.  The answer is completely
valid.

It's not a problem in Linux world -- most web servers in linux don't care --
you give a directory, as long as it has read access, it will provide the
file...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of =Vu= pietjenl
Sent: Monday, October 01, 2007 11:02 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] sv_downloadurl woes (happens everytime)

--
[ Picked text/plain from multipart/alternative ]
Dont get that answer, the redirect doesnt matter what sort of filetype u use
only steam must know it.
It knows on my redirect: .bsp .bz2 .ain .vmt .vtf .wav .mp3 .manifest .cache
Ur files sould be direct accesable to download like
http://venatusuna.net/cstrike/maps/1st gg_mansion_beta.bsp.bz2, it doesnt
matter that it doesnt list the maps folder
(http://venatusuna.net/cstrike/maps/)
U just need to put all the maps sounds  graphs  materials on ur redirect and
put the right url (mine is http://venatusuna.net/cstrike) the rest will be
handled by steam.



 Subject: RE: [hlds_linux] sv_downloadurl woes (happens everytime) From:
[EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com Date: Mon, 1 Oct
2007 15:25:26 -1000  IIS hell ... welcome to it ... lol  Rick Payton,
I.T. Manager Morikawa  Associates, LLC (808) 572-1745 Office (808)
572-6323 Fax www.mai-hawaii.com  -Original Message- From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Williams Sent: Monday, October 01, 2007 3:07 PM To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] sv_downloadurl
woes (happens everytime)  ok turns out that for the files to transfer they
have to be of a known type to windows. none fo them were so it was fucking
it up. GO WINDOWS. anyway cheers again for picking that one up.  Steve
Sumichrast wrote:  If I manually browse to that directory using a web
browser, I get 404 errors  when I try to download the files.   I
don't think you have them chmod'd correctly. 
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RE: [hlds_linux] TF2 Linux SourceDS Installation Download

2007-09-28 Thread Steve Sumichrast
I'm mirroring this file (even though my server can't run TF2... Stupid bone
weight! ARGH!)

Anyways,

http://www.packhead.com/tf2.tar.bz2

I don't have as fat a pipe (10mbps), but I will host it for awhile.

As with the other folks, don't share this off the list please.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: Friday, September 28, 2007 01:18 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] TF2 Linux SourceDS Installation Download

I'm pulling it from you now via my colo server hitting about 3 megabytes
/sec

I'll have a mirror up and running once it's done in about ... 3 minutes
27 seconds according to wget ...

http://mauirixxx.gamerzsociety.com/tf2/tf2.tar.bz2


Rick Payton, I.T. Manager
Morikawa  Associates, LLC
(808) 572-1745 Office
(808) 572-6323 Fax
www.mai-hawaii.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tsuehpsyde
Sent: Thursday, September 27, 2007 12:07 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Linux SourceDS Installation Download

--
[ Picked text/plain from multipart/alternative ]
Glad to help. =) It's hosted on a 100Mbit uplink, so speed shouldn't be
a
problem. I just don't want someone posting the link on steampowered's
forums
and having 1,000 people download it for no reason and eat up my
bandwidth
for the month. I should have probably named it tf2-srcds-linux.* but oh
well, so far only a handful of people have downloaded it so all is well.
I
don't forsee any problems, but mirrors would be nice. =)

-tsuehpsyde
SourceKills.com

On 9/27/07, Donald Plummer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 On 9/27/07, tsuehpsyde [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  For those that cannot get Linux TF2 server to download correctly, I
have
  mirrored the vanilla installation on my webserver:
  http://download.sourcekills.com/files/games/tf2/tf2.tar.bz2
 
  This installation includes the updates from last night.
 
  You'll find a script to update the install named update in the main
  directory, as well as steam and it's dependencies. You'll have to
create
  your own start-up script and your own server.cfg (removed mine for
 obvious
  reasons). Considering I cannot get steam to install on my native
machine
  and
  I have to download it at home on my fileserver, and upload it to my
game
  server, I figured I'd share it with the list since I've seen a
handful
 of
  other people having the same problems I've been having (and it
appears
 the
  content servers are pegged/steam resets connections whenever I do
manage
  to
  connect).
 
  My only request is that you guys and gals *not* hot link this online
and
  keep it to people in the list. If I see my server getting saturated
with
  downloads, I'll have to remove it. Also, if any of you can mirror it
as
  well
  and post it, that's be fantastic. Also, obviously if you TF2 server
has
  updated correctly and you don't need to download this, don't. ;)
 
  Enjoy!
 
  -tsuehpsyde
  SourceKills.com
 


 Thanks tsuehpsyde, I'll mirror it once it finishes downloading. Flying
 along
 at 670KB/s, nice :)

 --
 Donald
 --

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Re: [hlds_linux] Segmentation fault with Linux TF2 server

2007-09-26 Thread Steve Sumichrast
I believe it's been stated you must run the srcds_run executable from inside 
the orangebox folder...  You should see the tf and hl2 directories when 
you're running it..  Move your executable into the orangebox directory and it 
should fire up.

- Original Message 
From: Steve Johnson [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, September 26, 2007 8:15:44 AM
Subject: [hlds_linux] Segmentation fault with Linux TF2 server


This is a multi-part message in MIME format.
--
Hi,

I'm trying to run a TF2 server on a CentOS 4.5 server with the following
command:
./srcds_i686 -secure -game orangebox/tf +ip 72.36.194.50 +maxplayers 22
+map ctf_2fort

This is the output that I get:
Auto detecting CPU
Using SSE2 Optimised binary.
Enabling debug mode
Auto-restarting the server on crash
Console initialized.
./srcds_run: line 344:  5330 Segmentation fault  (core dumped) $HL_CMD
cat: hlds.5313.pid: No such file or directory


The only outout I get from a backtrace on the coredump is the following:
This GDB was configured as i386-redhat-linux-gnu.
Core was generated by `./srcds_i686 -secure -game tf +ip 72.36.194.50
+maxplayers 22 +map ctf_2fort -d'.
Program terminated with signal 11, Segmentation fault.
#0  0x in ?? ()
(gdb) bt
#0  0x in ?? ()
Error accessing memory address 0xbfffd6bc: No such file or directory.

--
I've attached an strace of the process to this email. Here are the
details of my system:
OS: CentOS 4.5
Kernel: 2.6.9-55.EL
CPU: Intel(R) Pentium(R) 4 CPU 2.80GHz
Memory: 1027536 kB


Is there anything I'm doing wrong? Other mods are working fine.

Thanks,
Steve Johnson


--
execve(./srcds_run, [./srcds_run, -secure, -game, tf, +ip, 
72.36.194.50, +maxplayers, 22, +map, ctf_2fort], [/* 17 vars */]) = 0
uname({sys=Linux, node=mail.sjohnson.info, ...}) = 0
brk(0)  = 0x988c000
access(/etc/ld.so.preload, R_OK)  = -1 ENOENT (No such file or directory)
open(/etc/ld.so.cache, O_RDONLY)  = 3
fstat64(3, {st_mode=S_IFREG|0644, st_size=42964, ...}) = 0
old_mmap(NULL, 42964, PROT_READ, MAP_PRIVATE, 3, 0) = 0xb7f4d000
close(3)= 0
open(/lib/libtermcap.so.2, O_RDONLY)  = 3
read(3, \177ELF\1\1\1\0\0\0\0\0\0\0\0\0\3\0\3\0\1\0\0\0\220\233..., 512) = 512
fstat64(3, {st_mode=S_IFREG|0755, st_size=12220, ...}) = 0
old_mmap(0xb39000, 13928, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_DENYWRITE, 3, 0) 
= 0xb39000
old_mmap(0xb3c000, 4096, PROT_READ|PROT_WRITE, 
MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x2000) = 0xb3c000
close(3)= 0
open(/lib/libdl.so.2, O_RDONLY)   = 3
read(3, \177ELF\1\1\1\0\0\0\0\0\0\0\0\0\3\0\3\0\1\0\0\0\260\33..., 512) = 512
fstat64(3, {st_mode=S_IFREG|0755, st_size=16732, ...}) = 0
old_mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 
0xb7f4c000
old_mmap(0x871000, 12388, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_DENYWRITE, 3, 0) 
= 0x871000
old_mmap(0x873000, 8192, PROT_READ|PROT_WRITE, 
MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x1000) = 0x873000
close(3)= 0
open(/lib/tls/libc.so.6, O_RDONLY)= 3
read(3, \177ELF\1\1\1\0\0\0\0\0\0\0\0\0\3\0\3\0\1\0\0\0\320~u\000..., 512) = 
512
fstat64(3, {st_mode=S_IFREG|0755, st_size=1529204, ...}) = 0
old_mmap(0x743000, 1227996, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_DENYWRITE, 3, 
0) = 0x743000
old_mmap(0x869000, 16384, PROT_READ|PROT_WRITE, 
MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 3, 0x125000) = 0x869000
old_mmap(0x86d000, 7388, PROT_READ|PROT_WRITE, 
MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x86d000
close(3)= 0
old_mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 
0xb7f4b000
mprotect(0x873000, 4096, PROT_READ) = 0
mprotect(0x869000, 8192, PROT_READ) = 0
mprotect(0x73f000, 4096, PROT_READ) = 0
set_thread_area({entry_number:-1 - 6, base_addr:0xb7f4b6c0, limit:1048575, 
seg_32bit:1, contents:0, read_exec_only:0, limit_in_pages:1, seg_not_present:0, 
useable:1}) = 0
munmap(0xb7f4d000, 42964)   = 0
rt_sigprocmask(SIG_BLOCK, NULL, [], 8)  = 0
open(/dev/tty, O_RDWR|O_NONBLOCK|O_LARGEFILE) = 3
close(3)= 0
brk(0)  = 0x988c000
brk(0x98ad000)  = 0x98ad000
getuid32()  = 0
getgid32()  = 0
geteuid32() = 0
getegid32() = 0
rt_sigprocmask(SIG_BLOCK, NULL, [], 8)  = 0
time(NULL)  = 1190811499
open(/etc/mtab, O_RDONLY) = 3
fstat64(3, {st_mode=S_IFREG|0644, st_size=217, ...}) = 0
mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 
0xb7f57000
read(3, /dev/hda3 / ext3 rw 0 0\nnone /pr..., 4096) = 217
close(3)= 0
munmap(0xb7f57000, 4096)= 0

RE: [hlds_linux] TF2 32 slots???

2007-09-25 Thread Steve Sumichrast
I just want to be able to run the darn TF2 server in Linux!  GWAH!  (Still
having Bad Bone Weight errors -- I wish someone from Valve would at least
say something about this..)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of George Witczak
Sent: Tuesday, September 25, 2007 06:14 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2 32 slots???

Ok someone please fill me in on how to get this going? Below is one of the
IP's and the only 2 servers in game monitor playing 32 slots..and of
course they are full!

70.87.162.59:27015

http://www.game-monitor.com/GameServer/64.182.92.161:27016/THE_TEMPEST_2_247
_DUSTBOWL_DALLAS_TX_-_WDFNews.com_Clan_p.html

http://www.game-monitor.com/GameServer/70.87.162.59:27015/3PointGames.com_TF
2_32_Player_DustBowl__1.html


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[hlds_linux] Bad Bone Weight continues...

2007-09-25 Thread Steve Sumichrast
FWIW -- We do NOT have SSE2 support on our server... we have SSE, but that's 
it...  It sure sounds like if the server is lacking SSE2, for now, SOL...

- Original Message 
From: Guillaume Parent [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, September 25, 2007 9:09:37 PM
Subject: Re: [hlds_linux] TF2 32 slots???


Well at least I'm not the only one having the problem it seems.

*Waves at fellow Bad Bone Weight server admin*
 I just want to be able to run the darn TF2 server in Linux!  GWAH!  (Still
 having Bad Bone Weight errors -- I wish someone from Valve would at least
 say something about this..)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of George Witczak
 Sent: Tuesday, September 25, 2007 06:14 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] TF2 32 slots???

 Ok someone please fill me in on how to get this going? Below is one of the
 IP's and the only 2 servers in game monitor playing 32 slots..and of
 course they are full!

 70.87.162.59:27015

 http://www.game-monitor.com/GameServer/64.182.92.161:27016/THE_TEMPEST_2_247
 _DUSTBOWL_DALLAS_TX_-_WDFNews.com_Clan_p.html

 http://www.game-monitor.com/GameServer/70.87.162.59:27015/3PointGames.com_TF
 2_32_Player_DustBowl__1.html


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Re: [hlds_linux] Error starting TF2 Server

2007-09-22 Thread Steve Sumichrast
AMD Athlon 2100 MHz -- 1 GB RAM -- Arch Linux running kernel 2.6.20.


- Original Message 
From: Guy Watkins [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Saturday, September 22, 2007 4:40:17 PM
Subject: RE: [hlds_linux] Error starting TF2 Server


Mine is a P3, 2 CPU 1000 MHz with 1 Gig RAM.  RH FC5.  RAID6 with 4 320Gig
disks.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Kevin Karan
} Sent: Saturday, September 22, 2007 4:56 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Error starting TF2 Server
}
} --
} [ Picked text/plain from multipart/alternative ]
} 
}  tfc gibs # md5sum *  summe.md5
}  tfc gibs # diff summe.md5 sumvalve.md5
}  65,66d64
}   d41d8cd98f00b204e9800998ecf8427e  summe.md5
}   97936bd639ef35629be5f4c2d65e4d19  sumvalve.md5
}  tfc gibs #
}
}
}
} This machine is a HP Netserver LH3. Dual core pentium 3 1ghz, 1gb ram.
} Raid5
} 18.1gb drives.
}
}
} On 9/22/07, Chris Green [EMAIL PROTECTED] wrote:
} 
}  Ok.. Md5s match (at least for these mode).
}  I'm interested if there is some commonality in processor type (as in,
}  are they all athlons) between people seeing this.
} 
} 
}  -Original Message-
}  From: [EMAIL PROTECTED]
}  [mailto:[EMAIL PROTECTED] On Behalf Of
}  [EMAIL PROTECTED]
}  Sent: Saturday, September 22, 2007 1:38 PM
}  To: hlds_linux@list.valvesoftware.com
}  Subject: RE: [hlds_linux] Error starting TF2 Server
} 
}  I am getting the same log errors as this person is getting (as are quite
}  a
}  few, see the steampowered.com forums under source linux DS). I am using
}  an
}  Athlon XP 3000+ on gentoo linux, kernel 2.6.22). Did verify alls and
}  everything, even started fresh but nothing helps. Below is my md5sum.
} 
}  [EMAIL PROTECTED] /opt/halflife/orangebox/tf/models/buildables/gibs $ 
md5sum *
}  05d342a9d4dc9a9b2032464e2aa8aed1  dispenser_gib1.dx90.vtx
}  96eefc4d78998b80992505d440796a75  dispenser_gib1.mdl
}  5646bb5e9c200bd4a65f0b93544cf03e  dispenser_gib1.phy
}  96ff408d4b3b8960b3d0228c40dd1442  dispenser_gib1.vvd
}  6a0f51cce1376a54a60426098879f673  dispenser_gib2.dx90.vtx
}  0a1d859130844b6082557eec3e80818e  dispenser_gib2.mdl
}  776306aa4658237ee5cf5bd2f944014c  dispenser_gib2.phy
}  3fc64ebe0a318fa1e5fda72bda082e19  dispenser_gib2.vvd
}  b51c5111241923c24c70ddcf9612c240  dispenser_gib3.dx90.vtx
}  66c554cdc506c7d56e94590a0d5ae87b  dispenser_gib3.mdl
}  b87b1d40bd18b15bd0df6a926ac7ec6f  dispenser_gib3.phy
}  292fe275ce3e53220dfaf6572b6b627f  dispenser_gib3.vvd
}  b08c5d47093b54a728b1fcaecb2522fd  dispenser_gib4.dx90.vtx
}  7e93a345a28a605063fd920f5d688737  dispenser_gib4.mdl
}  a7d6e0609e05a8c54aef6943a3870ad1  dispenser_gib4.phy
}  655d6baaa645cf1a439b6244b6160d7c  dispenser_gib4.vvd
}  6869c5449fceaaf2b59f1bee805157df  dispenser_gib5.dx90.vtx
}  be7359d8d64f19eada269d40b6188f2f  dispenser_gib5.mdl
}  6da767a67bf7637207de79cb0eac82b9  dispenser_gib5.phy
}  f102dd65877499091308e80e74c8f3a6  dispenser_gib5.vvd
}  eb5d76ac5fe8aeeff2ca7e335818bbe0  sapper_gib001.dx90.vtx
}  eb5eb13e5878bf6e752a023b59600676  sapper_gib001.mdl
}  b40b1789d236c7fa6f712e3b927090e7  sapper_gib001.phy
}  3495ad917a1b392a02de6acb75b732c1  sapper_gib001.vvd
}  5de8866058d5fabf4985645142751f52  sapper_gib002.dx90.vtx
}  c004a6a74bf87d35f78b8e4616397ad6  sapper_gib002.mdl
}  eb911363cd0ae5c258dc03e7b690224b  sapper_gib002.phy
}  a9759b593ee8cc004ff412d5d845510d  sapper_gib002.vvd
}  59f406c6ad3780a16f9f740951735239  sentry1_gib1.dx90.vtx
}  5bf68c111b9d982db1f1be3b9e38a1c1  sentry1_gib1.mdl
}  9559aeecd190a3036f50d1ba88d5e289  sentry1_gib1.phy
}  63e71eacba1970124a79cc891656413e  sentry1_gib1.vvd
}  ea08fdfcc44f405eb1d34e4e3eabd872  sentry1_gib2.dx90.vtx
}  d87e2cd6003313ec1bb9ef26d5c14334  sentry1_gib2.mdl
}  81a3158e646b3d7b8e13cb392e84928c  sentry1_gib2.phy
}  1a436d233380acc6310be593330f  sentry1_gib2.vvd
}  d0347b9443028543d04063b4f2fa327d  sentry1_gib3.dx90.vtx
}  795fdb1d201cce5eb3adb6b622233528  sentry1_gib3.mdl
}  2118dc495475c118b22adb5bd64b7997  sentry1_gib3.phy
}  d995a41cb99e44a9285846feb49bb4d0  sentry1_gib3.vvd
}  084b71f0fcfc80b2f7ee7b544b3488e8  sentry1_gib4.dx90.vtx
}  c2b86812debd758b0f4cf8d99dab59fc  sentry1_gib4.mdl
}  fe67feca62ac45b64eb8aae5be36e343  sentry1_gib4.phy
}  10c66925fdf9dbd96a641444e3239160  sentry1_gib4.vvd
}  55863794392142f424fbe9bceca3387a  sentry2_gib1.dx90.vtx
}  e42d9854cdc7f0a41c930058c0eed82f  sentry2_gib1.mdl
}  ead1132eeac6baa1484cf01afae7947d  sentry2_gib1.phy
}  cd7ffad2b5be7ce20145e7609f1e0884  sentry2_gib1.vvd
}  06ad5d7ae43e8daa8dd466ab80083a60  sentry2_gib2.dx90.vtx
}  f6aa5f3005266b0f0bf61abb806163c0  sentry2_gib2.mdl
}  65d98260d16566166fcc6d3e1afe8363  sentry2_gib2.phy
}  abe49ee96c20532b00240668d456ec54  sentry2_gib2.vvd
}  e38671283b8bdeca1b8128f80c475afe  sentry2_gib3.dx90.vtx
}  08399b4fbb76225afe1039e77d8d9566  sentry2_gib3.mdl
}  da36c78429217c40f3e945e3e7ffb6f5  sentry2_gib3.phy
}  292580d94f519ada7b346c712a02fd6a 

RE: [hlds_linux] Banned?

2007-09-20 Thread Steve Sumichrast
You need to add the -username and -password parameters -- I just got that
too, once you login it works.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, September 20, 2007 07:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Banned?

I'm getting the following on my server. Was the IP banned for too many
update attempts?

[EMAIL PROTECTED] hlds_source]$ ./steam -command update -game tf -dir
/home/hltest/hlds_source -retry -verify_all
Checking bootstrapper version ...
Updating Installation
ContentServer rejected client session login
[EMAIL PROTECTED] hlds_source]$

IP of machine = 72.5.249.2

Thank you. =)

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Re: [hlds_linux] Team Fortress 2 Server Updated/Linux Server available

2007-09-20 Thread Steve Sumichrast
Ditto, same thing here..  Re-ran the update twice just to make sure, no dice..

- Original Message 
From: Drew Kirkpatrick [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, September 20, 2007 9:33:22 PM
Subject: Re: [hlds_linux] Team Fortress 2 Server Updated/Linux Server available

Getting the same thing here...

On 9/20/07, Ian Laidlaw [EMAIL PROTECTED] wrote:
 I'm getting the following when starting the server. Is anyone else
 seeing something similar?

 Thanks,
 Ian

 [EMAIL PROTECTED] /home/halflife/css/orangebox $ ./srcds_run -console -port
 27015 -game tf -tickrate 66  +map ctf_2fort +maxplayers 16
 Auto detecting CPU
 Using AMD Optimised binary.
 Auto-restarting the server on crash

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 maxplayers set to 24
 maxplayers set to 16
 Unknown command startupmenu
 Network: IP 204.15.193.101, mode MP, dedicated Yes, ports 27015 SV /
 27005 CL
 ConVarRef room_type doesn't point to an existing ConVar
 exec: couldn't exec skill1.cfg
 Executing dedicated server config file
 Bad data found in model dispenser_toolbox.dmx (bad bone weights)
 Bad data found in model dispenser_gib1.smd (bad bone weights)
 Bad data found in model dispenser_gib2.smd (bad bone weights)
 Bad data found in model dispenser_gib3.smd (bad bone weights)
 Bad data found in model dispenser_gib4.smd (bad bone weights)
 Bad data found in model dispenser_gib5.smd (bad bone weights)
 Bad data found in model parts/dmx/dispenser_light_reference.dmx (bad
 bone weights)
 Bad data found in model parts\dmx\sapper_dispenser_reference.dmx (bad
 bone weights)
 Bad data found in model sapper_gib001_reference.smd (bad bone weights)
 Bad data found in model sapper_gib002_reference.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone weights)
 Bad data found in model sentry1_Gib1.smd (bad bone weights)
 Bad data found in model sentry1_Gib2.smd (bad bone weights)
 Bad data found in model sentry1_Gib3.smd (bad bone weights)
 Bad data found in model sentry1_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\Sentry1_reference.dmx (bad bone weights)
 Bad data found in model parts\dmx\Sentry2_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry2_Gib1.smd (bad bone weights)
 Bad data found in model sentry2_Gib2.smd (bad bone weights)
 Bad data found in model sentry2_Gib3.smd (bad bone weights)
 Bad data found in model sentry2_Gib4.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry2_reference.dmx (bad bone weights)
 Bad data found in model parts\dmx\sentry3_optimized_reference.dmx (bad
 bone weights)
 Bad data found in model sentry3_Gib1.smd (bad bone weights)
 Bad data found in model parts\dmx\sentry3_reference.dmx (bad bone weights)
 Bad data found in model parts/dmx/teleporter_reference.dmx (bad bone
 weights)
 Bad data found in model teleporter_Gib1.smd (bad bone weights)
 Bad data found in model teleporter_Gib2.smd (bad bone weights)
 Bad data found in model teleporter_Gib3.smd (bad bone weights)
 Bad data found in model teleporter_Gib4.smd (bad bone weights)
 Bad data found in model teleporter_light_reference.dmx (bad bone weights)
 Bad data found in model ../parts/dmx/scout_morphs_low.dmx (bad bone
 weights)
 Bad data found in model scoutgib007_reference.smd (bad bone weights)
 Bad data found in model scoutgib002_reference.smd (bad bone weights)
 Bad data found in model scoutgib004_reference.smd (bad bone weights)
 Bad data found in model scoutgib006_reference.smd (bad bone weights)
 Bad data found in model random_organ_reference.smd (bad bone weights)
 Bad data found in model scoutgib001_reference.smd (bad bone weights)
 Bad data found in model scoutgib003_reference.smd (bad bone weights)
 Bad data found in model scoutgib005_reference.smd (bad bone weights)
 Bad data found in model scoutgib008_reference.smd (bad bone weights)
 Bad data found in model scoutgib009_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/scout_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/sniper_morphs_low.dmx (bad bone
 weights)
 Bad data found in model snipergib005_reference.smd (bad bone weights)
 Bad data found in model snipergib002_reference.smd (bad bone weights)
 Bad data found in model snipergib003_reference.smd (bad bone weights)
 Bad data found in model snipergib004_reference.smd (bad bone weights)
 Bad data found in model snipergib001_reference.smd (bad bone weights)
 Bad data found in model snipergib006_reference.smd (bad bone weights)
 Bad data found in model snipergib007_reference.smd (bad bone weights)
 Bad data found in model ../parts/dmx/sniper_morphs_high.dmx (bad bone
 weights)
 Bad data found in model ../parts/dmx/soldier_morphs_low.dmx (bad bone
 weights)
 Bad data found in model soldiergib007_reference.smd (bad bone weights)
 Bad data found in model soldiergib002_reference.smd (bad bone weights)
 Bad data