I just checked the newest beta, and it appears to be missing the
symbol g_pMemAlloc from tier0_srv.so while it is present in tier0.so.
I believe all plugins currently rely on this and must be recompiled to
be compatible with the new changes.
How do I get the newest SDK to recompile? Whenever I
That should do it:
1) Set NO_MALLOC_OVERRIDE in your project, you can remove memoverride.cpp
and tier0/memdbgon.h includes
2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in tier1
project and rebuild it.
2012/10/26 bottige...@gmail.com bottige...@gmail.com
I just checked the
Ok, I just tried and there are much more modifications to do to get
tier1_486.a to compile with NO_MALLOC_OVERRIDE.
2012/10/26 AnAkIn anakin...@gmail.com
That should do it:
1) Set NO_MALLOC_OVERRIDE in your project, you can remove memoverride.cpp
and tier0/memdbgon.h includes
2) If you're
The server also needs the client binaries to check if a client is
trying to connect using a modified client
You have to get your cart and horses in the correct order.
We aren't going to collide with the client until you send us a copy of it..
:-)
--
Dan
Agreed, but still I think we can safely say that TF2 on Linux will
happen eventually, and probably soon after the official release of
Steam for Linux. It would be silly to release Steam and L4D2 for Linux
and then don't port TF2.
On Fri, Oct 26, 2012 at 4:28 PM, Drogen Viech
Any reason for that interface to still exist on Windows?
2012/10/26 Fletcher Dunn fletch...@valvesoftware.com
The symbol disappeared not because it was hidden, but because that
interface doesn't even exist any more. To use the same allocator that the
engine uses, just call malloc and
Hello!
Here are some details for how to configure your server to receive quickplay
traffic.
First, the general requirements and scoring systems have not changed. (Your
server must have an account and advertise the _registered tag, will be
penalized or excluded for certain rule changes, etc).
That quickplay FAQ says:
The quickplay system looks at the max reported number of players. (It
does not check any tags.)
So it does look tags now after all.
-ics
26.10.2012 20:40, Fletcher Dunn kirjoitti:
Hello!
Here are some details for how to configure your server to receive quickplay
Thanks for that cvar - that's been a small want for a while now!
On Fri, Oct 26, 2012 at 10:59 AM, ics i...@ics-base.net wrote:
That quickplay FAQ says:
The quickplay system looks at the max reported number of players. (It
does not check any tags.)
So it does look tags now after all.
Also if we already talking about this FAQ page. I can see one part
that is not consistent.
You need to be running a Valve map to be
matched, except:
* Any arena map
* cp_manor_event
*
cp_degrootkeep
* koth_harvest_event
* tc_hydro
And later list of
It has always looked at tags for rule penalties. That comment refers to tags
dealing with the number of players.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, October 26, 2012 11:00
Fletcher,
When is the Source SDK going to be updated for Orange Box?
You should *seriously *consider that.
Take care,
-
On Fri, Oct 26, 2012 at 1:40 PM, AnAkIn anakin...@gmail.com wrote:
Any reason for that interface to still exist on Windows?
2012/10/26 Fletcher Dunn
The AlliedModders copy of the sdk that's always kept up to date enough
for plugins will be updated in just a bit.
http://hg.alliedmods.net/hl2sdks/hl2sdk-ob-valve
On 10/26/2012 2:39 PM, Bruno Garcia wrote:
Fletcher,
When is the Source SDK going to be updated for Orange Box?
You should
sv_tags usage examples:
sv_tags event247
sv_tags eventmix
sv_tags eventmix,yourclantaghere,EST
Achievements for past years can be earned this year.
We're putting the finishing touches on the release now, and hope to have it out
in a few hours.
-Original Message-
From:
We're working on mandatory updates for TF2, DoD:S, HL2:DM. We should have them
ready soon.
-Eric
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We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes for the
updates are below.
-Eric
--
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Added mat_viewportupscale and mat_viewportscale to enable rendering the world
at a reduced resolution.
YES. It's here.
I could tell because the download speed of a fresh installation suddenly
dropped...
From: er...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Date: Fri, 26 Oct 2012 23:16:39 +
Subject:
- Added mat_viewportupscale and mat_viewportscale to enable rendering the
world at a reduced resolution. (mat_viewportupscale 1 and
mat_viewportscale 0.5 will downscale world rendering by 50%.)
Is this something similar to the old mat_picmip cvars whereby you can make
your game textures look
Update
- Compatibility with the new TF2 update
If you have a Linux server, you might need to redownload:
http://tftrue.redline-utilities.net/TriggerBotDetector.zip
2012/9/12 doc drga...@gmail.com
From what I gathered the name protection is one of those things that is
nice to have because it's
Does a community seriously have to create a reverse engineered engine to
code plugins due to the fact that the company didn't update their sdk ?
This should be done through official channels.
We have to thank the steam community is so big.
On Fri, Oct 26, 2012 at 3:40 PM, Nicholas Hastings
On top of that, AlliedMods out of nowhere completely blocked Argentinian
ISPs.
I believe it's because botnets targeted to their site. It's been blocked
for years, and alliedmods is a great deal to the community.
Sometimes I find forum threads that are helpful but I can't really access
them.
On
Twice that block has been removed, twice we've been attacked again.
On Sat, Oct 27, 2012 at 12:32 AM, Bruno Garcia garcia.bru...@gmail.com wrote:
On top of that, AlliedMods out of nowhere completely blocked Argentinian
ISPs.
I believe it's because botnets targeted to their site. It's been
Hi,
i say THANK YOU to all the people who worked the whole day on the sdk,
mm1.10, sm1.5-3669 a.s.o.
Cheers,
Moss
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...although exceptions can be added.
Feel free to send me your IP (or range) off-list, Bruno, and I can make
sure it gets opened up for you.
Asher is correct though. The block unfortunately exists for good reason
as distributed attacks seem to ramp back up after it's removed for any
period
Man I had forgotten how terrible it feels to not get the update quickly.
Still sitting here trying to pull it in for my server :(
On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
- Added mat_viewportupscale and mat_viewportscale to enable rendering the
world at a
I managed to get it on one. Crashed immediately on player connects
though with the latest MM/SM snapshots though :(
On 26.10.2012 17:28, doc wrote:
Man I had forgotten how terrible it feels to not get the update
quickly.
Still sitting here trying to pull it in for my server :(
On Fri, Oct
Thy the dev snapshot 1.10
2012/10/27 Russell Smith ve...@tinylittlerobots.us
I managed to get it on one. Crashed immediately on player connects though
with the latest MM/SM snapshots though :(
On 26.10.2012 17:28, doc wrote:
Man I had forgotten how terrible it feels to not get the update
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith ve...@tinylittlerobots.uswrote:
I managed to get it on one. Crashed immediately on player connects though
with the latest MM/SM snapshots though :(
On 26.10.2012 17:28, doc wrote:
Man I had forgotten how terrible it feels
After updating to the latest version, all our MvM servers crash when
someone wants to play on them, with the following error
--
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding reservation for lobby member [U:1:17749981].
Adding reservation for
Can confirm this
2012/10/27 Peter Reinhold peter_va...@reinhold.dk
After updating to the latest version, all our MvM servers crash when
someone wants to play on them, with the following error
--
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Using sourcemod-1.5.0-hg3672 and mmsource-1.10.0-hg809.
On 26.10.2012 17:37, doc wrote:
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith
ve...@tinylittlerobots.uswrote:
I managed to get it on one. Crashed immediately on player connects
though
with the latest MM/SM snapshots
Confirm, this is wokring. GameMe is crashing the server for me, disabeling
the plguin prevent the server for crashing
2012/10/27 Russell Smith ve...@tinylittlerobots.us
Using sourcemod-1.5.0-hg3672 and mmsource-1.10.0-hg809.
On 26.10.2012 17:37, doc wrote:
Using 1.4 or 1.5?
On Fri, Oct
Ahh, I am using gameME. I'll try disabling it. Cheers.
On 26.10.2012 17:41, Giovanni Harting wrote:
Confirm, this is wokring. GameMe is crashing the server for me,
disabeling
the plguin prevent the server for crashing
2012/10/27 Russell Smith ve...@tinylittlerobots.us
Using
On 27.10.2012 01:35, Russell Smith wrote:
I managed to get it on one. Crashed immediately on player connects
though with the latest MM/SM snapshots though :(
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
On 27.10.2012 01:44, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
I take that back, they seemed to work, MM/SM loads, but after a player
joins, the server crashes.
/Peter
I disabled this. I also had a couple extensions that I forgot about
(socket and builtinvotes) which I disabled. Still seeing crashes.
On 26.10.2012 17:41, Giovanni Harting wrote:
Confirm, this is wokring. GameMe is crashing the server for me,
disabeling
the plguin prevent the server for
On 27.10.2012 01:52, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
I take that back, they seemed to work, MM/SM loads, but after a
player joins, the server crashes.
Aaand, a reversal
I'm running a server with no mm or sm, but every time someone chooses a
class it crashes my server. How do I fix it?
On Oct 26, 2012 6:22 PM, Peter Reinhold peter_va...@reinhold.dk wrote:
On 27.10.2012 01:52, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but
I heard if you are running gameme stats this can cause problems
too..confirmed for anyone?
On Fri, Oct 26, 2012 at 9:22 PM, Peter Reinhold peter_va...@reinhold.dkwrote:
On 27.10.2012 01:52, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but after an
upgrade
confirmed
2012/10/27 Jason pctool...@gmail.com
I heard if you are running gameme stats this can cause problems
too..confirmed for anyone?
On Fri, Oct 26, 2012 at 9:22 PM, Peter Reinhold peter_va...@reinhold.dk
wrote:
On 27.10.2012 01:52, Peter Reinhold wrote:
My TF2s did not
On 27.10.2012 02:29, Jason wrote:
I heard if you are running gameme stats this can cause problems
too..confirmed for anyone?
Does GameME have their own plugin? Which may incorporate the superlogs
code in some form? (Just a guess, I don't use GameME)
But, disabling superlogs stopped my
superlogs is sort of integrated in the gameme plugin i guess, sure. So its
the same problem, only different locations.
2012/10/27 Peter Reinhold peter_va...@reinhold.dk
On 27.10.2012 02:29, Jason wrote:
I heard if you are running gameme stats this can cause problems
too..confirmed for
Anyone else experiencing the below? I can confirm it on a Linux box.
From: T Marler bloodyi...@shaw.ca
To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com
Sent: Friday, October 26, 2012 9:15:43 PM
Subject: Re: [hlds] Mandatory TF2,
I don't understand why MvM crashes as soon as someone joins a class.
Anyone else getting this problem? I'm not running MM or SM, just vanilla.
On Fri, Oct 26, 2012 at 6:57 PM, Bjorn Wielens uniac...@yahoo.ca wrote:
Anyone else experiencing the below? I can confirm it on a Linux box.
My MvM server is running with the newest metamod snapshot and SM disabled
on mvm_coaltown, and hasn't crashed.
On Fri, Oct 26, 2012 at 7:09 PM, Joel Zhang know.thine.en...@gmail.comwrote:
I don't understand why MvM crashes as soon as someone joins a class.
Anyone else getting this problem?
Can't confirm the error since TF2 servers buffer redirected console output,
so I never get to see the error.
I _CAN_ confirm my MVM servers freeze on 100% CPU after people join, whether
on the _event map or not.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
So, my server keeps crashing during the new boss, this seems to show up
every time it crashes:
22:16:25 L 10/26/2012 - 23:06:06: Engine error: 804/ - tf_ammo_pack:
UTIL_SetModel: not precached: models/items/ammopack_medium.mdl
Anyone got any ideas whats going on?
On Fri, Oct 26, 2012 at 9:16
Confirming as well. Gentoo, PvP server is working (was crashing for mystery
reasons, took SM/MM off and now it seems not crashing?) and MvM crashes
at the same instance no matter the SM/MM status. When you pick a class the
process pegs at 100% CPU and nothing happens.
On Fri, Oct 26, 2012 at
I think the MvM crash on player join only affects Linux servers.
If others are adding reports, please note your server OS.
On 27/10/2012 1:11 PM, Dave Rosca wrote:
My MvM server is running with the newest metamod snapshot and SM disabled
on mvm_coaltown, and hasn't crashed.
On Fri, Oct 26,
Exactly the same problem here, but not running MM or SM
On Oct 26, 2012 7:56 PM, doc drga...@gmail.com wrote:
Confirming as well. Gentoo, PvP server is working (was crashing for mystery
reasons, took SM/MM off and now it seems not crashing?) and MvM crashes
at the same instance no matter
Yes, mine is a Linux server. Sorry for not clarifying.
On Oct 26, 2012 8:01 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
I think the MvM crash on player join only affects Linux servers.
If others are adding reports, please note your server OS.
On 27/10/2012 1:11 PM, Dave Rosca wrote:
My
This is hlds_linux list though, so naturally i would assume people
having issues with linux post here and not hlds. However it looks like
were stuck with broken server on mvm.
-ics
27.10.2012 6:09, Joel Zhang kirjoitti:
Yes, mine is a Linux server. Sorry for not clarifying.
On Oct 26, 2012
Any luck with sourcemod?
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My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.
Then again my MvM server is crashing, completely vanilla on a non event map
-
So the current snapshots are issues?
On 10/26/2012 8:16 PM, doc wrote:
My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.
Using the latest snapshots blah blah my server freezes on this:
L 10/27/2012 - 05:17:17: Mapchange to koth_lakeside_event
Date: Fri, 26 Oct 2012 20:17:09 -0700
From: cmun...@cameronmunroe.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod?
So
So we have no good release yet, at least that we know of?
On 10/26/2012 8:18 PM, Benedict Glover wrote:
Using the latest snapshots blah blah my server freezes on this:
L 10/27/2012 - 05:17:17: Mapchange to koth_lakeside_event
Date: Fri, 26 Oct 2012 20:17:09 -0700
From:
The latest dev snapshots of MM:S and SM work just fine.
On 10/26/2012 11:19 PM, Cameron Munroe wrote:
So we have no good release yet, at least that we know of?
On 10/26/2012 8:18 PM, Benedict Glover wrote:
Using the latest snapshots blah blah my server freezes on this:
L 10/27/2012 -
Thanks! :D
On 10/26/2012 8:21 PM, Nicholas Hastings wrote:
The latest dev snapshots of MM:S and SM work just fine.
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visit:
Not for me on linux they don't. Fresh install, freezes like I said on that
mapchange thing.
Date: Fri, 26 Oct 2012 23:21:20 -0400
From: psycho...@alliedmods.net
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod?
The latest dev snapshots of MM:S and SM work just
Which version?
On 10/26/2012 8:26 PM, Benedict Glover wrote:
Not for me on linux they don't. Fresh install, freezes like I said on that
mapchange thing.
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visit:
MM:S 1.10.0-hg809 and SM 1.5.0-hg3675 are working just fine.
If you have issues with plugins loaded, it's from a third-party plugin
or extension.
On 10/26/2012 11:26 PM, Cameron Munroe wrote:
Which version?
On 10/26/2012 8:26 PM, Benedict Glover wrote:
Not for me on linux they don't.
I've been informed that our current build of superlogs should be
functioning now. It was caused by outdated gamedata that caused a function
in SDKHooks to crash the server upon a player joining the map. The
gamedata is on the SM auto updater now, so update your gamedata (or just
restart your
mmsource-1.10.0-hg809-linux.tar.gz
sourcemod: 1.5.0-hg3675.tar.gz
I need the plugins that come with it, and they're causing it to lock up.
Date: Fri, 26 Oct 2012 23:28:06 -0400
From: psycho...@alliedmods.net
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod?
I have this running on over a dozen Debian boxes right now:
meta version
Metamod:Source version 1.10.0-dev
Build ID: 809:6375d8da3383-dev
Loaded As: Valve Server Plugin
Compiled on: Oct 26 2012
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/
sm version
Same here, server hang up with 100% CPU usage.
Last console entries:
Lobby instanced on this server in state SERVERSETUP
Map: 'mvm_coaltown_event'
Mission: 'mvm_coaltown_event'
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding
Alright I can confirm that the two Dev builds for Sourcemod and Metamod
work, as well as tf2items.
However where is sdkhooks? I have looked around and cant find it.
On 10/26/2012 8:30 PM, Steven Sumichrast wrote:
I have this running on over a dozen Debian boxes right now:
meta version
Hello all,
Forgive me if I missed the e-mail, but what do I need to know if I'm
going to put up a Halloween event server? Is it just as easy as setting
the map, or are there some extra commands involved.
Thanks,
-Maavrik
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http://forum.i3d.net/hlds-valve-linux-newsletter/194636-hlds_linux-quickplay-settings-tf2-halloween.html
2012/10/27 Maavrik maav...@maavrik.com
Hello all,
Forgive me if I missed the e-mail, but what do I need to know if I'm going
to put up a Halloween event server? Is it just as easy as
https://forums.alliedmods.net/showpost.php?p=1826527postcount=2184
2012/10/27 Cameron Munroe cmun...@cameronmunroe.com
Alright I can confirm that the two Dev builds for Sourcemod and Metamod
work, as well as tf2items.
However where is sdkhooks? I have looked around and cant find it.
On
Yep That is it!
Thanks
On 10/26/2012 10:13 PM, Daniel . wrote:
https://forums.alliedmods.net/showpost.php?p=1826527postcount=2184
2012/10/27 Cameron Munroe cmun...@cameronmunroe.com
Alright I can confirm that the two Dev builds for Sourcemod and Metamod
work, as well as tf2items.
However
https://forums.alliedmods.net/attachment.php?attachmentid=111404d=1351298994
On Sat, Oct 27, 2012 at 12:24 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
Alright I can confirm that the two Dev builds for Sourcemod and Metamod
work, as well as tf2items.
However where is sdkhooks? I have
Not exactly what I was asking, I was asking if I needed to set any
commands to make Merasmus spawn. That is useful to me just encase I do
decide to start a server for Quickplay.
On 26/10/2012 10:06 PM, Daniel . wrote:
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