Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-20 Thread Nomaan Ahmad
Its for custom servers e.g. DeathRun. We have to disable gifts so some
traps are not blocked.

On 20 December 2011 04:07, doc drga...@gmail.com wrote:

 Might be stupid question but why disable gifts? What do they even do? I
 thought they were just reskins of the weapons people drop for ammo.

 On Mon, Dec 19, 2011 at 6:29 PM, Alex zjaa...@gmail.com wrote:

  Found it already I guess.. Haven't tried it yet, for others who have a
  mix/war server here is the command.
 
  mp_holiday_nogifts 1
 
 
 
  2011/12/20 Alex zjaa...@gmail.com
 
   Can anyone tell me how I can disable the gifts? I don't know how to add
   it, I guess it's a tag with nogift(s)? Do I put it in a config file, or
  do
   I put it with the startup line? And what do I put there.
  
  
   Thanks
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-20 Thread Kyle Sanderson
We're running out of networked edicts here. We just can't afford to run
with presents as the servers are already unstable enough. While we have
weapon cleanup scripts and the like to workaround the pointless crash that
running out causes, it's still not enough.

Oh well, maybe next year.
Kyle.

On Tue, Dec 20, 2011 at 12:42 AM, Nomaan Ahmad n0man@gmail.com wrote:

 Its for custom servers e.g. DeathRun. We have to disable gifts so some
 traps are not blocked.

 On 20 December 2011 04:07, doc drga...@gmail.com wrote:

  Might be stupid question but why disable gifts? What do they even do? I
  thought they were just reskins of the weapons people drop for ammo.
 
  On Mon, Dec 19, 2011 at 6:29 PM, Alex zjaa...@gmail.com wrote:
 
   Found it already I guess.. Haven't tried it yet, for others who have a
   mix/war server here is the command.
  
   mp_holiday_nogifts 1
  
  
  
   2011/12/20 Alex zjaa...@gmail.com
  
Can anyone tell me how I can disable the gifts? I don't know how to
 add
it, I guess it's a tag with nogift(s)? Do I put it in a config file,
 or
   do
I put it with the startup line? And what do I put there.
   
   
Thanks
   
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread Alex
Can anyone tell me how I can disable the gifts? I don't know how to add it,
I guess it's a tag with nogift(s)? Do I put it in a config file, or do I
put it with the startup line? And what do I put there.


Thanks
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread Harry Strongburg
On Tue, Dec 20, 2011 at 03:22:53AM +0100, Alex wrote:
 Can anyone tell me how I can disable the gifts? I don't know how to add it,
 I guess it's a tag with nogift(s)? Do I put it in a config file, or do I
 put it with the startup line? And what do I put there.

mp_holiday_nogifts 1

Add it to your server.cfg if you don't want them.

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread Alex
Found it already I guess.. Haven't tried it yet, for others who have a
mix/war server here is the command.

mp_holiday_nogifts 1



2011/12/20 Alex zjaa...@gmail.com

 Can anyone tell me how I can disable the gifts? I don't know how to add
 it, I guess it's a tag with nogift(s)? Do I put it in a config file, or do
 I put it with the startup line? And what do I put there.


 Thanks

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-19 Thread doc
Might be stupid question but why disable gifts? What do they even do? I
thought they were just reskins of the weapons people drop for ammo.

On Mon, Dec 19, 2011 at 6:29 PM, Alex zjaa...@gmail.com wrote:

 Found it already I guess.. Haven't tried it yet, for others who have a
 mix/war server here is the command.

 mp_holiday_nogifts 1



 2011/12/20 Alex zjaa...@gmail.com

  Can anyone tell me how I can disable the gifts? I don't know how to add
  it, I guess it's a tag with nogift(s)? Do I put it in a config file, or
 do
  I put it with the startup line? And what do I put there.
 
 
  Thanks
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Valentin G.
Confirming unlimited revenge crits with the minisentry.

On Fri, Dec 16, 2011 at 8:01 AM, ics i...@ics-base.net wrote:
 I'm not sure which exploit is it but i just managed to get unlimited revenge
 crits with engi with a help of minisentry. That's back too.

 -ics

 16.12.2011 8:15, E3pO kirjoitti:

 just came to say my game crashed and i'm having lots of clients time out.

 On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemroserbemr...@vgmusic.com
  wrote:

 By any chance, does it cause a bunch of players game clients to crash,
 because i just had that happen on my server (my own game client
 included).


 On 12/16/2011 12:46 AM, Emil Larsson wrote:

 Unfortunately I already found a exploit involving one of the old
 weapons.
 Sending a bug report as i'm writing this, though server operators might
 see
 it abused in a couple of hours widely. D:

 On Fri, Dec 16, 2011 at 4:26 AM, Jason
 Ruymenjasonr@valvesoftware.**comjas...@valvesoftware.com

 wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:

 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The
 specific
 changes include:

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug which caused Windows Aero Extensions video option to
 always
 be enabled, regardless of setting. Disabling this can improve
 compatibility
 with third-party programs and overlays, but may also affect
 performance.
 - Fixed SourceTV showing player counts for the game server instead of
 the
 number of clients connected to the SourceTV server

 Team Fortress 2
 - Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
 - Added a new Valve-authored control point map: Foundry
 - added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
 - Added UGC Highlander medals
 - Relaxed some restrictions on what misc items can be equipped
 simultaneously
 - Additional improvements for client stability
 - Updated the localization files

 Day of Defeat: Source
 - Added the Valve Gift Grab 2011 - DoD:S achievement
 - Updated the localization files

 Counter-Strike: Source
 - Added the Valve Gift Grab 2011 - CS:S achievement
 - Added rate limiting for connections and added the following ConVars
 to
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 - Dramatically improved the dynamic model loading system's memory
 usage,
 performance, and stability
 - Reduced memory usage on systems running Windows XP, Windows Vista,
 and
 Windows 7
 - Improved alt-tab handling under Windows Vista and Windows 7
 - Fixed a client crash during demo playback
 - Updated the localization files

 Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Jesse Molina


Regarding the update failures, what was $?

That is, did the updater exit 0, or something else?

My auto-update script checks to make sure that I get exit 0 from steam, 
or else it runs again up to four times before it gives up.  It is very 
common that it runs twice.


I don't use nemrun myself, but I seem to remember his script doing a 
similar exit code check and re-running the update as necessary.


If steam didn't exit 0, it didn't update.  If you don't know, then you 
should!


Just do echo $? immediately and only immediately after the steam 
command finishes to find out the exit code.  If it's 0, that's good.  if 
it's something else, re-run the update.


--

This isn't the best bash, but whatever.  This is a snip, may be incomplete.

  while [ /bin/true ] ; do
  ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
UPDATEEXIT=$?
UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
echo 
echo ./steam update exit code was $UPDATEEXIT
if [ $UPDATEEXIT = 0 ] ; then
  echo 
  echo Update completed.  Please start server if desired.
  break
else
  echo 
  echo Update did not succeed.
  if [ $UPDATECOUNTER -lt 5 ] ; then
echo Try $UPDATECOUNTER failed, will try again...
sleep 1
continue
  fi
  if [ $UPDATECOUNTER -eq 5 ] ; then
echo Tried $UPDATECOUNTER times already.  Will not try again.
break
  fi
fi
  done




John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots. I don't know why some
people are not able to get it. You know there *is* something else that
has changed other than our update: many of you are using a new
up-to-date check script. Nothing on our end has changed with regard to
how we distribute this file. None of the Valve dedicated servers had a
problem receiving it.

It looks like there is a problem where old servers are still allowed
to be listed, if they were logged in before the update. That may be
adding to the confusion.

- Fletch


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Michael Zeisberg

since Update on DoDS no Pic more on the Minimap -.- and Network Drops

-Ursprüngliche Nachricht- 
From: Jesse Molina

Sent: Friday, December 16, 2011 12:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released



Regarding the update failures, what was $?

That is, did the updater exit 0, or something else?

My auto-update script checks to make sure that I get exit 0 from steam,
or else it runs again up to four times before it gives up.  It is very
common that it runs twice.

I don't use nemrun myself, but I seem to remember his script doing a
similar exit code check and re-running the update as necessary.

If steam didn't exit 0, it didn't update.  If you don't know, then you
should!

Just do echo $? immediately and only immediately after the steam
command finishes to find out the exit code.  If it's 0, that's good.  if
it's something else, re-run the update.

--

This isn't the best bash, but whatever.  This is a snip, may be incomplete.

  while [ /bin/true ] ; do
  ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
UPDATEEXIT=$?
UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
echo 
echo ./steam update exit code was $UPDATEEXIT
if [ $UPDATEEXIT = 0 ] ; then
  echo 
  echo Update completed.  Please start server if desired.
  break
else
  echo 
  echo Update did not succeed.
  if [ $UPDATECOUNTER -lt 5 ] ; then
echo Try $UPDATECOUNTER failed, will try again...
sleep 1
continue
  fi
  if [ $UPDATECOUNTER -eq 5 ] ; then
echo Tried $UPDATECOUNTER times already.  Will not try again.
break
  fi
fi
  done




John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots. I don't know why some
people are not able to get it. You know there *is* something else that
has changed other than our update: many of you are using a new
up-to-date check script. Nothing on our end has changed with regard to
how we distribute this file. None of the Valve dedicated servers had a
problem receiving it.

It looks like there is a problem where old servers are still allowed
to be listed, if they were logged in before the update. That may be
adding to the confusion.

- Fletch


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread PharaohsPaw

 Regarding the update failures, what was $?

 That is, did the updater exit 0, or something else?

 My auto-update script checks to make sure that I get exit 0 from steam,
 or else it runs again up to four times before it gives up.  It is very
 common that it runs twice.

 I don't use nemrun myself, but I seem to remember his script doing a
 similar exit code check and re-running the update as necessary.

 If steam didn't exit 0, it didn't update.  If you don't know, then you
 should!

 Just do echo $? immediately and only immediately after the steam
 command finishes to find out the exit code.  If it's 0, that's good.  if
 it's something else, re-run the update.

nemrun DOES re-check.  The scripts are out there for anybody to look at,
including Valve and anyone else who wants to suggest it is doing something
wrong as an explanation for the problem.

I would imagine a lot of people on this list actually DO know about bash
using $? to store the return code from the last command.  I do and have
for a long time.  Here's a snip from one of my simpler older days update
scripts:


# update game function definition
game_update() {

./steam -command update -game tf -dir . -verify_all -retry

}

cd ~/tf2


# run update function once in case we get a zero return value on 1st try:
game_update

#echo Return Code: $?

## loop - we should keep doing this until we get a zero return
#
until [ $? -eq 0 ] ; do

game_update
done


The problem isn't that our scripts are doing the wrong thing.






 --

 This isn't the best bash, but whatever.  This is a snip, may be
 incomplete.

while [ /bin/true ] ; do
./steam -command update -game $GAME -dir ./$GAMEDIR -retry
  UPDATEEXIT=$?
  UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
  echo 
  echo ./steam update exit code was $UPDATEEXIT
  if [ $UPDATEEXIT = 0 ] ; then
echo 
echo Update completed.  Please start server if desired.
break
  else
echo 
echo Update did not succeed.
if [ $UPDATECOUNTER -lt 5 ] ; then
  echo Try $UPDATECOUNTER failed, will try again...
  sleep 1
  continue
fi
if [ $UPDATECOUNTER -eq 5 ] ; then
  echo Tried $UPDATECOUNTER times already.  Will not try again.
  break
fi
  fi
done




 John Schoenick wrote:
 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.

 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots. I don't know why some
 people are not able to get it. You know there *is* something else that
 has changed other than our update: many of you are using a new
 up-to-date check script. Nothing on our end has changed with regard to
 how we distribute this file. None of the Valve dedicated servers had a
 problem receiving it.

 It looks like there is a problem where old servers are still allowed
 to be listed, if they were logged in before the update. That may be
 adding to the confusion.

 - Fletch

 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread hlds
Same here...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Friday, December 16, 2011 8:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose rbemr...@vgmusic.com wrote:

 By any chance, does it cause a bunch of players game clients to crash,
 because i just had that happen on my server (my own game client included).


 On 12/16/2011 12:46 AM, Emil Larsson wrote:

 Unfortunately I already found a exploit involving one of the old weapons.
 Sending a bug report as i'm writing this, though server operators might
 see
 it abused in a couple of hours widely. D:

 On Fri, Dec 16, 2011 at 4:26 AM, Jason
Ruymenjasonr@valvesoftware.**comjas...@valvesoftware.com
 wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug which caused Windows Aero Extensions video option to
always
 be enabled, regardless of setting. Disabling this can improve
 compatibility
 with third-party programs and overlays, but may also affect performance.
 - Fixed SourceTV showing player counts for the game server instead of
the
 number of clients connected to the SourceTV server

 Team Fortress 2
 - Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
 - Added a new Valve-authored control point map: Foundry
 - added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
 - Added UGC Highlander medals
 - Relaxed some restrictions on what misc items can be equipped
 simultaneously
 - Additional improvements for client stability
 - Updated the localization files

 Day of Defeat: Source
 - Added the Valve Gift Grab 2011 - DoD:S achievement
 - Updated the localization files

 Counter-Strike: Source
 - Added the Valve Gift Grab 2011 - CS:S achievement
 - Added rate limiting for connections and added the following ConVars to
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 - Dramatically improved the dynamic model loading system's memory usage,
 performance, and stability
 - Reduced memory usage on systems running Windows XP, Windows Vista, and
 Windows 7
 - Improved alt-tab handling under Windows Vista and Windows 7
 - Fixed a client crash during demo playback
 - Updated the localization files

 Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread gameadmin
No idea what's up then; by contrast I have literally never had the issues you 
describe, which means it's not a problem with valve's update content, at least 
(of course it might still be a problem with their content delivery system...)

PharaohsPaw listac...@lvwnet.com wrote:


 Regarding the update failures, what was $?

 That is, did the updater exit 0, or something else?

 My auto-update script checks to make sure that I get exit 0 from steam,
 or else it runs again up to four times before it gives up. It is very
 common that it runs twice.

 I don't use nemrun myself, but I seem to remember his script doing a
 similar exit code check and re-running the update as necessary.

 If steam didn't exit 0, it didn't update. If you don't know, then you
 should!

 Just do echo $? immediately and only immediately after the steam
 command finishes to find out the exit code. If it's 0, that's good. if
 it's something else, re-run the update.

nemrun DOES re-check. The scripts are out there for anybody to look at,
including Valve and anyone else who wants to suggest it is doing something
wrong as an explanation for the problem.

I would imagine a lot of people on this list actually DO know about bash
using $? to store the return code from the last command. I do and have
for a long time. Here's a snip from one of my simpler older days update
scripts:


# update game function definition
game_update() {

./steam -command update -game tf -dir . -verify_all -retry

}

cd ~/tf2


# run update function once in case we get a zero return value on 1st try:
game_update

#echo Return Code: $?

## loop - we should keep doing this until we get a zero return
#
until [ $? -eq 0 ] ; do

game_update
done


The problem isn't that our scripts are doing the wrong thing.






 --

 This isn't the best bash, but whatever. This is a snip, may be
 incomplete.

 while [ /bin/true ] ; do
 ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
 UPDATEEXIT=$?
 UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
 echo 
 echo ./steam update exit code was $UPDATEEXIT
 if [ $UPDATEEXIT = 0 ] ; then
 echo 
 echo Update completed. Please start server if desired.
 break
 else
 echo 
 echo Update did not succeed.
 if [ $UPDATECOUNTER -lt 5 ] ; then
 echo Try $UPDATECOUNTER failed, will try again...
 sleep 1
 continue
 fi
 if [ $UPDATECOUNTER -eq 5 ] ; then
 echo Tried $UPDATECOUNTER times already. Will not try again.
 break
 fi
 fi
 done




 John Schoenick wrote:
 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.

 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots. I don't know why some
 people are not able to get it. You know there *is* something else that
 has changed other than our update: many of you are using a new
 up-to-date check script. Nothing on our end has changed with regard to
 how we distribute this file. None of the Valve dedicated servers had a
 problem receiving it.

 It looks like there is a problem where old servers are still allowed
 to be listed, if they were logged in before the update. That may be
 adding to the confusion.

 - Fletch

 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread Eli Witt
I ran the update manually on my servers and it worked, properly, the first
time. No segfaults, no crashes, no nothing. I quit the server, updated and
relaunched as expected and the server was 32/32 within 5 minutes, and it
still running jst fine.

On Fri, Dec 16, 2011 at 8:57 AM, gamead...@127001.org wrote:

 No idea what's up then; by contrast I have literally never had the issues
 you describe, which means it's not a problem with valve's update content,
 at least (of course it might still be a problem with their content delivery
 system...)

 PharaohsPaw listac...@lvwnet.com wrote:

 
  Regarding the update failures, what was $?
 
  That is, did the updater exit 0, or something else?
 
  My auto-update script checks to make sure that I get exit 0 from steam,
  or else it runs again up to four times before it gives up. It is very
  common that it runs twice.
 
  I don't use nemrun myself, but I seem to remember his script doing a
  similar exit code check and re-running the update as necessary.
 
  If steam didn't exit 0, it didn't update. If you don't know, then you
  should!
 
  Just do echo $? immediately and only immediately after the steam
  command finishes to find out the exit code. If it's 0, that's good. if
  it's something else, re-run the update.

 nemrun DOES re-check. The scripts are out there for anybody to look at,
 including Valve and anyone else who wants to suggest it is doing something
 wrong as an explanation for the problem.

 I would imagine a lot of people on this list actually DO know about bash
 using $? to store the return code from the last command. I do and have
 for a long time. Here's a snip from one of my simpler older days update
 scripts:

 
 # update game function definition
 game_update() {

 ./steam -command update -game tf -dir . -verify_all -retry

 }

 cd ~/tf2


 # run update function once in case we get a zero return value on 1st try:
 game_update

 #echo Return Code: $?

 ## loop - we should keep doing this until we get a zero return
 #
 until [ $? -eq 0 ] ; do

 game_update
 done
 

 The problem isn't that our scripts are doing the wrong thing.





 
  --
 
  This isn't the best bash, but whatever. This is a snip, may be
  incomplete.
 
  while [ /bin/true ] ; do
  ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
  UPDATEEXIT=$?
  UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
  echo 
  echo ./steam update exit code was $UPDATEEXIT
  if [ $UPDATEEXIT = 0 ] ; then
  echo 
  echo Update completed. Please start server if desired.
  break
  else
  echo 
  echo Update did not succeed.
  if [ $UPDATECOUNTER -lt 5 ] ; then
  echo Try $UPDATECOUNTER failed, will try again...
  sleep 1
  continue
  fi
  if [ $UPDATECOUNTER -eq 5 ] ; then
  echo Tried $UPDATECOUNTER times already. Will not try again.
  break
  fi
  fi
  done
 
 
 
 
  John Schoenick wrote:
  nemrun just calls hldsupdatetool with normal options.
 
  Your princess is in another castle.
 
  On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
  PatchVersion=1.1.8.9
  ProductName=tf
  appID=440
 
  The file was definitely updated in the depots. I don't know why some
  people are not able to get it. You know there *is* something else that
  has changed other than our update: many of you are using a new
  up-to-date check script. Nothing on our end has changed with regard to
  how we distribute this file. None of the Valve dedicated servers had a
  problem receiving it.
 
  It looks like there is a problem where old servers are still allowed
  to be listed, if they were logged in before the update. That may be
  adding to the confusion.
 
  - Fletch
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web = http://www.opendreams.net/jesse/
 
 
 
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  please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-16 Thread LouLouBizou
does anybody got trouble with drop on DODS ? on my css its ok, sometimes
when oponent is killed drop appear but never on my dods :/

any idea ?

2011/12/16 Eli Witt eliw...@gmail.com

 I ran the update manually on my servers and it worked, properly, the first
 time. No segfaults, no crashes, no nothing. I quit the server, updated and
 relaunched as expected and the server was 32/32 within 5 minutes, and it
 still running jst fine.

 On Fri, Dec 16, 2011 at 8:57 AM, gamead...@127001.org wrote:

  No idea what's up then; by contrast I have literally never had the issues
  you describe, which means it's not a problem with valve's update content,
  at least (of course it might still be a problem with their content
 delivery
  system...)
 
  PharaohsPaw listac...@lvwnet.com wrote:
 
  
   Regarding the update failures, what was $?
  
   That is, did the updater exit 0, or something else?
  
   My auto-update script checks to make sure that I get exit 0 from steam,
   or else it runs again up to four times before it gives up. It is very
   common that it runs twice.
  
   I don't use nemrun myself, but I seem to remember his script doing a
   similar exit code check and re-running the update as necessary.
  
   If steam didn't exit 0, it didn't update. If you don't know, then you
   should!
  
   Just do echo $? immediately and only immediately after the steam
   command finishes to find out the exit code. If it's 0, that's good. if
   it's something else, re-run the update.
 
  nemrun DOES re-check. The scripts are out there for anybody to look at,
  including Valve and anyone else who wants to suggest it is doing
 something
  wrong as an explanation for the problem.
 
  I would imagine a lot of people on this list actually DO know about bash
  using $? to store the return code from the last command. I do and have
  for a long time. Here's a snip from one of my simpler older days update
  scripts:
 
  
  # update game function definition
  game_update() {
 
  ./steam -command update -game tf -dir . -verify_all -retry
 
  }
 
  cd ~/tf2
 
 
  # run update function once in case we get a zero return value on 1st try:
  game_update
 
  #echo Return Code: $?
 
  ## loop - we should keep doing this until we get a zero return
  #
  until [ $? -eq 0 ] ; do
 
  game_update
  done
  
 
  The problem isn't that our scripts are doing the wrong thing.
 
 
 
 
 
  
   --
  
   This isn't the best bash, but whatever. This is a snip, may be
   incomplete.
  
   while [ /bin/true ] ; do
   ./steam -command update -game $GAME -dir ./$GAMEDIR -retry
   UPDATEEXIT=$?
   UPDATECOUNTER=$(( $UPDATECOUNTER + 1)) # counter increment
   echo 
   echo ./steam update exit code was $UPDATEEXIT
   if [ $UPDATEEXIT = 0 ] ; then
   echo 
   echo Update completed. Please start server if desired.
   break
   else
   echo 
   echo Update did not succeed.
   if [ $UPDATECOUNTER -lt 5 ] ; then
   echo Try $UPDATECOUNTER failed, will try again...
   sleep 1
   continue
   fi
   if [ $UPDATECOUNTER -eq 5 ] ; then
   echo Tried $UPDATECOUNTER times already. Will not try again.
   break
   fi
   fi
   done
  
  
  
  
   John Schoenick wrote:
   nemrun just calls hldsupdatetool with normal options.
  
   Your princess is in another castle.
  
   On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
   PatchVersion=1.1.8.9
   ProductName=tf
   appID=440
  
   The file was definitely updated in the depots. I don't know why some
   people are not able to get it. You know there *is* something else
 that
   has changed other than our update: many of you are using a new
   up-to-date check script. Nothing on our end has changed with regard
 to
   how we distribute this file. None of the Valve dedicated servers had
 a
   problem receiving it.
  
   It looks like there is a problem where old servers are still allowed
   to be listed, if they were logged in before the update. That may be
   adding to the confusion.
  
   - Fletch
  
   --
   # Jesse Molina
   # Mail = je...@opendreams.net
   # Page = page-je...@opendreams.net
   # Cell = 1.602.323.7608
   # Web = http://www.opendreams.net/jesse/
  
  
  
  _
 
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   please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
 
 
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[hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Jason Ruymen
Required updates are now available for Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific changes 
include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always be 
enabled, regardless of setting. Disabling this can improve compatibility with 
third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the 
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
 - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the Valve Gift Grab 2011 - DoD:S achievement
- Updated the localization files

Counter-Strike: Source
- Added the Valve Gift Grab 2011 - CS:S achievement
- Added rate limiting for connections and added the following ConVars to 
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage, 
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and 
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Eric Smith
What problem are you experiencing exactly? The update for each game contains an 
updated steam.inf file. I'm not sure why you think it doesn't

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: Thursday, December 15, 2011 7:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread hlds
Probably he is complaining about master server(s), because the servers that
are not updated are still listed...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, December 16, 2011 5:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

What problem are you experiencing exactly? The update for each game contains
an updated steam.inf file. I'm not sure why you think it doesn't

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: Thursday, December 15, 2011 7:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Violent Crimes

Anyone know if sourcemod offsets changed?

On 12/15/2011 10:33 PM, PharaohsPaw wrote:

Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers will
be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
 What problem are you experiencing exactly? The update for each game
 contains an updated steam.inf file. I'm not sure why you think it doesn't

steam.inf file is no longer present in tree after update.  Everything else
is there, and the first few loop-throughs of nemrun (auto-updater util
script) showed info from masters saying HLDS Installation is Up To Date
(the first run-through got the updated files).  ie, the update completed.

but because the steam.inf file is missing now, when the server starts back
up after the update, it still gets an out of date warning.  Well, nemrun
does, and thus it gets stuck in a loop of updates until a steam.inf file
comes along.

I suppose it is possible that MAYBE you could blame nemrun for eating the
updated steam.inf file, but I doubt it.  I've seen updates come out
without a steam.inf file before, even before I started using nemrun.

I will try a separate/safe tree I have off to the side and see if I can
manage to pick up the updated steam.inf file with it, then I can drop it
into the live gameservers tree if I am so lucky.

Thanks for the response


 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 PharaohsPaw
 Sent: Thursday, December 15, 2011 7:33 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

 They just pushed it out, but guess what...

 YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

 Thus forcing a -verify_all and who knows how long before our servers will
 be playable because every server on the planet with awake admins or
 auto-updaters is trying to update right now

 Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

 It's such a shame that one tiny little file, one I could probably hack
 together myself if I knew what the values in it were supposed to be with
 this update, is the only reason our servers arent back up already with
 players on it.




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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Kyle Sanderson
You're going to have to be more specific Violent Crimes.

Thanks for the CS:S sync!
Kyle.

On Thu, Dec 15, 2011 at 7:46 PM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 Anyone know if sourcemod offsets changed?


 On 12/15/2011 10:33 PM, PharaohsPaw wrote:

 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

 They just pushed it out, but guess what...

 YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

 Thus forcing a -verify_all and who knows how long before our servers will
 be playable because every server on the planet with awake admins or
 auto-updaters is trying to update right now

 Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

 It's such a shame that one tiny little file, one I could probably hack
 together myself if I knew what the values in it were supposed to be with
 this update, is the only reason our servers arent back up already with
 players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?

On 12/15/2011 10:33 PM, PharaohsPaw wrote:

Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The 
specific

changes include:

They just pushed it out, but guess what...

YOU FORGOT TO RELEASE AN UPDATED STEAM.INF FILE WITH THE UPDATE AGAIN

Thus forcing a -verify_all and who knows how long before our servers 
will

be playable because every server on the planet with awake admins or
auto-updaters is trying to update right now

Valve, PLEASE put UPDATE THE STEAM.INF on your release checklist.

It's such a shame that one tiny little file, one I could probably hack
together myself if I knew what the values in it were supposed to be with
this update, is the only reason our servers arent back up already with
players on it.




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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:
 Anyone know if sourcemod offsets changed?


If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose

gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
/home/gameserver/event/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf
gameserver@ocrtf2:~/orangebox/tf$ more 
/home/gameserver/orangebox/tf/steam.inf

/home/gameserver/orangebox/tf/steam.inf: No such file or directory

So, the file was basically deleted by today's update.

On 12/15/2011 10:54 PM, PharaohsPaw wrote:

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?


If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread E3pO
Bummer, i can't even play TF2 through steam. Says the game is
currently unavailable :(. And now the servers are to busy to handle my
request.

steam.inf before update:
PatchVersion=1.1.8.8
ProductName=tf
appID=440

steam.inf after update:
no file can be found!


On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
 /home/gameserver/event/**orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/**steam.inf
 gameserver@ocrtf2:~/orangebox/**tf$ more /home/gameserver/orangebox/tf/**
 steam.inf
 /home/gameserver/orangebox/tf/**steam.inf: No such file or directory

 So, the file was basically deleted by today's update.


 On 12/15/2011 10:54 PM, PharaohsPaw wrote:

 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:

 Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind
 posting
 the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
 to try to help figure out what this update broke with metamod/sourcemod
 (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

 __**_
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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
Renamed addons, server still crashes, so apparently srcds itself is 
crashing.  Trying to force a -verify_all now, but of course, now I get 
to deal with the server updater's legendary responsiveness...


On 12/15/2011 10:54 PM, PharaohsPaw wrote:

Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:

Anyone know if sourcemod offsets changed?


If one of you guys that got an update successfully woudln't mind posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Tony Paloma
This can happen if you interrupt the update process. Are you sure that's not 
what happened?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, December 15, 2011 7:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf 
/home/gameserver/event/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf
gameserver@ocrtf2:~/orangebox/tf$ more
/home/gameserver/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf: No such file or directory

So, the file was basically deleted by today's update.

On 12/15/2011 10:54 PM, PharaohsPaw wrote:
 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:
 Anyone know if sourcemod offsets changed?

 If one of you guys that got an update successfully woudln't mind 
 posting the contents of your updated tf2/orangebox/tf/steam.inf file, 
 I am willing to try to help figure out what this update broke with 
 metamod/sourcemod (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

 ___
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 visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread E3pO
My favorite time of the day:
http://www.wmclan.net/i/images/70213795242739373460.png

As soon as these servers update i will be able to confirm the steam.inf
isn't being sent out on multiple boxes

On Thu, Dec 15, 2011 at 11:09 PM, Tony Paloma to...@valvesoftware.comwrote:

 This can happen if you interrupt the update process. Are you sure that's
 not what happened?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, December 15, 2011 7:57 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
 /home/gameserver/event/orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/steam.inf
 gameserver@ocrtf2:~/orangebox/tf$ more
 /home/gameserver/orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/steam.inf: No such file or directory

 So, the file was basically deleted by today's update.

 On 12/15/2011 10:54 PM, PharaohsPaw wrote:
  Something did, as my server is segfaulting on start.
 
  On 12/15/2011 10:46 PM, Violent Crimes wrote:
  Anyone know if sourcemod offsets changed?
 
  If one of you guys that got an update successfully woudln't mind
  posting the contents of your updated tf2/orangebox/tf/steam.inf file,
  I am willing to try to help figure out what this update broke with
  metamod/sourcemod (assuming you guys are running them).
 
  I'm no Bailopan but I know a few things about them. :)
 
  ___
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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
So let's see, that makes me and 2 other server operators now.  Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file

But, it doesn't sound like it was a very good update anyway, can't blame
plugins/addons if none are loaded.



 Bummer, i can't even play TF2 through steam. Says the game is
 currently unavailable :(. And now the servers are to busy to handle my
 request.

 steam.inf before update:
 PatchVersion=1.1.8.8
 ProductName=tf
 appID=440

 steam.inf after update:
 no file can be found!


 On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

 gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
 /home/gameserver/event/**orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/**steam.inf
 gameserver@ocrtf2:~/orangebox/**tf$ more
 /home/gameserver/orangebox/tf/**
 steam.inf
 /home/gameserver/orangebox/tf/**steam.inf: No such file or directory

 So, the file was basically deleted by today's update.


 On 12/15/2011 10:54 PM, PharaohsPaw wrote:

 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:

 Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind
 posting
 the contents of your updated tf2/orangebox/tf/steam.inf file, I am
 willing
 to try to help figure out what this update broke with metamod/sourcemod
 (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

 __**_
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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread 1nsane
Would command aborted count?

On Thu, Dec 15, 2011 at 11:09 PM, Tony Paloma to...@valvesoftware.comwrote:

 This can happen if you interrupt the update process. Are you sure that's
 not what happened?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, December 15, 2011 7:57 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf
 /home/gameserver/event/orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/steam.inf
 gameserver@ocrtf2:~/orangebox/tf$ more
 /home/gameserver/orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/steam.inf: No such file or directory

 So, the file was basically deleted by today's update.

 On 12/15/2011 10:54 PM, PharaohsPaw wrote:
  Something did, as my server is segfaulting on start.
 
  On 12/15/2011 10:46 PM, Violent Crimes wrote:
  Anyone know if sourcemod offsets changed?
 
  If one of you guys that got an update successfully woudln't mind
  posting the contents of your updated tf2/orangebox/tf/steam.inf file,
  I am willing to try to help figure out what this update broke with
  metamod/sourcemod (assuming you guys are running them).
 
  I'm no Bailopan but I know a few things about them. :)
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Nicholas Hastings

I didn't have any issues with steam.inf going away.

On 12/15/2011 11:12 PM, PharaohsPaw wrote:

So let's see, that makes me and 2 other server operators now.  Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file

But, it doesn't sound like it was a very good update anyway, can't blame
plugins/addons if none are loaded.




Bummer, i can't even play TF2 through steam. Says the game is
currently unavailable :(. And now the servers are to busy to handle my
request.

steam.inf before update:
PatchVersion=1.1.8.8
ProductName=tf
appID=440

steam.inf after update:
no file can be found!


On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemroserbemr...@vgmusic.com
wrote:


gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
/home/gameserver/event/**orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/**steam.inf
gameserver@ocrtf2:~/orangebox/**tf$ more
/home/gameserver/orangebox/tf/**
steam.inf
/home/gameserver/orangebox/tf/**steam.inf: No such file or directory

So, the file was basically deleted by today's update.


On 12/15/2011 10:54 PM, PharaohsPaw wrote:


Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:


Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind

posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am
willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

__**_
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Tyler Davies
Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
core file size = 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in /lib/ld-2.12.1.so does not match
/lib/ld-linux.so.2 (CRC mismatch).


On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 Renamed addons, server still crashes, so apparently srcds itself is
 crashing.  Trying to force a -verify_all now, but of course, now I get to
 deal with the server updater's legendary responsiveness...


 On 12/15/2011 10:54 PM, PharaohsPaw wrote:

 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:

 Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind
 posting
 the contents of your updated tf2/orangebox/tf/steam.inf file, I am willing
 to try to help figure out what this update broke with metamod/sourcemod
 (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

 __**_
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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw

 This can happen if you interrupt the update process. Are you sure that's
 not what happened?

The short version is, no, I didn't interrupt the update.  I've been around
this block a few times. :)

all of the actual game servers went down before nemrun started pulling
update files in.  I can attest to it bcause I have a screen full of screen
sessions that the games all went down in and sat there so nemrun could
update the game files.

Nemrun (the update daemon instance) creates a lock file.  Nothing fancy,
just a file that each of the gameservers (also running nemrun as an srcds
launcher script rather than srcds_run) knows to look for.  As long as the
lock file is there the game will not start back up.  because the script
holds them there without the game running.  This allows nemrun the updater
daemon to call steam to update the game files without anything else
messing with them while it works.



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread DontWannaName!
I dont know why, but I keep getting plagued with command aborted :(

On Thu, Dec 15, 2011 at 8:18 PM, Tyler Davies tyler.k.dav...@gmail.comwrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
 sleeps
 Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
 core file size = 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not match
 /lib/ld-linux.so.2 (CRC mismatch).


 On Thu, Dec 15, 2011 at 11:07 PM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

  Renamed addons, server still crashes, so apparently srcds itself is
  crashing.  Trying to force a -verify_all now, but of course, now I get to
  deal with the server updater's legendary responsiveness...
 
 
  On 12/15/2011 10:54 PM, PharaohsPaw wrote:
 
  Something did, as my server is segfaulting on start.
 
  On 12/15/2011 10:46 PM, Violent Crimes wrote:
 
  Anyone know if sourcemod offsets changed?
 
   If one of you guys that got an update successfully woudln't mind
  posting
  the contents of your updated tf2/orangebox/tf/steam.inf file, I am
 willing
  to try to help figure out what this update broke with metamod/sourcemod
  (assuming you guys are running them).
 
  I'm no Bailopan but I know a few things about them. :)
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Russell Smith

Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name 
0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 
progress

CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
alertable sleeps

Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, 
set the environment variable RDTSC_FREQUENCY to 2799.00 on this 
system. This value is dependent upon the CPU clock speed and 
architecture and should be determined separately for each server. The 
use of this mechanism for timing can be disabled by setting 
RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add -debug to the /home/tf2server/hlds2/orangebox/srcds_run command 
line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:

Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark, set
the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/orangebox/core is truncated: expected
core file size= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in /lib/ld-2.12.1.so does not match
/lib/ld-linux.so.2 (CRC mismatch).


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
 I didn't have any issues with steam.inf going away.

Would you be so kind as to post the contents of yours, then?

thanks :)  I know of at least 4 of us now who would love to see it so we
can try to get ours back up. :)

 On 12/15/2011 11:12 PM, PharaohsPaw wrote:
 So let's see, that makes me and 2 other server operators now.  Either
 all
 3 of us are smoking crack or maybe, just maybe, the update didn't come
 with a steam.inf file

 But, it doesn't sound like it was a very good update anyway, can't blame
 plugins/addons if none are loaded.



 Bummer, i can't even play TF2 through steam. Says the game is
 currently unavailable :(. And now the servers are to busy to handle my
 request.

 steam.inf before update:
 PatchVersion=1.1.8.8
 ProductName=tf
 appID=440

 steam.inf after update:
 no file can be found!


 On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemroserbemr...@vgmusic.com
 wrote:

 gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
 /home/gameserver/event/**orangebox/tf/steam.inf
 /home/gameserver/orangebox/tf/**steam.inf
 gameserver@ocrtf2:~/orangebox/**tf$ more
 /home/gameserver/orangebox/tf/**
 steam.inf
 /home/gameserver/orangebox/tf/**steam.inf: No such file or directory

 So, the file was basically deleted by today's update.


 On 12/15/2011 10:54 PM, PharaohsPaw wrote:

 Something did, as my server is segfaulting on start.
 On 12/15/2011 10:46 PM, Violent Crimes wrote:

 Anyone know if sourcemod offsets changed?

   If one of you guys that got an update successfully woudln't mind
 posting
 the contents of your updated tf2/orangebox/tf/steam.inf file, I am
 willing
 to try to help figure out what this update broke with
 metamod/sourcemod
 (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Kyle Sanderson
While I no longer have a steam.inf on my client, it's there on my Linux
CS:S servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
 Updating server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps
 Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run command
 line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable
 sleeps
 Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not
 match
 /lib/ld-linux.so.2 (CRC mismatch).


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Alex Kowald
Correct me if I'm wrong but they don't have issues because they aren't
running with -autoupdate. Get rid of that and you'll be fine until Valve
publishes a fixed steam.inf file.

On Thu, Dec 15, 2011 at 11:23 PM, PharaohsPaw listac...@lvwnet.com wrote:

  I didn't have any issues with steam.inf going away.
 
 Would you be so kind as to post the contents of yours, then?

 thanks :)  I know of at least 4 of us now who would love to see it so we
 can try to get ours back up. :)

  On 12/15/2011 11:12 PM, PharaohsPaw wrote:
  So let's see, that makes me and 2 other server operators now.  Either
  all
  3 of us are smoking crack or maybe, just maybe, the update didn't come
  with a steam.inf file
 
  But, it doesn't sound like it was a very good update anyway, can't blame
  plugins/addons if none are loaded.
 
 
 
  Bummer, i can't even play TF2 through steam. Says the game is
  currently unavailable :(. And now the servers are to busy to handle my
  request.
 
  steam.inf before update:
  PatchVersion=1.1.8.8
  ProductName=tf
  appID=440
 
  steam.inf after update:
  no file can be found!
 
 
  On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemroserbemr...@vgmusic.com
  wrote:
 
  gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
  /home/gameserver/event/**orangebox/tf/steam.inf
  /home/gameserver/orangebox/tf/**steam.inf
  gameserver@ocrtf2:~/orangebox/**tf$ more
  /home/gameserver/orangebox/tf/**
  steam.inf
  /home/gameserver/orangebox/tf/**steam.inf: No such file or directory
 
  So, the file was basically deleted by today's update.
 
 
  On 12/15/2011 10:54 PM, PharaohsPaw wrote:
 
  Something did, as my server is segfaulting on start.
  On 12/15/2011 10:46 PM, Violent Crimes wrote:
 
  Anyone know if sourcemod offsets changed?
 
If one of you guys that got an update successfully woudln't mind
  posting
  the contents of your updated tf2/orangebox/tf/steam.inf file, I am
  willing
  to try to help figure out what this update broke with
  metamod/sourcemod
  (assuming you guys are running them).
 
  I'm no Bailopan but I know a few things about them. :)
 
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  archives,
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
OK here is the contents of the new steam.inf file (after first update
tonight):

PatchVersion=1.1.8.9
ProductName=tf
appID=440


My off to the side instance got far enough along in its -verify_all to
have pulled in the new steam.inf file, so I copied it into place on the
live servers tree.

Now I am caught up with everyone else whose games just segfault on them at
start up. :)

Since we've already heard from at least one person who pulled out all of
their plugins, I'm not going to bother pulling metamod and sourcemod out.

If I can get a core file (or somebody else can) maybe Valve can use it to
figure out what they broke and get us another update out.



 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
 ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
 Updating server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps
 Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set
 the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run command
 line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable
 sleeps
 Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set
 the environment variable RDTSC_FREQUENCY to 3391.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism
 for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908
 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not
 match
 /lib/ld-linux.so.2 (CRC mismatch).


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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Fletcher Dunn
PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people 
are not able to get it.  You know there *is* something else that has changed 
other than our update: many of you are using a new up-to-date check script.  
Nothing on our end has changed with regard to how we distribute this file.  
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be 
listed, if they were logged in before the update.  That may be adding to the 
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S 
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, 
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and 
 should be determined separately for each server. The use of this 
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run 
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this 
 benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on 
 this system.
 This value is dependent upon the CPU clock speed and architecture and 
 should be determined separately for each server. The use of this 
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908 Cannot access memory at 
 address 0xf77e9908 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not 
 match /lib/ld-linux.so.2 (CRC mismatch).


 __**_
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 please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Frank
What was the purpose of the new 1.8MB update pushed right after the larger
one?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Thursday, December 15, 2011 11:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people
are not able to get it.  You know there *is* something else that has changed
other than our update: many of you are using a new up-to-date check script.
Nothing on our end has changed with regard to how we distribute this file.
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be
listed, if they were logged in before the update.  That may be adding to the
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, 
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
system.
 This value is dependent upon the CPU clock speed and architecture and 
 should be determined separately for each server. The use of this 
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this 
 benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on
this system.
 This value is dependent upon the CPU clock speed and architecture and 
 should be determined separately for each server. The use of this 
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908 Cannot access memory at 
 address 0xf77e9908 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not 
 match /lib/ld-linux.so.2 (CRC mismatch).


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread gameadmin
For what it's worth, it's working fine for me (ubuntu 10.04 64 bit, plus a
couple of windows boxes)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
 Sent: 16 December 2011 04:31
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 OK here is the contents of the new steam.inf file (after first update
 tonight):
 
 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440
 
 
 My off to the side instance got far enough along in its -verify_all
 to
 have pulled in the new steam.inf file, so I copied it into place on the
 live servers tree.
 
 Now I am caught up with everyone else whose games just segfault on them
 at
 start up. :)
 
 Since we've already heard from at least one person who pulled out all
 of
 their plugins, I'm not going to bother pulling metamod and sourcemod
 out.
 
 If I can get a core file (or somebody else can) maybe Valve can use it
 to
 figure out what they broke and get us another update out.
 
 
 
  While I no longer have a steam.inf on my client, it's there on my
 Linux
  CS:S servers.
 
  Kyle.
 
  On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
  ve...@tinylittlerobots.uswrote:
 
  Similar situation here:
 
  Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
  Updating server using Steam.
  Checking bootstrapper version ...
  removing stale semaphore last operated on by process 24128 with name
  0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4
 
  Updating Installation
  Failed to connect to 72.165.61.190:27037, errno 115 Operation now
 in
  progress
  CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
  CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps
 
  CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
  alertable sleeps
  Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.
 
  Running a benchmark to measure system clock frequency...
  Finished RDTSC test. To prevent the startup delay from this
 benchmark,
  set
  the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
  This value is dependent upon the CPU clock speed and architecture
 and
  should be determined separately for each server. The use of this
  mechanism
  for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 
  Using breakpad minidump system
  Using breakpad crash handler
 
  Console initialized.
  Segmentation fault
  Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
 command
  line to generate a debug.log to help with solving this problem
 
 
 
  On 12/15/2011 8:18 PM, Tyler Davies wrote:
 
  Checking bootstrapper version ...
  removing stale semaphore last operated on by process 28342 with
 name
  0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
  Updating Installation
  Failed to connect to 72.165.61.190:27037, errno 115 Operation now
 in
  progress
  CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
  deferrals.
  CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
  CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
  alertable
  sleeps
  Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
  Running a benchmark to measure system clock frequency...
  Finished RDTSC test. To prevent the startup delay from this
 benchmark,
  set
  the environment variable RDTSC_FREQUENCY to 3391.00 on this
 system.
  This value is dependent upon the CPU clock speed and architecture
 and
  should be determined separately for each server. The use of this
  mechanism
  for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.
  Using breakpad minidump system
  Using breakpad crash handler
 
  Console initialized.
  Segmentation fault (core dumped)
  BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
  expected
  core file size= 41066496, found: 12414976.
  Cannot access memory at address 0xf77e9908
  Cannot access memory at address 0xf77e9908
  Cannot access memory at address 0xf77e9908
 
  warning: the debug information found in /lib/ld-2.12.1.so does
 not
  match
  /lib/ld-linux.so.2 (CRC mismatch).
 
 
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 archives,
  please visit:
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 bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-
 bin/mailman/listinfo/hlds_linux
 
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 archives,
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Russell Smith
I'm not using nemrun, just the -autoupdate flag, and I'm getting seg 
faults before any updates are downloaded.


On 12/15/2011 8:32 PM, Fletcher Dunn wrote:

You know there *is* something else that has changed other than our update: many 
of you are using a new up-to-date check script.  Nothing on our end has changed 
with regard to how we distribute this file.  None of the Valve dedicated 
servers had a problem receiving it.


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
I'm on Ubuntu 10.4 64-bit as well.  I'm currently waiting to see if the 
server updater's --verify_all will actually do anything (it's been 
sitting there for 32 minutes)


On 12/15/2011 11:38 PM, gamead...@127001.org wrote:

For what it's worth, it's working fine for me (ubuntu 10.04 64 bit, plus a
couple of windows boxes)


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw
Sent: 16 December 2011 04:31
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released

OK here is the contents of the new steam.inf file (after first update
tonight):

PatchVersion=1.1.8.9
ProductName=tf
appID=440


My off to the side instance got far enough along in its -verify_all
to
have pulled in the new steam.inf file, so I copied it into place on the
live servers tree.

Now I am caught up with everyone else whose games just segfault on them
at
start up. :)

Since we've already heard from at least one person who pulled out all
of
their plugins, I'm not going to bother pulling metamod and sourcemod
out.

If I can get a core file (or somebody else can) maybe Valve can use it
to
figure out what they broke and get us another update out.




While I no longer have a steam.inf on my client, it's there on my

Linux

CS:S servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
ve...@tinylittlerobots.uswrote:


Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now

in

progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0

deferrals.

CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps
Thu Dec 15 19:58:09 PST 2011: Steam Update failed, ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this

benchmark,

set
the environment variable RDTSC_FREQUENCY to 2799.00 on this

system.

This value is dependent upon the CPU clock speed and architecture

and

should be determined separately for each server. The use of this
mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run

command

line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with

name

0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now

in

progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable
sleeps
Thu Dec 15 22:00:18 CST 2011: Steam Update failed, ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this

benchmark,

set
the environment variable RDTSC_FREQUENCY to 3391.00 on this

system.

This value is dependent upon the CPU clock speed and architecture

and

should be determined separately for each server. The use of this
mechanism
for timing can be disabled by setting RDTSC_FREQUENCY to

'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908
Cannot access memory at address 0xf77e9908

warning: the debug information found in /lib/ld-2.12.1.so does

not

match
/lib/ld-linux.so.2 (CRC mismatch).


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread hlds
This seems to be the small update.

 

Updating 'Team Fortress 2 Content' from version 301 to version 302

 

42.09%  downloading ./orangebox/tf/resource/tf_english.txt

99.78%  downloading ./orangebox/tf/scripts/items/items_game.txt

99.90%  downloading ./orangebox/tf/scripts/tf_weapon_scattergun.ctx

 

Updating 'Team Fortress 2 Materials' from version 154 to version 155

 

99.95%  downloading
./orangebox/tf/materials/models/player/items/all_class/xms_allclass_steamwhi
stle.vmt

 

Checking/Installing 'Base Source Shared Materials' version 8

 

 

Checking/Installing 'Base Source Shared Models' version 4

 

 

Checking/Installing 'Base Source Shared Sounds' version 4

 

 

Checking/Installing 'OB Linux Dedicated Server' version 144

 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Friday, December 16, 2011 6:35 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

What was the purpose of the new 1.8MB update pushed right after the larger

one?

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher

Dunn

Sent: Thursday, December 15, 2011 11:32 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

PatchVersion=1.1.8.9

ProductName=tf

appID=440

 

The file was definitely updated in the depots.  I don't know why some people

are not able to get it.  You know there *is* something else that has changed

other than our update: many of you are using a new up-to-date check script.

Nothing on our end has changed with regard to how we distribute this file.

None of the Valve dedicated servers had a problem receiving it.

 

It looks like there is a problem where old servers are still allowed to be

listed, if they were logged in before the update.  That may be adding to the

confusion.

 

- Fletch

 

-Original Message-

From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle

Sanderson

Sent: Thursday, December 15, 2011 8:25 PM

To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

 

While I no longer have a steam.inf on my client, it's there on my Linux CS:S

servers.

 

Kyle.

 

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith

ve...@tinylittlerobots.uswrote:

 

 Similar situation here:

 

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating 

 server using Steam.

 Checking bootstrapper version ...

 removing stale semaphore last operated on by process 24128 with name

 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 

 Updating Installation

 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 

 progress

 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 

 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed, 

 ignoring.

 

 Running a benchmark to measure system clock frequency...

 Finished RDTSC test. To prevent the startup delay from this benchmark, 

 set the environment variable RDTSC_FREQUENCY to 2799.00 on this

system.

 This value is dependent upon the CPU clock speed and architecture and 

 should be determined separately for each server. The use of this 

 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to

'disabled'.

 

 Using breakpad minidump system

 Using breakpad crash handler

 

 Console initialized.

 Segmentation fault

 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run

 command line to generate a debug.log to help with solving this problem

 

 

 

 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 

 Checking bootstrapper version ...

 removing stale semaphore last operated on by process 28342 with name

 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73

 Updating Installation

 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in 

 progress

 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.

 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 

 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed, 

 ignoring.

 Running a benchmark to measure system clock frequency...

 Finished RDTSC test. To prevent the startup delay from this 

 benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots.  I don't know why some
 people are not able to get it.  You know there *is* something else that
 has changed other than our update: many of you are using a new up-to-date
 check script.  Nothing on our end has changed with regard to how we
 distribute this file.  None of the Valve dedicated servers had a problem
 receiving it.

This has all happened before.  (isn't that a line out of a movie or
something?)

As I said before, I used to get this problem on some of the updates even
before I started using nemrun.  I only started using nemrun a little over
a year ago.  I used to get broken updates before that too.  (and I have
been running valve dedicated servers off and on since fall of 2006).

I don't know why it happens.  I do not believe, however, that nemrun is
the problem.  When the actual *updating* happens, nemrun is simply issuing
a steam -command update command.  The script doesn't do anything else
until the update has exited.

It has beena while since I have really looked into this or searched around
the net and the mailing lists for others having the problem, so I am
probably fuzzy on the details.  But if I remember correctly, I believe the
distinction comes in whether the steam.inf file is marked as an updated
file or not, along with the other new or updated files with that update. 
And so whether you get a new steam.inf file may all have to do with
whether you did a quick update (./steam -command update) or a full
update (./steam -command update -verify_all blah blah blah).

Make sense?

I do know that running a -verify_all update does get the latest steam.inf,
for exactly the same reason that you get one when you are starting a new
install tree from scratch with the ./steam -command update.  Because it
will install the entire set of files for the dedicated server if it has to
to get you a copy of everything you're supposed to have.

Whereas just doing a quick update doesn't get you the updated steam.inf
file, if it isn't marked as an updated file.  that is what I think the
problem is.  And it has happened a lot of times over the years I have
tortured myself trying to have good-running Valve gameservers.





 It looks like there is a problem where old servers are still allowed to be
 listed, if they were logged in before the update.  That may be adding to
 the confusion.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
 ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
 ignoring.
 Running a benchmark to measure system clock frequency

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread John Schoenick

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some people 
are not able to get it.  You know there *is* something else that has changed 
other than our update: many of you are using a new up-to-date check script.  
Nothing on our end has changed with regard to how we distribute this file.  
None of the Valve dedicated servers had a problem receiving it.

It looks like there is a problem where old servers are still allowed to be 
listed, if they were logged in before the update.  That may be adding to the 
confusion.

- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

While I no longer have a steam.inf on my client, it's there on my Linux CS:S 
servers.

Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell Smithve...@tinylittlerobots.uswrote:


Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark,
set the environment variable RDTSC_FREQUENCY to 2799.00 on this system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
command line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this
benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00 on this 
system.
This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908 Cannot access memory at
address 0xf77e9908 Cannot access memory at address 0xf77e9908

warning: the debug information found in /lib/ld-2.12.1.so does not
match /lib/ld-linux.so.2 (CRC mismatch).


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread E3pO
After running the command again all my boxes are running fine with the
latest snapshots of sourcemod and metamod source.

On Thu, Dec 15, 2011 at 11:59 PM, John Schoenick nephy...@doublezen.netwrote:

 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.


 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots.  I don't know why some
 people are not able to get it.  You know there *is* something else that has
 changed other than our update: many of you are using a new up-to-date check
 script.  Nothing on our end has changed with regard to how we distribute
 this file.  None of the Valve dedicated servers had a problem receiving it.

 It looks like there is a problem where old servers are still allowed to
 be listed, if they were logged in before the update.  That may be adding to
 the confusion.

 - Fletch

 -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 Kyle Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell Smithvelsk@tinylittlerobots.**
 us ve...@tinylittlerobots.uswrote:

  Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

  Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this
 benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00
 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908 Cannot access memory at
 address 0xf77e9908 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not
 match /lib/ld-linux.so.2 (CRC mismatch).

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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
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 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
Of course the bigger problem is segfaulting on startup, which is
apparently happening for people who didn't have other problems.  That's
probably where Valve needs to focus on right now, but it would be really
great if somebody could look into this steam.inf issue and fix it once
and for all.  I don't think nemrun is the only thing that depends on the
contents of that file to report the local game version to the masters. 
(simple test: go edit yours to something lower than latest and do a
heartbeat, and see what you get back)

 This has all happened before.  (isn't that a line out of a movie or
 something?)

 As I said before, I used to get this problem on some of the updates even
 before I started using nemrun.  I only started using nemrun a little over
 a year ago.  I used to get broken updates before that too.  (and I have
 been running valve dedicated servers off and on since fall of 2006).

 I don't know why it happens.  I do not believe, however, that nemrun is
 the problem.  When the actual *updating* happens, nemrun is simply issuing
 a steam -command update command.  The script doesn't do anything else
 until the update has exited.

 It has beena while since I have really looked into this or searched around
 the net and the mailing lists for others having the problem, so I am
 probably fuzzy on the details.  But if I remember correctly, I believe the
 distinction comes in whether the steam.inf file is marked as an updated
 file or not, along with the other new or updated files with that update.
 And so whether you get a new steam.inf file may all have to do with
 whether you did a quick update (./steam -command update) or a full
 update (./steam -command update -verify_all blah blah blah).

 Make sense?

 I do know that running a -verify_all update does get the latest steam.inf,
 for exactly the same reason that you get one when you are starting a new
 install tree from scratch with the ./steam -command update.  Because it
 will install the entire set of files for the dedicated server if it has to
 to get you a copy of everything you're supposed to have.

 Whereas just doing a quick update doesn't get you the updated steam.inf
 file, if it isn't marked as an updated file.  that is what I think the
 problem is.  And it has happened a lot of times over the years I have
 tortured myself trying to have good-running Valve gameservers.





 It looks like there is a problem where old servers are still allowed to
 be
 listed, if they were logged in before the update.  That may be adding to
 the confusion.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell Smith
 ve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
Yeah, I just forced another update by editing the steam.inf back to
1.1.8.8 and starting up my -verify_all version of my nemrun updater
script.  It's pulling a bunch more files in now...

 After running the command again all my boxes are running fine with the
 latest snapshots of sourcemod and metamod source.

 On Thu, Dec 15, 2011 at 11:59 PM, John Schoenick
 nephy...@doublezen.netwrote:

 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.


 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots.  I don't know why some
 people are not able to get it.  You know there *is* something else that
 has
 changed other than our update: many of you are using a new up-to-date
 check
 script.  Nothing on our end has changed with regard to how we
 distribute
 this file.  None of the Valve dedicated servers had a problem receiving
 it.

 It looks like there is a problem where old servers are still allowed to
 be listed, if they were logged in before the update.  That may be
 adding to
 the confusion.

 - Fletch

 -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 Kyle Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell
 Smithvelsk@tinylittlerobots.**
 us ve...@tinylittlerobots.uswrote:

  Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

  Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this
 benchmark, set the environment variable RDTSC_FREQUENCY to
 3391.00
 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908 Cannot access memory at
 address 0xf77e9908 Cannot access memory at address 0xf77e9908

 warning: the debug information found in /lib/ld-2.12.1.so does not
 match /lib/ld-linux.so.2 (CRC mismatch).

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

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
My -verify_all just finished (it took an *hour* before it started 
downloading anything) and judging from what it's downloading, nemrun 
1.8.5 isn't properly detecting whether the update succeeded or failed... 
because it looks like my server didn't grab the majority of any of the 
packages.


That is, unless
[Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master 
servers tell us we're still out of date; Retrying

is supposed to appear when the update *fails*

My segfaulting went away after it basically downloaded everything in the 
update.


On 12/15/2011 11:59 PM, John Schoenick wrote:

nemrun just calls hldsupdatetool with normal options.

Your princess is in another castle.

On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

PatchVersion=1.1.8.9
ProductName=tf
appID=440

The file was definitely updated in the depots.  I don't know why some 
people are not able to get it.  You know there *is* something else 
that has changed other than our update: many of you are using a new 
up-to-date check script.  Nothing on our end has changed with regard 
to how we distribute this file.  None of the Valve dedicated servers 
had a problem receiving it.


It looks like there is a problem where old servers are still allowed 
to be listed, if they were logged in before the update.  That may be 
adding to the confusion.


- Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
Sanderson

Sent: Thursday, December 15, 2011 8:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released


While I no longer have a steam.inf on my client, it's there on my 
Linux CS:S servers.


Kyle.

On Thu, Dec 15, 2011 at 8:22 PM, Russell 
Smithve...@tinylittlerobots.uswrote:



Similar situation here:

Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
server using Steam.
Checking bootstrapper version ...
removing stale semaphore last operated on by process 24128 with name
0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
ignoring.

Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark,
set the environment variable RDTSC_FREQUENCY to 2799.00 on this 
system.

This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
'disabled'.


Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault
Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
command line to generate a debug.log to help with solving this problem



On 12/15/2011 8:18 PM, Tyler Davies wrote:


Checking bootstrapper version ...
removing stale semaphore last operated on by process 28342 with name
0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
Updating Installation
Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
progress
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 
deferrals.

CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
ignoring.
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this
benchmark, set the environment variable RDTSC_FREQUENCY to 
3391.00 on this system.

This value is dependent upon the CPU clock speed and architecture and
should be determined separately for each server. The use of this
mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 
'disabled'.

Using breakpad minidump system
Using breakpad crash handler

Console initialized.
Segmentation fault (core dumped)
BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
expected
core file size= 41066496, found: 12414976.
Cannot access memory at address 0xf77e9908 Cannot access memory at
address 0xf77e9908 Cannot access memory at address 0xf77e9908

warning: the debug information found in /lib/ld-2.12.1.so does not
match /lib/ld-linux.so.2 (CRC mismatch).


__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Kyle Sanderson
That's not Nemrun's fault in the least bit. Always try and get the update
first, then check again later as hldsupdatetool is notorious for not
shipping everything the first, second, or the third time around depending
on how quick you are.

Kyle.

On Thu, Dec 15, 2011 at 9:07 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 My -verify_all just finished (it took an *hour* before it started
 downloading anything) and judging from what it's downloading, nemrun 1.8.5
 isn't properly detecting whether the update succeeded or failed... because
 it looks like my server didn't grab the majority of any of the packages.

 That is, unless
 [Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master
 servers tell us we're still out of date; Retrying
 is supposed to appear when the update *fails*

 My segfaulting went away after it basically downloaded everything in the
 update.


 On 12/15/2011 11:59 PM, John Schoenick wrote:

 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.

 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:

 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots.  I don't know why some
 people are not able to get it.  You know there *is* something else that has
 changed other than our update: many of you are using a new up-to-date check
 script.  Nothing on our end has changed with regard to how we distribute
 this file.  None of the Valve dedicated servers had a problem receiving it.

 It looks like there is a problem where old servers are still allowed to
 be listed, if they were logged in before the update.  That may be adding to
 the confusion.

 - Fletch

 -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 Kyle Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my Linux
 CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell Smithvelsk@tinylittlerobots.**
 us ve...@tinylittlerobots.uswrote:

  Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_3D2F1DA4500B9E01D073D329D38559A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

  Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_82766499A575F9E1375FC8CE5C506673
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this
 benchmark, set the environment variable RDTSC_FREQUENCY to 3391.00
 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread PharaohsPaw
that isn't nemrun's fault.  Remember, it's only doing a steam -command
update command.

I think they released more files.  Or, it is possible to be informed of an
update available before whichever master you're talking to has all of them
to feed you.

All 4 of my servers are bakc up now after this last bunch of files
finished coming in.


 My -verify_all just finished (it took an *hour* before it started
 downloading anything) and judging from what it's downloading, nemrun
 1.8.5 isn't properly detecting whether the update succeeded or failed...
 because it looks like my server didn't grab the majority of any of the
 packages.

 That is, unless
 [Thu Dec 15 21:27:53 CST 2011] :: Update tool completed, but master
 servers tell us we're still out of date; Retrying
 is supposed to appear when the update *fails*

 My segfaulting went away after it basically downloaded everything in the
 update.

 On 12/15/2011 11:59 PM, John Schoenick wrote:
 nemrun just calls hldsupdatetool with normal options.

 Your princess is in another castle.

 On 12/15/2011 08:32 PM, Fletcher Dunn wrote:
 PatchVersion=1.1.8.9
 ProductName=tf
 appID=440

 The file was definitely updated in the depots.  I don't know why some
 people are not able to get it.  You know there *is* something else
 that has changed other than our update: many of you are using a new
 up-to-date check script.  Nothing on our end has changed with regard
 to how we distribute this file.  None of the Valve dedicated servers
 had a problem receiving it.

 It looks like there is a problem where old servers are still allowed
 to be listed, if they were logged in before the update.  That may be
 adding to the confusion.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 15, 2011 8:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
 Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

 While I no longer have a steam.inf on my client, it's there on my
 Linux CS:S servers.

 Kyle.

 On Thu, Dec 15, 2011 at 8:22 PM, Russell
 Smithve...@tinylittlerobots.uswrote:

 Similar situation here:

 Thu Dec 15 19:49:47 PST 2011: Server restart in 10 seconds Updating
 server using Steam.
 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 24128 with name
 0eBlobRegistryMutex_**3D2F1DA4500B9E01D073D329D38559**A4

 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 48 single object sleeps, 0 multi object sleeps

 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 19:58:09 PST 2011: Steam Update failed,
 ignoring.

 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2799.00 on this
 system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.

 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault
 Add -debug to the /home/tf2server/hlds2/**orangebox/srcds_run
 command line to generate a debug.log to help with solving this problem



 On 12/15/2011 8:18 PM, Tyler Davies wrote:

 Checking bootstrapper version ...
 removing stale semaphore last operated on by process 28342 with name
 0eBlobRegistryMutex_**82766499A575F9E1375FC8CE5C5066**73
 Updating Installation
 Failed to connect to 72.165.61.190:27037, errno 115 Operation now in
 progress
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
 CAsyncIOManager: 50 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps Thu Dec 15 22:00:18 CST 2011: Steam Update failed,
 ignoring.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this
 benchmark, set the environment variable RDTSC_FREQUENCY to
 3391.00 on this system.
 This value is dependent upon the CPU clock speed and architecture and
 should be determined separately for each server. The use of this
 mechanism for timing can be disabled by setting RDTSC_FREQUENCY to
 'disabled'.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/servuser/srcds/**orangebox/core is truncated:
 expected
 core file size= 41066496, found: 12414976.
 Cannot access memory at address 0xf77e9908 Cannot access memory at
 address 0xf77e9908 Cannot access memory at address

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Emil Larsson
Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug which caused Windows Aero Extensions video option to always
 be enabled, regardless of setting. Disabling this can improve compatibility
 with third-party programs and overlays, but may also affect performance.
 - Fixed SourceTV showing player counts for the game server instead of the
 number of clients connected to the SourceTV server

 Team Fortress 2
 - Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
 - Added a new Valve-authored control point map: Foundry
 - added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
 - Added UGC Highlander medals
 - Relaxed some restrictions on what misc items can be equipped
 simultaneously
 - Additional improvements for client stability
 - Updated the localization files

 Day of Defeat: Source
 - Added the Valve Gift Grab 2011 - DoD:S achievement
 - Updated the localization files

 Counter-Strike: Source
 - Added the Valve Gift Grab 2011 - CS:S achievement
 - Added rate limiting for connections and added the following ConVars to
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 - Dramatically improved the dynamic model loading system's memory usage,
 performance, and stability
 - Reduced memory usage on systems running Windows XP, Windows Vista, and
 Windows 7
 - Improved alt-tab handling under Windows Vista and Windows 7
 - Fixed a client crash during demo playback
 - Updated the localization files

 Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Harry Strongburg
On Fri, Dec 16, 2011 at 06:46:46AM +0100, Emil Larsson wrote:
 Unfortunately I already found a exploit involving one of the old weapons.
 Sending a bug report as i'm writing this, though server operators might see
 it abused in a couple of hours widely. D:

Is it a crash exploit or some other sort of exploit?

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Ross Bemrose
By any chance, does it cause a bunch of players game clients to crash, 
because i just had that happen on my server (my own game client included).


On 12/16/2011 12:46 AM, Emil Larsson wrote:

Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymenjas...@valvesoftware.comwrote:


Required updates are now available for Team Fortress 2, Counter-Strike:
Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always
be enabled, regardless of setting. Disabling this can improve compatibility
with third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped
simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the Valve Gift Grab 2011 - DoD:S achievement
- Updated the localization files

Counter-Strike: Source
- Added the Valve Gift Grab 2011 - CS:S achievement
- Added rate limiting for connections and added the following ConVars to
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage,
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread E3pO
just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemrose rbemr...@vgmusic.com wrote:

 By any chance, does it cause a bunch of players game clients to crash,
 because i just had that happen on my server (my own game client included).


 On 12/16/2011 12:46 AM, Emil Larsson wrote:

 Unfortunately I already found a exploit involving one of the old weapons.
 Sending a bug report as i'm writing this, though server operators might
 see
 it abused in a couple of hours widely. D:

 On Fri, Dec 16, 2011 at 4:26 AM, Jason 
 Ruymenjasonr@valvesoftware.**comjas...@valvesoftware.com
 wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:
 Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
 changes include:

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug which caused Windows Aero Extensions video option to always
 be enabled, regardless of setting. Disabling this can improve
 compatibility
 with third-party programs and overlays, but may also affect performance.
 - Fixed SourceTV showing player counts for the game server instead of the
 number of clients connected to the SourceTV server

 Team Fortress 2
 - Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
 - Added a new Valve-authored control point map: Foundry
 - added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
 - Added UGC Highlander medals
 - Relaxed some restrictions on what misc items can be equipped
 simultaneously
 - Additional improvements for client stability
 - Updated the localization files

 Day of Defeat: Source
 - Added the Valve Gift Grab 2011 - DoD:S achievement
 - Updated the localization files

 Counter-Strike: Source
 - Added the Valve Gift Grab 2011 - CS:S achievement
 - Added rate limiting for connections and added the following ConVars to
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 - Dramatically improved the dynamic model loading system's memory usage,
 performance, and stability
 - Reduced memory usage on systems running Windows XP, Windows Vista, and
 Windows 7
 - Improved alt-tab handling under Windows Vista and Windows 7
 - Fixed a client crash during demo playback
 - Updated the localization files

 Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread ics
I'm not sure which exploit is it but i just managed to get unlimited 
revenge crits with engi with a help of minisentry. That's back too.


-ics

16.12.2011 8:15, E3pO kirjoitti:

just came to say my game crashed and i'm having lots of clients time out.

On Fri, Dec 16, 2011 at 1:05 AM, Ross Bemroserbemr...@vgmusic.com  wrote:


By any chance, does it cause a bunch of players game clients to crash,
because i just had that happen on my server (my own game client included).


On 12/16/2011 12:46 AM, Emil Larsson wrote:


Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might
see
it abused in a couple of hours widely. D:

On Fri, Dec 16, 2011 at 4:26 AM, Jason 
Ruymenjasonr@valvesoftware.**comjas...@valvesoftware.com

wrote:

  Required updates are now available for Team Fortress 2, Counter-Strike:

Source, Day of Defeat: Source and Half-Life 2: Deathmatch.  The specific
changes include:

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a bug which caused Windows Aero Extensions video option to always
be enabled, regardless of setting. Disabling this can improve
compatibility
with third-party programs and overlays, but may also affect performance.
- Fixed SourceTV showing player counts for the game server instead of the
number of clients connected to the SourceTV server

Team Fortress 2
- Australian Christmas has begun!
   - Added community-contributed winter event items
   - Added new Grordbort Pyro and Engineer item sets
   - Added the Valve Gift Grab 2011 - TF2 achievement
  - Added Naughty and Nice winter keys to the Mann Co. store
- Added a new Valve-authored control point map: Foundry
- added 12 achievements for Foundry
  - added achievement reward milestone reward for Foundry achievement
- Added UGC Highlander medals
- Relaxed some restrictions on what misc items can be equipped
simultaneously
- Additional improvements for client stability
- Updated the localization files

Day of Defeat: Source
- Added the Valve Gift Grab 2011 - DoD:S achievement
- Updated the localization files

Counter-Strike: Source
- Added the Valve Gift Grab 2011 - CS:S achievement
- Added rate limiting for connections and added the following ConVars to
support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
- Dramatically improved the dynamic model loading system's memory usage,
performance, and stability
- Reduced memory usage on systems running Windows XP, Windows Vista, and
Windows 7
- Improved alt-tab handling under Windows Vista and Windows 7
- Fixed a client crash during demo playback
- Updated the localization files

Jason


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[hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jason Ruymen
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike: Source 
has also been moved to use its own engine and dedicated server depots.  Because 
of this, dedicated server files for Counter-Strike: Source will now be under a 
'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash on 
map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a connections 
column, and changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due to the 
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod, not 
the fps_max convar
- Server processing delays have been reduced, especially for servers on modern 
Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage 
on full servers
- Multi-threaded server code is now enabled by default under Linux (already 
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers has 
been fixed
- CPU is fully yielded back to the system whenever the server is running faster 
than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into 
account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, 
including weapons and cosmetic items, and change between them with the press of 
a button.
- Added a new item type that can accept user-applied decals. Take any image off 
your hard drive, put it on a stick, and then smash people with it! (See the 
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse report data 
under Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for free once 
per week! This will give you a fully-functional version of the weapon to be 
used in-game for no cost. If you decide you like it, you can purchase it for a 
discount during the trial period.
- All items purchased in the store can be used for crafting and can be traded 
after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and 
management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in the 
store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward 
spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently 
dramatic
- New slow-motion functionality added for replays where even camera shake does 
not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes 
in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange 
weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater 
ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
- Responses related to cart progress no longer play when disguised
- Players will now always call for a medic when low on health or when on fire 
when a medic is under the 

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
This will break basically everything!

Oh-my-god a sleepless night is waiting all of us? :(

Il 13/10/2011 22:41, Jason Ruymen ha scritto:
 Because of this, dedicated server files for Counter-Strike: Source will now 
 be under a 'css' folder.
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread clad iron
anyone else seeing something like this when typing quit in the server
console ?


L 10/13/2011 - 15:42:48: server_message: quit
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
sleeps
L 10/13/2011 - 15:42:49: Log file closed
L 10/13/2011 - 15:42:49: server_message: restart
PreMinidumpCallback: updating dump comment
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013154249_1.dmp
Segmentation fault (core dumped)
BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
expected core file size = 307335168, found: 1028096.
Cannot access memory at address 0xf77888f0
Cannot access memory at address 0xef706d20
/home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced
command file:
Cannot access memory at address 0xf77888f0
email debug.log to li...@valvesoftware.com
Thu Oct 13 15:42:49 CDT 2011: Server restart in 10 seconds
Updating server using Steam.


On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:

 This will break basically everything!

 Oh-my-god a sleepless night is waiting all of us? :(

 Il 13/10/2011 22:41, Jason Ruymen ha scritto:
  Because of this, dedicated server files for Counter-Strike: Source will
 now be under a 'css' folder.
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Administrator
yep

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: 13 October 2011 22:03
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

anyone else seeing something like this when typing quit in the server console ?


L 10/13/2011 - 15:42:48: server_message: quit
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) 
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable 
sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49: 
server_message: restart
PreMinidumpCallback: updating dump comment Looking up breakpad interfaces from 
steamclient Calling BreakpadMiniDumpSystemInit Uploading dump (in-process) 
[proxy ''] /tmp/dumps/crash_20111013154249_1.dmp
Segmentation fault (core dumped)
BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
expected core file size = 307335168, found: 1028096.
Cannot access memory at address 0xf77888f0 Cannot access memory at address 
0xef706d20
/home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced command 
file:
Cannot access memory at address 0xf77888f0 email debug.log to 
li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10 
seconds Updating server using Steam.


On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:

 This will break basically everything!

 Oh-my-god a sleepless night is waiting all of us? :(

 Il 13/10/2011 22:41, Jason Ruymen ha scritto:
  Because of this, dedicated server files for Counter-Strike: Source 
  will
 now be under a 'css' folder.
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Chris Oryschak
This is exciting!!
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)


On Thu, Oct 13, 2011 at 5:06 PM, Administrator ad...@techmusings.co.ukwrote:

 yep

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
 Sent: 13 October 2011 22:03
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 anyone else seeing something like this when typing quit in the server
 console ?


 L 10/13/2011 - 15:42:48: server_message: quit
 ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
 /home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp
 956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable
 sleeps L 10/13/2011 - 15:42:49: Log file closed L 10/13/2011 - 15:42:49:
 server_message: restart
 PreMinidumpCallback: updating dump comment Looking up breakpad interfaces
 from steamclient Calling BreakpadMiniDumpSystemInit Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013154249_1.dmp
 Segmentation fault (core dumped)
 BFD: Warning: /home/gameservers/tf2/server1/orangebox/core is truncated:
 expected core file size = 307335168, found: 1028096.
 Cannot access memory at address 0xf77888f0 Cannot access memory at address
 0xef706d20
 /home/gameservers/tf2/server1/orangebox/debug.cmds:4: Error in sourced
 command file:
 Cannot access memory at address 0xf77888f0 email debug.log to
 li...@valvesoftware.com Thu Oct 13 15:42:49 CDT 2011: Server restart in 10
 seconds Updating server using Steam.


 On Thu, Oct 13, 2011 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:

  This will break basically everything!
 
  Oh-my-god a sleepless night is waiting all of us? :(
 
  Il 13/10/2011 22:41, Jason Ruymen ha scritto:
   Because of this, dedicated server files for Counter-Strike: Source
   will
  now be under a 'css' folder.
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread RTL-Servers | Lee

Hello,

Just to clarify, the cstrike folder is moving to css within the 
orangebox folder ?, is it fine to move this over then issue the update 
or will the update automatically move the directories over ?


Regards
Lee Gardiner

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
54.78%  downloading ./orangebox/cstrike/scripts/weapon_glock.ctx
54.78%  downloading ./orangebox/cstrike/scripts/weapon_p228.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_scout.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_sg550.ctx
54.79%  downloading ./orangebox/cstrike/scripts/weapon_usp.ctx
54.79%  downloading ./orangebox/cstrike/steam.inf


but update is not yet finished...

Have no idea what is going to be moved to CSS as it is still updating
orangebox...

Il 13/10/2011 23:12, RTL-Servers | Lee ha scritto:
 Hello,

 Just to clarify, the cstrike folder is moving to css within the
 orangebox folder ?, is it fine to move this over then issue the update
 or will the update automatically move the directories over ?

 Regards
 Lee Gardiner

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
ehm:

99.65%  downloading ./css/libcurl.so.4
99.98%  downloading ./css/libcurl.so.4.2.0
99.99%  downloading ./css/srcds_linux
100.00% downloading ./css/srcds_run

so... both orangebox and css are kept...

time to upgrade the control panels... -_-'

Il 13/10/2011 23:12, RTL-Servers | Lee ha scritto:
 Hello,

 Just to clarify, the cstrike folder is moving to css within the
 orangebox folder ?, is it fine to move this over then issue the update
 or will the update automatically move the directories over ?

 Regards
 Lee Gardiner

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread RTL-Servers | Lee

Hello,

Is it purely using css as a lib folder then rather than the contents ?

Regards
Lee Gardiner

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
Yeah... looks like all the content is still in orangebox directory

Il 13/10/2011 23:35, RTL-Servers | Lee ha scritto:
 Hello,

 Is it purely using css as a lib folder then rather than the contents ?

 Regards
 Lee Gardiner

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Sir Jake

So whats broken on css now? Mines not starting up since this update. I also 
notice there's a css folder in the main root folder the command was run in.

Anyone have their server up and running?
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jacob Juul

sourcemod is.. and it is reported
  From: can_kic...@hotmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 13 Oct 2011 14:39:34 -0700
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
 Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 
 So whats broken on css now? Mines not starting up since this update. I also 
 notice there's a css folder in the main root folder the command was run in.
 
 Anyone have their server up and running?
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Josh Stratton
Trying, between the servers and clients being updated across all of the
games, a whole lot of lag happening.

On Thu, Oct 13, 2011 at 2:39 PM, Sir Jake can_kic...@hotmail.com wrote:


 So whats broken on css now? Mines not starting up since this update. I also
 notice there's a css folder in the main root folder the command was run in.

 Anyone have their server up and running?

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread timur 'grammaton' celikkesen
Thanks for the update shortly before the cs:go presentation... to this 
late european hour where almost all hosters are on nightwatch mode :D




- Server frame rate is now based on the tickrate of the active Source mod, 
not the fps_max convar


- Fixed net_graph not updating server framerate when FPS is greater than 
1000



I am just wondering about the framerate-cap based on the tickrate and fixing 
the netgraph if greater than 1000.isnt it just a contradiction?




cheers

grammaton - sourcejunkies.de


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Henry Goffin
Oops. The net_graph fix was made in an earlier version of the server before the 
FPS changes were made. You can ignore that patch note.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur 
'grammaton' celikkesen
Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Thanks for the update shortly before the cs:go presentation... to this 
late european hour where almost all hosters are on nightwatch mode :D



- Server frame rate is now based on the tickrate of the active Source mod, 
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than 
1000


I am just wondering about the framerate-cap based on the tickrate and fixing 
the netgraph if greater than 1000.isnt it just a contradiction?



cheers

grammaton - sourcejunkies.de


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread timur 'grammaton' celikkesen

Shit happens ;-)

btw

we have a few hundred users on our community-site complaining about a bug 
crashing the client


Connect on replay.dll failed

any idea?

cheers

grammaton






// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die 
vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern 
gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass 
jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist. 
Diese Nachricht dient dem Austausch von Informationen und entfaltet keine 
rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von 
E-Mails kann ich keine Haftung für den Inhalt übernehmen.


-Ursprüngliche Nachricht- 
From: Henry Goffin

Sent: Thursday, October 13, 2011 11:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Oops. The net_graph fix was made in an earlier version of the server before 
the FPS changes were made. You can ignore that patch note.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur 
'grammaton' celikkesen

Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Thanks for the update shortly before the cs:go presentation... to this
late european hour where almost all hosters are on nightwatch mode :D



- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than
1000


I am just wondering about the framerate-cap based on the tickrate and fixing
the netgraph if greater than 1000.isnt it just a contradiction?



cheers

grammaton - sourcejunkies.de


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread oGre
Server doesn't look too good either:

Unknown command startupmenu
Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Cannot verify load for invalid steam ID [I:0:0]
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
  what():  Failed to open logfile /home/hlserver/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013235556_1.dmp
success = no
error:  Failed to open/read local data from file/application
Add -debug to the /home/hlserver/orangebox/srcds_run command line to
generate a debug.log to help with solving this problem
Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


2011/10/13 timur 'grammaton' celikkesen gramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


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-- 
=MUPP= oGre | o...@muppfarmen.se | http://muppfarmen.se
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
I'm not able to start css... is this css or other games?

Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Cannot verify load for invalid steam ID [I:0:0]
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application
 Add -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem
 Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesen gramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread oGre
My log is from a TF2 server. Metamod and Sourcemod disabled.

2011/10/14 Marco Padovan e...@evcz.tk

 I'm not able to start css... is this css or other games?

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

2011-10-13 Thread Hugo R .

looks like all games downloads (as steam client) and Steam servers (TF2, CSS, 
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE. 
Did Steam servers are overloaded ?
---
Hugo


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

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread steve grout

ya think :)

On 13/10/2011 23:05, Hugo R. wrote:

looks like all games downloads (as steam client) and Steam servers (TF2, CSS, 
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE. 
Did Steam servers are overloaded ?
---
Hugo



Date: Fri, 14 Oct 2011 00:03:12 +0200
From: e...@evcz.tk
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I'm not able to start css... is this css or other games?

Il 13/10/2011 23:56, oGre ha scritto:

Server doesn't look too good either:

Unknown command startupmenu
Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
Cannot verify load for invalid steam ID [I:0:0]
Initializing Steam libraries for secure Internet server
Failed to load Steam Service
ServiceStart: failed to start
terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111013235556_1.dmp
success = no
error:  Failed to open/read local data from file/application
Add -debug to the /home/hlserver/orangebox/srcds_run command line to
generate a debug.log to help with solving this problem
Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com


Shit happens ;-)

btw

we have a few hundred users on our community-site complaining about a bug
crashing the client

Connect on replay.dll failed

any idea?

cheers

grammaton






// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass
jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
Diese Nachricht dient dem Austausch von Informationen und entfaltet keine
rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
E-Mails kann ich keine Haftung für den Inhalt übernehmen.

-Ursprüngliche Nachricht- From: Henry Goffin
Sent: Thursday, October 13, 2011 11:51 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Oops. The net_graph fix was made in an earlier version of the server before
the FPS changes were made. You can ignore that patch note.


-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of timur 'grammaton' celikkesen
Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Thanks for the update shortly before the cs:go presentation... to this
late european hour where almost all hosters are on nightwatch mode :D



- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than
1000


I am just wondering about the framerate-cap based on the tickrate and
fixing
the netgraph if greater than 1000.isnt it just a contradiction?



cheers

grammaton - sourcejunkies.de


__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Kigen
I just got my CS:S server updated.

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

Windows 2008 R2 x64

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

On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:

 looks like all games downloads (as steam client) and Steam servers (TF2,
 CSS, etc.) are down for a err. 104 (connection reset by peer).server From
 FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:

 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Cannot verify load for invalid steam ID [I:0:0]
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application
 Add -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem
 Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a
 bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
 die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
 Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
 dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
 ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet
 keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server
 before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to
 this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source
 mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater
 than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux


 __**_
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 please visit:

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 please visit:

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 __**_
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Kigen
Damn, I just found out how to make it work!

C:\srcds\css\scrim\css\srcds.exe -console -game ../orangebox/cstrike
-ip 71.123.219.245 -port 27015 +exec server.cfg +map de_dust2

SUCCESS

On Thu, Oct 13, 2011 at 5:10 PM, Kigen theki...@gmail.com wrote:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:

 looks like all games downloads (as steam client) and Steam servers (TF2,
 CSS, etc.) are down for a err. 104 (connection reset by peer).server From
 FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:

 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Cannot verify load for invalid steam ID [I:0:0]
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application
 Add -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem
 Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a
 bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
 die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
 Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
 dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
 ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet
 keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server
 before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to
 this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source
 mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater
 than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux


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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

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 __**_
 To unsubscribe, edit your list preferences

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers (TF2,
 CSS, etc.) are down for a err. 104 (connection reset by peer).server From
 FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Cannot verify load for invalid steam ID [I:0:0]
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application
 Add -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem
 Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a
 bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
 die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen
 Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
 dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
 ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet
 keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server
 before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to
 this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source
 mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater
 than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

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 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 http://list.valvesoftware.com

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Oskar Levin
I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump 
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13 
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the 
 server before the FPS changes were made. You can ignore that 
 patch note.


 -Original Message-
 From:

hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.valvesof
tware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com] On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go 
 presentation... to this late european hour where almost all 
 hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active 
 Source mod, not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is 
 greater than
 1000


 I am just wondering about the framerate-cap based on the tickrate 
 and fixing the netgraph if greater than 1000.isnt it just a 
 contradiction?



 cheers

 grammaton - sourcejunkies.de

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Russell Smith
Anyone else have their mapcycle/maplist files overwritten with the 
patch?  Happened to me on 2 updated TF2 servers.


Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike: Source 
has also been moved to use its own engine and dedicated server depots.  Because 
of this, dedicated server files for Counter-Strike: Source will now be under a 
'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash on 
map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a connections column, and 
changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due to the 
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod, not 
the fps_max convar
- Server processing delays have been reduced, especially for servers on modern 
Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage 
on full servers
- Multi-threaded server code is now enabled by default under Linux (already 
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers has 
been fixed
- CPU is fully yielded back to the system whenever the server is running faster 
than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into 
account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, 
including weapons and cosmetic items, and change between them with the press of 
a button.
- Added a new item type that can accept user-applied decals. Take any image off 
your hard drive, put it on a stick, and then smash people with it! (See the 
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse report data under 
Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for free once 
per week! This will give you a fully-functional version of the weapon to be 
used in-game for no cost. If you decide you like it, you can purchase it for a 
discount during the trial period.
- All items purchased in the store can be used for crafting and can be traded 
after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and 
management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in the 
store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward 
spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently 
dramatic
- New slow-motion functionality added for replays where even camera shake does 
not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes 
in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange 
weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater 
ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
- 

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Jason Ruymen
This should be fixed for Counter-Strike: Source now.  If you haven't already, 
you may need to do a -verify_all, but then you shouldn't need to copy anything 
from the orangebox folder to the css one.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Thursday, October 13, 2011 3:17 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump 
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13 
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the 
 server before the FPS changes were made. You can ignore that 
 patch note.


 -Original Message-
 From:

hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.valvesof
tware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com] On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Oskar Levin
Wait a minute... Is everything moved into the css folder now?

Med vänliga hälsningar
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
Skickat: den 14 oktober 2011 00:29
Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

This should be fixed for Counter-Strike: Source now.  If you haven't
already, you may need to do a -verify_all, but then you shouldn't need to
copy anything from the orangebox folder to the css one.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: Thursday, October 13, 2011 3:17 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Kigen
My CS:S server just crashed as soon as a few people joined.

http://kigen.co/valve/crash.png

On Thu, Oct 13, 2011 at 5:33 PM, Oskar Levin os...@dataviruset.com wrote:
 Wait a minute... Is everything moved into the css folder now?

 Med vänliga hälsningar
 Oskar Levin
 os...@dataviruset.com

     http://www.dataviruset.com/
     Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
 Skickat: den 14 oktober 2011 00:29
 Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
 Win32 server mailing list'
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 This should be fixed for Counter-Strike: Source now.  If you haven't
 already, you may need to do a -verify_all, but then you shouldn't need to
 copy anything from the orangebox folder to the css one.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
 Sent: Thursday, October 13, 2011 3:17 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I got it to work by removing all bin folders, force updated with ./steam and
 -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
 the usual command.

 Regards
 Oskar Levin
 os...@dataviruset.com

     http://www.dataviruset.com/
     Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
 Skickat: den 14 oktober 2011 00:13
 Till: hlds_linux@list.valvesoftware.com
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 To get it working on linux I had to move orangebox/cstrike to css/cstrike

 otherwise I was getting an error about invalid game specified

 Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
 wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing
 dedicated server config file Cannot verify load for invalid steam
 ID [I:0:0] Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add
 -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem Thu Oct 13
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread frog
Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5 

Thursday, October 13, 2011, 11:04:42 PM, you wrote:

 My log is from a TF2 server. Metamod and Sourcemod disabled.

 2011/10/14 Marco Padovan e...@evcz.tk

 I'm not able to start css... is this css or other games?

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







-- 
Best regards,
 frogmailto:f

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
yes!

Il 14/10/2011 00:33, Oskar Levin ha scritto:
 Wait a minute... Is everything moved into the css folder now?

 Med vänliga hälsningar
 Oskar Levin
 os...@dataviruset.com
  
 http://www.dataviruset.com/
 Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
 Skickat: den 14 oktober 2011 00:29
 Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
 Win32 server mailing list'
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 This should be fixed for Counter-Strike: Source now.  If you haven't
 already, you may need to do a -verify_all, but then you shouldn't need to
 copy anything from the orangebox folder to the css one.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
 Sent: Thursday, October 13, 2011 3:17 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I got it to work by removing all bin folders, force updated with ./steam and
 -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
 the usual command.

 Regards
 Oskar Levin
 os...@dataviruset.com
  
 http://www.dataviruset.com/
 Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
 Skickat: den 14 oktober 2011 00:13
 Till: hlds_linux@list.valvesoftware.com
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 To get it working on linux I had to move orangebox/cstrike to css/cstrike

 otherwise I was getting an error about invalid game specified

 Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
 wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marc.B
Valve, FYI, we have ESWC (Electronic Sport World Cup) World Final in
Paris starting next week... Would be nice if we don't have any update
during the event :)

Cheers,

Marc.

On Fri, Oct 14, 2011 at 12:39 AM, Marco Padovan e...@evcz.tk wrote:
 yes!

 Il 14/10/2011 00:33, Oskar Levin ha scritto:
 Wait a minute... Is everything moved into the css folder now?

 Med vänliga hälsningar
 Oskar Levin
 os...@dataviruset.com

     http://www.dataviruset.com/
     Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Jason Ruymen
 Skickat: den 14 oktober 2011 00:29
 Till: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
 Win32 server mailing list'
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 This should be fixed for Counter-Strike: Source now.  If you haven't
 already, you may need to do a -verify_all, but then you shouldn't need to
 copy anything from the orangebox folder to the css one.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
 Sent: Thursday, October 13, 2011 3:17 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I got it to work by removing all bin folders, force updated with ./steam and
 -verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
 the usual command.

 Regards
 Oskar Levin
 os...@dataviruset.com

     http://www.dataviruset.com/
     Min personliga portfolio


 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
 Skickat: den 14 oktober 2011 00:13
 Till: hlds_linux@list.valvesoftware.com
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 To get it working on linux I had to move orangebox/cstrike to css/cstrike

 otherwise I was getting an error about invalid game specified

 Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
 wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing
 dedicated server config file Cannot verify load for invalid steam
 ID [I:0:0] Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add
 -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem Thu Oct 13
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread atomy
had same issue, touch ./Steam/steam.log fixed it for me

On 14.10.2011 00:39, frog wrote:
 Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5 
 
 Thursday, October 13, 2011, 11:04:42 PM, you wrote:
 
 My log is from a TF2 server. Metamod and Sourcemod disabled.
 
 2011/10/14 Marco Padovan e...@evcz.tk
 
 I'm not able to start css... is this css or other games?
 
 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005
 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Cannot verify load for invalid steam ID [I:0:0]
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application
 Add -debug to the /home/hlserver/orangebox/srcds_run command line to
 generate a debug.log to help with solving this problem
 Thu Oct 13 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesen gramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining about a
 bug
 crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich ausschließlich an
 die
 vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern
 gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin,
 dass
 jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig
 ist.
 Diese Nachricht dient dem Austausch von Informationen und entfaltet
 keine
 rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von
 E-Mails kann ich keine Haftung für den Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the server
 before
 the FPS changes were made. You can ignore that patch note.


 -Original Message-
 From: hlds_linux-bounces@list.**valvesoftware.com
 hlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.com
 hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Thanks for the update shortly before the cs:go presentation... to
 this
 late european hour where almost all hosters are on nightwatch mode :D



 - Server frame rate is now based on the tickrate of the active Source
 mod,
 not the fps_max convar

 - Fixed net_graph not updating server framerate when FPS is greater than
 1000


 I am just wondering about the framerate-cap based on the tickrate and
 fixing
 the netgraph if greater than 1000.isnt it just a contradiction?



 cheers

 grammaton - sourcejunkies.de


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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 please visit:
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 http://list.valvesoftware.com/mailman/listinfo/hlds_linux



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
 
 
 
 
 

___
To unsubscribe, edit your

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread staff

Hi Hi, Servers updated and running, all servers showing up in internet list
but none on steam favourites/history and hlsw.
We was using sv_master_legacy_mode 1 but that has now been removed :(
Regards


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
Sent: 13 October 2011 23:17
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/ Then ran the server with
the usual command.

Regards
Oskar Levin
os...@dataviruset.com
 
    http://www.dataviruset.com/
    Min personliga portfolio


-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Marco Padovan
Skickat: den 14 oktober 2011 00:13
Till: hlds_linux@list.valvesoftware.com
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

To get it working on linux I had to move orangebox/cstrike to css/cstrike

otherwise I was getting an error about invalid game specified

Il 14/10/2011 00:10, Kigen ha scritto:
 I just got my CS:S server updated.

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

 Windows 2008 R2 x64

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

 On Thu, Oct 13, 2011 at 5:06 PM, steve grout steve.gr...@gmail.com
wrote:
 ya think :)

 On 13/10/2011 23:05, Hugo R. wrote:
 looks like all games downloads (as steam client) and Steam servers 
 (TF2, CSS, etc.) are down for a err. 104 (connection reset by 
 peer).server From FRANCE. Did Steam servers are overloaded ?
 ---
 Hugo


 Date: Fri, 14 Oct 2011 00:03:12 +0200
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
 Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 I'm not able to start css... is this css or other games?

 Il 13/10/2011 23:56, oGre ha scritto:
 Server doesn't look too good either:

 Unknown command startupmenu
 Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV 
 /
 27005 CL
 Caching file CRCs for pure server...
 Finished caching file CRCs for pure server in 0 seconds.
 ConVarRef room_type doesn't point to an existing ConVar Executing 
 dedicated server config file Cannot verify load for invalid steam 
 ID [I:0:0] Initializing Steam libraries for secure Internet server 
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/hlserver/Steam/steam.log
 PreMinidumpCallback: updating dump comment Uploading dump
 (in-process) [proxy ''] /tmp/dumps/crash_20111013235556_1.dmp
 success = no
 error:  Failed to open/read local data from file/application Add 
 -debug to the /home/hlserver/orangebox/srcds_run command line to 
 generate a debug.log to help with solving this problem Thu Oct 13
 23:56:00 CEST 2011: Server restart in 10 seconds


 2011/10/13 timur 'grammaton' celikkesengramma...@gmail.com

 Shit happens ;-)

 btw

 we have a few hundred users on our community-site complaining 
 about a bug crashing the client

 Connect on replay.dll failed

 any idea?

 cheers

 grammaton






 // Diese Nachricht ist vertraulich und richtet sich 
 ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht 
 zu den vorgesehenen Empfängern gehören, bitten wir höflich um 
 eine Mitteilung. Ich weise darauf hin, dass jede unbefugte 
 Weiterleitung oder Anfertigung einer Kopie unzulässig ist.
 Diese Nachricht dient dem Austausch von Informationen und 
 entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten 
 Manipulierbarkeit von E-Mails kann ich keine Haftung für den 
 Inhalt übernehmen.

 -Ursprüngliche Nachricht- From: Henry Goffin
 Sent: Thursday, October 13, 2011 11:51 PM

 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Oops. The net_graph fix was made in an earlier version of the 
 server before the FPS changes were made. You can ignore that 
 patch note.


 -Original Message-
 From:

hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.valvesof
tware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com] On Behalf Of timur 'grammaton' celikkesen
 Sent: Thursday, October 13, 2011 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: 
 Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Alan Kennedy

Just happened to me too. WTF

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -
 De: Russell Smith ve...@tinylittlerobots.us
 Para: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Enviados: Jueves, 13 de Octubre 2011 19:27:06
 Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
 Defeat: Source and Half-Life 2: Deathmatch
 Updates Released
 Anyone else have their mapcycle/maplist files overwritten with the
 patch? Happened to me on 2 updated TF2 servers.
 
 Russell
 
 On 10/13/2011 1:41 PM, Jason Ruymen wrote:
  Required updates for Team Fortress 2, Counter-Strike: Source, Day of
  Defeat: Source and Half-Life 2: Deathmatch are now available.
  Counter-Strike: Source has also been moved to use its own engine and
  dedicated server depots. Because of this, dedicated server files for
  Counter-Strike: Source will now be under a 'css' folder.
 
  The specific changes include:
 
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Fixed an issue with the multi-threaded renderer which could cause
  a crash on map change
  - Adjusted whitespace to improve formatting in status command output
  - Changed stats output to show KB/s instead of bytes/sec, added a
  connections column, and changed the users column to Map changes
  - Fixed game servers not being able to execute the retry command due
  to the dependence on the connect command (which is not executable by
  game servers)
  - Made sndplaydelay executable by servers
  - Server frame rate is now based on the tickrate of the active
  Source mod, not the fps_max convar
  - Server processing delays have been reduced, especially for servers
  on modern Linux kernels
  - Entity processing logic has been optimized to significantly reduce
  CPU usage on full servers
  - Multi-threaded server code is now enabled by default under Linux
  (already enabled on Windows)
  - An exploit with non-printable characters causing lag on Windows
  servers has been fixed
  - CPU is fully yielded back to the system whenever the server is
  running faster than the tickrate
  - Dramatic increase in performance for low-level math libraries
 
  Day of Defeat: Source
  - Removed tickrate command line parameter
  - Updated the localization files
 
  Counter-Strike: Source
  - Prevent AWP cycle time exploit using quick switch
  - Fixed bug causing HUD History to display item pickups from nearby
  players
  - Increased sized of HUD History resource to prevent clipping
  - Changed grenade damage so that it always hits HITGROUP_GENERIC and
  takes into account armor for damage calculations
  - Reduced standing and moving accuracy for pistols
  - Decreased accuracy while moving with sniper rifles
  - Added additional legacy mode (3) to cl_dynamiccrosshair
  - Updated the localization files
 
  Team Fortress 2
  Manniversary:
  - Experimenting with a new store interface with a subset of players
  - Added several dozen community items in celebration of the
  Manniversary
  - Added loadout presets -- each class can now store four complete
  loadouts, including weapons and cosmetic items, and change between
  them with the press of a button.
  - Added a new item type that can accept user-applied decals. Take
  any image off your hard drive, put it on a stick, and then smash
  people with it! (See the Decal Tool in the store!)
  - Added new co-operative high five taunt
  - Class select menu now shows the active loadout for each class
  - Characters can now equip two misc-slot items at once
  - Added a new in-game abuse-reporting system (see Capture abuse
  report data under Miscellaneous controls)
  - Non-newly-released weapons in the store can now be tried out for
  free once per week! This will give you a fully-functional version of
  the weapon to be used in-game for no cost. If you decide you like
  it, you can purchase it for a discount during the trial period.
  - All items purchased in the store can be used for crafting and can
  be traded after a few days
  - Added a new startup music track from Meet The Medic
  - Integrated with the new Steam Workshop to enable the publication
  and management of community contributed content
 
  Maps:
  - Added new community control point map Gullywash. Stamps are
  available in the store to support community map authors!
  - Barnblitz is now available for offline practice
  - Frontier: various geometry fixes
  - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
  forward spawn areas
 
  Replay:
  - New camera shake functionality added for replays that are not
  sufficiently dramatic
  - New slow-motion functionality added for replays where even camera
  shake does not provide sufficient drama
  - Added support for recording voice chat into replays
 
  Items:
  - Pocket Medic can now be equipped by the Soldier in addition to the
  Heavy
  - World

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Eric Riemers
http://www.sourcemod.net/smdrop/1.4/sourcemod-1.4.0-hg3407-linux.tar.gz

grab the gamedata from that, seems to start up my tf2 just fine.. all major
mods are broken though (saxton/prophunt/dodgeball/etc)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: donderdag 13 oktober 2011 22:41
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated
Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike:
Source has also been moved to use its own engine and dedicated server
depots.  Because of this, dedicated server files for Counter-Strike: Source
will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash
on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due to the
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar
- Server processing delays have been reduced, especially for servers on
modern Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU
usage on full servers
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers
has been fixed
- CPU is fully yielded back to the system whenever the server is running
faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes
into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts,
including weapons and cosmetic items, and change between them with the press
of a button.
- Added a new item type that can accept user-applied decals. Take any image
off your hard drive, put it on a stick, and then smash people with it! (See
the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse report
data under Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for free once
per week! This will give you a fully-functional version of the weapon to be
used in-game for no cost. If you decide you like it, you can purchase it for
a discount during the trial period.
- All items purchased in the store can be used for crafting and can be
traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and
management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in
the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward
spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently
dramatic
- New slow-motion functionality added for replays where even camera shake
does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all
classes in the loadout screen

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Russell Smith
I assume this was done to add cp_gullywash_final1 to both files, but I 
would have rather done so manually.


Russell

On 10/13/2011 4:35 PM, Alan Kennedy wrote:

Just happened to me too. WTF

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: Russell Smithve...@tinylittlerobots.us
Para: Half-Life dedicated Linux server mailing 
listhlds_linux@list.valvesoftware.com
Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch
Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.
Counter-Strike: Source has also been moved to use its own engine and
dedicated server depots. Because of this, dedicated server files for
Counter-Strike: Source will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause
a crash on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due
to the dependence on the connect command (which is not executable by
game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active
Source mod, not the fps_max convar
- Server processing delays have been reduced, especially for servers
on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce
CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux
(already enabled on Windows)
- An exploit with non-printable characters causing lag on Windows
servers has been fixed
- CPU is fully yielded back to the system whenever the server is
running faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby
players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and
takes into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the
Manniversary
- Added loadout presets -- each class can now store four complete
loadouts, including weapons and cosmetic items, and change between
them with the press of a button.
- Added a new item type that can accept user-applied decals. Take
any image off your hard drive, put it on a stick, and then smash
people with it! (See the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse
report data under Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for
free once per week! This will give you a fully-functional version of
the weapon to be used in-game for no cost. If you decide you like
it, you can purchase it for a discount during the trial period.
- All items purchased in the store can be used for crafting and can
be traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication
and management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are
available in the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
forward spawn areas

Replay:
- New camera shake functionality added for replays that are not
sufficiently dramatic
- New slow-motion functionality added for replays where even camera
shake does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the
Heavy
- World Traveler's Hat

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread steve grout

sooo many clients crashing on TF2 :(

On 14/10/2011 00:39, Russell Smith wrote:
I assume this was done to add cp_gullywash_final1 to both files, but I 
would have rather done so manually.


Russell

On 10/13/2011 4:35 PM, Alan Kennedy wrote:

Just happened to me too. WTF

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Mensaje original -

De: Russell Smithve...@tinylittlerobots.us
Para: Half-Life dedicated Linux server mailing 
listhlds_linux@list.valvesoftware.com

Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, 
Day of Defeat: Source and Half-Life 2: Deathmatch

Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.
Counter-Strike: Source has also been moved to use its own engine and
dedicated server depots. Because of this, dedicated server files for
Counter-Strike: Source will now be under a 'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause
a crash on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a
connections column, and changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due
to the dependence on the connect command (which is not executable by
game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active
Source mod, not the fps_max convar
- Server processing delays have been reduced, especially for servers
on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce
CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux
(already enabled on Windows)
- An exploit with non-printable characters causing lag on Windows
servers has been fixed
- CPU is fully yielded back to the system whenever the server is
running faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby
players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and
takes into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the
Manniversary
- Added loadout presets -- each class can now store four complete
loadouts, including weapons and cosmetic items, and change between
them with the press of a button.
- Added a new item type that can accept user-applied decals. Take
any image off your hard drive, put it on a stick, and then smash
people with it! (See the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see Capture abuse
report data under Miscellaneous controls)
- Non-newly-released weapons in the store can now be tried out for
free once per week! This will give you a fully-functional version of
the weapon to be used in-game for no cost. If you decide you like
it, you can purchase it for a discount during the trial period.
- All items purchased in the store can be used for crafting and can
be traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication
and management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are
available in the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
forward spawn areas

Replay:
- New camera shake functionality added for replays that are not
sufficiently dramatic
- New slow-motion functionality added for replays where even camera
shake does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Russell Smith

Looks like a small update was just pushed out.  What changed?

Updating 'Team Fortress 2 Content' from version 278 to version 279

9.39%   downloading ../orangebox/tf/bin/server.dll
22.40%  downloading ../orangebox/tf/bin/server.dylib
43.64%  downloading ../orangebox/tf/bin/server.so
57.70%  downloading ../orangebox/tf/resource/tf_brazilian.txt
59.55%  downloading ../orangebox/tf/resource/tf_danish.txt
61.53%  downloading ../orangebox/tf/resource/tf_dutch.txt
63.49%  downloading ../orangebox/tf/resource/tf_finnish.txt
65.48%  downloading ../orangebox/tf/resource/tf_french.txt
67.48%  downloading ../orangebox/tf/resource/tf_german.txt
69.40%  downloading ../orangebox/tf/resource/tf_hungarian.txt
71.38%  downloading ../orangebox/tf/resource/tf_italian.txt
72.69%  downloading ../orangebox/tf/resource/tf_japanese.txt
73.91%  downloading ../orangebox/tf/resource/tf_korean.txt
75.12%  downloading ../orangebox/tf/resource/tf_koreana.txt
76.80%  downloading ../orangebox/tf/resource/tf_norwegian.txt
78.75%  downloading ../orangebox/tf/resource/tf_polish.txt
80.71%  downloading ../orangebox/tf/resource/tf_portuguese.txt
82.49%  downloading ../orangebox/tf/resource/tf_romanian.txt
84.41%  downloading ../orangebox/tf/resource/tf_russian.txt
85.97%  downloading ../orangebox/tf/resource/tf_schinese.txt
87.93%  downloading ../orangebox/tf/resource/tf_spanish.txt
89.83%  downloading ../orangebox/tf/resource/tf_swedish.txt
91.27%  downloading ../orangebox/tf/resource/tf_tchinese.txt
93.16%  downloading ../orangebox/tf/resource/tf_turkish.txt
94.31%  downloading ../orangebox/tf/scripts/items/items_game.txt

Updating 'Team Fortress 2 Materials' from version 141 to version 142

94.36%  downloading 
../orangebox/tf/models/weapons/v_models/v_knife_spy.dx90.vtx

94.39%  downloading ../orangebox/tf/models/weapons/v_models/v_knife_spy.mdl
94.60%  downloading ../orangebox/tf/models/weapons/v_models/v_knife_spy.vvd

Updating 'OB Linux Dedicated Server' from version 128 to version 129

100.00% downloading ../orangebox/bin/libsteam.so

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:

Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike: Source 
has also been moved to use its own engine and dedicated server depots.  Because 
of this, dedicated server files for Counter-Strike: Source will now be under a 
'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash on 
map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a connections column, and 
changed the users column to Map changes
- Fixed game servers not being able to execute the retry command due to the 
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod, not 
the fps_max convar
- Server processing delays have been reduced, especially for servers on modern 
Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage 
on full servers
- Multi-threaded server code is now enabled by default under Linux (already 
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers has 
been fixed
- CPU is fully yielded back to the system whenever the server is running faster 
than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into 
account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, 
including weapons and cosmetic items, and change between them with the press of 
a button.
- Added a new item type that can accept user-applied decals. Take any image off 
your hard drive, put it on a stick, and then smash people with it! (See the 
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see 

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Bajdechi Nightbox Alexandru
Big one, appreciate it :) Keep them going :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Oskar Levin
Indeed. Well done, guys!

Best regards
Oskar Levin
os...@dataviruset.com

-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För Bajdechi Nightbox
Alexandru
Skickat: den 15 september 2011 22:38
Till: Half-Life dedicated Linux server mailing list
Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

Big one, appreciate it :) Keep them going :)

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Kyle Sanderson
Thanks for the event fixes!

Kyle.

On Thu, Sep 15, 2011 at 2:01 PM, Oskar Levin os...@dataviruset.com wrote:

 Indeed. Well done, guys!

 Best regards
 Oskar Levin
 os...@dataviruset.com

 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För Bajdechi Nightbox
 Alexandru
 Skickat: den 15 september 2011 22:38
 Till: Half-Life dedicated Linux server mailing list
 Ämne: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 Big one, appreciate it :) Keep them going :)

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 please visit:
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