Re: [hlds_linux] Server Crashes
Yes but that's not how MvM works right now, from what I've understood. On Wed, Nov 14, 2012 at 9:46 AM, ics i...@ics-base.net wrote: L4D style mobs are implemented in TF2, i see no reason why there couldn't be more (ro)bots on screen than 26 bot slots in MvM. These cvars suggest as such: tf_halloween_zombie_damage - discerns how much damage each melee hit deals tf_halloween_zombie_mob_spawn_**count - how many zombies should spawn in a mob tf_halloween_zombie_mob_spawn_**interval - how long between spawn waves tf_halloween_zombie_mob_speed - the speed the zombies travel at -ics 13.11.2012 23:48, doc kirjoitti: Each bot in the game is taking up one slot, there are no npcs in MvM mode. On Tue, Nov 13, 2012 at 1:33 PM, ics i...@ics-base.net wrote: I'd say it's similiar to L4D in some ways. When there is a bunch of bots in a same group. In L4D there could be a horde of 30 zombies coming at you and they still don't count as 30 bots coming at you. It's more of a 1 bot with 30 dummies. Some of these bots in MvM might count as one bot, even though there is 1 huge and 4-6 smaller ones in the same group. I might be wrong but occasionally i think i see more than 26 enemies (bots) on the field at the same time. CPU usage could be a tad higher, depending on scenario but the slot count never exceeds 26 bots in MvM. -ics 13.11.2012 17:22, Kyle Sanderson kirjoitti: I don't believe so, they use the same amount of CPU and player slots. Thanks, Kyle. On Mon, Nov 12, 2012 at 10:17 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Aren't the bots different on regular tf2 and MvM? On , Russell Smith wrote: I run replay on mine, but no AI bots. Today was the only time I've had a crash like that happen in recent memory. On 11/12/2012 9:28 PM, ics wrote: If i would haved to guess, bots? -ics - Alkuperäinen viesti - I have some non-MvM servers that get stuck occasionally at 100+% CPU that I have to forcefully kill. I wonder what causes this.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [**1] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1] -- -- Cameron Munroe http://www.cameronmunroe.com/ http://www.gaming-servers.net/ http://www.munroenet.com/ Links: -- [1] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn
There will never be another class update and that realization is pretty scary when you first come to it. TF2 IS OVER LONG LIVE TF2 On Wed, Nov 14, 2012 at 6:45 AM, Rudy Bleeker rblee...@gmail.com wrote: On Wed, Nov 14, 2012 at 7:20 AM, martin v velt...@gmail.com wrote: So what is the problem? The problem is that Dan doesn't think TF2 is a fun game anymore. At least that's what I think the TLDR version of his rant boils down to. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Crashes
Each bot in the game is taking up one slot, there are no npcs in MvM mode. On Tue, Nov 13, 2012 at 1:33 PM, ics i...@ics-base.net wrote: I'd say it's similiar to L4D in some ways. When there is a bunch of bots in a same group. In L4D there could be a horde of 30 zombies coming at you and they still don't count as 30 bots coming at you. It's more of a 1 bot with 30 dummies. Some of these bots in MvM might count as one bot, even though there is 1 huge and 4-6 smaller ones in the same group. I might be wrong but occasionally i think i see more than 26 enemies (bots) on the field at the same time. CPU usage could be a tad higher, depending on scenario but the slot count never exceeds 26 bots in MvM. -ics 13.11.2012 17:22, Kyle Sanderson kirjoitti: I don't believe so, they use the same amount of CPU and player slots. Thanks, Kyle. On Mon, Nov 12, 2012 at 10:17 PM, Cameron Munroe cmun...@cameronmunroe.com**wrote: Aren't the bots different on regular tf2 and MvM? On , Russell Smith wrote: I run replay on mine, but no AI bots. Today was the only time I've had a crash like that happen in recent memory. On 11/12/2012 9:28 PM, ics wrote: If i would haved to guess, bots? -ics - Alkuperäinen viesti - I have some non-MvM servers that get stuck occasionally at 100+% CPU that I have to forcefully kill. I wonder what causes this.. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1] __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux[1] __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1] -- -- Cameron Munroe http://www.cameronmunroe.com/ http://www.gaming-servers.net/ http://www.munroenet.com/ Links: -- [1] https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 update coming
You enter the announcement thread of an upcoming TF2 update. If you choose to speculate about patch notes, turn to page 15. If you choose to complain about updates on a Friday, turn to page 18. If you choose to ask for a CS:S sync, turn to page 33. On Fri, Nov 2, 2012 at 11:12 AM, Eric Smith er...@valvesoftware.com wrote: We're working on a mandatory update for TF2. We should have it ready soon. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multiple SRCDS Instances on Multicore servers?
I run 2 TF2 servers, a CS:GO server, a Ricochet server, and a The Ship server on a VPS with 3 cores. I cannot say it's been 100% lagfree for all time forever, but I've never noticed sustained lag or fps drop on any one of my servers. I would say our worst is about every few days, the server will have a quarter second of snapback/rubberbanding. I've never bothered to try and lock servers down to just one core, and the only other tricks I have are declaring them as high priority when they launch. On Fri, Nov 2, 2012 at 7:49 AM, Yun Huang Yong gumby_li...@mooh.org wrote: I'm running 3 x 24p servers inside a OpenVZ VPS which has 4 virtual cores and have not done any fiddling of the scheduling. Servers run perfectly fine with the defaults, constant sv_fps of 66.x all the time, even when all servers are full. Not sure what the underlying hardware is, /proc/cpuinfo reports: model name : Intel(R) Core(TM) i7 CPU 960 @ 3.20GHz On 3/11/2012 1:25 AM, Chris Oryschak wrote: A recent thread made me wonder if i'm running my servers the most efficient way. For the longest time I've been running multiple servers on a single box that has multiple cores. Each SRCDS instance would be assigned it's own core to prevent it from hopping between cores as I assumed they might overlap and max out that core. Plus I remember discussion of lag spikes occurring when it moves between cores. That being said, ICS in another thread said he's been running his servers not assigned to any specific cores. Here are my questions: -Those of you who run multiple SRCDS instances per server, do you assign them each to a core? -Do you renice any processes? -Do you change the realtime scheduling? ( http://wiki.fragaholics.de/**index.php/EN:Linux_** Optimization_Guide#Setting_**your_servers_to_run_with_** realtime_schedulinghttp://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide#Setting_your_servers_to_run_with_realtime_scheduling ) -Any other process tweaks to give SRCDS more priority? I'm curious how everyone else is doing this to achieve maximum performance. Thanks. Chris __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 update released
And this time the Friday is actually at a great time (for those living in PST - the one chosen timezone). On Fri, Nov 2, 2012 at 12:07 PM, ics i...@ics-base.net wrote: Relax, it's always have been like this between the time update releases and update gets downloaded. 30mins from now you wouldn't even notice it was difficult to update. 4 years ago it was nearly impossible to get update in an hour, now it takes me about 4-6mins (10 mins max) after update. Major improvement. -ics 2.11.2012 21:02, Scipizoa kirjoitti: Really??? I've seen this happen the last couple of updates, for tf2, it even did it afew times for l4d2 From: Marco Padovan e...@evcz.tk To: hlds_linux hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Sent: Friday, November 02, 2012 at 2:59 pm Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released Ah ok, didn't noticed this during the last update:) Il 02/11/2012 19.55, TIFFANY OJEDA ha scritto: I think its just everyone trying to access the update servers all at the same time, when the last update came out same thing happened From: Marco Padovan e...@evcz.tk To: hlds_linux hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Sent: Friday, November 02, 2012 at 2:53 pm Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released seeing the same on all our .eu servers ... just give it some time (up to 10minutes) and it will finally connect to some server and will start downloading :) Il 02/11/2012 19.51, Svensk Ljud Ljus Produktion ha scritto: Im getting this on our MvM server. 4:27 [146.66.156.13:27030] Failed. Failed to connect to 146.66.156.13:27030, errno 115 Operation now in progress 4:27 [213.242.110.94:27030] Connecting... 4:27 [213.242.110.94:27030] Connection established; handshaking... 4:27 [213.242.110.94:27030] Sending login message... 4:27 [213.242.110.94:27030] Failed. Server rejected session login 4:28 [80.239.130.254:27030] Connecting... 4:31 [80.239.130.254:27030] Failed. Failed to connect to 80.239.130.254:27030, errno 115 Operation now in progress 4:31 [77.67.56.170:27030] Connecting... 4:34 [77.67.56.170:27030] Failed. Failed to connect to 77.67.56.170:27030, errno 115 Operation now in progress 4:34 [146.66.156.13:27030] Connecting... 4:37 [146.66.156.13:27030] Failed. Failed to connect to 146.66.156.13:27030, errno 115 Operation now in progress 4:37 [146.66.156.12:27030] Connecting... 4:40 [146.66.156.12:27030] Failed. Failed to connect to 146.66.156.12:27030, errno 115 Operation now in progress 4:40 [81.171.70.221:27030] Connecting... 4:43 [81.171.70.221:27030] Failed. Failed to connect to 81.171.70.221:27030, errno 115 Operation now in progress 4:43 [213.242.110.94:27030] Connecting... 4:43 [213.242.110.94:27030] Connection established; handshaking... 4:43 [213.242.110.94:27030] Sending login message... 4:43 [213.242.110.94:27030] Failed. Server rejected session login 4:43 [213.242.110.98:27030] Connecting... 4:43 [213.242.110.98:27030] Connection established; handshaking... 4:43 [213.242.110.98:27030] Sending login message... 4:43 [213.242.110.98:27030] Failed. Server rejected session login 4:43 [77.67.60.58:27030] Connecting... 4:46 [77.67.60.58:27030] Failed. Failed to connect to 77.67.60.58:27030, errno 115 Operation now in progress 4:46 [79.141.165.3:27030] Connecting... 4:49 [79.141.165.3:27030] Failed. Failed to connect to 79.141.165.3:27030, errno 115 Operation now in progress 4:49 [80.239.194.142:27030] Connecting... 4:52 [80.239.194.142:27030] Failed. Failed to connect to 80.239.194.142:27030, errno 115 Operation now in progress 4:52 [81.171.70.222:27030] Connecting... 4:55 [81.171.70.222:27030] Failed. Failed to connect to 81.171.70.222:270 i'll never seen that before .. We are located in North Europe Peter Sweden Eric Smith skrev 2012-11-02 19:26: We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed a bug that was causing intermittent lag spikes for Linux dedicated servers - Fixed a crash while command-tabing on Mac in fullscreen - Fixed not running on Mac OSX 10.5.8 Team Fortress 2 - MERASMUS! has leveled up at WizardCon! - The Skull Island Topper now tracks the highest level of Merasmus the owner has helped defeat - Increased Engineer, Scout, Pyro and Heavy damage against Merasmus - Increased Soldier and Demoman damage against Merasmus while he is in hiding - Saxxy Awards submissions are now being accepted for the Replay category via the in-game YouTube(tm) uploader - Fixed the Heavy not playing the correct audio
Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn
This doesn't seem important enough to warrant adding a cvar and disabling killing and such. This is all anecdotal but on my server there doesn't seem to be a huge issue about killing the boss and getting into the book. There will always be cases of people greifing and such but if it's that problematic then they will find another server to get their hat. If a user is only on your server because you happen to be on that map, and they -only- want the hat, and decide to leave because they cannot get a hat... I'm going to be a negative nancy and just say you probably aren't going to make a regular repeat customer out of them anyways. And if you uber everyone on the island then what is to stop pyros from airblasting people off? Or what is to stop people from body blocking and physically preventing you from moving past? You start going down a slope that isn't worth traversing during such a short holiday event. On Thu, Nov 1, 2012 at 12:48 PM, pilger pilger...@gmail.com wrote: Someone on my server suggested we do something similar but we didn't. We figured this would be considered abuse of the halloween system. What's Valve position on this matter? On 1 November 2012 17:37, Chris Oryschak ch...@oryschak.com wrote: For the time being there is this sourcemod plugin: https://forums.alliedmods.net/showthread.php?t=199390 I haven't had the chance to try it so can't comment on how good it is. -Chris On Thu, Nov 1, 2012 at 3:33 PM, ics i...@ics-base.net wrote: Can we please get a cvar to disable killing during Merasmus on halloween event map, but allow all other times? I'm getting tired of people killing everyone who try to kill Merasmus and then laugh about it while the rest get off the server without the hat that they so badly wanted. There's still a lot of people who haven't managed to kill him not even once as every time someone kills them either before they enter the book or at the island. Yes, it's supposed to be fun but it isn't for these guys. I can't be around watching and helping others all the time, nor can any of the 40+ admins. So can you please add a cvar like sv_halloween_boss_kill_disable 1 that would make people not being able to kill anyone except Merasmus while he's active on the map and once on the island, making people ubered like after exiting it (so no one kills anyone). Make it just an option that server owners can toggle on or off. Wouldn't hurt anyone and would help some people. There is still time before the event ends. Thanks. -ics __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] IPv6 support
Well IPv4 is going away, but it's hard to call it imminent because so few people actually understand how the internet works. I don't think we'll see any real IPv6 traction until one of the big companies DOES run into a problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.* *If and only if I get a cool IPv6 hat for TF2 of course. On Thu, Nov 1, 2012 at 2:56 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Yes in Europe. I tried to talk about this issue in January but everyone blew me off stating ipv4 will be here for a long time. Sent from my android device. -Original Message- From: Maavrik maav...@maavrik.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thu, 01 Nov 2012 2:46 PM Subject: Re: [hlds_linux] IPv6 support Not to sound urgent, but I remember reading somewhere about the last block of IPv4 addresses being allocated. Sure we still have time but not much time is left. *Sent from my phone, please excuse any typos -Original Message- From: Kyle Sanderson Sent: 01/11/2012 12:15 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] IPv6 support Milton started last year on ipv6 internally, no idea about games. I'd expect ipv6 to be supported by Steam before any games get it. http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html Thanks, Kyle. On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V bt.bla...@gmail.com wrote: Give it time lads, it's only a 12 year old protocol :) On 2/11/2012 7:37 AM, Cameron Munroe cmun...@cameronmunroe.com wrote: This discussion started nearly a year ago and still no answer. Sent from my android device. -Original Message- From: Andre Müller gbs.dead...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thu, 01 Nov 2012 11:29 AM Subject: [hlds_linux] IPv6 support Subject says everything. When do we get IPv6 support for the srcds? Andre Müller ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Corrupted Packet
You know I was just frantically googling this last night - I have just started to see this for the first time (that I can recall). For a second I worried I was being attacked by the CYBERCRIMINAL UNDERWORLD. But no, what is this? On Tue, Oct 30, 2012 at 11:39 AM, Russell Smith ve...@tinylittlerobots.uswrote: Have a player trying to connect to one of my empty servers right now and I noticed this in the console: XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1549 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1554 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1562 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1566 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1571 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1579 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1583 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1588 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1596 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1600 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1605 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1613 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1617 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1626 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1630 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1634 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1639 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1647 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1652 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1660 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1664 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1669 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1677 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1682 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1690 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1694 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1703 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1711 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1717 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1722 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1727 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1732 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1741 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1746 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1755 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1764 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1768 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1773 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1778 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1787 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1792 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1801 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1806 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1815 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1820 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1829 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1834 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1843 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1852 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1857 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1866 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1875 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1880 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1889 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1898 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1903 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1907 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1912 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1917 XXX.XXX.XXX.XXX:27005:**corrupted packet 65533 at 1922 He'd been connecting for over 8 minutes and that packet kept on trying to retransmit. Anyone seen this before? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Running a Halloween Server
You seem to be upset with TF2 for requiring a certain amount of people to take on certain tasks. You want to be able to experience 100% of the content regardless of it's intention, delivery, or challenge. This seems like you just want more free stuff for your free game, this is good, it's a sign that you really like this game and you're frustrated you cannot experience everything about it because you must rely on the public to help you. I can understand that's... sometimes unfortunate, but at the same time you cannot hold this against Valve/TF2. I'm not sure what exactly you're expecting for TF2 anymore. I mean think about what you've gotten and how it stacks up to any other multiplayer game you've ever played: - TF2 came out in 2007 (you cite Borderlands 2, when the first Borderlands came out in 2009) In this time there have been: a lot of -free- updates. Over 5 years of constant support, new game modes, new maps, new voice actor lines, new models, new weapons, new hats (hooray??), more features, different entire game modes. All of these things have been provided for free, because some people really like those $100 rings. - TF2 is now -free-, 100% free THERE ARE STILL CONTENT UPDATES. This is what really blows me away. This game is 100% free, this entire event was 100% free. Sure you can say the event sucks but why have any events... ever really? CoD doesn't have Halloween events and it seems to be quite fine without them. I'm not sure Halo has any kind of achievements unlocking new weapons, or new maps coming out (for free). - Not everyone wants to play by themselves. I think the fact that you need at least x players to do something is kind of neat - it's not something you see in a lot of other video games, and I mean is this really a big deal? It's ONE map during ONE week of TF2, and unless you've been sucked into the trading meta-game (that is cheapening TF2) there isn't anything you 'get' out of this. Then again when I started playing TF2 5 years ago, there wasn't anything to get at anytime. You say that 32 man servers show you can take an idea too far, but what is to stop that argument from being flipped on it's head. Why does VALVE get to tell me how many players I should max out on? If one can say 32+ is too many, I'm comfortable in saying you need 6 to do MvM, unless you regularly are able to 1-man MMORPG bosses or L4D runs I don't see why this is such a strange restraint. (Also side note: what is the challenge in hitting the tank? The challenge comes in splitting your attention, the tank itself is easy but it REQUIRES time, REQUIRES damage. If you have to concentrate on stopping a tank or stopping bomb progress what do you do? That question is the reason tanks exist. They are not difficult on normal, but then again the Normal difficulties are pretty easy.) - Perhaps TF2 is reaching the end of it's idea threshold So MvM isn't some perfect MAN VERSUS MACHINE SHOWDOWN, it's more of a really fancy set of maps and AI logic and hacked up missions. I explain MvM as a super polished SourceMod plugin - and that's a blast. It's a shame it takes up a literal 32 man server, but expecting them to completely change bots/AI behavior within their game at this point in it's lifetime just doesn't many any sense - there is no financial motive unless they plan on re-releasing it as some paid addition. You can't just edit SoldierBot.cs and set useRocketJumps = true. After 5 years perhaps TF2 should just be enjoyed for what it is, instead of being reliant on every holiday update bringing with it more fun. Remember how fun cp_dustbowl was on launch day? It's still that fun, you've just come to expect more, a lot more. My advice is: don't cater to quickplayer. They are users that just mashed PLAY NOW and most times have no loyalty to the place they show up at. Take your server off quickplay - get a community of players together that still like TF2 for what it is. If you cannot get those people together, then perhaps your community has moved on from TF2 and Quickplay users were just the band-aid hiding this wound. TF2 is a bunch of fun but it has become a very different game over its lifetime. I agree with your sentiment that the updates now don't feel as fun as they used to, but I also see that I have around 2,000 hours of game time in TF2, and I think that's just a lot of time to spend on one thing in general. On Sun, Oct 28, 2012 at 1:43 AM, dan needa...@ntlworld.com wrote: On 28/10/2012 07:38, Maavrik wrote: I always felt that TF2 was meant to be silly. For instance, the Scout knows he's in a video game, not very serious if you ask me It doesn't follow that in order for the content of the game not to be serious that it doesn't matter what that content of the game is or how the mechanics of it work. If any old crap worked because It's not serious then Splash Damage could be successful PC game developers :) As I said, I think it would be more fun had this particular update considered
Re: [hlds_linux] Invalid STEAM userID ticket, STEAMAUTH Client NAME received failure code 7
Steam hiccup from what I've been told. Nothing you can do about it. On Mon, Oct 29, 2012 at 4:14 PM, bottige...@gmail.com bottige...@gmail.comwrote: Is anyone getting entire servers disconnected with this message in the console: STEAMAUTH Client NAME received failure code 7 And this message on the client? Invalid STEAM userID ticket http://i.imgur.com/6E9OQ.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Running a Halloween Server
Yeah and what's the deal with getting candy for health I wish Valve would take the game a little more seriously!!! On Sat, Oct 27, 2012 at 11:11 AM, Maavrik maav...@maavrik.com wrote: That's exactly what I was going for Dan. Get a group of friends and then go at Merasmus. I decided to try one public matchmaking server, but there were 3 screaming kids on it, and it was quite unbearable. I'm pretty sure, however, Merasmus is not supposed to make sense. Forcing everyone to stand facing the other team, and doing the halloween taunt while Merasmus screams DANCE, DANCE! isn't really all that serious. When someone on that one pub server killed me, there was a pumpkin that he picked up on the killcam, and I never saw one after that. I have no idea how to get to skull island, but it probably has to do with killing Merasmus. Once again thanks for your help. On 27/10/2012 1:38 AM, dan wrote: On 27/10/2012 08:03, Maavrik wrote: Alright, thanks for your help Dan. Well I wouldn't hold your breath, seems like a bit of a non-event TBH. The ideas for capping the point make no sense. big head / little head? There are no head shots anyway for the vast majority of the classes and weapons. Ideas like crits and uber? When both sides get them at the same time are pretty pointless. Is this a bug? Surely only the capping team was supposed to get the card effects? None of the pub servers I've tried have been good enough to kill the boss and I've not seen any items or anything resembling going to skull island etc. The rest of the time it's the shambles that koth is (please do the next event so it isn't koth based) Dialling back the fun all for the sake of the economy? Meh, I'd much prefer to just buy a game and play it with the fun included - do we really care about some halfwits collection of buds being devalued? Or even paying to play it (you have the ticket idea) but the economy results in removing the fun from the game artifically - it might give jobs for fleeing Greek economists but aside from that not a great idea :-( Worse thing for a company that is customer focused is to realise you're no longer a customer if you use their product and that they have no way of paying for TF2 if your interest is in playing it. Valve have effectively stopped selling games :( All in all, not the best tf2 experience I've ever had (not the least the couple of times I tried the matchmaking and got on a server with 32 players and premium accounts and so on being getting lucky - not Valve's fault, but if these people cheated with the client they would have been banned permanently years ago, it's not like they are different people running these servers) It might be more fun later with an organised go at it. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM linux servers hanging
Thanks for the response On Sat, Oct 27, 2012 at 12:07 PM, Pieter-bas Ronner i...@pbservers.nlwrote: Thank you valve! 2012/10/27 Fletcher Dunn fletch...@valvesoftware.com Just an acknowledgement concerning the Linux servers hanging on MvM maps. We believe we understand the problem and hope to release an optional update today to fix it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quickplay settings for TF2 Halloween
Thanks for that cvar - that's been a small want for a while now! On Fri, Oct 26, 2012 at 10:59 AM, ics i...@ics-base.net wrote: That quickplay FAQ says: The quickplay system looks at the max reported number of players. (It does not check any tags.) So it does look tags now after all. -ics 26.10.2012 20:40, Fletcher Dunn kirjoitti: Hello! Here are some details for how to configure your server to receive quickplay traffic. First, the general requirements and scoring systems have not changed. (Your server must have an account and advertise the _registered tag, will be penalized or excluded for certain rule changes, etc). Details are here: https://support.steampowered.**com/kb_article.php?ref=2825-**AFGJ-3513https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 This year the quickplay UI will offer players two choices for Halloween: 1.) Halloween 2012. Servers exclusively running the new map 24/7. 2.) Halloween mix. Servers running a mix of all the Halloween maps. At any given time, your server can only be in one pool or the other. Valve will be running servers in both pools. Your server will be placed in pool #1 if: * You advertise the tag event247; and * You are running the new map koth_lakeside_event. Your server will be placed in pool #2 if: * You advertise the tag eventmix; and * You are running one of the four Halloween maps. The eligible Halloween maps are: koth_harvest_event cp_manor_event koth_viaduct_event koth_lakeside_event If you don't set one of the two tags, you won't get any quickplay traffic! Also, I'd like to mention a new convar that has been added, mp_mapcycle_empty_timeout_**seconds, which will cause your server to cycle the map if it has been empty for a certain period of time. - Fletch __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
Man I had forgotten how terrible it feels to not get the update quickly. Still sitting here trying to pull it in for my server :( On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote: - Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. (mat_viewportupscale 1 and mat_viewportscale 0.5 will downscale world rendering by 50%.) Is this something similar to the old mat_picmip cvars whereby you can make your game textures look flat? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
Using 1.4 or 1.5? On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith ve...@tinylittlerobots.uswrote: I managed to get it on one. Crashed immediately on player connects though with the latest MM/SM snapshots though :( On 26.10.2012 17:28, doc wrote: Man I had forgotten how terrible it feels to not get the update quickly. Still sitting here trying to pull it in for my server :( On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote: - Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. (mat_viewportupscale 1 and mat_viewportscale 0.5 will downscale world rendering by 50%.) Is this something similar to the old mat_picmip cvars whereby you can make your game textures look flat? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM servers crash after update
Confirming as well. Gentoo, PvP server is working (was crashing for mystery reasons, took SM/MM off and now it seems not crashing?) and MvM crashes at the same instance no matter the SM/MM status. When you pick a class the process pegs at 100% CPU and nothing happens. On Fri, Oct 26, 2012 at 5:38 PM, Giovanni Harting chefeification...@gmail.com wrote: Can confirm this 2012/10/27 Peter Reinhold peter_va...@reinhold.dk After updating to the latest version, all our MvM servers crash when someone wants to play on them, with the following error -- GC is requesting us to reserve 6 slots. Server appears to have room; accepting reservations. Adding reservation for lobby member [U:1:17749981]. Adding reservation for lobby member [U:1:51188]. Adding reservation for lobby member [U:1:33267178]. Adding reservation for lobby member [U:1:26332760]. Adding reservation for lobby member [U:1:48277855]. Adding reservation for lobby member [U:1:70214207]. Invalid wave number L 10/27/2012 - 02:31:58: World triggered Round_Start L 10/27/2012 - 02:31:58: World triggered Round_Setup_Begin Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. Invalid Where argument 'spawnbot_scattered' Unknown attribute 'Where' in WaveSpawn definition. -- Some of them don't get to the Where argument errors, but crash after Round_Setup_Begin All servers are vanilla, no meta/sourcemod or anything on them. /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sourcemod?
My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but then mysteriously crashed sometime on the next map change, so I can say that it was loaded and running, but definitely not stable or working right. Then again my MvM server is crashing, completely vanilla on a non event map - so there might be something just wrong with the update. On Fri, Oct 26, 2012 at 8:11 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Any luck with sourcemod? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF beta has been updated
12 hours from the time Fletch sent the message would put it at 5am. Morning in the northwest is a vague time somewhere around 11am-1pm. So about 15 hours from my message. On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson ail...@gmail.com wrote: Looking at the timezone Valve is within, I assume that would be over at least 12 hours from now, right? On Fri, Oct 26, 2012 at 2:54 AM, Fletcher Dunn fletch...@valvesoftware.comwrote: We are expecting to release the update Friday morning. Cheers, Fletch -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Thursday, October 25, 2012 4:34 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF beta has been updated Not to be a derp, but by soon I assume you mean soon tonight? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quickplay not activating?
Hats. On Sun, Oct 14, 2012 at 10:30 AM, dan needa...@ntlworld.com wrote: On 14/10/2012 08:21, Erik-jan Riemers wrote: Dont forget that when it goes towards the end of the year, player count drops. Dota 2 is huge now too, although I doubt there are significant numbers of TF2 players that enjoy 40 minutes of right-clicking to not kill stuff :) -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] 2 Matchmaking Servers PvP MvM
It's been a while since I set my PvP server up for matchmaking and if I wanted to do the same on my MvM server I thought I just had to set tf_mm_servermode 2 and then copy/paste the two lines in my server.cfg over to my mvm server.cfg tf_server_identity_account_id and tf_server_identity_token But when I start up my MvM server I get a notice on my PvP server that the account is being used on another port. Do I have to go into TF2 and get another token for my MvM server or did I miss another cvar somewhere? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] 2 Matchmaking Servers PvP MvM
So by re-running the commands in TF2 I'll get another token and such I assume? It's all linked through my steamID so I don't need to specify that this is a new, different server? On Thu, Oct 4, 2012 at 4:34 PM, Ross Bemrose rbemr...@gmail.com wrote: You need a separate server identity for each server. As I recall, you can have up to 100 servers per Steam account. On 10/4/2012 7:33 PM, doc wrote: It's been a while since I set my PvP server up for matchmaking and if I wanted to do the same on my MvM server I thought I just had to set tf_mm_servermode 2 and then copy/paste the two lines in my server.cfg over to my mvm server.cfg tf_server_identity_account_id and tf_server_identity_token But when I start up my MvM server I get a notice on my PvP server that the account is being used on another port. Do I have to go into TF2 and get another token for my MvM server or did I miss another cvar somewhere? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Replay Bot Name?
I set the cvar to change the replay bot's name, but it still shows up as replay while in game. I have a plugin that will report name changes/chat/etc to an IRC channel, and I can see that Replay changes it's name - but when I join the game and look, I still see replay instead of the name change. Bug? Working as intended? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replay Bot Name?
I had it set in server.cfg, just moved it now - will be able to confirm later today. I only ask because I -see- the name changing in my IRC relay, Replay changed it's name to Farts.govorwhatever, but in game no changes occurred. I will respond later to confirm if this was fixed. On Wed, Oct 3, 2012 at 3:25 PM, Tom Grant aksu...@gmail.com wrote: Where did you set the cvar? It should be in relay.cfg I believe (and that where I have mine set and working). On Wed, Oct 3, 2012 at 5:24 PM, doc drga...@gmail.com wrote: I set the cvar to change the replay bot's name, but it still shows up as replay while in game. I have a plugin that will report name changes/chat/etc to an IRC channel, and I can see that Replay changes it's name - but when I join the game and look, I still see replay instead of the name change. Bug? Working as intended? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- AksumkA.com http://aksumka.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?
This will be hotfixed in minutes, fastest turnaround from bug to patch. On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose rbemr...@gmail.com wrote: At the current moment, they can't add new unusual hat effects as it'd overflow the stringtable we were talking about. So... it has a direct impact on potential future key sales. :P On 10/1/2012 4:25 PM, Eli Witt wrote: Are you kidding? Then they wouldn't be able to add more hats. On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen michs...@live.no wrote: Valve seriously needs to remove the unneeded particle effects and all that shizzle, too bad we have to use 3rd party fixes for fixing this. Also, thanks! Date: Mon, 1 Oct 2012 15:52:28 -0400 From: rbemr...@gmail.com To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable? I attached the new version to this post: https://forums.alliedmods.net/**showpost.php?p=1810648**postcount=60https://forums.alliedmods.net/showpost.php?p=1810648postcount=60It's compiled from this Source: https://dl.dropbox.com/u/**99606/nomvm/nomvm2_source.ziphttps://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip using a slightly modified Makefile from the SourceMod sample_ext extension. My addon-less system has 1006 particle effect names loaded. On my Freak Fortress 2 server with this loaded, it has 970 particle effect names loaded. Still not ideal, but there aren't that many MvM particles in the stringtables dump, so a large gain wasn't expected. On 10/1/2012 3:33 PM, Michael Johansen wrote: Oh nice, could you reply back on the mailinglist when you've done it? Date: Mon, 1 Oct 2012 15:32:02 -0400 From: rbemr...@gmail.com To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable? *sigh* I just checked the extension version in the console, and it's reporting the old NoMvM version, despite being from nomvm2_binary.zip. I assume that a new Linux version was never compiled. Fine, I'll compile it myself and post it to the SourceMod thread; I also pointed out that it's the wrong version over there. On 10/1/2012 3:21 PM, Kyle Sanderson wrote: Hi Ross, Check out https://forums.alliedmods.net/**showthread.php?t=193515https://forums.alliedmods.net/showthread.php?t=193515 Thanks, Kyle. On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose rbemr...@gmail.com mailto:rbemr...@gmail.com wrote: On my stock TF2 server with addons directory, dumpstringtables says this: Table ParticleEffectNames 1006/1024 items Meaning that maps and addons have a grand total of 18 particle effects they can use. It's not uncommon to see errors when loading custom maps because they use more than 18 particle effects. Additionally, on maps that use more than 18 effects, clients tend to crash immediately after the map change, even on maps that previously worked fine (such as pl_cashworks). Can this please be fixed, perhaps by removing the MvM particle names on non-MvM maps like we did with sounds? I'm also confused from this same log. In my log, at the top, I see this: soundprecache: 7872/8192 (96% full) Then later down, I see this: Table soundprecache 4064/8192 items One of these numbers has to be wrong. Are the MvM sounds being removed from the precache post-server start? If so, is it possible to use an SDK call to remove sounds from the precache? I can think of at lease one SourceMod plugin that could desperately use this functionality. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] segfault when starting hlds
Well if there is a problem loading the metamod plugins list then you might have a problem with metamod, or the plugins. This does not happen with plugins disabled so you've narrowed down your problem. I'd say update metamod or go see if anyone on your plugin-in-question's forums have anything new to add about recent updates. On Mon, Sep 24, 2012 at 1:05 PM, Ook ooksser...@zootal.com wrote: I have a script: cd /home/gb1 ./hlds_run -game gearbox +ip 10.0.0.10 -port 27015 If I run this, it works fine sometimes, but other times I get a segfault: L 09/24/2012 - 12:52:29: [META] ini: Begin reading plugins list: /mnt/sdb1/gb1/gearbox/addons/**metamod/plugins.ini L 09/24/2012 - 12:52:29: [META] ini: Read plugin config for: admin_mm_i386.so Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_**20120924125229_1.dmp success = yes response: CrashID=bp-70fdd71a-4ed3-4b29-**8fc4-d4d842120924 ./hlds_run: line 321: 13064 Segmentation fault $HL_CMD If I disable plugins, it does not do this. Before you go on about the plugins, I have had this config for a very long time and it has always worked fine. Why would it now start to randomly segfault? Was there a recent update that could be causing this? I have two separate hlds installs, and both of them started doing it at the same time. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
I envy those costs, that's gotta be one hell of a machine. I don't think I spend $2k a year on my box. On Fri, Sep 14, 2012 at 4:24 PM, Ben Sixtyfour be...@ben64.com wrote: $2000 for a server? How is that even possible? On Sep 14, 2012 1:01 PM, Steve Tomaszewski tomaszewski.st...@gmail.com wrote: Server admins rarely make money. Do you know how much time, effort, and money we use making a game server for the public to enjoy? Every single one of my servers costs 2k each. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of [BT]Black V Sent: Friday, September 14, 2012 3:43 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] HTML MOTDs not rendering? Yeah I disable my html most. For exactly those rain of not seeing the puke some random admin wants to put on my screen. I don't care about you (server admins/hosters) making money at all You give ads on me, I blacklist server and never come back. I'm categorically saying ads are bad On 15/09/2012 7:31 AM, Russell Smith ve...@tinylittlerobots.us wrote: If you give users an option to view the ad or not I can't imagine anyone ever opting in. These ads work only because they're forced on users. Technically there is already a way to opt out of these ads by disabling html motd's. However, many of the servers running these ads are also using SourceMod plugins that detect html motd's are disabled and won't allow the user to play. On 14.09.2012 11:48, cladiron wrote: I'm not saying ads are bad, only when you force the client to view it and the it lags them. Give the client the option to view the ad, not auto-opt them in . that just suxs. On Fri, Sep 14, 2012 at 3:01 AM, dan needa...@ntlworld.com wrote: On 14/09/2012 05:17, Frank wrote: To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_li nux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ^^ -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin ux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HTML MOTDs not rendering?
You don't make money. On Wed, Sep 12, 2012 at 11:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: How else would you suggest a server make money? Also the issue with the video should be fixed in the new version of pinion so it won't keep playing after you join. Also its not on youtube, it is hosted by the company. On 9/12/2012 8:36 PM, cladiron wrote: No disprespect, but i disagree. I think theres more going on in the back end than what you think. I'm not going to name the server, but there is 1 i play on, and has that crappy motd ad in it. Even pressing the button to move on to the next window to enter the server, the youtube video will still play in the back ground till it's finished. The only think i know to do is disable the HTML in the client settings so it will not render it. Then the issue is fixed. Downside, it suxs to have to go to setting each time i join a server that has a video in it. Keep in mind, the video has to precache to play just as it does when looking at it threw IE or firefox. This precache lags players when entering the server until the video ends. Another thing that has to be considered is if the video at youtube is also under a heavy load. Have you ever gone to youtube and waited on a video to load, and have to reload it to play ? I just hope the admin's really think about the clients, and not bogging them down as they join the server. Before anyone jumps in and says well change servers, i like the one i play on due to my ping. On Wed, Sep 12, 2012 at 10:45 PM, Frank ad...@gamerscrib.net wrote: Now this is ill informed post if I ever saw one - the ads in the MOTD are not causing this issue. There have been instances when they had some bad ads but they were quick to fix it. It's not a bad thing to want to recover costs incurred for running well managed servers - people need to stop seeing this as a bad thing. You only see the ads for maybe a moment then you can click right by them but they do help support good managed servers. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of Carl Sent: Wednesday, September 12, 2012 10:32 PM To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] HTML MOTDs not rendering? I hope this isn't for one of those really annoying HTML ads that some degenerate servers have been abusing their players with. On 9/12/2012 4:41 AM, Bjorn Wielens wrote: Hi all, This was touched on in a previous post - Does anyone know a solution for MOTDs not rendering (just a gray box, not even a background/plain text shows). I've had this happen to me with both HTML motds and plain text contained in the motd.txt file. The weird things are that: a) some people can see the MOTDs fine. b) right clicking the box and hitting 'view source' shows the HTML content of the correct MOTD page c) I've gotten it to show up for me exactly once. Running our servers on Linux, there's no flash content or ads in the motd, and they render fine in a webkit-based browser. I've tried both just the MOTD url in motd.txt as well as a META refresh to redirect. both have the same result. If anyone knows of a fix, I'm all ears as we're in a situation where most of our traffic is passthru Quickplay, and I'd like to at least inform them about server rules and the existence of our other servers/extended/non-tf2 community Thanks! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin
From what I gathered the name protection is one of those things that is nice to have because it's easy to implement, but it usually won't happen anymore; mostly because 'name' doesn't work in orangebox games. On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn anakin...@gmail.com wrote: You can't change your in-game name with name in Orange Box engine games. 2012/9/12 Herover leon.l.a.niel...@gmail.com 2012/9/12 Rudy Bleeker rblee...@gmail.com: On Tue, Sep 11, 2012 at 9:09 PM, AnAkIn anakin...@gmail.com wrote: - Detect name hacks (different name in-game than on Steam) What is the problem with this? I assume it's done by using the name console command from your game client. I fail to see why this is a hack or cheat or whatever... As a alternative, it could be done by querying the steam community with a steam id, which is completely legal. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] server crash on map change / missing MOTD?
changelevel will change the level and reconnect all current users. map will set the server's map - giving no care about anyone who is connected. On Mon, Sep 10, 2012 at 9:56 PM, ics i...@ics-base.net wrote: There could be a bug when using the ingame voting. I've seen MvM servers, the Mann Up ones that Valve runs to crash 2 times when map was restarted with the voting in-game. -ics 11.9.2012 5:27, Steven Haigh kirjoitti: On 11/09/2012 12:23 PM, Ross Bemrose wrote: It'd help if you mention which game. You're right - that would help! Both servers are TF2 - currently running mvm maps. Also, use rcon changelevel, not rcon map. There IS a difference. Strange. I'll have to try this. It doesn't explain the crash on using the built in MVM voting though... __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory CS:S update released
Ok this is 100% not related to anything and I should be removed from this mailing list for wasting everyone's time but: Sent from my HTC One™ X, an ATT 4G LTE smartphone holy man have these automated signatures gotten funny to read. On Tue, Sep 11, 2012 at 4:30 PM, rmesc...@gmail.com rmesc...@gmail.comwrote: Was the hl2.exe error that vamp kept mentionong fixed? Sent from my HTC One™ X, an ATT 4G LTE smartphone - Reply message - From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com, ' hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com Subject: [hlds_linux] Mandatory CS:S update released Date: Tue, Sep 11, 2012 1:40 PM We've released a mandatory update to CS:S. The notes for the update are below. -Eric -- Counter-Strike: Source - Added a new command kickall which kicks all connected clients except for HLTV and the listenserver host if applicable - Fixed a bug that allowed malicious servers to execute restricted console commands on players - Fixed a bug that allowed malicious servers to prevent players from executing console commands - Updated Steam binaries; fixes Linux crash on shutdown or restart - Performance improvements ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] mp_tournament 1 on mvm mode
It's for the tournament hud, lets you see the ubercharge of your medic, hp of all your teammates, etc. On Fri, Aug 31, 2012 at 10:12 AM, Rudy Bleeker rblee...@gmail.com wrote: Thanks Andrew :-) I have no idea what that is, I've never used tournament mode or spectating much on my server, but I'll google it. Thanks again for the answer. On Fri, Aug 31, 2012 at 3:42 PM, Andrew DeMerse ademe...@gmail.com wrote: I believe it is for the tournament spectator HUD. On Aug 31, 2012 5:41 AM, Rudy Bleeker rblee...@gmail.com wrote: Did I say it disturbed me? :-) I'm merely curious about it. I always thought tournament mode was there for competative matches, it enables you to set class restrictions. Since MvM is neither competative nor in need of class restrictions, I was wondering why an MvM server automatically turns on tournament mode. You could also turn the argument around and wonder why tournament mode isn't always on on any TF2 server, since it has no impact on the game other than letting you set class restrictions, which are off by default. As I said, I'm just curious, it's always good to learn more about the stuff you're doing, but if nobody knows it's okay. On Fri, Aug 31, 2012 at 8:37 AM, Giovanni Harting chefeification...@gmail.com wrote: Same here, but why doest it disturbs you? 2012/8/31 Rudy Bleeker rblee...@gmail.com Hi all, I've noticed that when I'm starting a TF2 server in MvM mode, it automatically sets the cvar mp_tournament to 1 as soon as someone connects to the server. I was wondering if anyone else had noticed this and if anyone knows why this is. Setting mp_tournament back to 0 on the console leaves it at 0 even on mapchanges, but as soon as the server restarts after a 'quit' command it sets mp_tournament to 1 again as soon as someone logs in, not before. Regards, Rudy -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamCMD failed to request AppInfo after successful login
Oh yeah, just quit the program and relaunch it. I've never been able to attempt another login without having to quit out of SteamCMD first. On Tue, Aug 28, 2012 at 1:30 PM, Jason pctool...@gmail.com wrote: restart steamcmd and try again Do you mean type exit and then get back into it again or is there a restart command for steamcmd? Thanks in advance. On Mon, Aug 27, 2012 at 4:17 PM, doc drga...@gmail.com wrote: Yeah if it ever tells you that you're not logged in (after logging in) just restart steamcmd and try again. Eventually it will let you through. On Mon, Aug 27, 2012 at 1:16 PM, Michael Koeberl Giga-Hosting.biz michael.koeb...@giga-hosting.biz wrote: Yes, this seems to have self-fixed directly after I've sent out this email. Updates working again. Am 27.08.2012 22:03, schrieb Michael Koeberl Giga-Hosting.biz: Hello, right now I'am experiencing problems Updating the CS:GO dedicated server. It seems that steamCMD is properly loggin in (I'm even getting a message that someone is already logged in to this account when I try to login using Steam during after this command), but it is unable to fetch the CS:GO dedicated server (Update). Is anyone else experiencing this? The Update was working on this server before (Steam Guard has been unlocked for this server, and I also tried deactivating Steam Guard completely), I did not change anything on the command or folders. I also tried to do a complete redownload (to avoid any problem just with the update). Here is the command output (username and password have been replaced): # user@m0476:~/masterserver/**steamCMD$ STEAMEXE=steamcmd ./steam.sh +login USERNAME PASSWORD +force_install_dir game +app_update 740 validate ./steam.sh: line 53: ulimit: open files: cannot modify limit: Operation not permitted Installing breakpad exception handler for appid(steam)/version(** 1345857048) main.cpp (365) : Assertion Failed: Looks like steam didn't shutdown cleanly, scheduling immediate update check Assert( Assertion Failed: Looks like steam didn't shutdown cleanly, scheduling immediate update check ):/home/buildbot/buildslave_**steam/steam_rel_client_linux/** build/src/steamcmd/../**steamexe/main.cpp:365 [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... unlinked 0 orphaned pipes removing stale semaphore last operated on by process 19624 with name 0eBlobRegistryMutex_**9EAA1DBCE487BE76135C127C0489A8**66 removing stale semaphore last operated on by process 19624 with name 0eBlobRegistrySignal_**9EAA1DBCE487BE76135C127C0489A8**66 Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Logging in user 'USERNAME' to Steam Public...Success. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Steam # Would be glad to read some confirmation if this is happening to others, too or if this is working on your side. Thank you. Michael __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Crash - datatable warning / clamping
Yeah we had a few threads about it, asking if we could just get them to turn it off somehow - just pages and pages of logs filled with this spam. On Fri, Aug 24, 2012 at 6:23 PM, Rudy Bleeker rblee...@gmail.com wrote: I've seen the same console spam on my server, but after a quick grep through my logs I've found that this has been going on since June 2011, so it has nothing to do with the MvM update. If anyone at Valve is interested in my logs feel free to send me an email, but I've always disregarded this error as not important since it doesn't seem to affect game play in any noticeable way. On Fri, Aug 24, 2012 at 10:49 PM, bottige...@gmail.com bottige...@gmail.com wrote: We have also seen the same problem on random stock servers since MvM. On Fri, Aug 24, 2012 at 1:44 PM, Chris Oryschak ch...@oryschak.com wrote: One of my servers locked up/crashed with the following message in the console. Not sure if anyone else has gotten this but just bringing it up for Fletcher/Valve. The map was cp_dustbowl. DataTable warning: player: Out-of-range value (68930.671875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68922.445312) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68926.398438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68923.671875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68870.445312) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68877.50) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68931.171875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68869.898438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68924.562500) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68930.578125) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68869.898438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68924.562500) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68926.398438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68923.671875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68877.50) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68903.125000) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68922.445312) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68924.562500) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68926.398438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68870.445312) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68877.50) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68837.015625) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68930.898438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68930.671875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68901.953125) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68930.578125) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68869.898438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68924.562500) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68926.398438) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68923.671875) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68877.50) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68837.015625) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68901.953125) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68922.445312) in SendPropFloat 'm_flLastDamageTime', clamping. DataTable warning: player: Out-of-range value (68923.671875) in
Re: [hlds_linux] L4D Plugins that work
Might be better to ask sourcemod forums, while we can help with specific issues I'm not sure just listing plugins that work for L4D would be a worthwhile conversation. On Fri, Aug 24, 2012 at 8:36 PM, Ook ooksser...@zootal.com wrote: So I revived my L4D server and went looking for some plugins. I found some of my favorites, but found that some don't work and others throw errors. It looks like most of them have not been updated for a year or so. Does anyone have any recommended plugins that still work? I'm specifically looking for a laser sight plugin and a fast reload plugin. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamCMD failed to request AppInfo after successful login
Yeah if it ever tells you that you're not logged in (after logging in) just restart steamcmd and try again. Eventually it will let you through. On Mon, Aug 27, 2012 at 1:16 PM, Michael Koeberl Giga-Hosting.biz michael.koeb...@giga-hosting.biz wrote: Yes, this seems to have self-fixed directly after I've sent out this email. Updates working again. Am 27.08.2012 22:03, schrieb Michael Koeberl Giga-Hosting.biz: Hello, right now I'am experiencing problems Updating the CS:GO dedicated server. It seems that steamCMD is properly loggin in (I'm even getting a message that someone is already logged in to this account when I try to login using Steam during after this command), but it is unable to fetch the CS:GO dedicated server (Update). Is anyone else experiencing this? The Update was working on this server before (Steam Guard has been unlocked for this server, and I also tried deactivating Steam Guard completely), I did not change anything on the command or folders. I also tried to do a complete redownload (to avoid any problem just with the update). Here is the command output (username and password have been replaced): # user@m0476:~/masterserver/**steamCMD$ STEAMEXE=steamcmd ./steam.sh +login USERNAME PASSWORD +force_install_dir game +app_update 740 validate ./steam.sh: line 53: ulimit: open files: cannot modify limit: Operation not permitted Installing breakpad exception handler for appid(steam)/version(** 1345857048) main.cpp (365) : Assertion Failed: Looks like steam didn't shutdown cleanly, scheduling immediate update check Assert( Assertion Failed: Looks like steam didn't shutdown cleanly, scheduling immediate update check ):/home/buildbot/buildslave_**steam/steam_rel_client_linux/** build/src/steamcmd/../**steamexe/main.cpp:365 [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... unlinked 0 orphaned pipes removing stale semaphore last operated on by process 19624 with name 0eBlobRegistryMutex_**9EAA1DBCE487BE76135C127C0489A8**66 removing stale semaphore last operated on by process 19624 with name 0eBlobRegistrySignal_**9EAA1DBCE487BE76135C127C0489A8**66 Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Logging in user 'USERNAME' to Steam Public...Success. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Steam # Would be glad to read some confirmation if this is happening to others, too or if this is working on your side. Thank you. Michael __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MOTD randomly not working?
I found that with forked TF2 servers, if you define a different motdfile then it doesn't take effect until the next mapchange. At least in my case, my MvM server is launched from the same files as my PvP server but I load different servercfgfile and motds, but the motd is default until a map change. On Sat, Aug 25, 2012 at 5:06 AM, Herover leon.l.a.niel...@gmail.com wrote: I've had the same problem for some time ago. This is how my motd.txt looks now: !DOCTYPE html PUBLIC -//W3C//DTD XHTML 1.0 Transitional//EN http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd; html head titlelol/title meta http-equiv=Content-Type content=text/html; charset=iso-8859-1 meta http-equiv=Refresh content=0;url=URL TO WEBSERVER style body{background:black;} h1{color:red;} p{color:green;} /style /head body h1blablabla/h1 /body /html For me, it seemded like I had to wait some time before it acutally worked, but it loads everytime just fine right now. Sometimes, the html is showed before the actual website-motd is showed 2012/8/25 Anime Siege animesi...@gmail.com: I have also been having the same problem recently. On Aug 24, 2012 6:36 PM, Steven Haigh net...@crc.id.au wrote: I've also just come across a strange one... My setup is as follows: username: tf2server home: /home/tf2server Everything is installed under ~/hlds/ I have created ~/hlds/server-1/ and ~/hlds/server-2/ I have loaded everything from steam for TF2 in ~/hlds/common/. I went through and symlinked (ln -s) content from ~/hlds/common/blah to ~/hlds/server-1/blah and only linked server.cfg to ~/server-1.cfg and ~/server-2.cfg in the respective directories. The game seems to run fine, however it seems that the motd doesn't show anymore (or fails randomly) when people connect. I have the following links: $ find . | grep motd.txt ./hlds/server-2/orangebox/tf/**motd.txt ./hlds/server-1/orangebox/tf/**motd.txt These are symlinks to ~/motd-1.txt and ~/motd-2.txt. motd-1.txt motd-2.txt contain a single line: $ cat motd-1.txt http://gaming.crc.id.au/motd/**motd.html http://gaming.crc.id.au/motd/motd.html $ I have taken a peek at the apache server logs for this, and the client does pull down at least the html - even when it doesn't display... When I load this into a web browser, it seems fine. The TF2 game however randomly shows a blank gray square. Any ideas? o_O -- Steven Haigh Email: net...@crc.id.au Web: http://www.crc.id.au Phone: (03) 9001 6090 - 0412 935 897 Fax: (03) 8338 0299 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay
Wait you can have spectators in MvM? I was under the impression 26 slots needed to be free for bot generation. On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: We made some changes in today's update to make MvM player counts in the server browser make as much sense as possible within the current framework. Here's how it works: Bots should do not show at all in any client-visible way. (Although, they still show in the status output.) sv_maxvisibleplayers is slammed to 6 + {number of spectators}. In this scheme, your server appears to have space if a player can join and play on the defending team, it appears to be full if this is not the case. The existing server browser framework does not make it straightforward to clients connected as spectator from the player count. This logic was the best compromise. One final note: We discovered a small problem with today's update. If you have replay enabled, the above logic will think replay is a spectator and your server will show 7 max players. We'll fix this in an upcoming update. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
Someone else asked for this before, would be cool, but then again I would do with some features instead of hats. Steamgroup exclusivity for starters. On Tue, Aug 21, 2012 at 12:05 PM, martin v velt...@gmail.com wrote: You should give server supervisors the community item for our patience :D 2012/8/21 Eric Smith er...@valvesoftware.com We've released a mandatory update to TF2. The notes for the update are below. -Eric -- Team Fortress 2 - Fixed matchmaking sending players to out-of-date servers - Fixed the server browser showing an incorrect player count in MvM games - Fixed a crash that could occur on map change if another player was being healed by the dispenser or payload cart - Fixed a rare server crash when firing hitscan weapons - Fixed MvM intro video not playing on some Macs - Fixed the sound precache string table being nearly full in non-MvM games - This was causing the error writing string table baseline and failed reading message net_SetConVar errors ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay
Did any of you set mp_allowspectate to 0 ? On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: I know my server @ 66.212.17.44:27016 has a password, is that one on the list? On 8/21/2012 1:58 PM, Fletcher Dunn wrote: I could really use some help understanding how to reproduce this problem. What *should* be happening, and what I reproduced when I tested it, was if you have sv_password set, it would immediately set tf_mm_servermode 0. Can anybody explain how a server is in the matchmaking pool with a password set? From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes Sent: Tuesday, August 21, 2012 1:20 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] MvM server browser player counts and improtant note regarding replay Fletch, I wanted to bring a bug to your attention. You guys probably already know about this, but I thought I'd make you aware of it. Boot Camp matchmaking has the capability to connect to servers who have passwords set. This results in a rather frustrating 20 minute wait, followed by a Bad Password error and the need to re-queue. Please ignore this if it has been fixed. On Aug 21, 2012 1:56 PM, Fletcher Dunn fletch...@valvesoftware.com** mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com wrote: We made some changes in today's update to make MvM player counts in the server browser make as much sense as possible within the current framework. Here's how it works: Bots should do not show at all in any client-visible way. (Although, they still show in the status output.) sv_maxvisibleplayers is slammed to 6 + {number of spectators}. In this scheme, your server appears to have space if a player can join and play on the defending team, it appears to be full if this is not the case. The existing server browser framework does not make it straightforward to clients connected as spectator from the player count. This logic was the best compromise. One final note: We discovered a small problem with today's update. If you have replay enabled, the above logic will think replay is a spectator and your server will show 7 max players. We'll fix this in an upcoming update. - Fletch __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Questions: Replays and MvM
I want to turn replays on for our MvM server, but because of the amount of disk usage it takes (and that I already have a 24 PvP server going with replay) I'm a bit wary to turn it on and start letting people keep/record things such as Ironman waves, which someone could be alive for a very long time. Is there any significant impact of turning on replay for MvM? Does replay even work in MvM? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Questions: Replays and MvM
I'll take your word that they work but has anyone saved a MvM replay? How does the replay system handle all the bots? I've never tried a replay with bots before I assume it works just dandy but I wanna double check before I tell people to go hog wild. On Tue, Aug 21, 2012 at 3:16 PM, Steven Sumichrast packh...@gmail.comwrote: I have replay running on three regular servers and 9 MvM servers all recording to one FTP/http server. I've hardly seen an increase -- the increase was more of me adding 10 additional servers than it being MvM exclusively. I need to run clean up on it actually, but point I usage isn't that crazy. Steven J. Sumichrast On Aug 21, 2012, at 5:02 PM, doc drga...@gmail.com wrote: I want to turn replays on for our MvM server, but because of the amount of disk usage it takes (and that I already have a 24 PvP server going with replay) I'm a bit wary to turn it on and start letting people keep/record things such as Ironman waves, which someone could be alive for a very long time. Is there any significant impact of turning on replay for MvM? Does replay even work in MvM? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Insane increase of CPU usage.
I'm always worried when I add a me too to these CPU spike threads because I'm running off a VPS - and I know that's some magic red flag or something. I have been running fine up until around the Pyromania update, now the server seems to run fine but we will get a good stutter every few hours or so. (Also xsplit doesn't play nice with hl2.exe after Pyromania) On Mon, Aug 20, 2012 at 2:42 PM, Russell Smith ve...@tinylittlerobots.uswrote: I started having CPU spikes with the Pyromania update. Started several threads on here about them, and other admins are having similar issues. Valve hasn't given word on whether or not they're even looking into it. On 20.08.2012 14:23, Paweł Jastrzębski wrote: Hi, Anybody experienced insane load spikes on Linux PvP servers after last update? Before MvM patch I could host without problem 3x24 servers and have load ~2.0-3.0. Now when servers are full load 4.0 is a minimum and it sometimes spike to 10.0. That is not Sourcemod fault. Tested servers without it. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Old pop file being used after mapchange
We went from Decoy to CoalTown to MannWorks, and it wasn't until we got to mannworks did we notice we've seen the same wave all the way, and the final wave (wave 7) of coaltown never spawned, we just sat there picking off 2 support snipers ever 5 minutes. Upon some investigation we found out/realized we've done Decoy's normal mission on two different maps now - it never loaded the right map. Once we changed maps back to coaltown and loaded the right one we were ok. On Sun, Aug 19, 2012 at 10:22 AM, Hannes Walter h...@nneswalter.de wrote: So what is happening is that if players vote on an advanced mission and change the map later, the new map still uses the .pop file of the previous mission. Is this a bug or have I configured something wrong? I noticed this after I tried to make the mapcycle rotate through all the different advanced missions, but still have people be able to vote to play normal missions. But it also happens when I use the original missioncycle file. I'm also having trouble trying to get the missions the way I want them. Basically it should rotate through the advanced missions, but players should be able to vote for an easy mission. After a mapchange it should be back to an advanced mission however. Ideally, people could also vote for the mission they want to play right away; instead of voting for a mapchange and then a mission. Is this the right place to ask all this? If not where could people help me? Seeing as the mode is new Google hasn't returned something that I could help me with this problem. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] MvM More than 24+ player warning
When players connect to a MvM server they get the warning that: More than 24 people isn't balanced! or whatever the message is. Might be a bit confusing for new players of MvM, not wanting to join a server that might give them a bad time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Request: Current MvM Wave cvar
How can I tell how many waves are in the mission total? Where did you find that m_nMannVsMachineWaveCount? And thanks by the way! On Thu, Aug 16, 2012 at 12:37 PM, doc drga...@gmail.com wrote: Well I guess I'll be figuring out how to write a simple SourceMod plugin now. Hopefully it's not rocket surgery, SourcePawn didn't look that terrible... On Thu, Aug 16, 2012 at 12:05 PM, Nicholas Hastings psycho...@alliedmods.net wrote: That is crazy overkill. You can just use FindEntityByClassname to get the tf_objective_resource, and GetEntProp to read m_nMannVsMachineWaveCount. On 8/16/2012 2:58 PM, Invalid Protocol wrote: I don't see any convar. You can do this with a SM plugin, but is easy only for Linux: call the MannVsMachineStats_**GetCurrentWave function (use @_Z33MannVsMachineStats_**GetCurrentWavev as signature for SDK Tools) and will return the index (starting from 0). I don't know if you can get a signature for Windows, because the function is too small. Also you can hook the MVMResetPlayerWaveSpendingStat**s user message. The first byte is wave's index (also starting from 0). Using this approach you can define a convar and keep it updated with wave's current index. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Thursday, August 16, 2012 8:48 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Request: Current MvM Wave cvar Is there any way we could get a cvar or something that would report back the current wave? I've got a little auto-magic signup for my MvM server I'm working on and I'd love to be able to query the MvM server to see about how far through the current game is. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Nicholas Hastings AlliedMods.net http://www.alliedmods.net __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Full servers, but not?
I feel like a shit for laughing at this one, haha. On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun sc2p...@gmail.com wrote: Since so many communities abuse fake clients/counts Valve felt it was best to allow all communities to do it ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Full servers, but not?
Oh, also same things is happening to my PvP server. 0/24 (1 with replay), reporting as full. On Fri, Aug 17, 2012 at 5:39 PM, doc drga...@gmail.com wrote: I feel like a shit for laughing at this one, haha. On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun sc2p...@gmail.comwrote: Since so many communities abuse fake clients/counts Valve felt it was best to allow all communities to do it ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Just to clarify...about installing CS:GO DS
You NEED to have steamcmd. On Fri, Aug 17, 2012 at 9:57 PM, Aaron Thompson rmesc...@gmail.com wrote: My host uses the HLDS update tool...and I'm wondering if CS:GO will be made easier to install. I'm pretty sure it will be but I have to check. Because if I NEED to use SteamCMD this is going to get interestingly difficult. Not sure where to look for the answer to this so I thought I would start here. I sort-of asked already but didn't receive a solid answer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM difficulty level?
I don't think the bot health scales - as far as I know it's been based pretty strongly around 6 people. You can use the in-game voting mechanisms to change the difficulty of the mission, I found it was useful to turn that back on for MvM, as I use SourceMod for my normal PvP mapvoting. On Thu, Aug 16, 2012 at 9:19 AM, Peter Reinhold peter_va...@reinhold.dkwrote: Does anyone know if it will be possible to set / vote for a difficulty level in MvM? Just played my first round (and its great great fun), but, it also never really felt all that hard. I know you can work on your grades, but, i'm pretty sure that players are going to wish for more of a challenge. Also, does the difficulty / BOT health scale according to player count? /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Request: Current MvM Wave cvar
Is there any way we could get a cvar or something that would report back the current wave? I've got a little auto-magic signup for my MvM server I'm working on and I'd love to be able to query the MvM server to see about how far through the current game is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Request: Current MvM Wave cvar
Well I guess I'll be figuring out how to write a simple SourceMod plugin now. Hopefully it's not rocket surgery, SourcePawn didn't look that terrible... On Thu, Aug 16, 2012 at 12:05 PM, Nicholas Hastings psycho...@alliedmods.net wrote: That is crazy overkill. You can just use FindEntityByClassname to get the tf_objective_resource, and GetEntProp to read m_nMannVsMachineWaveCount. On 8/16/2012 2:58 PM, Invalid Protocol wrote: I don't see any convar. You can do this with a SM plugin, but is easy only for Linux: call the MannVsMachineStats_**GetCurrentWave function (use @_Z33MannVsMachineStats_**GetCurrentWavev as signature for SDK Tools) and will return the index (starting from 0). I don't know if you can get a signature for Windows, because the function is too small. Also you can hook the MVMResetPlayerWaveSpendingStat**s user message. The first byte is wave's index (also starting from 0). Using this approach you can define a convar and keep it updated with wave's current index. -Original Message- From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Thursday, August 16, 2012 8:48 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Request: Current MvM Wave cvar Is there any way we could get a cvar or something that would report back the current wave? I've got a little auto-magic signup for my MvM server I'm working on and I'd love to be able to query the MvM server to see about how far through the current game is. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Nicholas Hastings AlliedMods.net http://www.alliedmods.net __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mann Up Matchmaking
connect ip:port Or add it to your favorites. Unless I don't get what you're asking. On Thu, Aug 16, 2012 at 4:51 PM, Alan Kennedy kenne...@3dgames.com.arwrote: Actually i would like to just get Direct Connectons through console or Game Browser, but dunno if that is working right now for MvM. Thx!. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Another MvM bug?
Left mid-game perhaps? Would still be a bug for the bots not leaving though I assume. On Thu, Aug 16, 2012 at 5:14 PM, Ross Bemrose rbemr...@gmail.com wrote: I don't know if this one was mentioned yet, but I just noticed that my stock (no addons folder) MvM server reported having 0/6 players on it, but wasn't letting me join. Since it has sv_visiblemaxplayers 6, I decided to check the server console... it reported 22 bots on the server and no players. Why are the bots sitting there if all the players left? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
More information on the mission cycle file will be given according to Fletch. On Wed, Aug 15, 2012 at 3:14 PM, Ross Bemrose rbemr...@gmail.com wrote: Any word on how to configure the mission cycle file? I think I speak for everyone else when I say I'd really like to have this configured before the update launches. Also, does tf_mm_strict 1 let people who have the server favorited see it in their favorites list? On 8/15/2012 12:54 PM, Fletcher Dunn wrote: MOAR IMPORTANT FACTS! The MvM in-game voting system restricts the options given to players to change the map or mission. Similarly, PvP voting restricts the options to what's in your mapcycle file. So... To host a PvP server: * No MvM maps in the mapcycle file. * Set tf_mm_servermode 1 (or 0) * Boot the server on a PvP map in your map cycle. To host an MvM server: * Make sure maxplayers is 32! * No PvP maps in the MvM mission cycle file. (More details on this file will follow.) * Set tf_mm_servermode 2 (or 0) * Boot the server on a MvM map in your map cycle. If you do the above, the server will essentially be locked in either one mode or the other, and players will not be able to switch. (Barring any use of rcon, etc.) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mann Co Servers?
No you missed something really big. Mann Up mode is the mode that costs .99 to play, and at the end you get a cosmetic item. Community servers will be the same exact thing, just without the ending bonus cosmetic, we can host servers no problem. On Wed, Aug 15, 2012 at 5:13 PM, Glib Tsyrklyevych russian...@gmail.comwrote: I don't understand why you posted so many instructions and answered so many questions if we will not even have the chance to host the servers at launch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mann Co Servers?
Mann Up mode will let people win cosmetic items. That is the only difference. On Wed, Aug 15, 2012 at 5:19 PM, Frank ad...@gamerscrib.net wrote: Ok I just got really depressed all of a sudden... so there are two types of MvM servers?? Reminds me of Battlefield 2 and the junk of putting up with Ranked/Unranked servers... is this true? Dare I waste my time to even host a server if you can't utilize the full workings of the Mode? Players should be able to obtain whatever thru any server running this mode not just Official. So if I'm not understanding this right and I have it completely wrong then great, otherwise I'm very disappointed. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nathan Wong Sent: Wednesday, August 15, 2012 8:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Mann Co Servers? Mann Up mode is a special mode within MVM: http://www.teamfortress.com/mvm/bounty/ On 16 August 2012 01:13, Glib Tsyrklyevych russian...@gmail.com wrote: I don't understand why you posted so many instructions and answered so many questions if we will not even have the chance to host the servers at launch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Nathan Wong ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mann Co Servers?
They don't care we make piss-easy missions, but when you give out awards based on beating the missions they will want to make sure they don't create another wave of Achievement Servers. On Wed, Aug 15, 2012 at 5:18 PM, Michael Ojeda mojed...@gmail.com wrote: If they didn't want us to make super-easy missions why would they let us make our own anyways??? On Wed, Aug 15, 2012 at 5:15 PM, Mark Steele m...@dahou.se wrote: Only Valve can run the Mann Co. servers that Mann Up can be played on for the new items, presumably to stop server hosts making missions super easy to cheat the system. This does NOT stop you from running a regular MvM server at launch. On 16 August 2012 01:13, Glib Tsyrklyevych russian...@gmail.com wrote: I don't understand why you posted so many instructions and answered so many questions if we will not even have the chance to host the servers at launch. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Michael Ojeda mojed...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Lost wave but still went on to next wave?
We had a round where it was just a sentry buster, but it just glitched out and disappeared, but the beeping of the infernal thing continued for the rest of the game. On Wed, Aug 15, 2012 at 9:35 PM, Ross Bemrose rbemr...@gmail.com wrote: So, I was just playing a game of MvM on mvm_coaltown when we lost a wave by a tank inserting a bomb (it was the last enemy). We were advanced to the next round, but the server started bugging out immediately afterwards. I'm not sure if this was intended, but it apparently spawned 8 Medics all healing one Heavy and the server started stuttering immediately afterwards. I believe we only had 6 players connected at the time, and the same ran fine before that, including a complete map of mvm_decoy. Of course, there's also the server shows players out of 32 bug. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF MvM hosting questions
Thank you Dan this is exactly how I felt. But, we haven't played this yet to see what the 6 players means in terms of casual or pub play, joining or leaving, or in terms of balance and so on. Deciding you don't like 6 players at this stage cannot have anything to do with the game. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
True but there just is a limit to the amount of players you can support. Sure they could enable 64 players but it's completely broken, out of resources, not designed for that. There comes a time in brainstorming where you just have to draw the line. People were able to set up vs. Saxton Hale, and Prop Hunt, and all sorts of other fun gamemodes that didn't require a raising of what is essentially a hard limit. I feel like the people asking for more slots don't understand the many important reasons there is this arbitrary limit. I don't think this is Valve stomping on the server owner, if anything they've bent over backwards trying to keep the community modding and server operators happy. We haven't even been shown day 2 of MVM and people are already clamoring for the code behind MVM be changed to better fit all this crazy theorycrafting about what the gamemode MIGHT be like. On Tue, Aug 14, 2012 at 5:27 PM, Nomaan Ahmad n0man@gmail.com wrote: Class restriction was just an example... we need to experiment before you can stay its rubbish tbh... There are other things server operators can try but we need some unofficial support to allow increased slots. Its up to the communities how they want their servers.. If you dont like servers with more than 24 slots or you lag on them... simple, don't play on them. If their servers are unbalanced or configured badly, I'm sure players will leave and they wont have populated server anyway. Or do you carry on playing on them? I know I don't... On 14 August 2012 23:33, dan needa...@ntlworld.com wrote: On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Red Tape Recorder - still crashing?
I haven't banned it on my server but nobody has attempted it - I know there are always those bands of roving jerks who will try it on every sever they can but from what I have seen it's not some rampant problem (yet). On Mon, Aug 6, 2012 at 2:22 PM, Frank ad...@gamerscrib.net wrote: I'm blocking it on my servers still - there was an attempt at fixing it on that last patch but saw a few more crashes related to it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen Sent: Monday, August 06, 2012 4:57 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Red Tape Recorder - still crashing? So I'm wondering if I should keep the new sapper disabled on my servers or whether it's safe to re-enable it again, anyone know?. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Random CPU Spikes
Is it completely random or during someone joining? On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith ve...@tinylittlerobots.uswrote: These are still a thing. They started around the time of the pyro update. The main srcds thread spikes to 100% cpu utilization and all players in game will lock in place until CPU usage goes back to normal. Users will see something like this on the net graph in the more extreme cases: http://i.imgur.com/Cox6Q.jpg Sometimes the spikes are half a second, sometimes longer like this one. In the most extreme cases the server will drop all players with STEAMAUTH error 6. I've personally seen this on my servers and watched the process monitor as it spikes. I've experienced the same symptoms on other servers and know a few other admins have noticed CPU spiking as well since the updates. Seems to be an issue on both Windows and Linux. Disabling SourceMod/Metamod doesn't help. Neither does a clean install, so it's not an issue of corrupt installs unless the content servers are giving out bad data. I'm guessing that a lot of admins are having this issue and just haven't noticed it. I've had it happen multiple times in a single map in some cases. In other instances the server can run for 10+ maps without issue. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] The Ship - freeze on start server
The only thing I have my bin folder is server_i486.so I was going to find a hex editor and poke around - it doesn't sound like exact rocket science, I only point this out because the prefix is different, I might be in the wrong folder? I have server_i486, and you gave me engine_i686, I'm sure it's some misunderstanding on my part but it should just go in my /steam/ship/bin/ folder right? (the 686 is the wrong version for my server I guess but the name differences is what confuse me) On Thu, Jul 26, 2012 at 6:24 AM, Joe Love j...@getsomewhere.net wrote: Actually, I just went through this process, with good results. Course, then I failed to follow through and actually run a server. I managed to track down one of the guys running a linux Ship server, Feldi, who had a modified linux (i686 only) binary. Quick binary diff between the release and the one he had which worked revealed just a master server change: (This is a diff on the text output from UltraEdit, but it should be enough information to go on to make your own binary changes.) 0037c900h: 32 30 37 2E 31 37 33 2E 31 37 37 2E 31 31 3A 32 ; 207.173.177.11:2 0037c910h: 37 30 33 30 20 32 30 37 2E 31 37 33 2E 31 37 37 ; 7030 207.173.177 0037c920h: 2E 31 32 3A 32 37 30 33 30 00 00 00 00 00 80 00 ; .12:27030.?. --- 0037c900h: 36 39 2E 32 38 2E 31 35 31 2E 31 37 38 3A 32 37 ; 69.28.151.178:27 0037c910h: 30 33 38 20 36 39 2E 32 38 2E 31 35 33 2E 38 32 ; 038 69.28.153.82 0037c920h: 3A 32 37 30 33 38 00 00 00 00 00 00 00 00 80 00 ; :27038?. So, replacing the servers makes it work. You're on your own for finding the location in the i486 binary if you need to use that, but most people nowadays seem to be utilizing the i686 binary. If you're not interested in finding a hex editor and just want to download it, I have posted it here: http://www.gameowls.com/lyfe/ship/bin/engine_i686.so Just find your existing engine_i686.so, rename it, and drop an updated one in place. -Joe On Jul 25, 2012, at 10:23 PM, doc wrote: http://forums.blazinggriffin.com/viewtopic.php?f=10t=26 This is as far as I got. Valve changed you connect to the master servers a long while back, the devs never updated it for linux, and the only solution was on a forum long dead. The only other option I have is to try running wine :( On Wed, Jul 25, 2012 at 8:12 PM, doc drga...@gmail.com wrote: Is there anyone who runs a Ship server on linux? The problem I'm running into is that it just freezes, stops before it gets very far. I've done some research but the best I can find is threads leading nowhere and some strange report that it needs updated binaries, something about master servers? Stumped. Startup line: ./srcds_run -game ship +map batavier +maxplayers 18 -autoupdate Console output: http://pastebin.com/nhrBii8v Last 5 lines before the freeze: Server logging enabled. Server logging data to file logs/L0725001.log L 07/25/2012 - 22:04:23: Log file started (file logs/L0725001.log) (game /usr/steam/ship) (version 3062) Summary: 1278 resources total 60.70 Mb, 90.44 % of capacity The nav mesh needs a full nav_analyze ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New matchmaking and geolocation
I don't want to say ping kickers are kind of a bad idea, but ping kickers are kind of a bad idea. I don't know many people who enjoy playing with ping over 150, usually they filter themselves out - no need for administration to come in and smack people down automatically. It is a problem that should be addressed though. On Thu, Jul 26, 2012 at 4:53 AM, Peter Reinhold peter_va...@reinhold.dkwrote: I just did a restart of one of my TF2s, and it filled up almost immidiately after coming up, which of course is great. But, I noticed something a little odd, and hung around for few minutes to allow people to spawn in completely, and then I took a look at their pings. If I remove the few odd ones out, I am still left with an average ping of over 250ms, and only three below 100, none below 50, which would make me believe that these players are from all over europe, if not even farther away. Since we are running a 125ms high ping kicker, most players was kicked shortly thereafter, this of course deducts lot of QP points from the server, but in all honesty, being matched to a server where you have ping 250 does not seem like a very good match at all, there must be servers that are closer to you than ours. I hope that this is something that could be looked into, as this surely seems like a serious kink in the system. /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] The Ship - freeze on start server
Through the power of dicking around I have realized it goes in the /steam/bin/ folder. I'm testing it now but just so I can get confirmation - wouldn't this mess up any other server I'm running, like CS:S, TF2, etc? On Thu, Jul 26, 2012 at 12:56 PM, doc drga...@gmail.com wrote: The only thing I have my bin folder is server_i486.so I was going to find a hex editor and poke around - it doesn't sound like exact rocket science, I only point this out because the prefix is different, I might be in the wrong folder? I have server_i486, and you gave me engine_i686, I'm sure it's some misunderstanding on my part but it should just go in my /steam/ship/bin/ folder right? (the 686 is the wrong version for my server I guess but the name differences is what confuse me) On Thu, Jul 26, 2012 at 6:24 AM, Joe Love j...@getsomewhere.net wrote: Actually, I just went through this process, with good results. Course, then I failed to follow through and actually run a server. I managed to track down one of the guys running a linux Ship server, Feldi, who had a modified linux (i686 only) binary. Quick binary diff between the release and the one he had which worked revealed just a master server change: (This is a diff on the text output from UltraEdit, but it should be enough information to go on to make your own binary changes.) 0037c900h: 32 30 37 2E 31 37 33 2E 31 37 37 2E 31 31 3A 32 ; 207.173.177.11:2 0037c910h: 37 30 33 30 20 32 30 37 2E 31 37 33 2E 31 37 37 ; 7030 207.173.177 0037c920h: 2E 31 32 3A 32 37 30 33 30 00 00 00 00 00 80 00 ; .12:27030.?. --- 0037c900h: 36 39 2E 32 38 2E 31 35 31 2E 31 37 38 3A 32 37 ; 69.28.151.178:27 0037c910h: 30 33 38 20 36 39 2E 32 38 2E 31 35 33 2E 38 32 ; 038 69.28.153.82 0037c920h: 3A 32 37 30 33 38 00 00 00 00 00 00 00 00 80 00 ; :27038?. So, replacing the servers makes it work. You're on your own for finding the location in the i486 binary if you need to use that, but most people nowadays seem to be utilizing the i686 binary. If you're not interested in finding a hex editor and just want to download it, I have posted it here: http://www.gameowls.com/lyfe/ship/bin/engine_i686.so Just find your existing engine_i686.so, rename it, and drop an updated one in place. -Joe On Jul 25, 2012, at 10:23 PM, doc wrote: http://forums.blazinggriffin.com/viewtopic.php?f=10t=26 This is as far as I got. Valve changed you connect to the master servers a long while back, the devs never updated it for linux, and the only solution was on a forum long dead. The only other option I have is to try running wine :( On Wed, Jul 25, 2012 at 8:12 PM, doc drga...@gmail.com wrote: Is there anyone who runs a Ship server on linux? The problem I'm running into is that it just freezes, stops before it gets very far. I've done some research but the best I can find is threads leading nowhere and some strange report that it needs updated binaries, something about master servers? Stumped. Startup line: ./srcds_run -game ship +map batavier +maxplayers 18 -autoupdate Console output: http://pastebin.com/nhrBii8v Last 5 lines before the freeze: Server logging enabled. Server logging data to file logs/L0725001.log L 07/25/2012 - 22:04:23: Log file started (file logs/L0725001.log) (game /usr/steam/ship) (version 3062) Summary: 1278 resources total 60.70 Mb, 90.44 % of capacity The nav mesh needs a full nav_analyze ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] The Ship - freeze on start server
yeah I did -dir . I replaced the /steam/bin/engine_i686.so file with the patched one posted earlier and it seems to be working. My TF2, CS:S, and ricochet (probably not effected by this) servers seem good, they are letting people connect to them and whatnot. And The Ship server now gets past boot up and appears to be working like any other server. So far so good! I'm at work (avoiding work) so I can't really test it myself, and my community is being a bunch of lazy asses who can't be bothered to join and test so I am not ready to sign off on it just yet - but I'm fairly confident all is well. Thank you! On Thu, Jul 26, 2012 at 1:38 PM, Joe Love j...@getsomewhere.net wrote: Sounds like you need to look at how you installed it. I did so with this command: ./steam -command update -game ship -dir theship Thus, I have folders like such: ./theship/bin ./theship/ship/bin The engine_i686.so file resides in theship/bin (again, theship is because of what i specified as the dir in my steam command). So if you used steam -command update -game ship -dir . then your files might be in unexpected places. -Joe On Jul 26, 2012, at 3:30 PM, Saul Rennison wrote: I'm pretty sure that The Ship utilises its own engine. The CS:S engine lives in /steam/css/bin/, and I'm not sure where tf goes (possibly /steam/orangebox/bin). Either way, you're fine putting the engine there (have you checked whether it works?) Kind regards, *Saul Rennison* On 26 July 2012 21:25, doc drga...@gmail.com wrote: Through the power of dicking around I have realized it goes in the /steam/bin/ folder. I'm testing it now but just so I can get confirmation - wouldn't this mess up any other server I'm running, like CS:S, TF2, etc? On Thu, Jul 26, 2012 at 12:56 PM, doc drga...@gmail.com wrote: The only thing I have my bin folder is server_i486.so I was going to find a hex editor and poke around - it doesn't sound like exact rocket science, I only point this out because the prefix is different, I might be in the wrong folder? I have server_i486, and you gave me engine_i686, I'm sure it's some misunderstanding on my part but it should just go in my /steam/ship/bin/ folder right? (the 686 is the wrong version for my server I guess but the name differences is what confuse me) On Thu, Jul 26, 2012 at 6:24 AM, Joe Love j...@getsomewhere.net wrote: Actually, I just went through this process, with good results. Course, then I failed to follow through and actually run a server. I managed to track down one of the guys running a linux Ship server, Feldi, who had a modified linux (i686 only) binary. Quick binary diff between the release and the one he had which worked revealed just a master server change: (This is a diff on the text output from UltraEdit, but it should be enough information to go on to make your own binary changes.) 0037c900h: 32 30 37 2E 31 37 33 2E 31 37 37 2E 31 31 3A 32 ; 207.173.177.11:2 0037c910h: 37 30 33 30 20 32 30 37 2E 31 37 33 2E 31 37 37 ; 7030 207.173.177 0037c920h: 2E 31 32 3A 32 37 30 33 30 00 00 00 00 00 80 00 ; .12:27030.?. --- 0037c900h: 36 39 2E 32 38 2E 31 35 31 2E 31 37 38 3A 32 37 ; 69.28.151.178:27 0037c910h: 30 33 38 20 36 39 2E 32 38 2E 31 35 33 2E 38 32 ; 038 69.28.153.82 0037c920h: 3A 32 37 30 33 38 00 00 00 00 00 00 00 00 80 00 ; :27038?. So, replacing the servers makes it work. You're on your own for finding the location in the i486 binary if you need to use that, but most people nowadays seem to be utilizing the i686 binary. If you're not interested in finding a hex editor and just want to download it, I have posted it here: http://www.gameowls.com/lyfe/ship/bin/engine_i686.so Just find your existing engine_i686.so, rename it, and drop an updated one in place. -Joe On Jul 25, 2012, at 10:23 PM, doc wrote: http://forums.blazinggriffin.com/viewtopic.php?f=10t=26 This is as far as I got. Valve changed you connect to the master servers a long while back, the devs never updated it for linux, and the only solution was on a forum long dead. The only other option I have is to try running wine :( On Wed, Jul 25, 2012 at 8:12 PM, doc drga...@gmail.com wrote: Is there anyone who runs a Ship server on linux? The problem I'm running into is that it just freezes, stops before it gets very far. I've done some research but the best I can find is threads leading nowhere and some strange report that it needs updated binaries, something about master servers? Stumped. Startup line: ./srcds_run -game ship +map batavier +maxplayers 18 -autoupdate Console output: http://pastebin.com/nhrBii8v Last 5 lines before the freeze: Server logging enabled. Server logging data to file logs/L0725001.log L 07/25/2012 - 22:04:23: Log file started (file logs/L0725001.log) (game /usr/steam
[hlds_linux] The Ship - freeze on start server
Is there anyone who runs a Ship server on linux? The problem I'm running into is that it just freezes, stops before it gets very far. I've done some research but the best I can find is threads leading nowhere and some strange report that it needs updated binaries, something about master servers? Stumped. Startup line: ./srcds_run -game ship +map batavier +maxplayers 18 -autoupdate Console output: http://pastebin.com/nhrBii8v Last 5 lines before the freeze: Server logging enabled. Server logging data to file logs/L0725001.log L 07/25/2012 - 22:04:23: Log file started (file logs/L0725001.log) (game /usr/steam/ship) (version 3062) Summary: 1278 resources total 60.70 Mb, 90.44 % of capacity The nav mesh needs a full nav_analyze ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] The Ship - freeze on start server
http://forums.blazinggriffin.com/viewtopic.php?f=10t=26 This is as far as I got. Valve changed you connect to the master servers a long while back, the devs never updated it for linux, and the only solution was on a forum long dead. The only other option I have is to try running wine :( On Wed, Jul 25, 2012 at 8:12 PM, doc drga...@gmail.com wrote: Is there anyone who runs a Ship server on linux? The problem I'm running into is that it just freezes, stops before it gets very far. I've done some research but the best I can find is threads leading nowhere and some strange report that it needs updated binaries, something about master servers? Stumped. Startup line: ./srcds_run -game ship +map batavier +maxplayers 18 -autoupdate Console output: http://pastebin.com/nhrBii8v Last 5 lines before the freeze: Server logging enabled. Server logging data to file logs/L0725001.log L 07/25/2012 - 22:04:23: Log file started (file logs/L0725001.log) (game /usr/steam/ship) (version 3062) Summary: 1278 resources total 60.70 Mb, 90.44 % of capacity The nav mesh needs a full nav_analyze ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] hlds_linux Digest, Vol 53, Issue 46
help you what? Figure out how to trim fat from your email client? On Fri, Jul 20, 2012 at 12:33 PM, peloye...@gmail.com wrote: help ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Nuclear Dawn Update Released
(If we don't thank them they will take away our hats) On Thu, Jul 12, 2012 at 3:50 PM, Eric Stokes fernfer...@gmail.com wrote: Thanks Nick and InterWave, really appreciate the bugfixes! Everyone sees fit to thank the TF2 team and others with updates, but the ND guys don't get enough love! Can't wait to try it out! Side note: Does the chain gun fix apply to grenades too? Few of us were getting stuck in Grenade hearing mode on a server the other day. --Eric On Thu, Jul 12, 2012 at 3:35 PM, Nicholas Hastings nicho...@interwavestudios.com wrote: We've released a mandatory update to Nuclear Dawn. The notes for the ND Update 6.5 are below. New Content - Added new map, Gate (beta), the first of the two community mapping contest winners. Enhancements - Added option to disable sniper auto-rezoom. - Added sound to notify when a vote appears. - Added community-contributed loading screen tips. Fixes - Fixed gizmo effects sometimes taking a second spawn to apply. - Fixed sorting in gizmo selection window to show the no gizmo option first. - Fixed gizmo selection panel sometimes being stuck open. - Fixed radar kit viewmodel not going invisible when stealthing. - Fixed HTML server motd messages not displaying on Macs. - Fixed What's New update news screen not working on Macs. - Fixed Mac http custom content downloads timing out when system is configured to use a proxy server. - Fixed rank name for rank 58, Lieutenant General First Class. - Fixed sound not playing for Destroy radio command. - Fixed checkbox and radio button glyphs not displaying properly in some dialogs on Mac. - Fixed Mac showing Half-Life 2 icon when running the game. - Fixed numerous cases where a building hologram would get stuck on the build grid. - Fixed issue with invalid build button grid and unbuildable builds when first selecting assembler, then selecting control group containing units that no longer exist. - Fixed resource counter showing incorrect amount to spectators. - Fixed no commander message always displaying to spectators even when spectated team had commander. - Fixed issues with NX300 flame sometimes persisting too long in spectated view. - Fixed a case where unpowered walls were not properly taking health decay. - Fixed turret radius display being stuck on screen for commanders if leaving chair during first phase of build. - Fixed radar kits disappearing on death. - Fixed being able to move when armory class menu is open if scoreboard is also up. - Fixed chaingun spinning sound persisting through reload. - Fixed sniper overlay flash that would occur after shooting when using hold-to-zoom ironsight controls. - Fixed bots sometimes getting stuck on Consortium transport gates. - Fixed some cases where the scoreboard or MOTD panel could show over top of the map load screen. - Fixed hitgroups being ignored on in-chair commander for headshot tracking and armor calculation. - Fixed bloodspatter not showing on in-chair commander. - Fixed rare client crash when switching weapon. - Fixed U23 grenade kills showing and logging as from P12 grenade. - Fixed area in Oilfield where players could get stuck behind tanker truck near Empire base. -- Nicholas psychonic Hastings Developer InterWave Studios www.interwavestudios.com http://www.interwavestudios.**com http://www.interwavestudios.com __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] OS
I use Gentoo, I guess it's good but fuck if you're not into linux then you're going to balk the first time you have to start using -USE flags what the fuck man. I can't wait to mess it up enough to finally give myself the motivation to go to Ubuntu. On Mon, Jul 9, 2012 at 7:15 AM, edman747 edman...@gmail.com wrote: I run a few copies of hlds on the following x32 VMs Debian 6 Ubuntu 11.04 CentOS 5 Fedora 14 SUSE 11.4 Plus, two other computers with 12-15 copies of hlds running under Debian 6 x86_64 I like Debian 6 the best for anything from configuring an Ethernet interface to installing a development environment and compiling a half-life mod, qstat, etc. On 7/9/12, Evaldas hlds_li...@evagames.eu wrote: I'm using SUSE Linux Enterprise Server and openSUSE since 9.1. Stable and easy to use. And even with kernel 3.1.10-1.9-default the performance is great. On Mon, 09 Jul 2012 07:57:23 +0300, Kyle Sanderson kyle.l...@gmail.com wrote: I've used CentOS, Debian, Arch, and Windows 2003/2008. Gentoo is what I've stuck with, and it's great. However, as you should know, X is a bad idea. You need to be 'into it' if this is the path you're wanting to take. Debian is a lot easier to maintain, and I recommend that if you're wanting to set it and leave it for a while. Why Gentoo? Pure system performance. Thanks, Kyle. On Sun, Jul 8, 2012 at 7:50 PM, Eli Witt eliw...@gmail.com wrote: Ubuntu 10.04 x64 here - Valve uses the same as well for their servers. On Sun, Jul 8, 2012 at 10:30 PM, Steven Sumichrast packh...@gmail.com wrote: I use Debian Squeeze 32 bit for my game servers (all are VMs). I just like their packaging system. Was on Arch for quite a long time, but didn't care for package updates breaking the system (a little too close to bleeding edge for me). I do have some other servers runnig on CentOS, but they're not game servers. I prefer Debian over CentOS, but it's just matter of preference to me. On Sun, Jul 8, 2012 at 9:12 PM, Collin Howard my_azz...@yahoo.com wrote: Is Gentoo a good distro for goldsrc HLDS? What distro's do you server ops use and recommend? I'm not looking for a OS battle here. Just a simple answer with a small explanation why. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Evaldas, EVAgames community www.evagames.eu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS q3dirtrav-like exploit
Is this an ok practice? I never thought about having my rcon password in my file - I guess it would be more secure if you just start it up with the rcon password in the string? Doesn't it show up when you run top/htop though? On Tue, Jul 3, 2012 at 12:05 PM, Ken Bateman novadeni...@gmail.com wrote: For quite a while we have been careful to specify our tf2 rcon passwords on the command line, not a config file, because we suspected the existence of an exploit like this. It's possible that the vulnerability might be in tcadmin. -Ken On Jul 3, 2012 2:54 PM, c0m4r c0...@tlen.pl wrote: There is an exploit in q3 engine named q3dirtrav, which allows players to download any of server files, including server configuration (server.cfg).Today I found evidence of possible existence of the same exploit in HLDS.As a company we host hundreds of servers. We received many reports from our customers about strange HTTP refresh meta tag in the motd.txt of their servers, which leads to http *//free -leaks *com/cstrike*exe.The problem has affected several different servers, unrelated to each other, with very different RCON passwords (but most were very strong).Here's what I have found in logfiles:Rcon from 178.123.103.201:15518:rcon 1399145428 XXX motd_write lt;META HTTP-EQUIV=Refresh CONTENT=0 URL=http *//free -leaks *com/cstrike*exegt;This cstrike.exe contains some kind of a virus.(Note: I've replaced dot with asterisk and spaces)As you can see the attacker knew the RCON password of each server.Then I found server.CFG.ztmp file in cstrike of each server, which was attacked.For me that means that the attacker was able to download server.cfg exactly the same way as maps, models or sounds. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] CELT Voice Codec
So I've heard through the grapevine Dota2 got a sweet new voice codec, which got me thinking if that is planned on moving our way anywhere down the line? Our way being TF2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CELT Voice Codec
I know there was the old voice codec, and then there was the steam voice codec, but I didn't know of the CELT one being in the game. Is the steam voice codec the CELT codec? I stopped using the steam voice codec because it would drop people's chat, and you aren't able to chat, pause, chat in a short amount of time. Are those issues fixed? On Fri, Jun 29, 2012 at 10:32 AM, Asher Baker asher...@gmail.com wrote: TF2 has used it by default for months now. Sent from my iPhone On 29 Jun 2012, at 18:31, doc drga...@gmail.com wrote: So I've heard through the grapevine Dota2 got a sweet new voice codec, which got me thinking if that is planned on moving our way anywhere down the line? Our way being TF2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CELT Voice Codec
Yeah I don't ever figure this kind of stuff is easy at all, and every time I try to explain the problems with the steam voice codec I just have my connection/server connection called into question. It does seem to be an actual problem though, which is why I was wondering how easily these voice codecs can be moved around from source game to source game. On Fri, Jun 29, 2012 at 11:05 AM, ics i...@ics-base.net wrote: TF2 uses SILC codec and yeah, it has an issue where someone just gets muted while he was normally talking. You can't press the button for long period of time, you have to toggle the key in order not to get muted within 4-5 seconds intervals. A lot of people are unheard due to this issue. I've previously tried talking about it but people on this list just think it's some packet got lost and that's the reason. But it's not that easy. -ics 29.6.2012 20:47, doc kirjoitti: I know there was the old voice codec, and then there was the steam voice codec, but I didn't know of the CELT one being in the game. Is the steam voice codec the CELT codec? I stopped using the steam voice codec because it would drop people's chat, and you aren't able to chat, pause, chat in a short amount of time. Are those issues fixed? On Fri, Jun 29, 2012 at 10:32 AM, Asher Baker asher...@gmail.com wrote: TF2 has used it by default for months now. Sent from my iPhone On 29 Jun 2012, at 18:31, doc drga...@gmail.com wrote: So I've heard through the grapevine Dota2 got a sweet new voice codec, which got me thinking if that is planned on moving our way anywhere down the line? Our way being TF2. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 dedicated server update released
You missed typed TF2 Also this update isn't for TF2 at all! On Thu, Jun 28, 2012 at 4:53 PM, Alfred Reynolds alf...@valvesoftware.comwrote: We have released an update to Half-Life 1 dedicated servers. This update fixes a potential file download exploit, run the hldsupdatetool to grab it. Thanks to Daniil for alerting us to this issue. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Pyromania update coming soon!
It needs to not stand for super duper, I don't want to lose this bet. On Wed, Jun 27, 2012 at 5:51 PM, Nerdboy nerdb...@gmail.com wrote: What does the SD stand for? I need to know for a bet. On Wed, Jun 27, 2012 at 8:13 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: The new map name in today's update is sd_doomsday Believe in magic! - Fletcher Dunn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released
You know I heard they plan on never updating CS:S again, good thing you reminded them about it! On Wed, Jun 27, 2012 at 6:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's been an issue on every platform since launch, and it would be fantastic if it was included for Counter-Strike: Source as well. Thanks, Kyle. On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith er...@valvesoftware.com wrote: We've released mandatory updates to Team Fortress 2, Day of Defeat: Source, and Half-Life 2: Deathmatch. The notes for the updates are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior. - Fixed not being able to import custom spray images on Macs - Fixed Macs cancelling http map downloads that take longer than 30 seconds Team Fortress 2 - Added Pyrovision! - Added new game mode Special Delivery and map Doomsday! - Friendly players glow when carrying the flag - Fixed rare cases where flag could fall out of the world - Fixed cases where the Payload HUD looked like the cart is still on a hill when it isn't - Fixed cases where some clients didn't receive broadcasts about long continuous particle effects being started or stopped - Updated the HTML renderer for displaying server MOTD - Votes created by a dedicated server no longer trigger a failed vote cooldown - Fixed map triggered annotation events not working on dedicated servers - Fixed the game crashing if tempents are created that use invalid materials - Using a Name Tag while in game notifies everyone of the name change - Fixed Strange Part: Projectiles Reflected not tracking grenade and sentry rocket deflections - Added new items * City on Fire item sets * Pyroland weapons and cosmetics * Community-contributed cosmetic items for all classes * Mysterious treasures have been incinerated, but are now craftable * Added crafting recipe for Pile of Ash * Scorched Keys are now available in the store for a limited time * New promo item - Weapon balancing changes * Gloves of Running Urgently * Removed self-damage over time penalty * Heavy takes mini-crits while active and for 3 seconds after switching away * Attack damage penalty reduced from -50% to -25% * Tomislav * Spin-up speed bonus reduced from +40% to +10% * Quick-Fix * Medic mirrors blast jump of their heal target * Crusader's Crossbow * Reload speed time reduced by +40% * Cozy Camper * Regenerates 1 heath per second * Reduced movement penalty from -90% to -80% * Sticky Jumper and Rocket Jumper * Added 'flying' sound to blast jumps * The Concheror * Changed rage building source from damage done and damage received to only damage done * Increased the rate at which Rage builds for this item by +25% * The Equalizer * Removed player move speed modification and added it to a new item named The Escape Plan * All owners of the Equalizer will be automatically granted The Escape Plan * Crit-a-Cola * Added +25% increased movement speed while active * Increased duration from 6 to 8 seconds * Atomic Bonk * Increased duration from 6 to 8 seconds * All Flamethrowers * Increased base damage by +10%. * Backburner * Removed +10% damage bonus attribute * Note: Because of base damage increase, damage remains unchanged * Degreaser * Added -10% damage penalty attribute * Note: Because of base damage increase, damage remains unchanged * Phlogistinator * Damage defense while taunting reduced from -90% to -75% - Item bug fixes * Fixed sentry sometimes spawning in shielded mode while the Wrangler was equipped, but not deployed * Improved visual and audio cues for when the Manmelter is ready to fire * Fixed Manmelter being able to earn crits via friendly Pyro self-damage * Fixed Scotch Bonnet's blue team skin not showing * Fixed Unarmed Combat's taunt not working * Unarmed Combat's color now matches the team using it * Fixed the Apparition's Aspect showing a burning texture in DX8 ___ To unsubscribe, edit your list preferences, or view the
Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released
Latest snapshot of 1.4 works on Linux, if you're still crashing you need to start narrowing down the plugins that might be doing that. On Wed, Jun 27, 2012 at 9:51 PM, Frank ad...@gamerscrib.net wrote: Nope... tried both windows and Linux and no go on 1.4.4-hg3514 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Summit Servers LLC Sent: Thursday, June 28, 2012 12:45 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released Just install the latest stable snapshot, it works fine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quick Play Question
The moment you turn on a cvar that removes you from the quickplay pool you are removed. If you take it off then you're added right back in. It does its quickplay check when someone hits Play Now, it doesn't require a restart. On Sat, Jun 16, 2012 at 5:01 PM, The Mighty Gerbil themightyger...@agapegraphics.com wrote: Pardon me but I have a quick play question. We normally run a config which excludes us from quick play (random crits disabled) so I created an alternate stock config and execute it sm_rcon exec server_default.cfg to get temporarily listed with quick play. Should this work or does it require a server reset? Below are the contents of the server_default.cfg (with personal info * removed) could any setting in there keep it from being listed? Also is there any command to verify when the server is actually being listed with quick play? hostname * rcon_password * //sv_password * sv_lan 0 sv_downloadurl * sv_region 0 sv_pausable 0 sv_cheats 0 sv_consistency 1 sv_allowupload 1 sv_allowdownload 1 sv_timeout 900 sv_pure 1 sv_pure_kick_clients 1 sv_allow_votes 0 mp_timelimit 0 mp_maxrounds 4 mp_footsteps 1 mp_stalemate_enable 1 mp_idlemaxtime 15 mp_idledealmethod 1 mp_scrambleteams_auto 0 tf_flag_caps_per_round 4 tf_stats_track 1 tf_playergib 0 tf_weapon_criticals 1 tf_damage_disablespread 0 tf_use_fixed_weaponspreads 0 tf_flag_caps_per_round 3 tf_ctf_bonus_time 1 tf_server_identity_account_id * tf_server_identity_token * // bandwidth rates/settings sv_minrate 13000 sv_maxrate 25000 sv_minupdaterate 33 sv_maxupdaterate 67 sv_mincmdrate 33 sv_maxcmdrate 67 sv_client_cmdrate_difference 1 sv_client_predict 1 sv_client_interpolate 1 sv_client_min_interp_ratio -1 sv_client_max_interp_ratio -1 net_maxfilesize 128 sv_voicecodec vaudio_speex exec banned_user.cfg exec banned_ip.cfg writeid writeip sv_logbans 1 sm_rocketme_enabled 1 sm_classrestrict_enabled 0 sm_classrestrict_blu_demomen12 sm_classrestrict_blu_engineers12 sm_classrestrict_blu_heavies12 sm_classrestrict_blu_medics12 sm_classrestrict_blu_pyros12 sm_classrestrict_blu_scouts12 sm_classrestrict_blu_snipers12 sm_classrestrict_blu_soldiers12 sm_classrestrict_blu_spies12 sm_classrestrict_red_demomen12 sm_classrestrict_red_engineers12 sm_classrestrict_red_heavies12 sm_classrestrict_red_medics12 sm_classrestrict_red_pyros12 sm_classrestrict_red_scouts12 sm_classrestrict_red_snipers12 sm_classrestrict_red_soldiers12 sm_classrestrict_red_spies12 sm_advertisements_interval 40 sm_trade_adinterval 0 falsemessages_itemflag (b) falsemessages_achflag (b) falsemessages_voflag (b) sv_use_steam_voice 0 sv_visiblemaxplayers 24 Thank you! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 crash during shutdown
I was going to respond with the same information but it's just become such common knowledge to me that quit = crash. I guess it's By Design. On Mon, Jun 18, 2012 at 6:46 PM, Jesse Molina je...@opendreams.net wrote: I am guessing you are new at this. This has been normal for at least a year and a half, maybe two years. I don't recall when it first started happening but it was obvious when it did. For most people I know, this happens every time they exit the TF2 game client. But, it also happens to the server if and only if it has been active for awhile (let's say 3 hours of active use). My experience is that if you tell a freshly started server to quit, it won't crash, but one that has been up for a few hours will always crash. It is normal. Ignore it. Invalid Protocol wrote: I have a TF2 server (Linux 32 bits), without metamod, sourcemod or any other changes. Since last update a crash occurs during shutdown (for example when quit command is used from console). Same thing happens with public servers too. I'm the only one with this problem? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Overflow attack to Source servers
Kind of a scary thread, I do a lot of terrible data collection on my own server/website using the status command and I'd hate to have to alias it to nothing to avoid problems like this. Is this something I assume is important enough to look into? On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: It worked perfectly! Simple attack, simple solution. Never thought of this ways, now it seems so obvious XD I made plugins and searched for the most strange ways of solving it, yet it was single-line simple ^^ Well, it disables status, but that's a minimal sacrifice (SMAC provides a secure alternative also, so there's no problem at all). I will spread this through the servers I know: each and every one is victim of this issue, that makes over a dozen grateful servers communities, many thanks ^^ I've checked this happens without any mods, so some official attention on this would be the perfect happy ending, but this workaround solves the problem so everything fine! El 13/06/2012 4:04, 1nsane escribió: While not a good solution at all. Have you tried aliasing status to nothing? alias status This will obviously disable the status command entirely. But perhaps it won't kill the server then? On Tue, Jun 12, 2012 at 7:49 PM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: Sorry for the double mail, I just though that if the fix for that removed the cooldown time for status, there would be no protection over this command, making possible this attack. Invalid Protocol mentionned this protection on an earlier mail. Is it a silly idea? I've never experienced such cooldown protection, that would explain why. El 13/06/2012 1:31, Joe Brown escribió: This was used (and may still be) in hacks as a way to stop admins from using the status command to see your STEAMID in the client console. Spamming it like that blocked all clients connected to the server from being able to use the status command, preventing or extending the time it takes to ban someone. Correct me if I'm wrong but I thought the was fixed in an update. Date: Wed, 13 Jun 2012 01:23:23 +0200 From: rugnor.maj...@gmail.com To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Overflow attack to Source servers That's a critical detail I forgot to mention, so sorry: RCON is port closed, so every attempt to access RCON gives a Time Out. I'm totally sure it's status, here I paste an excerpt from the SMAC log, made just by the same plugin you suggest: Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsole executes: status ... (Well an this goes on for thousands and thousands of lines, making pretty ~1GB files each day XD) I added status as a SMAC blocked command, still no luck. (used smac_addcmd as stated in the link you provided, but as you say SMAC wont block commands coming from the server). The command can be captured and processed prom a plugin, but in every teast I made I always got client 0 (console) as the triggerer, (of course testing from the game, through a clean client account, not from console). I think the server has never blocked me from executing status, even reproducing the attack (which is just spamming status from a game's client console). The server would block it surely if it was marked as client triggered. At least where I can personally try (TF2 dedicated, Linux), it's always executed as from console. Some other server owners are working with me on this, and this works like this on their's too (CSS and CSGO confirmed to be vulnerable to this attack too). Something that comes to my mind is if some lower addon like Metamod is actually always deflecting this command through the console; I need to try again on a clean install to check it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/*** *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/** mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
- Fixed a rare case where the offensive/defensive buff particle effects could get stuck on players Exciting, during waiting for players sometimes if someone was doing the Medic's group heal taunt - when the match would start sometimes that aura would stick around until he reconnected. Hopefully that's gone! Also apparently this update came right as the first Highlander matches were due to start, haha :( On Mon, Jun 11, 2012 at 1:51 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added The Liquor Locker - Fixed a rare case where the offensive/defensive buff particle effects could get stuck on players - Fixed the Spy's cloak effect not working properly for The Texas Half-Pants and the Something Special For Someone Special - Fixed the Gentle Manne's Service Medal not being drawn when equipped - Updated some of the localization files ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reconnect to steam command?
It auto-reconnects, not much we can do about it. There isn't a reconnect command and I'm not sure they will implement one - whenever there would be a blip in the steam servers you'd have more than a few dozen server admins hammering away at the reconnect to steam command, possibly making the problem worse. On Wed, May 23, 2012 at 8:47 PM, Russell Smith ve...@tinylittlerobots.uswrote: I've had this happen several times before on my servers, but this time it appears I lucked out. Just thought I would chime in to say a reconnect to steam command would be very appreciated. On 5/23/2012 8:41 PM, bottige...@gmail.com wrote: I'm asking if anyone's server failed to reconnect to steam, not if steam was temporarily down. The master list is back up, but we have a few servers that have not reconnected for over an hour now, and do not show up on the master list. The only thing that fixes this problem is a full reboot which causes the server to empty out for the rest of the day because most of the players can't be bothered to reconnect. I am wondering if anyone else is experiencing this problem can chime in so this fix can be prioritized. Most of you probably don't even notice this happening. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory CS:S update coming
Think we can get a sync for the TF2 branch, having CS:S on the same update timeline as the GOOD servers is a little uncomfortable. Next they'll be asking to vote and drive themselves to market. On Tue, May 22, 2012 at 1:28 PM, DontWannaName! ad...@topnotchclan.comwrote: Now its weird when they arent for TF2. :P On Tue, May 22, 2012 at 1:17 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Awesome! Thanks Eric! Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
I have to say I was a little confused :( On Sat, May 19, 2012 at 4:24 AM, dan needa...@ntlworld.com wrote: On 14/05/2012 18:18, Frank wrote: You were the one that argued to have some sorta option that isn't needed to a great thing added Wake up Frank, dan is not the same as doc. -- Dan. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Policy of truth
STRIKE DOWN THE UNCLEAN PURGE THE SINNERS. On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Last week the TF2 team banned some server groups that were in violation of the Policy of Truth. We received numerous complaints from server operators about a handful of servers, and we investigated those reports. Any action we have taken was based upon violations that we witnessed firsthand. Bans are applied to the group itself, not to any particular IP address range. These bans will last 6 weeks. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Policy of truth
It's pointless to quell them when they can just make a new group/server but I can't imagine it's a painless process, there probably is some large hit in traffic (as if they get any 'real' traffic anyways). What is the point in running servers like this? I'm actually interested in how fooling people to come to your servers does you any good - do they somehow monetize stupid people? On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote: This seems kind of pointless, no? TF2 doesn't have group functions. This leads me to believe that there is a back end ban on anyone in the group(s) from registering servers and using QuickPlay. This would be unfair to the innocent casualties; but also would seem that they could just leave the group and register, or just create a new steam account that is not part of the groups to get around it... Perhaps there is better system in place that VALVe is not telling us about? On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote: STRIKE DOWN THE UNCLEAN PURGE THE SINNERS. On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Last week the TF2 team banned some server groups that were in violation of the Policy of Truth. We received numerous complaints from server operators about a handful of servers, and we investigated those reports. Any action we have taken was based upon violations that we witnessed firsthand. Bans are applied to the group itself, not to any particular IP address range. These bans will last 6 weeks. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Policy of truth
Nothing is wrong I was just wondering what the point was into tricking people onto your servers, was trying to figure out why adding more traffic to your machine can be a positive thing - usually one would need it monetized in some way. On Fri, May 18, 2012 at 3:29 PM, Michael Johansen michs...@live.no wrote: What's so bad earning money about advertisements in MOTDS? I use it to pay for my servers, only to go in zero each month. From: crazydog...@gmail.com Date: Fri, 18 May 2012 15:27:02 -0700 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth And make money off of advertisements in MOTDS... --- Jonah Hirsch On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote: Well you can always sell admin. On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote: It's pointless to quell them when they can just make a new group/server but I can't imagine it's a painless process, there probably is some large hit in traffic (as if they get any 'real' traffic anyways). What is the point in running servers like this? I'm actually interested in how fooling people to come to your servers does you any good - do they somehow monetize stupid people? On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote: This seems kind of pointless, no? TF2 doesn't have group functions. This leads me to believe that there is a back end ban on anyone in the group(s) from registering servers and using QuickPlay. This would be unfair to the innocent casualties; but also would seem that they could just leave the group and register, or just create a new steam account that is not part of the groups to get around it... Perhaps there is better system in place that VALVe is not telling us about? On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote: STRIKE DOWN THE UNCLEAN PURGE THE SINNERS. On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Last week the TF2 team banned some server groups that were in violation of the Policy of Truth. We received numerous complaints from server operators about a handful of servers, and we investigated those reports. Any action we have taken was based upon violations that we witnessed firsthand. Bans are applied to the group itself, not to any particular IP address range. These bans will last 6 weeks. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Policy of truth
Well the servers that show there are 30/32 people in there, then when you join you realize it's 2 people who are very lost and on a server they didn't join. I'm 100% with you - if you join a premium server then really you aren't being fooled by anything. On Fri, May 18, 2012 at 4:29 PM, Michael Johansen michs...@live.no wrote: How would you trick people onto the server? I mean, if you feel obledged to join a server if you see premium in one of it's tags, then it's all over. Date: Fri, 18 May 2012 16:15:40 -0700 From: drga...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth Nothing is wrong I was just wondering what the point was into tricking people onto your servers, was trying to figure out why adding more traffic to your machine can be a positive thing - usually one would need it monetized in some way. On Fri, May 18, 2012 at 3:29 PM, Michael Johansen michs...@live.no wrote: What's so bad earning money about advertisements in MOTDS? I use it to pay for my servers, only to go in zero each month. From: crazydog...@gmail.com Date: Fri, 18 May 2012 15:27:02 -0700 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth And make money off of advertisements in MOTDS... --- Jonah Hirsch On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote: Well you can always sell admin. On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote: It's pointless to quell them when they can just make a new group/server but I can't imagine it's a painless process, there probably is some large hit in traffic (as if they get any 'real' traffic anyways). What is the point in running servers like this? I'm actually interested in how fooling people to come to your servers does you any good - do they somehow monetize stupid people? On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote: This seems kind of pointless, no? TF2 doesn't have group functions. This leads me to believe that there is a back end ban on anyone in the group(s) from registering servers and using QuickPlay. This would be unfair to the innocent casualties; but also would seem that they could just leave the group and register, or just create a new steam account that is not part of the groups to get around it... Perhaps there is better system in place that VALVe is not telling us about? On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote: STRIKE DOWN THE UNCLEAN PURGE THE SINNERS. On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Last week the TF2 team banned some server groups that were in violation of the Policy of Truth. We received numerous complaints from server operators about a handful of servers, and we investigated those reports. Any action we have taken was based upon violations that we witnessed firsthand. Bans are applied to the group itself, not to any particular IP address range. These bans will last 6 weeks. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Policy of truth
When you start your server up it will have a line that will display if you are banned from the servers or not I believe. On Fri, May 18, 2012 at 5:14 PM, Michael Johansen michs...@live.no wrote: How do you get this reputation stuff? Using some plugins or is there a convar for it? Date: Fri, 18 May 2012 20:12:22 -0400 From: 1nsane...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth Also if you get the reputation callback it has a line for banned or not. EX: Reputation: 221005 Banned: false On Fri, May 18, 2012 at 8:11 PM, 1nsane 1nsane...@gmail.com wrote: It was explained on this very list ages ago. As well as complains about some bball servers being banned due to that under 15 minute rule. Check the list archives, but it was sometime after this I think: http://www.teamfortress.com/post.php?id=2338 Far as I recall that system is in place on all Source games. On Fri, May 18, 2012 at 8:07 PM, Michael Johansen michs...@live.no wrote: Where do you have this info from? Date: Fri, 18 May 2012 20:00:27 -0400 From: 1nsane...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth Except if everyone leaves your server after connecting then your server gets auto delisted. You'd need a new IP then. As those delists are IP based (not just IP and Port). On Fri, May 18, 2012 at 7:59 PM, DontWannaName! ad...@topnotchclan.com wrote: Well you get money for every person who sees it. If you cheat people to seeing it, you get more money. It's bad. Sent from my iPhone 4 On May 18, 2012, at 3:29 PM, Michael Johansen michs...@live.no wrote: What's so bad earning money about advertisements in MOTDS? I use it to pay for my servers, only to go in zero each month. From: crazydog...@gmail.com Date: Fri, 18 May 2012 15:27:02 -0700 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Policy of truth And make money off of advertisements in MOTDS... --- Jonah Hirsch On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote: Well you can always sell admin. On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote: It's pointless to quell them when they can just make a new group/server but I can't imagine it's a painless process, there probably is some large hit in traffic (as if they get any 'real' traffic anyways). What is the point in running servers like this? I'm actually interested in how fooling people to come to your servers does you any good - do they somehow monetize stupid people? On Fri, May 18, 2012 at 2:07 PM, m33crob ad...@m33crob.com wrote: This seems kind of pointless, no? TF2 doesn't have group functions. This leads me to believe that there is a back end ban on anyone in the group(s) from registering servers and using QuickPlay. This would be unfair to the innocent casualties; but also would seem that they could just leave the group and register, or just create a new steam account that is not part of the groups to get around it... Perhaps there is better system in place that VALVe is not telling us about? On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote: STRIKE DOWN THE UNCLEAN PURGE THE SINNERS. On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Last week the TF2 team banned some server groups that were in violation of the Policy of Truth. We received numerous complaints from server operators about a handful of servers, and we investigated those reports. Any action we have taken was based upon violations that we witnessed firsthand. Bans are applied to the group itself, not to any particular IP address range. These bans will last 6 weeks. Thank you, The Team Fortress Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
I honestly can't believe this is being discussed, this change is no different from any other change - I'm starting to think the initial complaint was just brought up to stir an argument. Complaining about this being abused sounds like someone trying to start some slippery slope against I don't know, updates? On Sun, May 13, 2012 at 8:54 PM, Frank ad...@gamerscrib.net wrote: No the better solution is to leave it is it is so server owners/administrators can manage their users, the same ones that already have an option - that being to join or not join that server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
- \x08 followed by a hex code with alpha in RRGGBBAA format Does this mean we can half alpha values? Will I have to worry about people using colorful invisible language? Is there a CVAR to disable colors? As nice as they are I can already see the colored chat spam. ***SELLING**: STRANGE CRATES *~^^^*~* or something of the like. On Thu, May 10, 2012 at 3:21 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added The Front Runner - Added new promotional items - Added the UGC Highlander Season 6 medals - Fixed a bug that sometimes prevented servers from reconnecting to the item server after dropping connection - Fixed a client crash when using custom main menu .res files - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes - Updated the localisation files - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity - Added ability to add custom colors in chat messages. Use either: - \x07 followed by a hex code in RRGGBB format - \x08 followed by a hex code with alpha in RRGGBBAA format ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Oh, sorry about the confusion if I misread, thanks for the clarification if I did not! On Thu, May 10, 2012 at 3:29 PM, Tony Paloma to...@valvesoftware.comwrote: Players cannot use the custom colors. They are for plugin/mod authors. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc Sent: Thursday, May 10, 2012 3:28 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released - \x08 followed by a hex code with alpha in RRGGBBAA format Does this mean we can half alpha values? Will I have to worry about people using colorful invisible language? Is there a CVAR to disable colors? As nice as they are I can already see the colored chat spam. ***SELLING**: STRANGE CRATES *~^^^*~* or something of the like. On Thu, May 10, 2012 at 3:21 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added The Front Runner - Added new promotional items - Added the UGC Highlander Season 6 medals - Fixed a bug that sometimes prevented servers from reconnecting to the item server after dropping connection - Fixed a client crash when using custom main menu .res files - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes - Updated the localisation files - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity - Added ability to add custom colors in chat messages. Use either: - \x07 followed by a hex code in RRGGBB format - \x08 followed by a hex code with alpha in RRGGBBAA format ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Voice Quality
The quality of the new steam voice codec is better than the old one (slightly), but like it's reported many times in this thread the new codec doesn't allow someone to talk, stop, talk in a short period of time, and even more irritating - the sound will just up and cut out mid talking on some people. We switched back to sv_use_steam_voice 0 and it's been 100% fine since then. On Wed, May 2, 2012 at 8:38 AM, Matthew Mjelde jmatfigh...@gmail.comwrote: I use sv_use_steam_voice 0. The new system is very buggy, as most of the times we used it, peoples mics would stop working mid sentence. I dont hear any difference between the two qualities (never hear much difference with any qualities anyway). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Voice Quality
I am not aware of any, I am using whatever the default codec would be. On Wed, May 2, 2012 at 3:26 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: do you guys use any other cvars for voice other then sv_use_steam_voice 0? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
I assume those are Australian localization files? On Fri, Apr 27, 2012 at 11:23 AM, Eric Smith er...@valvesoftware.comwrote: - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Suddenly very low server population
It's sad to hear something like this. I run my server how I'd want every server to be run - I don't join any server EXCEPT for my server, it's the best run server out there. 24 slots, vanilla, no stupid mods, I think the biggest deal breaker might be all-talk is turned on. If you're not having fun playing on your server why would others want to play? Sometimes you have to be willing to sit around and play with 4 people and actually try to have fun - if they come back tomorrow that's 4 less people you have to impress. On Wed, Apr 25, 2012 at 12:48 PM, dan needa...@ntlworld.com wrote: - They aren't easy to search for, often because they are empty most of the time. My own server falls into this category. I rarely join my own server and when it's dull what do I do? Start kicking people for not playing the way I want? That's self defeating. Or join a different server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Running a CS:GO Dedi Server
I thought they were currently testing out the game itself and making tweaks, that seems like a more important thing to concentrate on before dealing with the servers, as important as they are. If the game is no fun then who cares how many servers you can host on your current machine? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux