Re: [hlds_linux] Server Crashes

2012-11-14 Thread doc
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..
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-14 Thread doc
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

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Re: [hlds_linux] Server Crashes

2012-11-13 Thread doc
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..
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Re: [hlds_linux] Mandatory Team Fortress 2 update coming

2012-11-02 Thread doc
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


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Re: [hlds_linux] Multiple SRCDS Instances on Multicore servers?

2012-11-02 Thread doc
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
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread doc
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

2012-11-01 Thread doc
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
  
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread doc
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
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Re: [hlds_linux] Corrupted Packet

2012-10-30 Thread doc
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?



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Re: [hlds_linux] Running a Halloween Server

2012-10-29 Thread doc
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

2012-10-29 Thread doc
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

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Re: [hlds_linux] Running a Halloween Server

2012-10-27 Thread doc
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.



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Re: [hlds_linux] MvM linux servers hanging

2012-10-27 Thread doc
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.
 
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Re: [hlds_linux] Quickplay settings for TF2 Halloween

2012-10-26 Thread doc
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


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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread doc
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?
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread doc
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?
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Re: [hlds_linux] MvM servers crash after update

2012-10-26 Thread doc
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
 
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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread doc
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?


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Re: [hlds_linux] TF beta has been updated

2012-10-25 Thread doc
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?
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Re: [hlds_linux] Quickplay not activating?

2012-10-14 Thread doc
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


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[hlds_linux] 2 Matchmaking Servers PvP MvM

2012-10-04 Thread doc
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?
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Re: [hlds_linux] 2 Matchmaking Servers PvP MvM

2012-10-04 Thread doc
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?
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[hlds_linux] Replay Bot Name?

2012-10-03 Thread doc
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?
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Re: [hlds_linux] Replay Bot Name?

2012-10-03 Thread doc
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?
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread doc
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.

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Re: [hlds_linux] segfault when starting hlds

2012-09-24 Thread doc
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.



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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread doc
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:
  
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   nux
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
  
   ^^
  
   --
   Dan
  
  
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Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-13 Thread doc
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!
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-12 Thread doc
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.
 
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Re: [hlds_linux] server crash on map change / missing MOTD?

2012-09-11 Thread doc
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...



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Re: [hlds_linux] Mandatory CS:S update released

2012-09-11 Thread doc
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


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Re: [hlds_linux] mp_tournament 1 on mvm mode

2012-09-05 Thread doc
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
  
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- Floyd Dell
 
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Re: [hlds_linux] steamCMD failed to request AppInfo after successful login

2012-08-28 Thread doc
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
  
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Re: [hlds_linux] Server Crash - datatable warning / clamping

2012-08-27 Thread doc
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

2012-08-27 Thread doc
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.

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Re: [hlds_linux] steamCMD failed to request AppInfo after successful login

2012-08-27 Thread doc
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

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Re: [hlds_linux] MOTD randomly not working?

2012-08-25 Thread doc
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
 
 
 
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Re: [hlds_linux] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread doc
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
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread doc
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
 
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Re: [hlds_linux] [hlds] MvM server browser player counts and improtant note regarding replay

2012-08-21 Thread doc
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

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[hlds_linux] Questions: Replays and MvM

2012-08-21 Thread doc
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?
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Re: [hlds_linux] Questions: Replays and MvM

2012-08-21 Thread doc
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?
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Re: [hlds_linux] Insane increase of CPU usage.

2012-08-20 Thread doc
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.



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Re: [hlds_linux] Old pop file being used after mapchange

2012-08-19 Thread doc
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.

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[hlds_linux] MvM More than 24+ player warning

2012-08-19 Thread doc
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.
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Re: [hlds_linux] Request: Current MvM Wave cvar

2012-08-18 Thread doc
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.
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Re: [hlds_linux] Full servers, but not?

2012-08-17 Thread doc
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 ;)
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Re: [hlds_linux] Full servers, but not?

2012-08-17 Thread doc
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 ;)
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Re: [hlds_linux] Just to clarify...about installing CS:GO DS

2012-08-17 Thread doc
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.
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Re: [hlds_linux] MvM difficulty level?

2012-08-16 Thread doc
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

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[hlds_linux] Request: Current MvM Wave cvar

2012-08-16 Thread doc
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.
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Re: [hlds_linux] Request: Current MvM Wave cvar

2012-08-16 Thread doc
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.
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Re: [hlds_linux] [hlds] Mann Up Matchmaking

2012-08-16 Thread doc
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!.

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Re: [hlds_linux] Another MvM bug?

2012-08-16 Thread doc
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?

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread doc
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.)


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Re: [hlds_linux] [hlds] Mann Co Servers?

2012-08-15 Thread doc
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.
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Re: [hlds_linux] [hlds] Mann Co Servers?

2012-08-15 Thread doc
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.
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Re: [hlds_linux] [hlds] Mann Co Servers?

2012-08-15 Thread doc
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.
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Re: [hlds_linux] Lost wave but still went on to next wave?

2012-08-15 Thread doc
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.

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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread doc
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.

 --
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread doc
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
 
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Re: [hlds_linux] Red Tape Recorder - still crashing?

2012-08-06 Thread doc
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?.

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Re: [hlds_linux] Random CPU Spikes

2012-07-28 Thread doc
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.

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Re: [hlds_linux] The Ship - freeze on start server

2012-07-26 Thread doc
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
 
 
 
 
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Re: [hlds_linux] New matchmaking and geolocation

2012-07-26 Thread doc
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

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Re: [hlds_linux] The Ship - freeze on start server

2012-07-26 Thread doc
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
 
 
 
 
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Re: [hlds_linux] The Ship - freeze on start server

2012-07-26 Thread doc
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

2012-07-25 Thread doc
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
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Re: [hlds_linux] The Ship - freeze on start server

2012-07-25 Thread doc
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




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Re: [hlds_linux] hlds_linux Digest, Vol 53, Issue 46

2012-07-20 Thread doc
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

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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2012-07-12 Thread doc
(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
  
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Re: [hlds_linux] OS

2012-07-09 Thread doc
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. :)
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  --
 
 
  Evaldas,
  EVAgames community
  www.evagames.eu
 
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Re: [hlds_linux] HLDS q3dirtrav-like exploit

2012-07-03 Thread doc
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.
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[hlds_linux] CELT Voice Codec

2012-06-29 Thread doc
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.
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Re: [hlds_linux] CELT Voice Codec

2012-06-29 Thread doc
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.
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Re: [hlds_linux] CELT Voice Codec

2012-06-29 Thread doc
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.
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Re: [hlds_linux] Half-Life 1 dedicated server update released

2012-06-28 Thread doc
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


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Re: [hlds_linux] TF2 Pyromania update coming soon!

2012-06-27 Thread doc
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
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread doc
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
 
 
 
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread doc
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.




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Re: [hlds_linux] Quick Play Question

2012-06-18 Thread doc
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!

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Re: [hlds_linux] TF2 crash during shutdown

2012-06-18 Thread doc
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?

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 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608






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Re: [hlds_linux] Overflow attack to Source servers

2012-06-14 Thread doc
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.

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-06-11 Thread doc
- 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

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Re: [hlds_linux] Reconnect to steam command?

2012-05-24 Thread doc
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.


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Re: [hlds_linux] Mandatory CS:S update coming

2012-05-22 Thread doc
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.
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-19 Thread doc
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.


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Re: [hlds_linux] Policy of truth

2012-05-18 Thread doc
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
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread doc
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
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread doc
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
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread doc
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
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Re: [hlds_linux] Policy of truth

2012-05-18 Thread doc
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
 
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-14 Thread doc
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.

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread doc
 - \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

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread doc
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
 
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Re: [hlds_linux] Voice Quality

2012-05-02 Thread doc
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).
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Re: [hlds_linux] Voice Quality

2012-05-02 Thread doc
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?
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-04-27 Thread doc
I assume those are Australian localization files?

On Fri, Apr 27, 2012 at 11:23 AM, Eric Smith er...@valvesoftware.comwrote:

 - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩

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Re: [hlds_linux] Suddenly very low server population

2012-04-25 Thread doc
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?


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Re: [hlds_linux] Running a CS:GO Dedi Server

2012-04-16 Thread doc
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?
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