Re: [hlds_linux] Killing Floor Dedicated Server Install Files Missing

2010-12-30 Thread Shane Arnold

Have you got permissions? And have you checked in ~/.killingfloor

Just random ideas for now (it's been a long time since I ran a KF server)

On 30/12/2010 9:15 PM, Mark Gilbert wrote:

Hi,

I'm having some trouble getting a new Killing Floor server up and
running.  When I run the update tool it seems to indicate that the
update has finished, however binaries and other files are missing,
including ucc-bin.  The output of the command I'm using is below and
all seems in order as far as I can see although obviously something is
wrong;

[...@xvc killingfloor]$ ./steam -command update -game killingfloor -dir .

Checking bootstrapper version ...

Updating Installation

Checking/Installing 'KillingFloorCommon' version 25

Checking/Installing 'Linux Source HLDS' version 98

HLDS installation up to date

[...@xvc killingfloor]$

I've run the command various times with the same result, and also with
the -verify_all switch which also seems to say that all files are in
place and correct.  Any suggestions would be much appreciated.

Thanks



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Re: [hlds_linux] mp_timelimit issue?

2010-12-28 Thread Shane Arnold
If I recall, some maps have these win conditions hard-coded in. There is 
no way to get around it other than using plugins.


On 29/12/2010 1:56 PM, ics wrote:
If you really want to play 3 rounds per each side, just use 
mp_maxrounds 6 to get that result. When timelimit is reached, it 
usually ends current round all the time. Exceptions some CTF maps that 
last for ages. Personally i would set timelimit as a backup feature 
but rely on the map rounds and the times set in them.


Though i know that TC from UKCS has written his own plugins that 
achieve this feature that you are looking for but those are somewhat 
exclusive to servers he runs and not publicly available.


-ics

29.12.2010 2:57, Eric Riemers kirjoitti:

All,

I've got mp_timelimit set to 30, and mp_match_end_at_timelimit to 0.
But for some reason it still acts as if mp_match_end_at_timelimit = 1

So what currently happens now:

Round 1 Start
Round 1 End
Round 2 Start
Round 2 End
Round 3 Start
Time limit of 30 minutes reached
Map Changes

What we're looking for is this:
Round 1 Start
Round 1 End
Round 2 Start
Round 2 End
Round 3 Start
Time limit of 30 minutes reached
Round 3 End
Map Changes

Strange thing is, on 2  maps it works normal (dustbowl  goldrush) but
hoodoo and upward it doesn't, all 5 cp maps just end at 30 minutes 
instead
of round end. We installed a clean server and it has the same issues 
so far.


Asked on alliedmodders too, but so far no luck yet (in case you 
wondered)


If you don't have this issue, could you post your cfg / plugins (just 
reply

to me, to safe spam for the rest)

Thanks so far,
Eric


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Re: [hlds_linux] Sky Gaming Harasement

2010-12-02 Thread Shane Arnold

lol e-Drama.

Cheat servers and communities out of players and you deserve the rewards.

Better luck on the next respawn.

 - World

On 02/12/2010 7:02 PM, Karl Labrador wrote:

If you consider this a violation of the law, why did you post it here and
not contact your/a lawyer?


On 2 December 2010 11:29, D3vilfish - Simiancage.org
priv...@caterhamhill.net  wrote:


Just received this steam online message
http://caterhamhill.net/Sky%20gaming.png
from Sky the Admin @ sky gaming.
We have in the past had but do not have his group id but consider this a
violation of the Law.
I have a good mind to add it back in to our L4D2 servers as the 70+ others
have added ours to their servers.
BTW SGO's steamgroup ID is 753541
I have posted here in the hopes that Valve may look into this.
For reference.
http://steamcommunity.com/id/biaspark
and
http://steamcommunity.com/groups/SkyGamingOrg
Regards
D3v


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Re: [hlds_linux] bk/bk.vmt error

2010-11-09 Thread Shane Arnold

\materials/tfadmin

Disable all plugins, e.t.c.

 On 10/11/2010 6:25 AM, clad iron wrote:

Anyone else having issues with clients connecting to there server due to
this error ?

[GAME] \materials/tfadmin\models\bk\bk.vmt. File must be removed to play on
this server.


That file is not on my client.

i have seen this on a few servers.
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Re: [hlds_linux] bk/bk.vmt error

2010-11-09 Thread Shane Arnold

There is no folder named tfadmin in the Team Fortress 2 directory.

It is most likely a plugin that was downloaded from a server (I assume 
you aren't running a server).


Navigate to your tf directory and remove the offending file.

On 10/11/2010 8:54 AM, clad iron wrote:

well thats part of the issue, it has only happen since today, and it's not a
voogru server.
yes pure is on, but nothing like that was edited.

i think the tfadmin is related to valves stuff, we don't run anything like
that.

Sourcemod
and
SourceBans

On Tue, Nov 9, 2010 at 6:44 PM, Kyle Sandersonkyle.l...@gmail.com  wrote:


All the time, this has happened to me with Sounds, Models, Materials,
Particles (I think this was rectified in a previous update) you name
it. I'm pretty sure it's Pure messing with things. If the client were
to restart their game, they should be able to join your server just
fine.

Playing Dodgeball (or whatever Voogru server they were on) shouldn't
be a crime ;)
Kyle.

On Tue, Nov 9, 2010 at 3:39 PM, Shane Arnoldclontar...@iinet.net.au
wrote:

\materials/tfadmin

Disable all plugins, e.t.c.

  On 10/11/2010 6:25 AM, clad iron wrote:

Anyone else having issues with clients connecting to there server due to
this error ?

[GAME] \materials/tfadmin\models\bk\bk.vmt. File must be removed to play
on
this server.


That file is not on my client.

i have seen this on a few servers.
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Re: [hlds_linux] hacking steam accounts

2010-10-13 Thread Shane Arnold
 I think you guys need to keep in mind they are primarily a game 
developer. Their interest is in developing games, not necessarily 
concentrating on the myriad of security aspects there are. They aren't 
Microsoft.


However I agree, to implement a verification function which can be 
undone using a tool is worrying.


I'm sure they are aware of the issue and are working on a fix.

On 14/10/2010 11:29 AM, Kyle Sanderson wrote:

There are tools out there that can unverify a persons Steam account email.

It's rather shocking how Valve doesn't take Security that seriously.
Kyle.

On Wed, Oct 13, 2010 at 7:17 PM, tom nscrewtop...@gmail.com  wrote:

Thanks,already did that. I guess my question was more on the technical side.
I had verified my steam email along time ago.Cant remember the whole ip
address but the link sent to me was along the lines of steam(company).com.cc
On checking this I realize that .cc is a topdomain in Australia I guess..

hmm


On Wed, Oct 13, 2010 at 8:59 PM, Marlon Almeida | CGBR
mar...@cybergamesbrasil.com  wrote:


If you still can log in, go change your password and secret.
Don't waste time trying to figure how that happened.


-Mensagem original-
De: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Em nome de tom n
Enviada em: quarta-feira, 13 de outubro de 2010 22:49
Para: Half-Life dedicated Linux server mailing list
Assunto: [hlds_linux] hacking steam accounts

Hi all,not the forum but I had a question to ask.

Any of ya had your steam acct hacked or knew of someone who has? Got a link
sent to me today for a medal of honor beta. When i logged on tonite I had
realized for some reason that a cpl of friends had been blocked on my
steam friends list..

Also I had joined a cpl of steam groups that I know I hadnt joined for sho.

Any ideas?

(Like I said,not the right forum but just bored and wanted to ask u guys.:)
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Re: [hlds_linux] VMware and gameservers

2010-09-24 Thread Shane Arnold
 I have experienced nothing but horrors when virtualising anything 
cpu/timing intensive. But then again that could also be my hosts being 
somewhat non-standard. I can at least rule out VM Server as an option. 
I've not tested anything ESX-wise...


On 24/09/2010 10:07 PM, Crazy Canucks wrote:
 I realize that the white paper is an advertisement, but assuming it's 
an honest advertisement, that's pretty impressive, especially from an 
environmental perspective...


Drek

On 23/09/2010 12:35 PM, Saint K. wrote:
A while ago we had a few discussions on the subject of running 
gameservers in a VMware environment. Today someone pointed out this 
article to me about vmdq which happened to have a nice businesscase 
example of ESL trying VMware: 
http://download.intel.com/support/network/sb/turtlepocwpepi.pdf


Saint K.

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Re: [hlds_linux] material hacking

2010-08-26 Thread Shane Arnold
 You should be using sv_pure 2 unless you *really* need to have custom 
skins.


On 27/08/2010 1:41 PM, Hendrik Schumann wrote:

MatHacks are pretty common in Source engine games, just google TF2
Mathack.
The only countermeasure would be valve implementing a check to prevent
wall/player model textures from using $ignorez like the Insurgency mod team
did or by using a strict sv_pure whitelist on your server, which can break
custom models.

On Fri, Aug 27, 2010 at 7:32 AM, clad ironcladi...@gmail.com  wrote:


Someone has pointed this out to me, (i haven't tested) but think Valve may
need to look into this.

Here is a quote from the guy.

I just took the vmt file that is the refernce for the glass wall and copied
it into the proper directories and renamed it to the vmt of the mat I
wanted
to be glass, when it loads that vmt for the material the vmt points to the
glass vtf file. boom its see thru
All you really have to do is load the map in hammer and find which walls
you
want to be see thru then write down the name and path of the materials used
then use that glass vmt for the real ones


The guy and i were talking about how could someone still be hacking on our
server with KAC running.

Is there a fixable solution to this ?
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Re: [hlds_linux] Linux install after Windows for HLDS

2010-08-18 Thread Shane Arnold

 And run a --verify_all

Always.

On 19/08/2010 1:35 PM, Jake Eisenman wrote:

Yes. Just mount the partition in nix and copy the files over.

Sent from my iPod

On Aug 19, 2010, at 1:02 AM, Felipe Morales fmorale...@hotmail.com 
wrote:




Hello,
 I am going to try Linux for the first time as a HLDS.
I have windows HLDS setup.
I know I can install Linux side by side with windows.
But I want to know if the windows files (maps, sounds, etc.) can be 
salvaged on the same box and transferred to the Linux side, then 
remove the windows partition.

FT

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Re: [hlds_linux] Fake servers with our name...

2010-07-28 Thread Shane Arnold

 Or just harden up.

Try contacting the server owners and ask them what the deal is.

Appreciated people want to grow strong communities, but posting on a 
mailing list is not going to help.


The most you can do is contact VALVe *i.e not this mailing list* and 
make them aware of the fake server listings.


On 28/07/2010 7:20 PM, EVAgames Community wrote:

Lawyers will do nothing. Valve isn't hosting those fake servers.
Someone is, so track down IP, and call ISP that IP belongs to.
And if someone is faking Valve's master server list, it isn't Valve 
fault.
Every communication is possible to interrupt and master server 
communication is not an exception.


It would be insane to sue Apache foundation, because i would call my 
vhost for example microsoft.lt

Think with your heads, people!..


On Wed, 28 Jul 2010 12:07:15 +0300, Ken k...@thegplex.net wrote:

I wouldn't bother with the lawyers, just trademark it and then just 
ask valve. If they don't do anything, then get the lawyers.


Always make sure that you have your trademarks in order, or else 
someone can just come along and trademark it for you and basically 
take over your community name. AG had to become a company, so you 
might have to look into becoming an llc or something. It's not cheap, 
but so worth it. Then again, they were in canada, so check local laws.


Anyway, back to the servers...

On 28/07/2010, at 7:57 PM, Gene H geneharde...@gmail.com wrote:


geezdo I have to hold your hand to the big boy's room?

I gave you a potential solutionget your community name
trademark.hire a lawyer to send Valve a notice of trademark 
infringement
(caused by fake servers claiming your trademark)...then perhaps sue 
if Valve

does nothing.

Case closed.
Sure, it may be expensive.but it's either the threat of a 
lawsuit or you
give Valve a boatload of money to fix it; carrot or the stick 
(preferably, a

stick with thorns on it)


G.

On Wed, Jul 28, 2010 at 12:46 AM, Christopher Szabo 
sza...@hotmail.comwrote:




Why shouldn't VALVE fix it?

Its fake, the server isn't really there and the players isn't 
there. The

servers is there only for advertise in serverbrowser.

Its not about the names, its about the serverlist getting BIG and 
messy.

Its harder to find good REAL servers that works.

_
Messenger i mobilen på 5 sekunder!
http://new.windowslivemobile.msn.com/se-SE/Default.aspx
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Re: [hlds_linux] auto update servers

2010-07-25 Thread Shane Arnold

 The eyebrows. They are raised.

On 26/07/2010 7:44 AM, Nephyrin Zey wrote:

 On 07/25/2010 10:46 AM, Katrina Payne wrote:
Just for the sake of completeness of this thread, I ran a quick and 
dirty

search.

Only relevant hit going on Neph Source Query Valve:
http://developer.valvesoftware.com/wiki/Source_Server_Query_Library

First hit going on Neph Script Valve:
http://forum.i3d.net/hlds-valve-linux-newsletter/147622-hlds_linux-new-
version-nemrun-valves-master-server-changes.html

Username to look for appears to be (in full):
Nephiryn Zey.

Changed search to Nephiryn Zey Nemrun:
Nothing overly that useful to confirm results.

Search is now Nephiryn Zey Website:
Only garbage results can be gathered it seems:
* http://ukmandown.co.uk/news.php
* http://zoeymanthei.com/ (I must admit, this result IS a tad bit 
amusing)


Switching to Nephiryn Zey Blog:
* found a promising domain name at http://nephiryn.net ... though it 
does not

appear to currently be valid.
* There are also a lot of hits for blogs by people named Zoey... and 
a single

Malaysian car detailer's blog.

Conclusion:

Nephiryn Zey is all over the various mailing lists--however appears 
to be

currently having hosting issues.

I would love to offer Nephiryn Zey hosting. I am kind of paying a 
cheap price
for a large amount of hosting I could never make decent use of. Yes, 
my host
is very insecure (or at least the company is notorious for security 
issues,

like clear text passwords showing up in a few systems). However, I have
upgraded from my first form of hosting to something even more insane, 
and I am

not even really using what I was doing for my original hosting.

It feels a shame that I am not making the best use of what I got, and 
I would
be more than willing to host Nephiryn Zey's site with my hosting 
account.


Since he appears all over the list, /s?he/ can contact me @
fullmetalhar...@nimhlabs.com

~Katrina


ಠ_ಠ

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Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-14 Thread Shane Arnold
Solution: specify these in the commandline or in a server cfg file 
(+motdfile and +mapcyclefile)


On 14/07/2010 3:29 PM, Daniel Vogel wrote:

God damned, again this update didn't back up the old mapcycle.txt and
maplist.txt:(

On 14 July 2010 06:04, Jet bomb24jet_bom...@hotmail.com  wrote:
   

Increased the resilience of client/server data table mismatches when playing back 
demos. This will make most old demo files playable again, but with potential visual side 
effects.
Yay! Thank You.3 :)
Jetbomb24
President (GDC)
United National Industries_
Over 2500 days of service in DJO (and still don't know which way to point the 
TIE)

***END TRANSMISSION***



 

From: jas...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Date: Tue, 13 Jul 2010 16:51:25 -0700
Subject: [hlds_linux] Team Fortress 2 Update Available

A required update to Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Engine:
  - Increased the resilience of client/server data table mismatches when 
playing back demos. This will make most old demo files playable again, but with 
potential visual side effects.

Team Fortress 2:
  - Updated CP_Coldfront
   - Added map to the default mapcycle and motd files.
   - Fixed a server crash issue related to increased maxplayer servers.
   - Fixed a couple Engineer building exploits.
  - Updated the localization files.
  - Improved the performance of the critboost particle effect.
  - Fixed a server crash related to carrying buildings at round start.
  - Fixed players picking up buildings before a round has started.
  - Fixed an exploit where Engineers could create level 3 mini-sentries.

Jason


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Re: [hlds_linux] ./steam -command update too stupid to install anywhere but -dir . ?

2010-07-10 Thread Shane Arnold
I can also confirm that the steam updating process will hang when a 
non-existent directory is specified.


Creating the directory manually, either before or during the process, 
continues the installation.


It seems a bit silly the updating process does not create a directory if 
one doesn't exist.


On 11/07/2010 1:38 PM, ics wrote:
For me it does, Steam just started to do this recently when i tried to 
update TF2 servers. Never had this error before.


-ics

11.7.2010 5:02, bl4nk kirjoitti:

Does the folder you're trying to install it to exist?

Sent from my iPod

On Jul 10, 2010, at 6:17 PM, icsi...@ics-base.net  wrote:

I had this issue of 100% cpu usage. Run ./steam first, let it 
timeout and then the line what you are trying to. Otherwise the 
Steam does it's thing.


-ics

11.7.2010 0:36, Jesse Molina kirjoitti:
Any path, other than . or . equivalent (fully qualified path), 
relative to the steam binary, seems to send CPU to 100% and steam 
does nothing.


This is almost certainly a stupid coder bug in Steam.  It won't 
install anywhere but the steam current working directory relative 
to the steam binary.


FYI, yes I have deleted ~/Steam and ~/.steam and tried again.



ics wrote:

Why don't you specify a path, other than . or ./blabla? Like
/home/user/server/hl2mp into the -dir option.

-ics

10.7.2010 13:42, Jesse Molina kirjoitti:

Hello

I'm doing this;

sudo -u steamuser ./steam -command update -game hl2mp -dir
./hl2mp-whatever

And, my CPU core goes to 100% and the command does nothing. I 
have to

TERM it to stop, and no files have been created.



sudo -u steamuser ./steam -command update -game hl2mp -dir .

This works fine.



Is the steam binary too stupid to install anywhere but the local
directory? If so, why offer the -dir argument?

So, I guess if I want multiple servers installed, I need multiple
directories each with their own steam binary? That's the impression
that I am getting.

I'm a noob at Steam servers/HLDS, so maybe this is just common
knowledge, but googling didn't find me anything on the subject, and
I've read multiple how-tos that mentioned using a specified -dir
./whatever.

It's noteworthy that I did install some game servers in a -dir tf2
recently, so I know it's not completely broken, it wasn't in 
previous

steam binary versions.





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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Shane Arnold
I found that with most modems and routers, if you set Protocol in your 
port forwarding to both it would break things. If this is the case, I 
recommend creating two seperate port forwards, one for TCP and one for UDP.

On 6/07/2010 6:27 AM, Nicholas Hastings wrote:
Rcon is TCP on Source. (UDP on GoldSrc)

 On 7/5/2010 6:07 PM, Björn GRYZOR Rohlén wrote:

 RCON is udp as well, most likely a problem with your firewall.

 -TheG

 On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooLcc2isc...@gmail.com   wrote:
  
 Not necessarily, as rcon is TCP and game is UDP, from my memory.

 On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblomi...@teaterljud.se   wrote:


 it shouldnt matter, if players are able to join, then rcon should work
 if its not a problem within the code- that I cant answer.

 Peter

 - Original Message -
 From: Michael K. Gosvigm...@michaelgosvig.dk
 To:hlds_linux@list.valvesoftware.com
 Sent: Monday, July 05, 2010 12:13 PM
 Subject: [hlds_linux] Rcon Problem after update


  
 Hi.



 After the new Source Update was released, we change our port range on our
 source servers from 270XX to 300XX.



 After that we can't use the RCON command ingame any more, it just says
 Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
 me
 if this is because of the port range change or an error in our firewall
 system, we have changed the port range in the firewall.



 Michael



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Re: [hlds_linux] Team Fortress 2 Update Available

2010-07-04 Thread Shane Arnold
1) These are not forums, it's a mailing list. forums.srcds.com are forums.
2) And nothing of value was lost.

Back to it kids.

On 4/07/2010 8:56 PM, Andy Wallace wrote:
 to  M33CROB:
 You're being a bit pretentious are you not?  I am a server admin like every 
 other user in these forums.  Don't be so patronising please!

 To murroid:
 What business? Its a game server - a popular one - why would I want to drum 
 up more business?  It does perfectly fine on its own!
 Can't a guy give some friendly opinions (based on a parent's concern for his 
 kids exposure to abusive and racial slurring) and show by example there are 
 some decent servers out there?

 If you two have nothing better to do than troll the forums inciting flame 
 wars forget about it.





 
 From: murr...@murraysneddon.co.ukmurr...@murraysneddon.co.uk
 To: Half-Life dedicated Linux server mailing 
 listhlds_linux@list.valvesoftware.com
 Sent: Sat, 3 July, 2010 23:14:08
 Subject: Re: [hlds_linux] Team Fortress 2 Update Available

 Looks like he is trying to drum up business to fill up empty servers.
 Sent from my BlackBerry® wireless device

 -Original Message-
 From: M33CROBad...@phoenixrisingtf2.com
 Sender: hlds_linux-boun...@list.valvesoftware.com
 Date: Sat, 3 Jul 2010 15:03:39
 To: Half-Life dedicated Linux server mailing 
 listhlds_linux@list.valvesoftware.com
 Reply-To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2 Update Available

 What is the point. This is a list of server admins, not everyday players.
 Advertising here is useless.

 On Sat, Jul 3, 2010 at 2:54 PM, clad ironcladi...@gmail.com  wrote:


 hmm, can i advertise here also ?

 On Sat, Jul 3, 2010 at 5:07 AM, Andy Wallaceandywalla...@yahoo.com
 wrote:

  
 Agreed! But there are some safer servers out there.  At

 BNSoutlaws.co.ukwe run our own TF2 fun servers and are of the same opinion
 as yourself.
  
 We use alltalk and although there may be some cruder language used later

 in
  
 the evening (UK time 9pm onwards,) we actively remove anyone who uses

 racial
  
 or abusive language in text or voice (and we mean BAN and blacklist, not
 just a kick.)
 We simply have no time for such activity and are proud of our track
 record for keeping the servers safe for everyone.  Our community member
 base and players are from all age groups and we'll do everything to help
 when they report an issue to us.  Equally unwanted are those who scream

 down
  
 their mic or play their own music through it. We normally mute them
 server-side or just kick them if they appear unresponsive to our

 requests.
  
 Feel free to pop on our servers anytime: 94.75.234.53:27015 or
 94.75.234.54:27015 and see for yourself.  We usually get more active mid
 to late afternoons at the weekends but the servers are open 24 hours to
 anyone and you're all more than welcome to bring your friends with you.

   We
  
 run a rotational system of custom and stock maps so there's always plenty

 of
  
 variety :)




 
 From: D3vilfish - Simiancage.orgpriv...@caterhamhill.net
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Fri, 2 July, 2010 8:45:17
 Subject: Re: [hlds_linux] Team Fortress 2 Update Available

 When you have a child of your own that wants to play online your

 understand
  
 why Parents black list servers.
 Im all for freedom of speech but abusive and racist players are not

 needed
  
 or wanted.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Allan
 Button
 Sent: 02 July 2010 08:07
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Available

 Do you let women vote on your servers?

 How about if somebody specs below the belt line.

 Im glad we allow freedom of speach on our servers. Send me your ban
 list so I can invite them all personally to play on a server that
 defends the rights of freedom of speach.

 Sent from my mobile.

 On Jul 2, 2010, at 2:50 AM, D3vilfish - Simiancage.org
 priv...@caterhamhill.net

 wrote:
  

 Engine

 - Removed an exploit that allowed people to change their names to
 something
 other than their Steam profile name.

 Does this now mean that Server Admins will not be able to change
 players
 names that are abusive or racist?
 We have noticed since CSS went O/B that all rename plugins are
 broken and I
 presume TF2 aswell now.
 Simiancage run family friendly servers, we have a no swearing policy
 and
 abuse that includes dodgy names is not tolerated.
 I can see our ban list growing at a alarming rate.


 

Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-04 Thread Shane Arnold
I think he means a way to automatically restart srcds and update when 
one is announced.

I have never done it myself, but I imagine there is a way to hook these 
announcements, either with a sourcemod plugin or by monitoring the 
output of the console/screen session. Infact I vaguely remember a little 
while back the same subject being discussed.

Try doing a search on the mailing list website 
(http://list.valvesoftware.com/).

Regards

||On 5/07/2010 12:49 PM, Gene H wrote:
 thought that was the whole purpose of being subscribed to this list...to get
 notices when there is an update.

 On Sun, Jul 4, 2010 at 9:14 PM, Jesse Molinaje...@opendreams.net  wrote:


 Hi all

 I'm going to slightly threadjack here.  I'm a very experienced unix
 sysadmin, but I'm a noob to the hlds servers.

 On this subject, how do others handle automatic upgrading when there is
 a new server update is out?  Is it even wise to attempt auto updating?

 I know there is the -autoupdate arg to the startup command, but I'm
 under the impression that it's broke, and has always has been broke.  I
 might be wrong there though, feel free to set me straight.

 So, how do others handle automatic updates to the server app?

 And yes, I realize that doing said auto updates may break mods, but hey,
 whatever.

 Thanks



 Eric Riemers wrote:
  
 All,

 Since these mutators are coming every now and then, i need to update all

 my
  
 l4d2 instances.
 These are forks so the nicest thing to do is a shutdown, then it updates

 it
  
 and done.

 However, I only know that I should telnet to the fork port and type in
 shutdown

 Is there a easy way I can setup something in cron to issue a shutdown

 each
  
 day?

 Eric


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 --
 # 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] More than 32 slots with the new TF2 update?

2010-07-02 Thread Shane Arnold
I thought the hardlimit on slots was in place due to Orangebox Engine 
performance/limitations? Do existing extra-slot plugins not allow 64 
players?

On 2/07/2010 1:54 PM, Harry Strongburg wrote:
 Now that the new TF2 update warns about servers with more than 24 slots as 
 being possibly unbalanced..

 Can we get 64+ slot servers without needing to use any extra mods or plugins? 
 People will know it will be unbalanced, but if people want to have that many 
 slots, I don't see why they should be denied that.

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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Shane Arnold
  - Sent from my iPhone somewhere near Pluto.

On 25/06/2010 6:46 AM, Nathan Nagato wrote:
 Disregarding your disregard. :)

 On 6/24/2010 6:41 PM, E3pO wrote:

 Disregarded. ;)

 On Jun 24, 2010 6:37 PM, adminmob...@vugaming.net
 adminmob...@vugaming.net   wrote:

 Testing
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2010-06-17 Thread Shane Arnold
When you say one by one, do you mean over time? Or immediately after 
adding them?

Sound like maybe a plugin or cvar issue.*

*On 17/06/2010 4:57 PM, Claudio Beretta wrote:
 I tried adding 8 bots by issuing the tf_bot_add 8 RCON command: the bots are
 immediately added but then they automatically kicked one by one.
 When the map changes they are added back by the engine. You can kick them
 via RCON, but they join again.
 I had to restart a full server to stop this behavior.
 What's going on?


 On Thu, Jun 17, 2010 at 1:59 AM, Jason Ruymenjas...@valvesoftware.comwrote:


 An optional update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Engine:
 - Fixed crash in SourceTV relay

 Team Fortress 2
 - Fixed blood splashes not appearing on bullet hits
 - Fixed Achievement dialog text being cut off for certain resolutions
 - TFBot Changes:
 -Medics now respond when nearby humans call for Medic
 - If a Medic Bot is healing you and has an ÜberCharge ready, use the
 voice commands Go go go! or Activate Charge! to force the Bot to
 activate the ÜberCharge

 Jason


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Re: [hlds_linux] Left 4 Dead 2 Update Released

2010-04-23 Thread Shane Arnold
VALVe makes the srcds software, not the plugins that support it.

On 23/04/2010 3:20 PM, Никита Булаев [Nikita Bulaev] wrote:
 In addition to Metamod:

 Could not find path for: bin/tier0_linux.so


 There is really no that file. Linking in from old version couses segfault.

 Guys, really, why do release the update, if you did not even test it with
 the most popular plugin???

 2010/4/23 Никита Булаев [Nikita Bulaev]djfireb...@gmail.com


 Well, metamod is broken =(

 Failed to load plugin ../left4dead2/addons/metamod/bin/server_linux.so

 Damn...

 I still do not understand - WHY valve makes the DLC noone needed, if they
 did not even fix hundreds of bugs?? NONE of bugs fixed!!! But they bring a
 lot of new ones! I am shocked!



  
 -Original Message-
 From: hlds_announce-boun...@list.valvesoftware.com
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
 Sent: Thursday, April 22, 2010 4:34 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_announce] Left 4 Dead 2 Update Released

 A required update for Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Added The Passing.  Includes 3 new maps, new weekly game modes
 (Mutations), a new 'uncommon common', new melee weapons and support for
 infected bot play in Versus mode

 Jason

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 --
 Nikita

  
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Re: [hlds_linux] hl2mp not picking up hostname?

2010-03-25 Thread Shane Arnold
+servercfgfile

Or something to that effect.

On 25/03/2010 10:36 PM, Miano, Steven M. wrote:
 I'm trying to start up to different servers on the same box with a 
 server3.cfg and a server4.cfg, but it seems like the configs are not being 
 executed from my command line.

 I am starting my hl2mp server with this command line:

 /srcds_l/srcds_run -game hl2mp -port 27015 +ip 24.129.170.4 +map dm_overwatch 
 +maxplayers 16 +exec server3.cfg

 I don't have a server.cfg, but am trying to use a server3.cfg, and a 
 server4.cfg with:

 hostname BHN of Tampa HL2DM Server #1
 and
 hostname BHN of Tampa HL2DM Server#2

 Respectively.

 Any help would be appreciated...I have two counter strike servers running, 
 and they pick up on server1.cfg and server2.cfg perfectly, it's odd.

 Also when I screen into the console, I can: exec server3.cfg || exec 
 server4.cfg and it works

 Thanks for any input,

 Steve


 
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Re: [hlds_linux] Segmentation fault

2010-03-12 Thread Shane Arnold
Most of my segfaults especially on my Linux boxes ended up being 
something wrong with the installation.

Did a completely barebones install of Debian and srcds and now 
everything is hunky dory.

On 12/03/2010 3:24 PM, Ulrich Block wrote:
 Had this too running Counter Strike. An admin used quit to restart and
 the server segfaulted.

 Kyle Sanderson schrieb:

 Which mod?

 Thanks,
 Kyle.

 On Thu, Mar 11, 2010 at 4:39 PM, Christopher Szabosza...@hotmail.comwrote:


  
 Im running 9 servers on 3 machines and they all crash several times a day
 since the last hlds updates.

 I get Segmentation fault $HL_CMD all the time. And there is a lot more
 people with the same problem if you google it.
 Someone did a mistake in the last update.

 Running Debian 5 64bit.


 *# gdb ./hlds_i686 core.833
 GNU gdb 6.8-debian
 Copyright (C) 2008 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later
 http://gnu.org/licenses/gpl.html
 This is free software: you are free to change and redistribute it.
 There is NO WARRANTY, to the extent permitted by law.  Type show copying
 and show warranty for details.
 This GDB was configured as x86_64-linux-gnu...
 Cannot access memory at address 0xf7feb658


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 Mejla på krogen! Hotmail i mobilen.

 http://new.windowslivemobile.msn.com/SE-SE/windows-live-hotmail/default.aspx
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Re: [hlds_linux] L4D2 - STEAM validation rejected

2010-02-20 Thread Shane Arnold
Have you tried removing the file altogether and creating a new 
one/trying again? What happens if you use another editor? You can't just 
delete the ^@ as they are a part of the file encoding, so if you don't 
change the encoding format they will just return after you save it ;)

On 21/02/2010 1:18 AM, Aaron A. Maricic wrote:
 Every time I start the server, steam_appid.txt ends up with the ^@ in
 it... even if I've edited the file with nano to remove those extra
 characters. Any ideas as to why that would be happening? Does it pull
 the appid from a different config file somewhere?

 Thanks.

 Shane Arnold wrote:

 Validation rejections occur when the versions are mismatched between
 client and server. Delete your steam.inf and steam_appid.txt and run a
 verify_all to fix. Having ^@ just means you saved it with the wrong
 encoding. All file edits for Linux server should be done preferably with
 a text editor that conserves encoding (protip, notepad converts to DOS
 encoding which will break things).

 On 29/01/2010 12:15 PM, Aaron A. Maricic wrote:

  
 I am having the exact same problem. My steam_appid.txt has the following
 in it:

 550^@

 Seems a bit strange with the ^@ ... should that be there?

 Thanks.

 David Banham wrote:



 Hi guys,

 None of my L4D2 servers are getting any traffic and I'm seeing the 
 following
 error:

 RejectConnection: [various IPs go here] - STEAM validation rejected

 I can't find any information on what could be causing this apart from a
 problem with steam_appid.txt. Mine is currently set at 550, which is as it
 should be for Australia.

 Can anyone point me in the right direction?

 Cheers,

 David Banham.
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Re: [hlds_linux] HLDS Hosting

2010-02-11 Thread Shane Arnold
How long is a piece of string?

On 11/02/2010 7:58 PM, andrei dac dac wrote:
 What pc i need for
 3 x 22/slots
 3 x 11/slots
 i mean procesors and memory
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Re: [hlds_linux] L4D2 - STEAM validation rejected

2010-01-29 Thread Shane Arnold
Validation rejections occur when the versions are mismatched between 
client and server. Delete your steam.inf and steam_appid.txt and run a 
verify_all to fix. Having ^@ just means you saved it with the wrong 
encoding. All file edits for Linux server should be done preferably with 
a text editor that conserves encoding (protip, notepad converts to DOS 
encoding which will break things).

On 29/01/2010 12:15 PM, Aaron A. Maricic wrote:
 I am having the exact same problem. My steam_appid.txt has the following
 in it:

 550^@

 Seems a bit strange with the ^@ ... should that be there?

 Thanks.

 David Banham wrote:

 Hi guys,

 None of my L4D2 servers are getting any traffic and I'm seeing the following
 error:

 RejectConnection: [various IPs go here] - STEAM validation rejected

 I can't find any information on what could be causing this apart from a
 problem with steam_appid.txt. Mine is currently set at 550, which is as it
 should be for Australia.

 Can anyone point me in the right direction?

 Cheers,

 David Banham.
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Re: [hlds_linux] L4D2 - STEAM validation rejected

2010-01-29 Thread Shane Arnold
And conserves == preserves, Friday afternoon, pub, typing on a Windows 
Mobile phone. Grammatical correctness, spelling, context: Shane cares 
not for these things.

On 29/01/2010 6:05 PM, Shane Arnold wrote:
 Validation rejections occur when the versions are mismatched between
 client and server. Delete your steam.inf and steam_appid.txt and run a
 verify_all to fix. Having ^@ just means you saved it with the wrong
 encoding. All file edits for Linux server should be done preferably with
 a text editor that conserves encoding (protip, notepad converts to DOS
 encoding which will break things).

 On 29/01/2010 12:15 PM, Aaron A. Maricic wrote:

 I am having the exact same problem. My steam_appid.txt has the following
 in it:

 550^@

 Seems a bit strange with the ^@ ... should that be there?

 Thanks.

 David Banham wrote:

  
 Hi guys,

 None of my L4D2 servers are getting any traffic and I'm seeing the following
 error:

 RejectConnection: [various IPs go here] - STEAM validation rejected

 I can't find any information on what could be causing this apart from a
 problem with steam_appid.txt. Mine is currently set at 550, which is as it
 should be for Australia.

 Can anyone point me in the right direction?

 Cheers,

 David Banham.
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Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-29 Thread Shane Arnold
Socket bind failed (Cannot assign requested address)
Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL

That's pretty self explanatory.



On 29/01/2010 9:22 PM, h...@gmx.de wrote:
 Can no one help me ? :(
 Thats the output when I start tf2 with putty, VAC isnt active :(





 ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100 +map 
 cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
 Auto detecting CPU
 Using default binary: ./srcds_i486
 Server will auto-restart if there is a crash.
 INFO: Located steam: ../steam
 Updating server using Steam.
 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Team Fortress 2 Content' version 130


 Checking/Installing 'Team Fortress 2 Materials' version 49


 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 24


 HLDS installation up to date

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 [sbsrc] Plugin loaded successfully!
 maxplayers set to 22
 Unknown command r_decal_cullsize
 maxplayers set to 22
 Unknown command r
 Server logging enabled.
 Server logging data to file logs/L0129224.log
 L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log) (game 
 /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099)
 Unknown command sm_bm_slotsfree
 Unknown command startupmenu
 Socket bind failed (Cannot assign requested address)
 Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005 CL
 Server logging data to file logs/L0129225.log
 SOLID_VPHYSICS static prop with no vphysics model! 
 (models/props_foliage/grass_0 
   
 2_cluster01.mdl)
 L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
 L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98
 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110
 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61
 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320
 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321
 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22
 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97
 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59
 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253
 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE 20091001 
 Build 
1 Copyright (c) 2009 
 MaxMind Inc All Rights Reserved
 L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED) with db 
 co
nfig
 L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with db 
 conf  
  ig
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Spawnpoint at (2472.00 -1616.00 -124.00) is not clear.
 Spawnpoint at (2400.42 -1622.53 -124.00) is not clear.
 Spawnpoint at (2576.61 -1624.86 -124.00) is not clear.
 Spawnpoint at (2425.47 -1506.63 -124.00) is not clear.
 Spawnpoint at (2520.00 -1592.00 -124.00) is not clear.
 Spawnpoint at (2576.61 -1547.52 -124.00) is not clear.
 L 01/29/2010 - 14:15:46: [crashmap.smx] Restarts is 1
 CModelLoader::Map_IsValid:  Empty mapname!!!
 L 01/29/2010 - 14:15:46: [crashmap.smx] [CMR] cp_dustbowl loaded after server 
 cr
ash.
 L 01/29/2010 - 14:15:46: [SM] Changed map to cp_dustbowl
 [SourceBans] Loading configs/sourcebans.cfg config file
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continu   
 ing with current 
 version anyway.
 commandline.cpp (628) : Assertion Failed: (nIndex= 0)  (nIndex  
 m_nParmCoun 

Re: [hlds_linux] No VAC on TF2 Server.....

2010-01-29 Thread Shane Arnold
If a server can not bind to an address, than the chances of anything 
network related (inluding VAC, let alone clients being able to join your 
server) working, are slim to none. Check your startup line and ensure it 
contains a +ip line to bind it to an address, or, that your local hosts 
file correctly lists your dns against the correct IP. In my experience, 
when an IP is not specified, srcds will bind to the ip corresponding to 
the local DNS resolve.

On 29/01/2010 10:13 PM, h...@gmx.de wrote:
 You mean that the IP cannot be binded ?

 But why do it work when I restart the whole Root ?

 Thats not normal :(

 What can I do ?


  Original-Nachricht 

 Datum: Fri, 29 Jan 2010 21:27:21 +0800
 Von: Shane Arnoldclontar...@iinet.net.au
 An: Half-Life dedicated Linux server mailing 
 listhlds_linux@list.valvesoftware.com
 Betreff: Re: [hlds_linux] No VAC on TF2 Server.
  

 Socket bind failed (Cannot assign requested address)
 Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV / 27005
 CL

 That's pretty self explanatory.



 On 29/01/2010 9:22 PM, h...@gmx.de wrote:
  
 Can no one help me ? :(
 Thats the output when I start tf2 with putty, VAC isnt active :(





 ./srcds_run -console -game tf -port 27040 +maxplayers 22 -tickrate 100

 +map cp_dustbowl -tvmasteronly +exec server.cfg -autoupdate -verify_all
  
 Auto detecting CPU
 Using default binary: ./srcds_i486
 Server will auto-restart if there is a crash.
 INFO: Located steam: ../steam
 Updating server using Steam.
 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Team Fortress 2 Content' version 130


 Checking/Installing 'Team Fortress 2 Materials' version 49


 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 24


 HLDS installation up to date

 Console initialized.
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 [sbsrc] Plugin loaded successfully!
 maxplayers set to 22
 Unknown command r_decal_cullsize
 maxplayers set to 22
 Unknown command r
 Server logging enabled.
 Server logging data to file logs/L0129224.log
 L 01/29/2010 - 14:15:38: Log file started (file logs/L0129224.log)

 (game /home/kd10002/server/tf2-27040/orangebox/tf) (version 4099)
  
 Unknown command sm_bm_slotsfree
 Unknown command startupmenu
 Socket bind failed (Cannot assign requested address)
 Network: IP xx.xxx.xx.xxx, mode MP, dedicated Yes, ports 27040 SV /

 27005 CL
  
 Server logging data to file logs/L0129225.log
 SOLID_VPHYSICS static prop with no vphysics model!

 (models/props_foliage/grass_0

 2_cluster01.mdl)
  
 L 01/29/2010 - 14:15:40:  Mapchange to cp_dustbowl 
 L 01/29/2010 - 14:15:40: [SDKHOOKS] EndTouch offset = 98
 L 01/29/2010 - 14:15:40: [SDKHOOKS] FireBullets offset = 110
 L 01/29/2010 - 14:15:40: [SDKHOOKS] OnTakeDamage offset = 61
 L 01/29/2010 - 14:15:40: [SDKHOOKS] PreThink offset = 320
 L 01/29/2010 - 14:15:40: [SDKHOOKS] PostThink offset = 321
 L 01/29/2010 - 14:15:40: [SDKHOOKS] SetTransmit offset = 20
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Spawn offset = 22
 L 01/29/2010 - 14:15:40: [SDKHOOKS] StartTouch offset = 96
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Think offset = 46
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Touch offset = 97
 L 01/29/2010 - 14:15:40: [SDKHOOKS] TraceAttack offset = 59
 L 01/29/2010 - 14:15:40: [SDKHOOKS] UpdateOnRemove offset = 103
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanSwitchTo offset = 255
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_CanUse offset = 249
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Drop offset = 252
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Equip offset = 250
 L 01/29/2010 - 14:15:40: [SDKHOOKS] Weapon_Switch offset = 253
 L 01/29/2010 - 14:15:40: [GEOIP] GeoIP database info: GEO-106FREE

 20091001 Build
  1 Copyright
 (c) 2009 MaxMind Inc All Rights Reserved
  
 L 01/29/2010 - 14:15:40: [n1g-tf2-stats.smx] DatabaseInit (CONNECTED)

 with db co
 nfig
  
 L 01/29/2010 - 14:15:40: [crashlogger.smx] DatabaseInit (CONNECTED) with

 db conf
 ig
  
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Spawnpoint at (2472.00 -1616.00 -124.00) is not clear.
 Spawnpoint at (2400.42 -1622.53 -124.00) is not clear.
 Spawnpoint at (2576.61 -1624.86 -124.00) is not clear.
 Spawnpoint at (2425.47 -1506.63 -124.00) is not clear.
 Spawnpoint at (2520.00 -1592.00 -124.00) is not clear.
 Spawnpoint at (2576.61 -1547.52 -124.00) is not clear.
 L 01/29/2010 - 14:15:46: [crashmap.smx] Restarts is 1
 

Re: [hlds_linux] sv_pure...cheat?

2010-01-21 Thread Shane Arnold
Pure is a whitelist/blacklist system, and nothing more. It only stop 
non-whitelisted materials and file modifications from being used on a 
pure server.

VAC Security is what will get people banned.

On 21/01/2010 8:25 PM, Tom Leighton wrote:
 Well no, it doesn't disable VAC at all, aimbots, speedhacks, etc, can
 still not be used since VAC will still catch these. Material wallhacks
 (the last time that I tested one out anyway) are pretty naff, and people
 show themselves up by shooting through walls when they think someone is
 in front of them (since there is effectively no distance telltale).

 Donnie Newlove wrote:

 EXE ones type of hacks has a chance to be caught by VAC, material
 hacks does not. Using sv_pure 0 effectively disables VAC since that
 means wallhacks can be used at absolutely no risk of ever getting VAC
 banned.

 On Wed, Jan 20, 2010 at 8:05 PM, icsi...@ics-base.net  wrote:

  
 For the sv_pure talk, i just have to say this. We ran sv_pure 1 for a
 year on our servers. Wallhacks didn't decrease compared to the past year
 before it. They do not use the material hacks that pure would stop, but
 the exe ones that will draw wireframe even if pure is on. Sv_pure is
 pretty much useless in my opinion.

 -ics

 Ronny Schedel kirjoitti:


 This will not work for the first map. He has to specify it in the
 autoexec.cfg or on the start command line of the server.




  
 Try using it in your server.cfg file.

 On Wed, 2010-01-20 at 13:21 -0500, Chris wrote:



 Simple to explain. I'm at a loss here.

 I type in console:
 sv_pure 1

 Console responds:
 Can't use cheat command sv_pure in multiplayer, unless the server has
 sv_cheats set to 1.

 How is that possible?
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Re: [hlds_linux] Left 4 Dead 2 warping zombies and other problems

2010-01-15 Thread Shane Arnold
Check your CPU usage.

On 15/01/2010 7:02 PM, Nevermore wrote:
 Hi
 I am running 2 forked l4d2 servers.
 My zombies and prop physics are warping a little.
 It's not a huge warp, but zombies don't look like walking smoothly.
 Same hapens with props when i hit them.
 Ping is ok, CPU usage is ok, Memory is ok, i don't know what else to
 look.

 Another problem i have, is that i cannot see my servers in steam group
 servers box.

 Now a final question, how do i do to allow more gametypes than just
 cooperative?
 And how do i change it?
 Is it possible to config a server for VS only like in l4d1?

 Thank you


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Shane Arnold
But it's at capacity on one core.

The process chews clocks, so if you had a Dual Core 2Ghz it's currently 
only got 1000Mhz of clock to play with, whereas if it were multithreaded 
it could spread the load over both cores, meaning it now has 2000Mhz to 
play with and can manage it's load much better than just thrashing the 
one core.

On 5/01/2010 7:55 AM, Tony Paloma wrote:
 It's not like saying I don't want a 2000MHz CPU because I'm not gaining any
 CPU power out of threading. It's just spreading the workload around.

 My point was, right now my CPU is at capacity and adding threading into the
 mix will not help.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Monday, January 04, 2010 3:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server multi-threaded support

 If multi-threaded code takes 100% of two cores, then it probably lags bad
 with just one core. It's like saying I don't want a 2000 MHz cpu because it
 already takes 100% of  my 1000MHz cpu...

 If you have a multi-core system, then you should set affinity to a single
 core so the app doesn't get swapped from core to core. If we actually had
 multi-threaded code, we could do the same thing - decide for ourselves how
 many cores it uses.

 I vote for 64 bit multi-threaded code. And I'm going to wait for the easter
 bunny to bring it because that is likely to be the only way we will get
 it...


 - Original Message -
 From: Tony Palomadrunkenf...@hotmail.com
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com
 Sent: Monday, January 04, 2010 2:56 PM
 Subject: Re: [hlds_linux] TF2 server multi-threaded support



 I'm not a fan of adding multi-threading to TF2 servers only because with
 32
 players it's already taking 100% CPU of one core -- I don't need it taking
 100% of two.

 Oh! Just set processor affinity! you might say. Ya, now the threading
 support would still only be hurting things, not helping (added overhead,
 starved threads, etc.).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin
 Zey
 Sent: Monday, January 04, 2010 2:47 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server multi-threaded support

 Lets add: 64-bit support, better instruction set utilization, better
 optimization, and free candy to the wishlist. Until valve actually
 commits people to this its probably not happening soon

 - Neph

 On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
  
 I too would like to know this information, the list has gotten quite...

 dry
  
 for the latest HLDS/SRCDS informaton, and or for update timelines.

 Kyle.
 On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net   wrote:



 I know that I have at least brought this to the list's attention once.

 Does anyone have any information on if/when TF2 will start utilizing
 multi-threaded/multi-core processing? CPUs are going down in speed and
 up in cores lately.  If you want anything decent (3.0GHZ+) you are
 paying for it.

 Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
 without a problem.  We need this for TF2 as well...

 We currently balance two tf2 servers on two separate 2.0GHZ cores which
 is working for now but that chokes us there.  It would be nice to be
 able to run these spread out over the two cores.

 -f0rkz


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Re: [hlds_linux] How to disallow crafting on TF2 servers?

2010-01-02 Thread Shane Arnold
AFK/other timewasters can be a big problem on high-volume 
high-popularity servers. My local heros @3FL always have queues of 5-6 
people at any given time during peak periods trying to join particular 
servers.

On 3/01/2010 2:24 AM, Oliver Salzburg wrote:
 On 2010-01-02 18:28, Ronny Schedel wrote:

 we have alot of players standing around and crafting on a full server. This
 is huge impact for the game play if the half team is afk.

  
 I have a hard time imagining how crafting can have such a big impact on
 gameplay.
 It's not like it takes long. How is it even possible for people to have
 enough items
 so that they can occupy themselves with crafting for a considerable
 amount of time?

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Re: [hlds_linux] L4D2 Segfault On Start

2009-12-31 Thread Shane Arnold
Try binding to an IP in your startup line. Also none of my L4D2 servers 
have that core truncate error. Perhaps you have a corrupted install?

On 1/01/2010 1:07 PM, Ben B wrote:
 Im on linux, ubuntu... and when i try to start l4d2 server ./srcds_run -game
 left4dead2, i get in instant segfault.

 the debug doesn't make any sense, so I tried removing all files, and
 re-downloading the files

 here is the debug
 Segmentation fault (core dumped)
 BFD: Warning: /home/goerge/l4d2/core is truncated: expected core file size

 = 18890752, found: 2215936.
  
 Cannot access memory at address 0xf77e2670
 Cannot access memory at address 0xf6ce26b4
 Cannot access memory at address 0xf77e2670

 Ive done a verify_all update after removing install.blob

 i can run tf2 and dod servers just fine.

 Ive done some searching on the srcds forums and google, nothing has helped
 yet deleting installrecord.blob didn't change anything.
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Re: [hlds_linux] miked/michaeld and erics Support Accounts hacked!

2009-12-30 Thread Shane Arnold
I use generic passwords for stuff online anyway. Important stuff is 
protected by a password that would take millenia to bruteforce ;)

On 30/12/2009 10:30 PM, ics wrote:
 You want the link.. why? To gloat? To use the login  password?

 I did a little googleing based on the information said on the first post
 and the it's only erics, miked and michaeld's password that has been
 discovered. Propably through bruteforce attacks so not everyone's
 support logins and passwords are at risk.

 -ics


 Andres Pozos kirjoitti:

 Link please?

  
 Hi ladies,

 hope u will change your passwords now as your support.steampowered.com
 passwords are very simple and visible on the 26c3 hacked site.

 I am really shocked to now after seeing this simple passwords for the
 accounts.

 Choose better passwords and fix the injections!

 Gogogo!





 Se certificó que el correo entrante no contiene virus.
 Comprobada por AVG - www.avg.es
 Versión: 9.0.722 / Base de datos de virus: 270.14.123/2594 - Fecha de la 
 versión: 12/30/09 07:27:00




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Re: [hlds_linux] Post by non-member to a members-only list

2009-12-30 Thread Shane Arnold
That would suggest you aren't on the list, and the reason your emails 
are getting sent fine is because they are being accepted by the moderator?

Double-check your subscription using the link on the bottom of the email.

On 31/12/2009 1:45 AM, Oliver Salzburg wrote:
 I keep getting a mail saying:
 Your message to hlds awaits moderator approval

 The reason it is being held:

   Post by non-member to a members-only list

 I don't get it. How am I not a member of the list anymore?
 Especially since I had sent other mails that were posted just fine.



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Re: [hlds_linux] steam binary fails with Illegal instruction.

2009-12-25 Thread Shane Arnold
/home/gameadmin/steam/css/srcds_amd
/home/gameadmin/steam/css/srcds_i486
/home/gameadmin/steam/css/srcds_i686
/home/gameadmin/steam/css/srcds_run
/home/gameadmin/steam/l4d/srcds_i486
/home/gameadmin/steam/l4d/srcds_run
/home/gameadmin/steam/left4dead2/srcds_linux
/home/gameadmin/steam/left4dead2/srcds_run
/home/gameadmin/steam/left4dead2_demo/srcds_linux
/home/gameadmin/steam/left4dead2_demo/srcds_run
/home/gameadmin/steam/orangebox/srcds_i486
/home/gameadmin/steam/orangebox/srcds_run

Just for reference ;)

On 25/12/2009 9:27 PM, Saul Rennison wrote:
 I thought that all VALVe binaries were i486, not i586?

 Thanks,
 - Saul.


 2009/12/25 Peter Lindblomi...@teaterljud.se


 set chmod 755 on the steam file

 - Original Message -
 From: Patrick Palkaorland...@gmail.com
 To:hlds_linux@list.valvesoftware.com
 Sent: Thursday, December 24, 2009 9:05 PM
 Subject: [hlds_linux] steam binary fails with Illegal instruction.


  
 - Gentoo Linux
 - i586 processor (VIA C3)
 - running under a normal user, in home directory

 The binary that came with hldsupdatetool.bin updated itself to version
 34; after that, any call to ./steam fails with Illegal instruction,
 regardless of passed parameters.

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Re: [hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Shane Arnold
STEAMHOME = `pwd` = current working directory
STEAMHOME = /path/to/home

echo '$STEAMHOME is the current path'

On 13/12/2009 9:20 PM, Thomas Hjorth wrote:
 Hi all

 I tried setting $HOME in a number of ways... latest was adding an
 export HOME=$(pwd) in the beginning of hlds_run, but it still goes
 with the users regular $HOME, which means that all the server started
 with the same user is fighting about the same $HOME/.steam folder.

 Any ideas to set $HOME correctly or force hlds_run to use a specific
 homedir?

 Regards
 Thomas Hjorth
 DSRack.com



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Re: [hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Shane Arnold
Sorry no spaces in those two lines (was for ease of reference).

On 13/12/2009 10:02 PM, Shane Arnold wrote:
 STEAMHOME = `pwd`= current working directory
 STEAMHOME = /path/to/home

 echo '$STEAMHOME is the current path'

 On 13/12/2009 9:20 PM, Thomas Hjorth wrote:

 Hi all

 I tried setting $HOME in a number of ways... latest was adding an
 export HOME=$(pwd) in the beginning of hlds_run, but it still goes
 with the users regular $HOME, which means that all the server started
 with the same user is fighting about the same $HOME/.steam folder.

 Any ideas to set $HOME correctly or force hlds_run to use a specific
 homedir?

 Regards
 Thomas Hjorth
 DSRack.com



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Re: [hlds_linux] [TF2] 1000 as secundary ammo

2009-12-06 Thread Shane Arnold
How is it a game issue? It's obviously a plugin issue. I'm not sure 
anybody with a vanilla install is having 1000 secondary ammo.

Try disabling all your plugins and re-enable them one by one to find the 
one that is broken.

Then go to www.sourcemod.com and post there.

Nightbox wrote:
 Sourcemod plugins:

 http://pastebin.com/m39923418

 I have 1000 as secundary ammo, and not only me, everyone does.

 I put sm on warmode and seems to be the same.

 I think its a game issue.
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Re: [hlds_linux] [TF2] 1000 as secundary ammo

2009-12-06 Thread Shane Arnold
So it obviously doesn't disable ALL plugins, which is what I suggested.

Please disable all plugins, and let us know if it still happens.

Nightbox wrote:
 I said that i did war mode, which disables every plugin and load the good
 ones.

 2009/12/6 Shane Arnold clontar...@iinet.net.au

   
 How is it a game issue? It's obviously a plugin issue. I'm not sure
 anybody with a vanilla install is having 1000 secondary ammo.

 Try disabling all your plugins and re-enable them one by one to find the
 one that is broken.

 Then go to www.sourcemod.com and post there.

 Nightbox wrote:
 
 Sourcemod plugins:

 http://pastebin.com/m39923418

 I have 1000 as secundary ammo, and not only me, everyone does.

 I put sm on warmode and seems to be the same.

 I think its a game issue.
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-05 Thread Shane Arnold
Why would a change in a source engine game cause an entire website to be 
unreachable? Cmon guys...

Kerry Dorsey wrote:
 I'm assuming that this update broke Sourcemod? Considering their site is 
 down/overloaded and my servers wouldn't start without disabling addons, it 
 seems a logical conclusion. Anyone confirm this?

 --Kerry
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Matt Ford [m...@]
 Sent: Saturday, December 05, 2009 6:46 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available

 Hi Jason,

 This, for me at least, update seems to break sv_steamgroup_exclusive.
 These settings seem to yoyo between working and not working with each
 update.

 Matt.

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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-02 Thread Shane Arnold
The server files would of had to match obviously... but it is not so 
much a server update. Both issues list are cient side, that is what I 
meant. Even more reason for people to fix their autoupdate scripts and 
use scheduled updates ;)

Saint K. wrote:
 It was a server update as well (required!)

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: Wednesday, December 02, 2009 8:47 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 update (yeah again, right now)

 By the looks of it, they are client-side updates. Not really something 
 that needs to be announced on a hlds_srcds list.

 There is actually a proper announce list if that's what you guys want.

 Saint K. wrote:
   
 Why o why is this not being announced anymore

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, December 01, 2009 11:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] L4D2 update (yeah again, right now)

 Since no one posted official info about this, just for your information, 
 there is a new update for left 4 dead 2 available for you all server 
 running folks.

 * Fixed case where game failed to launch in certain machine
   configurations Fixed bug where a burning witch could get into a
   state where she's invincible
 * Fixed bug where bots would not shoot at Jockeys and Chargers while
   approaching to save a teammate


 -ics


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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.87/2536 - Release Date: 12/01/09 
 08:59:00

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 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.88/2538 - Release Date: 12/01/09 
 20:32:00

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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Shane Arnold
By the looks of it, they are client-side updates. Not really something 
that needs to be announced on a hlds_srcds list.

There is actually a proper announce list if that's what you guys want.

Saint K. wrote:
 Why o why is this not being announced anymore

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, December 01, 2009 11:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] L4D2 update (yeah again, right now)

 Since no one posted official info about this, just for your information, 
 there is a new update for left 4 dead 2 available for you all server 
 running folks.

 * Fixed case where game failed to launch in certain machine
   configurations Fixed bug where a burning witch could get into a
   state where she's invincible
 * Fixed bug where bots would not shoot at Jockeys and Chargers while
   approaching to save a teammate


 -ics


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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.87/2536 - Release Date: 12/01/09 
 08:59:00

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Re: [hlds_linux] L4D/L4D2 + NAT

2009-11-27 Thread Shane Arnold
The problem isn't lan games. The problem is hosting a dedicated server 
behind a NAT firewall. Unfortunately you have missed the point entirely.

David Parker wrote:
 Hello,

 I haven't tried a LAN game with a dedicated server, but we are able to host 
 LAN-only games on a client just fine.  As long as the Steam accounts are 
 friends of each other, if one client starts a game the others will see it.  
 It seems to work fine for both L4D and L4D2 in our computer labs, which are 
 on a LAN with 10.x.x.x IP addresses.

 - Dave

 - Original Message -
 From: Shane Arnold clontar...@iinet.net.au
 Date: Friday, November 27, 2009 1:48 am
 Subject: Re: [hlds_linux] L4D/L4D2 + NAT
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com

   
 Hi All (VALVe Developers (Matchmaking)),

 Wondering if this is being looked at at all? After sorting out 
 network 
 issues it still definitely seems that there is something in the 
 matchmaking/lobby code that plays havoc on LAN. I've been able 
 to get 
 other srcds-based servers like Team Fortress 2 to work 
 flawlessly, so I 
 am wondering what the problem is with L4D/L4D2? Are VALVe 
 prepared to 
 say that it is now impossible to run and connect to a LAN 
 server? Is 
 anybody else able to succesfully connect to a LAN server behind 
 a NAT?

 Beginning to think it's deliberately crippled...

 Shane Arnold wrote:
 
 Also, with further testing, if I force the server to lan 
   
 (sv_lan 1 on 
 
 startup) this issue is gone altogether, which leads me to 
   
 believe that 
 
 L4D2 is still not playing nicely with NAT lans.

 Shane Arnold wrote:

   
 Steam/VAC does it's thing and rejects validation. I've given 
 
 up on it 
 
 for the mean time. The reason it confuses me is people can 
 
 host local 
 
 servers (via the windows client) using a modified AppID and 
 
 it seems to 
 
 work fine.

 Y Smith wrote:

  
 
 What happens if you leave the server's AppID and just change 
   
 the clients'?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf 
   
 Of Shane Arnold
 
 Sent: Wednesday, 18 November 2009 1:06 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 + NAT

 I should probably mention this does not occur on a vanilla 
   
 server. 
 
 This is happening on a server I have modified the AppID on 
   
 to 510. 
 
 Please don't tell me the AppID is breaking my server :(

 Shane Arnold wrote:

  

   
 Hi All,

 Having issues with connections to a local NAT server. When 
 
 connecting to 
 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason 
 
 ReplyReservationRequest  Host_NewGame 
 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from 
 
 maps/c1m1_hotel_commentary.txt. Initializing Director's script
 
 [S_API FAIL] SteamAPI_Init() failed; unable to update local 
 
 steamclient. 
 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
 VAC secure mode is activated.

 Connection on client then fails with error Session is no 
 
 longer 
 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires 
 
 lobby 
 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout 
 
 period) I get the 
 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), 
 
 clients(no), 
 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a 
 
 client not 
 
 connect to a simple server on the same LAN? My server 
 
 startup line is;
 
 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning 
 
 clients are unable 
 
 to connect to my external IP for the same reason...

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Re: [hlds_linux] Offline LAN server

2009-11-26 Thread Shane Arnold
In my experience,

./srcds_run: line 337: 2889 Alarm clock $HL_CMD

Is caused by a routing or other issue when trying to contact master 
servers. Which is silly I know when the whole point is attempting a 
lan-only server. Try adding -insecure to your startup so that it does 
not attempt VAC security. May provide a solution.  

axiona wrote:
 Hi,

 I've been trying to set up an offline LAN server for left 4 dead, 
 however, I keep running into an issue.

 console:
 ~/srcds/l4d/l4d$ ./srcds_run -game left4dead -ip 192.168.1.6 -port 27015 
 +map l4d_farm01_hilltop -nomaster +exec server.cfg -debug
 Enabling debug mode
 Server will auto-restart if there is a crash.
 #
 #Console initialized.
 #Game.dll loaded for L4D - Co-op - Normal
 #ConVarRef cl_language doesn't point to an existing ConVar
 Server is hibernating
 Queuing heartbeat send to legacy master server.
 Game supporting (2) split screen players
 maxplayers set to 18
 Network: IP 192.168.1.6, mode MP, dedicated Yes, ports 27015 SV / 0 CL
  Host_NewGame 
 Host_NewGame on map l4d_farm01_hilltop
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 Commentary: Loading commentary data from 
 maps/l4d_farm01_hilltop_commentary.txt.
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Queuing heartbeat send to steam master server updater.
 ./srcds_run: line 337:  2889 Alarm clock $HL_CMD
 cat: hlds.2885.pid: No such file or directory
 email debug.log to li...@valvesoftware.com
 Fri Nov 27 01:22:34 CET 2009: Server restart in 10 seconds

 debug.log:
 --
 CRASH: Fri Nov 27 01:22:34 CET 2009
 Start Line: ./srcds_i486 -game left4dead -ip 192.168.1.6 -port 27015 
 +map l4d_farm01_hilltop -nomaster +exec server.cfg -debug
 End of Source crash report
 --

 Whenever the server has an active internet connection, it runs just fine 
 without any issues.
 When you unplug the internet however, it keeps crashing on ./srcds_run: 
 line 337:   Alarm clock $HL_CMD
 The goal is to set up a server that *can* work in a LAN environment 
 without an active internet conenction.

 Any ideas/suggestions are welcome.

 Thanks in advance.


 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4640 (20091126) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



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Re: [hlds_linux] L4D/L4D2 + NAT

2009-11-26 Thread Shane Arnold
Hi All (VALVe Developers (Matchmaking)),

Wondering if this is being looked at at all? After sorting out network 
issues it still definitely seems that there is something in the 
matchmaking/lobby code that plays havoc on LAN. I've been able to get 
other srcds-based servers like Team Fortress 2 to work flawlessly, so I 
am wondering what the problem is with L4D/L4D2? Are VALVe prepared to 
say that it is now impossible to run and connect to a LAN server? Is 
anybody else able to succesfully connect to a LAN server behind a NAT?

Beginning to think it's deliberately crippled...

Shane Arnold wrote:
 Also, with further testing, if I force the server to lan (sv_lan 1 on 
 startup) this issue is gone altogether, which leads me to believe that 
 L4D2 is still not playing nicely with NAT lans.

 Shane Arnold wrote:
   
 Steam/VAC does it's thing and rejects validation. I've given up on it 
 for the mean time. The reason it confuses me is people can host local 
 servers (via the windows client) using a modified AppID and it seems to 
 work fine.

 Y Smith wrote:
   
 
 What happens if you leave the server's AppID and just change the clients'?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: Wednesday, 18 November 2009 1:06 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 + NAT

 I should probably mention this does not occur on a vanilla server. 
 This is happening on a server I have modified the AppID on to 510. 
 Please don't tell me the AppID is breaking my server :(

 Shane Arnold wrote:
   
 
   
 Hi All,

 Having issues with connections to a local NAT server. When connecting to 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason ReplyReservationRequest
  Host_NewGame 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt.
 Initializing Director's script
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
VAC secure mode is activated.

 Connection on client then fails with error Session is no longer 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires lobby 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout period) I get the 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), clients(no), 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a client not 
 connect to a simple server on the same LAN? My server startup line is;

 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning clients are unable 
 to connect to my external IP for the same reason...

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 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  
  

 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  


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Re: [hlds_linux] CS:S Crash

2009-11-25 Thread Shane Arnold
I can guarantee that sending a backtrace every day will do nothing but 
make a lot of people angry and start flagging your emails as spam (and 
thus not get read). Perhaps find a VALVe support email address and spam 
them instead?

Ratman2000 wrote:
 Hello,

 today i like to send you every day my back trace, so that valve notice it 
 and dont ignore it!

 Here my last back trace from GDB:

 Going to intermission...
 Dropped Badasst81 from server (Disconnect by user.)
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 CHANGE LEVEL: cs_compound
 Executing dedicated server config file
 Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 1075185344 (LWP 21239)]
 0x419bbadd in CUtlLinkedListCNavArea*, int::RemoveAll () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 (gdb) bt
 #0  0x419bbadd in CUtlLinkedListCNavArea*, int::RemoveAll () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #1  0x08c9993c in ?? ()
 #2  0x08c9993c in ?? ()
 #3  0x08180b70 in ?? ()
 #4  0x419bbdc0 in CUtlLinkedListCNavArea*, int::~CUtlLinkedList () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #5  0x419b6921 in CNavArea::~CNavArea () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #6  0x419db4bb in CNavMesh::DestroyNavigationMesh () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #7  0x419db6e9 in CNavMesh::Reset () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #8  0x419c8ac4 in CNavMesh::Load () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #9  0x4196f354 in CServerGameDLL::ServerActivate () from 
 /home/GameServer/GS1/cstrike/bin/server_i486.so
 #10 0x40d0545d in SV_ActivateServer () from bin/engine_i486.so
 #11 0x40c87c37 in Host_Changelevel () from bin/engine_i486.so
 #12 0x40c90e1a in CHostState::State_ChangeLevelMP () from bin/engine_i486.so
 #13 0x40c9130d in CHostState::FrameUpdate () from bin/engine_i486.so
 #14 0x40c91467 in HostState_Frame () from bin/engine_i486.so
 #15 0x40d26694 in CEngine::Frame () from bin/engine_i486.so
 #16 0x40d244ae in CDedicatedServerAPI::RunFrame () from bin/engine_i486.so
 #17 0x401f90fd in RunServer () from bin/dedicated_i486.so
 #18 0x40d23e8e in CModAppSystemGroup::Main () from bin/engine_i486.so
 #19 0x40e2ade3 in CAppSystemGroup::Run () from bin/engine_i486.so
 #20 0x40d250df in CDedicatedServerAPI::ModInit () from bin/engine_i486.so
 #21 0x401f934a in CDedicatedAppSystemGroup::Main () from 
 bin/dedicated_i486.so
 #22 0x40230663 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #23 0x40230663 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #24 0x401f9758 in main () from bin/dedicated_i486.so
 #25 0x0804909e in main ()


 With friendly Regards

 Ratman2000

 - Original Message - 
 From: Joshua Smith bgcl...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Sunday, November 15, 2009 10:04 AM
 Subject: Re: [hlds_linux] CS:S Crash


   
 This is happening to me as well, across multiple machines with varying 
 intel
 chipsets (5000v/5100) running debian lenny. It seems to be VAC/zblock
 related, if vac is disabled zblock works fine, no crashes. Same if you try
 it the other way around. Combine the two and it will crash all day long.
 Unfortunately all of the competitive players need both of these to be
 working, considering this started happening out of the blue one day across
 multiple machines without modification and no obvious updates to zblock 
 it's
 easy to point at vac.

 On Sat, Nov 14, 2009 at 3:09 PM, David Parker dpar...@utica.edu wrote:

 
 Hello,

 Let's be logical about this.  If this was a general CS:S problem, then
 everyone would be seeing it.  CS:S works for most people, so we know the
 application is not completely broken.  If you have all incoming ports 
 (TCP
 and UDP) blocked by a firewall, then the problem is most likely not being
 caused by anything external.  So it could be a problem with your hardware
 (maybe bad RAM?), your operating system (maybe an incorrect version of 
 some
 library?), or a bug in the game which is specific to your hardware or OS 
 (or
 both).

 Some basic things to try (and forgive me if these were mentioned before):

 1. Remove the bots from the game (does an empty server still crash?)
 2. Double-check your startup command line and your config file (are there
 missing, incorrect, or unnecessary things in them?)

 Also, a few questions (again, these may have been covered already):

 What is you startup command line?
 What are the *exact* specs of your system (processor model number, etc.)
 What is the OS version?

 - Dave

 (Please note that I had to trim most of the previous messages from this
 

Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated server

2009-11-24 Thread Shane Arnold
Steffen, it sounds like you just need to add tags.

sv_tags survival,realism,campaign,versus for example.

ics wrote:
 Why? Use console cvar mm_dedicated_force_servers  where you list your 
 steamgroup servers between  separated with commas.

 -ics

 Steffen Tronstad kirjoitti:
   
 Because I want to play on my Steam groups server when playing survival. The 
 server only pops up for selection if I choose campaign or realism.

 There should be a selection in Server type where in addition to official, 
 best available and local - you should be able to select available steam 
 group server.

 Regards,
 Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av 
 gamead...@127001.org
 Sendt: 24. november 2009 01:57
 Til: 'Half-Life dedicated Linux server mailing list'
 Emne: Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated server

 sv_gametypes specifies what kind of lobbies will connect to the server, it
 does NOT specify what map the server will be running while hibernating.  If
 noone's in the server, it doesn't matter what map it's on.  Can you confirm
 whether or not there are coop lobbies connecting?

 On a related note, why would you want to restrict this anyway? What do you
 gain, or what loss are you avoiding?

   
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Shlomi Turjeman
 Sent: 23 November 2009 23:03
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2: Scavenge mode in my own dedicated
 server

 After the cfg file change, I tried to restart, map change and etc.
 Nothing. They all still on Coop.


 On Mon, Nov 23, 2009 at 02:32, tom nikitopoulos
 screwtop...@gmail.comwrote:

 
   
 yes in the cfg as max has stated

 On Sun, Nov 22, 2009 at 4:32 PM, Shlomi Turjeman
   
 
 shlomi@gmail.com
 
   
 wrote:
 
 In the .cfg file?

 On Mon, Nov 23, 2009 at 00:26, Maximilian L. mail...@ml86.de
 
   
 wrote:
 
   
 sv_gametypes scavenge // Scavenge Only
 sv_gametypes teamscavenge // Team Scavenge Only
 sv_gametypes scavenge,teamscavenge // Both Types


   
 
 There's only Coop mode since I've installed my servers.
 How I make one of my dedicated servers PERMANENTLY on Scavenge
 
   
 mode?
 
   
 10x
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Re: [hlds_linux] Entity Errors When Starting L4D2

2009-11-24 Thread Shane Arnold
My Linux server does exactly the same thing. Wouldn't worry about it too 
much.

gulfy32 wrote:
 Sorry, I can't look at the link right now, so I am unable to assist.

 On Tue, Nov 24, 2009 at 9:08 AM, Aaron A. Maricic pennsta...@gmail.comwrote:

   
 No suggestions or ideas?

 Aaron A. Maricic wrote:
 
 Hi folks,

 Ever since I first installed SRCDS for L4D2, I've been getting these
 errors when starting the server. People still connect and the server
 seems to work, but something doesn't seem quite right here. It's a
 vanilla server. I've updated with -verify_all several times. Any
 suggestions would be appreciated.

 http://p.opsat.net/v/1rw

 Thanks.
   
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Re: [hlds_linux] Css Crash/Hack

2009-11-24 Thread Shane Arnold
Also, you've posted the same thing 3 times already.

Please stop spamming the list.

Carl wrote:
 If you give us exactly zero information, we cannot possibly help you.

 Markus Thewissen wrote:
   
 The guy join the server the join message come on chat then crash

  

 Globalban, hlstatsx , logs nothing in there

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Re: [hlds_linux] Is there a way to force an rcon port for L4D and L4D2 ?

2009-11-24 Thread Shane Arnold
I was under the impression UDP 27015 was the server port, while TCP 
27015 was RCON? Can someone confirm this?

Ronny Schedel wrote:
 The rcon port is on the gaming port, so specify a different gaming port for 
 one server and it will change also the rcon port.


   
 I've got the problem that for some reason the L4D and L4D2 servers both 
 try
 to use port 27015 for rcon. So I can use rcon on one, but not on the 
 other,
 depending on whichever server allocates or uses the port first. Is there a
 way to explicitly tell the servers to use a different port for rcon? I've
 also made a forum thread, here:
 http://forums.steampowered.com/forums/showthread.php?t=1039520
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Re: [hlds_linux] Is there a way to force an rcon port for L4D and L4D2 ?

2009-11-24 Thread Shane Arnold
The more you know. Thanks :)

gamead...@127001.org wrote:
 Yes, but if you change the UDP gameport number, it'll also change the TCP
 rcon port number

   
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: 24 November 2009 21:11
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is there a way to force an rcon port for L4D
 and L4D2 ?

 I was under the impression UDP 27015 was the server port, while TCP
 27015 was RCON? Can someone confirm this?

 Ronny Schedel wrote:
 
 The rcon port is on the gaming port, so specify a different gaming
   
 port for
 
 one server and it will change also the rcon port.



   
 I've got the problem that for some reason the L4D and L4D2 servers
 
 both
 
 try
 to use port 27015 for rcon. So I can use rcon on one, but not on the
 other,
 depending on whichever server allocates or uses the port first. Is
 
 there a
 
 way to explicitly tell the servers to use a different port for rcon?
 
 I've
 
 also made a forum thread, here:
 http://forums.steampowered.com/forums/showthread.php?t=1039520
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Re: [hlds_linux] Is there a way to force an rcon port for L4D and L4D2 ?

2009-11-24 Thread Shane Arnold
Just a wild stab in the dark, but i assume you are adding rcon_address 
ip:port, not just rcon_address ip?

pizzahut wrote:
 Well for some weird reason both servers insist on using port 27015 for
 rcon/TCP, while using the specified port (e.g. 27017 / 27020) for UDP. If I
 run one of the servers on port 27015 I can use rcon on that one, but the
 other server then won't listen to rcon because no matter what port I
 configure it for, it's trying to get 27015 for TCP/rcon and if it's already
 taken by another srcds, it just gives up, leaving it without rcon access.

 2009/11/24 gamead...@127001.org

   
 Yes, but if you change the UDP gameport number, it'll also change the TCP
 rcon port number


 
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Shane Arnold
This is correct. sv_gametypes is a kind of gametype tag. I believe 
mp_gamemode was the command that actually sets the game mode for the 
current map. I dont have a lot of experience with L4D though so I could 
be wrong.

Kerry Dorsey wrote:
 To see the server when browsing Steam Group servers (of that game  
 type), it must be already be running on that game type. If you're  
 setting up a dedicated game type server, add that game type after the  
 map parameter in the startup command, i.e.,  +map c1m1_hotel versus.  
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only  
 establishes the games that CAN be matched to your server, not the game  
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:

   
 Has anyone gotten around to spawn a server in survival mode (or any  
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that I  
 can play with normal ping (100 ms), but I cannot find these servers  
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen



 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com 
 ] På vegne av Ryan Davis
 Sendt: 17. november 2009 06:10
 Til: 'Half-Life dedicated Linux server mailing list'
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 Nope.  Still spawns four players and in coop.  It's not like you could
 specify the map either like in L4D1.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of  
 David Parker
 Sent: Tuesday, November 17, 2009 12:00 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 If you put sv_gametypes in the config file for a fork and only  
 specify one
 game type, I think that will work.

 - Dave

 - Original Message -
 From: Ryan Davis rdavis...@verizon.net
 Date: Monday, November 16, 2009 11:27 pm
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com

 
 Why did you guys disable

 mp_gamemode versus or whatever etc. again?

 I can't seem to figure out how to spawn forks with certain game  
 modes.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Ryan Davis
 Sent: Monday, November 16, 2009 10:59 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 Much love.

 Have they moved that to the command line startup with the
 sv_gametypes?



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Richard Eid
 Sent: Monday, November 16, 2009 10:51 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 I heard you like pastebins, so here's the console output of cvarlist:

 http://pastebin.com/m2a45fcbd

 As for the modes, if you mean sv_gametypes, your selections are:

 coop,realism,survival,versus,teamversus,scavenge,teamscavenge


 -Richard Eid


 On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis
 rdavis...@verizon.net wrote:

   
 Any ideas on new cvars and how to launch servers with the
 
 different modes?
   
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
 
 Of Jason
   
 Ruymen
 Sent: Monday, November 16, 2009 8:13 PM
 To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
 list'
 Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 The Left 4 Dead 2 Dedicated Server files are now available on
 
 Steam.  Use
   
 the game name left4dead2 from hldsupdatetool to download
 
 them.  These
 are
   
 not the final set of files, so there will be another small
 
 update before
   
 the
 game is released.

 Jason

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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release
 
 Date: 11/16/09
   
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-23 Thread Shane Arnold
That's what we are saying. With most modifications that you make to the 
server, it will change tags to suit, the same way in TF2 where if you 
turned crits off it would add the tag nocrit or something similar. The 
way the lobby system works is when you chose a mode and then when it 
displays the servers, it is looking for those tags. So if you chose 
survival in the lobby system, it would display servers with survival 
in their tag string.

I think you are getting us mixed up with forcing a server into a mode, 
as opposed to a server showing up as that mode in the lobby system.

gamead...@127001.org wrote:
 It _must_ broadcast it somehow, because joining via steamgroup only show
 servers of the currently selected type... no idea how to find out though
 To the OP: can I ask why it matters?  Collecting stats or something else?

   
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 23 November 2009 15:33
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 sv_showtags will show what mode the server is on and what gamemodes the
 server supports. You can limit these with sv_gametypes. For example
 this
 would force server to obey only coop and survival, sv_gametypes coop,
 survival

 -ics

 Kerry Dorsey kirjoitti:
 
 mp_gamemode was decommissioned with L4D2 release. Any other guesses?
 What does the server broadcast to the matchmaking system reflecting
 the existing gametype?

 --Kerry


 On Nov 23, 2009, at 10:10 AM, Steffen Tronstad wrote:


   
 Unknown command mp_gamemode

 Maybe it works for Left 4 Dead, but it doesnt work for Left 4 Dead
 
 2.
 
 - Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 
 boun...@list.valvesoftware.com
 
 ] På vegne av Richard Eid
 Sendt: 23. november 2009 16:05
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 You just need to type mp_gamemode into the console and press Enter.
 It'll
 show you what the value for that CVar is currently set at.  Whatever
 is
 displayed is what mode the game is currently running.

-Richard Eid


 On Mon, Nov 23, 2009 at 9:54 AM, Kerry Dorsey
 kdor...@dorseyinc.com wrote:


 
 That is a great question. The only way I can tell is as you
 mentioned...maxplayers goes to 8. Anyone know?

 --Kerry


 On Nov 23, 2009, at 9:48 AM, Steffen Tronstad wrote:


   
 How can I see what gamemode my server is running as?

 The only thing that changes trough the status command, is
 
 maxplayers
 
 (8 or 4)




 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:

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

   
 ] På vegne av Kerry Dorsey
 Sendt: 23. november 2009 15:25
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 To see the server when browsing Steam Group servers (of that game
 type), it must be already be running on that game type. If you're
 setting up a dedicated game type server, add that game type after
 the
 map parameter in the startup command, i.e.,  +map c1m1_hotel
 versus.
 You can run the same over console.

 To the best of my knowledge so far, the sv_gametypes cvar only
 establishes the games that CAN be matched to your server, not the
 game
 that will run at startup.

 --Kerry


 On Nov 23, 2009, at 3:38 AM, Steffen Tronstad wrote:


 
 Has anyone gotten around to spawn a server in survival mode (or
   
 any
 
 other mode than campaign/realism)?

 I'm trying to set up a few steam_group_exclusive servers so that
   
 I
 
 can play with normal ping (100 ms), but I cannot find these
 servers
 in the list when I'm trying to create a Survival game.

 sv_gametypes survival doesn't seem to have any effect.


 Regards,
 Steffen


   
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Re: [hlds_linux] [L4D2] Bug awarding Confederacy Of Crunches achievement

2009-11-20 Thread Shane Arnold
What you have posted really belongs on the VALVe Support system.

https://support.steampowered.com/

Joonas Lehtolahti wrote:
 Yesterday I played on my own Linux L4D2 server with a friend. It was The  
 Parish campaign on easy difficulty. During the game two other friends  
 joined so we finished the map with all four survivors being human players.  
 During the campaign I only used melee weapons and accessories (molotovs,  
 pain pills, etc.). When we got to the rescue vehicle, me and my friend  
 both got the Bridge Burner achievement for completing the campaign. I  
 should have also got the Confederacy of Crunches achievement for using  
 only melee weapons during the campaign. When we got the Bridge Burner  
 achievements, I did see in the upper right corner the Steam messages for  
 both achievements, but on the chat area we only saw the Bridge Burner  
 achievement.

 So now when I look at the Achievements list in game, it shows me that I  
 have unlocked the Confederacy of Crunches achievement, but when I look  
 at my Steam Community page, it shows that I have not unlocked it yet. So  
 now I guess I need to clear my local achievement data and finish another  
 campaign with melee only to get it awarded to me properly. I guess it's  
 noteworthy to say that the Steam Community activity report displays we  
 getting all the achievements again we got earlier. For example My  
 History says:

 Nov 19
 You achieved Left 4 Dead 2: VIOLENCE IN SILENCE, SOB STORY, BEAT THE RUSH,  
 GONG SHOW, STACHE WHACKER, CL0WND, FRIED PIPER, LEVEL A CHARGE, ACID  
 REFLEX, CRASS MENAGERIE, A RIDE DENIED, HEAD HONCHO, DEAD IN THE WATER,  
 DISMEMBERMENT PLAN, BURNING SENSATION, ARMORY OF ONE, CHAIN OF COMMAND,  
 SEPTIC TANK, CLUB DEAD, TANK BURGER, PRICE CHOPPER, MIDNIGHT RIDER, RAGIN'  
 CAJUN, WEATHERMAN, BRIDGE BURNER.

 Nov 18
 You achieved Left 4 Dead 2: SOB STORY, HEAD HONCHO, LEVEL A CHARGE.
 You achieved Left 4 Dead 2: ARMORY OF ONE, PRICE CHOPPER, ACID REFLEX, A  
 RIDE DENIED, BURNING SENSATION, CRASS

 Note that the achievements from Nov 18 are listed again in Nov 19! This  
 seems to be case with all the friends who played on the same server too  
 when I look at my activity report; all their achievements are displayed  
 again at Nov 19. Note also that later the same day some of the other  
 people did get the Confederacy Of Crunches achievement on that server  
 without problem.


 I am not exactly sure if this is a bug in the Linux srcds server, the  
 game, Steam servers, or where, but apparently something went wrong there  
 because the game now thinks I have the achievement but the Steam community  
 profile says that I have not. Also that the previous achievements are  
 displayed as being achieved again is intuitively something that should not  
 happen. I hope this is being looked at, and of course some kind of  
 explanation would be welcome.

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Re: [hlds_linux] [L4D2] Bug awarding Confederacy Of Crunches achievement

2009-11-20 Thread Shane Arnold
So posting on a srcds/hlds mailing list will help? VALVe get direct 
feedback from the Steam Support system, which is why it's in place, and 
which is why you get we know answers.

Joonas Lehtolahti wrote:
 Considering my past experiences of Steam Support, and considering this  
 seems like a bug in the game code (either client or server side), I  
 severely doubt it will get anywhere through that avenue. I have actually  
 reported some bugs previously through that channel and the response has  
 been in the lines we know it's broken but don't care. More power to you  
 if you can get it work properly

 But if there is a way to report this kind of issues that way so that they  
 actually count, please inform me which categories to check for the  
 question.


 On Fri, 20 Nov 2009 13:37:56 +0200, Shane Arnold clontar...@iinet.net.au  
 wrote:

   
 What you have posted really belongs on the VALVe Support system.

 https://support.steampowered.com/
 

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[hlds_linux] L4D2 + NAT

2009-11-17 Thread Shane Arnold
Hi All,

Having issues with connections to a local NAT server. When connecting to 
it locally on a local IP it should work right?

- Reservation cookie 18401f4925df000:  reason ReplyReservationRequest
 Host_NewGame 
Host_NewGame on map c1m1_hotel
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file
heaps of spam
Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt.
Initializing Director's script
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
Continuing with current version anyway.
Adding master server 72.165.61.136:27011
Adding master server 72.165.61.136:27014
Connection to Steam servers successful.
   VAC secure mode is activated.

Connection on client then fails with error Session is no longer 
available. In the client console, I get;

] connect 172.16.1.10:27015
Connecting to public(172.16.1.10:27015)
Sending UDP connect to public IP 172.16.1.10:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
Server approved grace request...
Retrying connection to 172.16.1.10:27015, server requires lobby 
reservation but is unreserved.
Received game details information from 172.16.1.10:27015...

Then nothing... after a while (I am assuming a timeout period) I get the 
following happening in server console;

Server waking up from hibernation
spam
- Reservation cookie 0:  reason reserved(yes), clients(no), 
reservationexpires(0.00)
Server is hibernating

Can someone please tell me what I am doing wrong. How can a client not 
connect to a simple server on the same LAN? My server startup line is;

./srcds_linux -game left4dead2 +map c1m1_hotel

It's doing my head in. I suspect this is also meaning clients are unable 
to connect to my external IP for the same reason...

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Re: [hlds_linux] L4D2 + NAT

2009-11-17 Thread Shane Arnold
I should probably mention this does not occur on a vanilla server. 
This is happening on a server I have modified the AppID on to 510. 
Please don't tell me the AppID is breaking my server :(

Shane Arnold wrote:
 Hi All,

 Having issues with connections to a local NAT server. When connecting to 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason ReplyReservationRequest
  Host_NewGame 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt.
 Initializing Director's script
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
VAC secure mode is activated.

 Connection on client then fails with error Session is no longer 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires lobby 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout period) I get the 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), clients(no), 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a client not 
 connect to a simple server on the same LAN? My server startup line is;

 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning clients are unable 
 to connect to my external IP for the same reason...

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Re: [hlds_linux] L4D2 + NAT

2009-11-17 Thread Shane Arnold
Steam/VAC does it's thing and rejects validation. I've given up on it 
for the mean time. The reason it confuses me is people can host local 
servers (via the windows client) using a modified AppID and it seems to 
work fine.

Y Smith wrote:
 What happens if you leave the server's AppID and just change the clients'?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: Wednesday, 18 November 2009 1:06 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 + NAT

 I should probably mention this does not occur on a vanilla server. 
 This is happening on a server I have modified the AppID on to 510. 
 Please don't tell me the AppID is breaking my server :(

 Shane Arnold wrote:
   
 Hi All,

 Having issues with connections to a local NAT server. When connecting to 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason ReplyReservationRequest
  Host_NewGame 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt.
 Initializing Director's script
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
VAC secure mode is activated.

 Connection on client then fails with error Session is no longer 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires lobby 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout period) I get the 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), clients(no), 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a client not 
 connect to a simple server on the same LAN? My server startup line is;

 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning clients are unable 
 to connect to my external IP for the same reason...

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 To unsubscribe, edit your list preferences, or view the list archives,
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 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  
  

 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  


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Re: [hlds_linux] L4D2 + NAT

2009-11-17 Thread Shane Arnold
Also, with further testing, if I force the server to lan (sv_lan 1 on 
startup) this issue is gone altogether, which leads me to believe that 
L4D2 is still not playing nicely with NAT lans.

Shane Arnold wrote:
 Steam/VAC does it's thing and rejects validation. I've given up on it 
 for the mean time. The reason it confuses me is people can host local 
 servers (via the windows client) using a modified AppID and it seems to 
 work fine.

 Y Smith wrote:
   
 What happens if you leave the server's AppID and just change the clients'?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: Wednesday, 18 November 2009 1:06 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 + NAT

 I should probably mention this does not occur on a vanilla server. 
 This is happening on a server I have modified the AppID on to 510. 
 Please don't tell me the AppID is breaking my server :(

 Shane Arnold wrote:
   
 
 Hi All,

 Having issues with connections to a local NAT server. When connecting to 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason ReplyReservationRequest
  Host_NewGame 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt.
 Initializing Director's script
 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
VAC secure mode is activated.

 Connection on client then fails with error Session is no longer 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires lobby 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout period) I get the 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), clients(no), 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a client not 
 connect to a simple server on the same LAN? My server startup line is;

 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning clients are unable 
 to connect to my external IP for the same reason...

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  
  

 __ Information from ESET Smart Security, version of virus signature
 database 4615 (20091117) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  


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Re: [hlds_linux] L4D2 server query

2009-10-28 Thread Shane Arnold
Can confirm that the L4D2 demo does not return the status output via a remote 
rcon query as L4D1 does. However the console output works fine.

Saint K. wrote:
 Can anyone query their server yet after the update which was just released? I 
 still don't get info send back on status commands etc.
 
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[hlds_linux] Source Engine Not Traversing NAT

2009-10-28 Thread Shane Arnold
Hi All,

To break the L4D2 monotony, quick question regarding how the srcds engine 
handles NAT. I notice that within a NAT network you obviously won't have much 
luck connecting to a srcds server on the external IP, regardless of how much 
configuration you do. But my question is whether this is a limitation of NAT, 
or a limitation of the srcds engine.

The reason I ask is, I have a particular machine that hosts both srcds and 
unreal engine-based games. The unreal engine games are able to handle NAT 
correctly (as in, I can specify a connect to my external IP and it will 
correctly NAT through to the box). However, I can not do the same with anything 
srcds-based (CSS, TF2, L4D e.t.c).

Any ideas? To be brutally honest my knowledge of how NAT works is limited.

The box is a Debian machine if that matters.

Cheers

 - Shane


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Re: [hlds_linux] Source Engine Not Traversing NAT

2009-10-28 Thread Shane Arnold
Thanks :) Yeah, I want to know why the unreal engine can do it and srcds can't. 
All ports are forwarded correctly as you would expect. UPnP is disabled on the 
router I am using (I can't stand it, causes more issues than it's worth). No 
firewalls on any machines on the NAT side of things either.

As for the srcds games, I've tried all types of port triggering, address 
mapping e.t.c to no avail. It really does seem to be an issues with the srcds 
engine?

gamead...@127001.org wrote:
 I think you're underestimating the knowledge of the OP - he can get a server
 behind NAT which random people can join, the question he's asking is, how
 can HE join it, when he's also behind the NAT?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Creedy
 Sent: 28 October 2009 21:02
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Source Engine Not Traversing NAT

 NAT usually requires you specify an IP to forward traffic to. So just
 set up
 port forwarding to the internal IP address of your srcds server.



 2009/10/28 Shane Arnold clontar...@iinet.net.au

 Hi All,

 To break the L4D2 monotony, quick question regarding how the srcds
 engine
 handles NAT. I notice that within a NAT network you obviously won't
 have
 much luck connecting to a srcds server on the external IP, regardless
 of how
 much configuration you do. But my question is whether this is a
 limitation
 of NAT, or a limitation of the srcds engine.

 The reason I ask is, I have a particular machine that hosts both
 srcds and
 unreal engine-based games. The unreal engine games are able to handle
 NAT
 correctly (as in, I can specify a connect to my external IP and it
 will
 correctly NAT through to the box). However, I can not do the same
 with
 anything srcds-based (CSS, TF2, L4D e.t.c).

 Any ideas? To be brutally honest my knowledge of how NAT works is
 limited.
 The box is a Debian machine if that matters.

 Cheers

  - Shane


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 archives,
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Re: [hlds_linux] Source Engine Not Traversing NAT

2009-10-28 Thread Shane Arnold
Afraid not.

Router supports NAT Loopback and is working fine (the host is just a box I 
use here for testing on a local DSL connection). There is no issue connecting 
to other, non-srcds based servers using the domain name, which is NAT'd to the 
local network, on the same host. Domain Name vs IP Address makes no difference. 
I suppose the answer I am looking for is wether this is a srcds, a linux/other 
os related issue. I'm fairly confident it's not a network/routing issue as I 
have other, non-srcds based games hosted on that box and they are working fine 
using NAT Loopback.

James Creedy wrote:
 I used to have a router with a NAT Loopback option that would do what you
 want. Otherwise you could use a domain name instead of an IP address and set
 up a special rule on your internal network's dns server. Any use?
 
 
 
 2009/10/28 Shane Arnold clontar...@iinet.net.au
 
 Thanks :) Yeah, I want to know why the unreal engine can do it and srcds
 can't. All ports are forwarded correctly as you would expect. UPnP is
 disabled on the router I am using (I can't stand it, causes more issues than
 it's worth). No firewalls on any machines on the NAT side of things either.

 As for the srcds games, I've tried all types of port triggering, address
 mapping e.t.c to no avail. It really does seem to be an issues with the
 srcds engine?

 gamead...@127001.org wrote:
 I think you're underestimating the knowledge of the OP - he can get a
 server
 behind NAT which random people can join, the question he's asking is, how
 can HE join it, when he's also behind the NAT?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Creedy
 Sent: 28 October 2009 21:02
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Source Engine Not Traversing NAT

 NAT usually requires you specify an IP to forward traffic to. So just
 set up
 port forwarding to the internal IP address of your srcds server.



 2009/10/28 Shane Arnold clontar...@iinet.net.au

 Hi All,

 To break the L4D2 monotony, quick question regarding how the srcds
 engine
 handles NAT. I notice that within a NAT network you obviously won't
 have
 much luck connecting to a srcds server on the external IP, regardless
 of how
 much configuration you do. But my question is whether this is a
 limitation
 of NAT, or a limitation of the srcds engine.

 The reason I ask is, I have a particular machine that hosts both
 srcds and
 unreal engine-based games. The unreal engine games are able to handle
 NAT
 correctly (as in, I can specify a connect to my external IP and it
 will
 correctly NAT through to the box). However, I can not do the same
 with
 anything srcds-based (CSS, TF2, L4D e.t.c).

 Any ideas? To be brutally honest my knowledge of how NAT works is
 limited.
 The box is a Debian machine if that matters.

 Cheers

  - Shane


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 archives,
 please visit:
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Re: [hlds_linux] Source Engine Not Traversing NAT

2009-10-28 Thread Shane Arnold
It looks like I need to learn a bit more about how NAT and DMZ work together... 
stuck the box in question in a Virtual DMZ and works fine. At the risk of 
proving how little I know about NAT/DMZ, does this mean that effectively all 
ports are open, but packets are only forwarded as per the policies in place? 
Thanks in advance.

Shane Arnold wrote:
 Afraid not.
 
 Router supports NAT Loopback and is working fine (the host is just a box I 
 use here for testing on a local DSL connection). There is no issue connecting 
 to other, non-srcds based servers using the domain name, which is NAT'd to 
 the local network, on the same host. Domain Name vs IP Address makes no 
 difference. I suppose the answer I am looking for is wether this is a srcds, 
 a linux/other os related issue. I'm fairly confident it's not a 
 network/routing issue as I have other, non-srcds based games hosted on that 
 box and they are working fine using NAT Loopback.
 
 James Creedy wrote:
 I used to have a router with a NAT Loopback option that would do what you
 want. Otherwise you could use a domain name instead of an IP address and set
 up a special rule on your internal network's dns server. Any use?



 2009/10/28 Shane Arnold clontar...@iinet.net.au

 Thanks :) Yeah, I want to know why the unreal engine can do it and srcds
 can't. All ports are forwarded correctly as you would expect. UPnP is
 disabled on the router I am using (I can't stand it, causes more issues than
 it's worth). No firewalls on any machines on the NAT side of things either.

 As for the srcds games, I've tried all types of port triggering, address
 mapping e.t.c to no avail. It really does seem to be an issues with the
 srcds engine?

 gamead...@127001.org wrote:
 I think you're underestimating the knowledge of the OP - he can get a
 server
 behind NAT which random people can join, the question he's asking is, how
 can HE join it, when he's also behind the NAT?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Creedy
 Sent: 28 October 2009 21:02
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Source Engine Not Traversing NAT

 NAT usually requires you specify an IP to forward traffic to. So just
 set up
 port forwarding to the internal IP address of your srcds server.



 2009/10/28 Shane Arnold clontar...@iinet.net.au

 Hi All,

 To break the L4D2 monotony, quick question regarding how the srcds
 engine
 handles NAT. I notice that within a NAT network you obviously won't
 have
 much luck connecting to a srcds server on the external IP, regardless
 of how
 much configuration you do. But my question is whether this is a
 limitation
 of NAT, or a limitation of the srcds engine.

 The reason I ask is, I have a particular machine that hosts both
 srcds and
 unreal engine-based games. The unreal engine games are able to handle
 NAT
 correctly (as in, I can specify a connect to my external IP and it
 will
 correctly NAT through to the box). However, I can not do the same
 with
 anything srcds-based (CSS, TF2, L4D e.t.c).

 Any ideas? To be brutally honest my knowledge of how NAT works is
 limited.
 The box is a Debian machine if that matters.

 Cheers

  - Shane


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 archives,
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Re: [hlds_linux] L4D2 defunct processes are back

2009-10-28 Thread Shane Arnold
Did you try using the tactical shotty? Sorry, couldn't resist.

What do you mean you can't kill them? kill -9 PID?? All processes can be 
killed?

Ronny Schedel wrote:
 Hello,
 
 the defunct processes are back in L4D2 and it seems they can't be killed 
 this time.
 
 Best regards
 
 Ronny Schedel 
 
 
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Re: [hlds_linux] L4D2 Steamgroup Exclusive Broken

2009-10-28 Thread Shane Arnold
RCON works fine, HLSW just doesn't receive the feedback from the console (or 
srcds doesn't provide it).

Ook wrote:
 Almost all servers seem to be full. Too many peeps, almost not enough 
 servers.
 
 I can't rcon to my server via hlsw. I can query it and get player info, but 
 that is it. Anyone else able to rcon via hlsw?
 
 
 - Original Message - 
 From: Daniel Worley worle...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, October 28, 2009 7:10 PM
 Subject: Re: [hlds_linux] L4D2 Steamgroup Exclusive Broken
 
 
 My server pops up instantly as a group server, it's just instantly full
 too.  Setting sv_search_key seems to keep people out for now.

 On Wed, Oct 28, 2009 at 10:08 PM, Nathan Wong 
 nathan.ran...@gmail.comwrote:

 My server isn't appearing ingame as a Steam Group server at all. 
 search_key
 still works as expected though.

 Nathan

 2009/10/29 gulfy32 gulf...@gmail.com

 I have sv_steamgroup_exclusive 1 and sv_steamgroup  set and no one
 joins
 mine unless a lobby leader does the mm_ command to join it.

 On Wed, Oct 28, 2009 at 8:06 PM, Logan Rogers-Follis 
 logan.rogers-fol...@tntnetworx.net wrote:

 I'm using sv_search_key to protect mine because I don't mind if 
 people
 join me once I'm playing.

 Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
 Try New Technology Networx - www.tntnetworx.net
 Owner / IT Consultant



 Daniel Worley wrote:
 Was this broken in new game? It's still a cvar, but even though I
 have
 it
 set people are filling up my server before I can even join.

 -Daniel
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 --
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Re: [hlds_linux] Updating servers RANT

2009-10-25 Thread Shane Arnold
If it works fine for one box and not another, and both configurations are 
near-as identical, I'm tending to blame the box. Maybe an issue with your 
hldsupdatetool/steam binary. Try downloading it again? Also check for any 
.steam directories which might contain useful information :)

Crazy Canucks wrote:
 My theory is that our computers have become sentient and are starting 
 their first small steps toward rebellion.  I can only hope that whoever 
 survives the coming holocaust is as cute as a lot of the cast of 
 Battlestar Galactica.
 
 Yes, I realize this was a completely unhelpful post...
 
 Yours Truly, Drek
 
 Eric Riemers wrote:
 Yesterday i wanted killingfloor, wanted to update the server i already
 hade but it stayed at updating installation for ages, never updated a
 single file.

 Went to another box, tried a full install and of it went.. so why on earth
 will one work (which ALWAYS worked) stop working, and another box goes like
 a charm, beats me...

 On Sat, 24 Oct 2009 14:57:27 -0700, Kyle Sanderson kyle.l...@gmail.com
 wrote:
   
 I feel your pain man, I've waited 2+ hours just to get my CS:S installed
 
 on
   
 my Linux server.

 Kyle.

 On Sat, Oct 24, 2009 at 12:31 PM, Nightbox
 alexandrualexa...@gmail.comwrote:

 
 http://forums.alliedmods.net/showthread.php?p=823636

 Maybe this should work for updates ? (It doesnt but would be a good
   
 idea)
   
 2009/10/24 TheGeekLord li...@thegeeklord.net

   
 Maybe adding some code which does this automatically would be good? I
 guess it would only be a few lines - hardly a massive waste of money
 for
 Valve considering how many server admins will benefit from it.

 -TheGeekLord

 ics wrote:
 
 Sometimes content servers go out of order so to speak and the
   
 updatetool
   
 just tries and tries. You did deleted the ClientRegistry.blob from
 /home/user/.steam folder? You sure you got all the necessary ports
 in/out open and not firewalled shut?

 -ics

 Saint K. kirjoitti:

   
 Seriously, this is taking the piss.

 I am getting extremely pissed off and annoyed by that fucking
 
 steamupdatetool clients which DOESN'T UPDATE FOR SHIT
 
 Takes me several god damn hours before the fucking piece of piss
 
 finally
   
 decided to start downloading 1 bloody file for half an hour.
 
 We asked, we requested, WE BLOODY BAGGED for a proper update
 
 content
   
 server to have our servers updated against. But fuck hey, why should
 you
 bloody reply?
 
 /end of rant.

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Re: [hlds_linux] L4D2 server requirements

2009-10-22 Thread Shane Arnold
I think you'll find those saying they are running anything more than 4-8 
servers on something like a Dual 3GHz are talking about idle servers.

Here's a nice experiment, go start a L4D lobby (one only) and let it fill. Wait 
for an infected wave and some specials. Look at your CPU usage.

I would tentatively only go as high as 5-6 servers on a Xeon for this reason. 
L4D servers are highly susceptible to loss of frame rate too.

Eric Riemers wrote:
 I have a dual xeon 3ghz, i had 6 forks running on it, but with 5x 8 people
 in versus mode people
 started to complain and i indeed could see that the cpu's where maxed out.
 
 Running on linux debian, but if i hear these story's then it should be
 able to do more no?
 
 On Thu, 22 Oct 2009 14:54:53 +0800, Ben Jensz fh-l...@3fl.net wrote:
 The night that Nick is referring to was when the Survival pack was 
 released.  We were running 320 instances of Left 4 Dead across 5 IBM 
 HS21XM blades (Dual E5450s - 3Ghz each core) and the majority of the 
 servers had players on them.  All of the cores were running at 90+% CPU 
 usage for a few hours.  Each physical server was using around 11-12Gb of
 
 RAM for that.

 We weren't doing anything special configuration wise, Left 4 Dead was 
 running in a default manner.  Nothing special done OS wise, just a stock
 
 install of CentOS.  I played on one of our servers that night and I 
 didn't notice anything in-game that indicated performance issues.


 Midnight wrote:
 I'm really surprised by these numbers.  I have some pretty finicky 
 players who play competitively.  I don't know for sure if it is in
 their 
 head or not, but they claim they get lag with 1 game active on a whole 
 quad 9550 box which I find hard to believe so I tend to take it with a 
 grain of salt.

 I would never dream of running 32 games per quad CPU, that is insane 
 density imo.  No offense but I find it amazing that you are getting any
 
 decent performance with the CPU's nearly maxed out, maybe you have some
 
 secret sauce in your system :)  I get complaints after 25% CPU load on 
 the box so we run all of ours under that at all times, which means 3-4 
 L4D's per box.  They are using 6-9% cpu per game = up to about 40% of a
 
 core on newer hardware.  This could be from tweaking done to the game 
 settings.



 Nick Turner wrote:
   
 We're running 8 servers per core on 5450s.  64 forks per 2 socket
 server.  16GB is more than enough on Linux.

 We've had an entirely server almost full, the CPUs are nearly maxed
 out
 but we didn't get any performance complaints.



 

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Re: [hlds_linux] Server's not showing in server list?

2009-10-19 Thread Shane Arnold
No heartbeat being sent sounds like sv_lan 1 or -nomaster.

Make sure neither are present.

Russell Jones wrote:
 Actually no, I see nothing about Sending heartbeat to master server or
 nothing along those lines.
 
 I do have a firewall up, but I am pretty darn sure I have all the required
 ports open. What should I look for that could block the heartbeat?
 
 
 
 On Mon, 19 Oct 2009 20:14:43 +0300, Nightbox alexandrualexa...@gmail.com
 wrote:
 heartbeat in console ?

 2009/10/19 Russell Jones rjo...@eggycrew.com

 This is even after a restart. It's very irritating because the only
 thing I changed is their hostname on four of them. Now it's like Valve
 just dropped them off the face of the planet.

 James Creedy wrote:
 I'm having the same problem. I also loose unlockable weapons when this
 happens in TF2 and the server has to be restarted. Sometimes using a
 different IP address helps... =/

 2009/10/19 Russell Jones rjo...@eggycrew.com


 Has anybody else been having problems with their server browsers not
 showing their servers / servers not being full?

 Only one of the 8 servers I run is showing up on the l4d server
 browser
 when you do refresh all. Consequently that's the one that is full.
 However on all the servers it shows Connection to Steam servers
 successful. They used to all be filled up almost all of the time.

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Re: [hlds_linux] l4d and log on

2009-10-17 Thread Shane Arnold
My solution to all these logging problems is to turn it off, and output the 
console command (both Linux and Windows) to a text file (i.e ./srcds_run  
output.log.

David Splittberger wrote:
 It seems the command log on is causing some problems on my server. whenever
 I have this in either my server.cfg or an autoexec.cfg, the server will not
 change to a versus map, and if i have a vs as the default start up, it
 starts it with coop normal settings. it will however still change coop maps
 and will change to survival maps. if I set mp_gamemode to versus, it will
 show that as a versus server in HLSW and will show 0/8 (as before it only
 showed 0/4 no matter what map) but once 4 have connected it will kick the
 remaining 4 trying to get into the versus game.
 
 I am at wits end trying to figure out why it's doing this, even doing a
 clean install with nothing but the valve defaults and it still persisted.
 I'm hoping someone here can shed a little light on this for me and maybe
 point in the right direction as why it's doing this.
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Re: [hlds_linux] L4D - At my wits end with these crashes

2009-10-17 Thread Shane Arnold
I am my own host. I'm one of the few that actually runs the servers, both 
software AND physical ;)

The srcds servers, their files and everything else pertaining to them (short of 
pid's if I used them, which I don't) are all owned by the same user, created 
with default permissions (and not modified) and are all located within that 
user's home directory. I can honestly say 100% that short of there being some 
sort of issue with my operating system discriminating against VALVe software 
that there is a bug in logging, that I can at least prove with L4D if not TF2 
and other srcds based games ;)

Crazy Canucks wrote:
 What about the folder that your L4D server is in, and the folder that 
 folder is in, and so on until you hit root?  Those folders need to have 
 755 permissions (not recursively, just the folders themselves).  That is 
 assuming you have access to them.  If you don't, you need to get your 
 host to check it, or you can try setting up a quick CS 1.6 server, or 
 something similar, just to see if that works.
 
 Drek
 
 Shane Arnold wrote:
 Hi Chris,

 It is logging that causes the issue. I do not run any plugins or mods on my 
 vanilla L4D servers, and the only thing that causes them to crash is 
 logging. To Crazy Canucks, all files and folders are owned by the same user, 
 and the permissions are not changed from the time they are created by 
 hldsupdatetool/steam :)

 Chris Boot wrote:
   
 Russell,

 Are you using HLstatsX:CE or similar? If so, it's not the logging causing 
 the problem - it's the rcon commands that HLstatsX runs on mapchange. This 
 isn't HLstatsX's fault per se but an engine bug triggered by HLstatsX's 
 eagerness to get commands in as soon as possible. Re-enable logging but 
 disable rcon commands in HLstatsX and the crashes will stop.

 You'll still log all the important stuff, especially with SuperLogs 
 installed, you just won't get regular FPS, uptime and ping reporting for 
 players.

 HTH,
 Chris

 On 16 Oct 2009, at 22:49, Russell Jones wrote:

 
 You sir, are a genius.

 I just recalled that you told me to try this last night, gave it a shot, 
 and it worked like a charm. Logging was causing the servers to segfault!

 How strange!

 Thank you very much for this tip, I would have never tried turning 
 logging off if you hadn't suggested this.



 Shane Arnold wrote:
   
 +1

 Basic rules of troubleshooting an application, remove all plugins and 
 addons (like renaming the addons folder). Re-enable SM and MM:S but no 
 other plugins. If it doesn't crash, enable one plugin at a time until it 
 does. You will find the culprit that way (likely a dodgy plugin).

 Also, I have had heaps of crashes and segfaults caused by logging being 
 on for some reason. Try turning off logging and see if that helps.

 Ook wrote:

 
 - Original Message - 
 From: k k...@old.school.nz
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 15, 2009 9:21 PM
 Subject: Re: [hlds_linux] L4D - At my wits end with these crashes



   
 The only thing that seems to stop the segfaults is if I
 rename the addons folder and have nothing loading at all. That makes no
 sense, so I am hoping someone here has an idea on how to fix this.

   
 Makes perfect sense to me.

 The software works as intended on it's own and does not with MetaMod 
 SourceMod.

 Last time I checked this list was for support of Half-Life dedicated 
 Linux
 server, not MetaMod  SourceMod.

 
 What the hell is wrong with people? The last time I checked, this list 
 was 
 for support of HLDS/SRCDS and all the screwball things we do to them. 
 This 
 is a community of admins helping other admins, not some elitist do it 
 my 
 way or go cry somewhere else list for the chosen few...

 Remove sourcemod and see if server runs with just metamod.

 There are 19 plugins loaded. Remove them. See if the server runs. If it 
 does, add them back one at a time and see which one crashes the server.

 If it still crashes - wipe your directories, do a clean install of 
 srcds, 
 metamod, sourcemod. Start over again. many many people do what you do 
 with...I almost said no problems hahaha...but it works for them.


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Re: [hlds_linux] L4D - At my wits end with these crashes

2009-10-16 Thread Shane Arnold
Hi Chris,

It is logging that causes the issue. I do not run any plugins or mods on my 
vanilla L4D servers, and the only thing that causes them to crash is logging. 
To Crazy Canucks, all files and folders are owned by the same user, and the 
permissions are not changed from the time they are created by 
hldsupdatetool/steam :)

Chris Boot wrote:
 Russell,
 
 Are you using HLstatsX:CE or similar? If so, it's not the logging causing the 
 problem - it's the rcon commands that HLstatsX runs on mapchange. This isn't 
 HLstatsX's fault per se but an engine bug triggered by HLstatsX's eagerness 
 to get commands in as soon as possible. Re-enable logging but disable rcon 
 commands in HLstatsX and the crashes will stop.
 
 You'll still log all the important stuff, especially with SuperLogs 
 installed, you just won't get regular FPS, uptime and ping reporting for 
 players.
 
 HTH,
 Chris
 
 On 16 Oct 2009, at 22:49, Russell Jones wrote:
 
 You sir, are a genius.

 I just recalled that you told me to try this last night, gave it a shot, 
 and it worked like a charm. Logging was causing the servers to segfault!

 How strange!

 Thank you very much for this tip, I would have never tried turning 
 logging off if you hadn't suggested this.



 Shane Arnold wrote:
 +1

 Basic rules of troubleshooting an application, remove all plugins and 
 addons (like renaming the addons folder). Re-enable SM and MM:S but no 
 other plugins. If it doesn't crash, enable one plugin at a time until it 
 does. You will find the culprit that way (likely a dodgy plugin).

 Also, I have had heaps of crashes and segfaults caused by logging being on 
 for some reason. Try turning off logging and see if that helps.

 Ook wrote:

 - Original Message - 
 From: k k...@old.school.nz
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 15, 2009 9:21 PM
 Subject: Re: [hlds_linux] L4D - At my wits end with these crashes



 The only thing that seems to stop the segfaults is if I
 rename the addons folder and have nothing loading at all. That makes no
 sense, so I am hoping someone here has an idea on how to fix this.

 Makes perfect sense to me.

 The software works as intended on it's own and does not with MetaMod 
 SourceMod.

 Last time I checked this list was for support of Half-Life dedicated Linux
 server, not MetaMod  SourceMod.

 What the hell is wrong with people? The last time I checked, this list was 
 for support of HLDS/SRCDS and all the screwball things we do to them. This 
 is a community of admins helping other admins, not some elitist do it my 
 way or go cry somewhere else list for the chosen few...

 Remove sourcemod and see if server runs with just metamod.

 There are 19 plugins loaded. Remove them. See if the server runs. If it 
 does, add them back one at a time and see which one crashes the server.

 If it still crashes - wipe your directories, do a clean install of srcds, 
 metamod, sourcemod. Start over again. many many people do what you do 
 with...I almost said no problems hahaha...but it works for them.


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Re: [hlds_linux] L4D - At my wits end with these crashes

2009-10-15 Thread Shane Arnold
+1

Basic rules of troubleshooting an application, remove all plugins and addons 
(like renaming the addons folder). Re-enable SM and MM:S but no other plugins. 
If it doesn't crash, enable one plugin at a time until it does. You will find 
the culprit that way (likely a dodgy plugin).

Also, I have had heaps of crashes and segfaults caused by logging being on for 
some reason. Try turning off logging and see if that helps.

Ook wrote:
 - Original Message - 
 From: k k...@old.school.nz
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 15, 2009 9:21 PM
 Subject: Re: [hlds_linux] L4D - At my wits end with these crashes
 
 
 The only thing that seems to stop the segfaults is if I
 rename the addons folder and have nothing loading at all. That makes no
 sense, so I am hoping someone here has an idea on how to fix this.
 Makes perfect sense to me.

 The software works as intended on it's own and does not with MetaMod 
 SourceMod.

 Last time I checked this list was for support of Half-Life dedicated Linux
 server, not MetaMod  SourceMod.
 
 
 What the hell is wrong with people? The last time I checked, this list was 
 for support of HLDS/SRCDS and all the screwball things we do to them. This 
 is a community of admins helping other admins, not some elitist do it my 
 way or go cry somewhere else list for the chosen few...
 
 Remove sourcemod and see if server runs with just metamod.
 
 There are 19 plugins loaded. Remove them. See if the server runs. If it 
 does, add them back one at a time and see which one crashes the server.
 
 If it still crashes - wipe your directories, do a clean install of srcds, 
 metamod, sourcemod. Start over again. many many people do what you do 
 with...I almost said no problems hahaha...but it works for them.
 
 
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Re: [hlds_linux] l4d issues with logging enabled?

2009-10-12 Thread Shane Arnold
Used to have a similar issue where logging would cause segfaults on TF2 and L4D 
when someone died. I just gave up eventually. Turned off logging and haven't 
had any issues since.

Goerge wrote:
 I enabled logging on my l4d servers and restarted them.  After that,
 connecting lobbies were forced to play the default campaign.  The servers
 were not accepting the lobby settings.  I tried restarting again, same
 issue.  I disabled logging, restarted, and the servers worked normally
 again.
 
 All i can think is... seriously? enabling log fucks the server up lol
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Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread Shane Arnold
I'd say Mr Robinett is a pretty smart guy, seeing as he is posting job 
vacancies on a mailing list that's theoretically packed with Games 
Administrators of varying skill levels ;)

Joseph Laws wrote:
 No need to attack me or be a prick.  Crying about a plugin for a VALVe 
 game is much different than using this mailing list as a job posting 
 board.  Its great that you don't mind, I'm sure you wouldn't mind if 
 others on this mailing list added your email addresses to numerous spam 
 lists.  If you don't like that, unsubscribe. 
 
 
 Mike Zimmermann wrote:
 The unsubscribe if you don't like it. Thread stops here.

 -Mike



 On Fri, Oct 9, 2009 at 12:09 PM, Joseph Laws jl...@hd-gaming.com wrote:
   
 Plugin chat should have its own mailing list, IMO.  At least the plugin
 talk is in some way directly affiliated with VALVe software and
 updates  One person looks for an employee here, another will...and
 so on and so on.  I don't think it should be permitted, VALVe already
 tried shutting down the mailing list before...turning this into a source
 for hosting companies to recruit isn't cool.

 f7 f0rkz wrote:
 
 How is any of the off topic shit here not spam? I do recall some SNAFU of a
 bunch of people crying over a particular plugin for a good month.

 On Fri, Oct 9, 2009 at 12:38 PM, Joseph Laws jl...@hd-gaming.com wrote:


   
 Sorry but the last I checked this listing was for news and discussion
 about VALVe updates and software...and not for help seeking qualified
 employees.  How is this any different than spam?

 Mike Zimmermann wrote:

 
 cry, one email to a perfectly targeted audience isn't going to break your

   
 inbox

 
 -Mike



 On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws jl...@hd-gaming.com

   
 wrote:

 
 More like your account should be disabled.  This isn't Monster.com

 
 brosef.

 
 Shane Robinett wrote:


 
 Looking for someone who can work remotely and



 Manage LINUX and WINDOWS based game servers (STEAM based and others).
 Includes;



 * Installing of operating systems

 * Installing of games

 * Providing community management and responsiveness



 In additional plus



 IT skills that allow for remote management of IT infrastructures

   
 ranging

 
 from windows to linux based.  Exchange server, FTP servers, Web

   
 services

 
 (apache/iis)



 Please email me direct at sh...@phxx.com - please do not respond on

   
 the

 
 list!



 Sorry for the interruption - I am sure I am going to get spammed by you
 guys for this!



 Shane Robinett

 Director of Business Development

 Phone: 407-687-7752
 Fax: 888-558-2921

 PHXX http://www.phxx.com/

 Technology Solutions for Today's Business
 www.phxx.com http://www.phxx.com/

 __

 PHXX Proprietary Portal Framework NEO2

 NEO2 has helped Etisalat bringing gaming to the Middle East and Africa.

 www.phxxgaming.com/marketing_opportunities.php
 http://www.phxxgaming.com/marketing_opportunities.php



 Simple-Share

 Share files simply, easily, and securely with friends - no matter how
 big the file!

 www.simple-share.com
 http://www.phxxgaming.com/marketing_opportunities.php





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 Version: 8.5.421 / Virus Database: 270.14.8/2425 - Release Date:

   
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Re: [hlds_linux] [CS:S] New Flood Exploit - any fix/workaround?

2009-10-05 Thread Shane Arnold
Or you have a jerk of a sysadmin :D

ics wrote:
 The files just don't get renamed by themselves. I've seen Sourcemod 
 removing some of it's smx plugins upon server start or map change but 
 nothing like this. Are you sure someone isn't renaming those (as in your 
 server machine is hacked)?
 
 -ics
 
 Alexander Lempe kirjoitti:
 Looks good - but the strange thing is again: it simply doesn't load o.O

 Here, the vdf-file doesn't disappear (as it does on DoS fixer from 
 sourceop.com), but after a restart the filename changes to zblock_css.vdf_ 
 (with that underscore) - WHY does this happen? Other plugins like Mattie are 
 loading and running.


  Original-Nachricht 
   
 Datum: Mon, 5 Oct 2009 01:34:13 -0700
 Von: Kyle Sanderson kyle.l...@gmail.com
 An: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Betreff: Re: [hlds_linux] [CS:S] New Flood Exploit - any fix/workaround?
 
   
 Use Zblock version 4.2:
 http://www.cadred.org/Media/Files/File/50244/

 Put this into your server.cfg:
 zb_active 0
 zb_autoupdate 0
 zb_dosprotect 1

 Enjoy the protection on any Windows/Linux SRCDS server :P
 Kyle.

 On Sun, Oct 4, 2009 at 11:03 PM, Alexander Lempe
 u...@polizisten-duzer.dewrote:

 
 But as I described this tool doesn't get loaded by the server - after
 installing the plugin and restarting the server the vdf file disappears
   
 and
 
 the plugin isn't loaded. And yes, I tried the newest version (v2) and
   
 the
 
 vdf file was correct, too.

 Any other ideas? We simply can't use our server at the moment due to
   
 that
 
 :(

  Original-Nachricht 
   
 Datum: Mon, 5 Oct 2009 01:23:01 -0400
 Von: Carl aidsf...@gmail.com
 An: Half-Life dedicated Linux server mailing list 
 
 hlds_linux@list.valvesoftware.com
   
 Betreff: Re: [hlds_linux] [CS:S] New Flood Exploit - any
 
 fix/workaround?
 
 This is an old tool which can be fixed with the DoS fixer from
 sourceop.com

 On Mon, Oct 5, 2009 at 12:52 AM, u...@polizisten-duzer.de wrote:

 
 Hi Valve, hi all,

 currently we are a victim of this new flood tool:

 http://mygully.com/thread/89-css-server-lagger-dos-tool-1915858/

 Here's a tutorial video as well:


   
 http://www.bestvideonet.com/watch.php?id=_Oa6wn35a3ol=pt_brdl=pt_br
 
 At the moment there's nothing we can do against that, even DoS
   
 Attack
 
 Fixer
 
 for CSS v2 (

   
 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9
 
 )
   
 doesn't work as the server simply doesn't load it.

 So please fix this exploit as every CS:S server can become a victim
   
 of
 
 that. Is there any working workaround for the time being?

 Thanks a lot in advance,
 Alex
 --
 Neu: GMX Doppel-FLAT mit Internet-Flatrate + Telefon-Flatrate
 für nur 19,99 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02

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 --
 Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox
   
 3.5
 
 -
 sicherer, schneller und einfacher! http://portal.gmx.net/de/go/chbrowser

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Re: [hlds_linux] Sourcemod next map vote. Where is the map list ?

2009-10-04 Thread Shane Arnold
www.alliedmodders.net or www.sourcemod.net

Nightbox wrote:
 Can someone tell me where is the map list for nextmapvote ? Please.
 
 Thanks.
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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread Shane Arnold
  PS: not valve's fault for hearing a ton of people bitch and moan 
about the lack of updates.  They rushed this one out because of the 
dumbass boycotters
  I think.

Please stop thinking.

As f0rkz suggested, disable all plugins for MM:S and SM and try again. 
Chances are there have been some changes that break one of your plugins. 
The vanilla install of l4d is working fine :)

f7 f0rkz wrote:
 PS: not valve's fault for hearing a ton of people bitch and moan about the
 lack of updates.  They rushed this one out because of the dumbass boycotters
 I think.
 
 On Fri, Oct 2, 2009 at 2:02 PM, Russell Jones rjo...@eggycrew.com wrote:
 
 Thanks Valve

 Sourcemod and Metamod are the latest versions. All ten of my l4d servers
 won't stay up past the first few minutes. The logs don't show anything
 worth posting, they just stop with no errors.

 Any ideas?

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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Shane Arnold
I'd like to know how any of the changes made in the last two patches is 
helping server operators at all. Why not leave legacy features enabled 
for those who aren't using a client to start their servers :(

Also, can someone please confirm/deny that sv_search and 
steamgroup_exclusive are still broken?

And is anyone noticing that a server started behind a NAT firewall (on 
Linux) is not reporting the IP correctly? It's binding to 0.0.0.0 whe 
not specified...

Regards.

Alexander Bienzeisler wrote:
 I tried to sum up what I did to fix all this, hope it works for you. Oh, 
 and hi! ;)
 
 http://forums.steampowered.com/forums/forumdisplay.php?f=130
 
 I pretty sure it's still broken.

 I received another update this morning, but it was only dll files (on a
 linux server).

 Jonah Hirsch
 ---


 On Wed, Sep 30, 2009 at 9:17 AM, ics i...@ics-base.net wrote:

   
 mp_gamemode
 Unknown command mp_gamemode

 Are you sure it's made available? Fully updated server just now and
 still that command doesn't work. Also right now a server marked
 sv_gametypes coop,survival is running a versus game so is the lobby
 system really obeying gametypes properly?

 -ics

 Jason Ruymen kirjoitti:
 
 A new, highly recommended Left 4 Dead update is now available.  Please
   
 run hldsupdatetool to receive the update.  The specific changes include:
 
 - Made the variable mp_gamemode available again. Note that you can also
   
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
 
 - Added mm_dedicated_force_servers to allow specification of a list of
   
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
 
 - Updated shared libraries and DLLs preventing dedicated servers listing
   
 correctly, appearing on Steam groups, and being found via sv_search_key
 
 Jason


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Re: [hlds_linux] empty servers?

2009-09-30 Thread Shane Arnold
I've noticed on my servers that sv_search_key and steamgroup is not 
always working.

Also, something you may want to let your players know if they use 
mm_dedicated_force_servers, they need to enable sv_cheats and then 
DISABLE BEFORE THE MAP STARTS. With sv_cheats enabled, acheivements are 
not counted.

I await patiently a semi-rollback from the L4D dev team...

David A. Parker wrote:
 Same here.  We only have 4 public servers and they usually have players 
 on them all day.  Mostly empty since the update.
 
 f7 f0rkz wrote:
 Yup.  Things are megaborked.

 On Wed, Sep 30, 2009 at 2:10 PM, Saint K. sai...@specialattack.net wrote:

 I notice something odd. We have 24 L4D servers running, mostly their almost
 all full during the day. Today, after the update I've only observed like 2
 or 3 games in total.

 Anyone els seeing this?

 cheers

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Re: [hlds_linux] empty servers?

2009-09-30 Thread Shane Arnold
You are right on that one. Last I tested it, it was telling me it was a 
cheat cvar. Must of been a ninja-update to my client I didn't see...

Mikael Pedersen wrote:
 On Thu, 01 Oct 2009 02:53:51 +0800, you wrote:
 
 Also, something you may want to let your players know if they use 
 mm_dedicated_force_servers, they need to enable sv_cheats and then 
 DISABLE BEFORE THE MAP STARTS.
 
 I have no problem using mm_dedicated_force_servers without sv_cheats.
 
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Re: [hlds_linux] empty servers?

2009-09-30 Thread Shane Arnold
I take that back, got it confused with ms_force_dedicated_server...

This is all getting too confusing...

Shane Arnold wrote:
 You are right on that one. Last I tested it, it was telling me it was a 
 cheat cvar. Must of been a ninja-update to my client I didn't see...
 
 Mikael Pedersen wrote:
 On Thu, 01 Oct 2009 02:53:51 +0800, you wrote:

 Also, something you may want to let your players know if they use 
 mm_dedicated_force_servers, they need to enable sv_cheats and then 
 DISABLE BEFORE THE MAP STARTS.
 I have no problem using mm_dedicated_force_servers without sv_cheats.

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Re: [hlds_linux] Left 4 Dead srcds_i486 server crash

2009-09-12 Thread Shane Arnold
And before you reply back saying but it's logging because it only 
happens when it's enabled run a vanilla with logging enabled as it 
seems this is the only combination you didn't try.

Ronny Schedel wrote:
 Turn off all plugins, check which plugin causes this and then go to the 
 plugin forum, not here.
 
 
 All,

 Apologies for the long post, but I've been ripping my hair out over this
 for some time...

 I currently run 3 Left 4 Dead instances on a colocated server running
 Debian Lenny x86_64 with all the latest updates installed. The L4D
 servers all have the following installed:
 MetaMod:Source 1.7.1
 SourceMod 1.2.3
 SourceBans 1.4.4
 HLstatsX CE Ingame Plugin 1.6.0
 L4DSwitchPlayers 1.3

 I run them with the following command-line arguments:
-console \
-game left4dead \
-debug \
-pidfile /srv/steam/dir1/l4d/srcds.pid \
+ip ip +hostport 27015 \
+log on \
+logaddress_add ip:27500

 The server.cfg looks like this:
 hostname server name
 rcon_password password
 sv_allow_wait_command 0
 sv_alltalk 0
 sv_alternateticks 0
 sv_cheats 0
 sv_clearhinthistory 0
 sv_consistency 1
 sv_contact email
 sv_downloadurl 
 sv_lan 0
 sv_region 255
 sv_log_onefile 0
 sv_logbans 1
 sv_logecho 0
 sv_logfile 0
 sv_logflush 0
 sv_logsdir logs
 sv_maxcmdrate 100
 sv_unlag 1
 sv_maxunlag .5
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 sv_steamgroup group id
 sv_steamgroup_exclusive 1

 The crashes started when I installed HLstatsX:CE, which requires the
 SourceMod plugin, a perl daemon that connects to the servers, and the
 log on and logaddress_add parameters.

 Over the past week I've done the following:
 Removed the HLstatsX:CE plugin - still crashed
 Installed Left 4 Dead from scratch, using the above configuration (no
 plugins, vanilla) - still crashed
 Installed all the plugins from scratch on above vanilla L4D - still
 crashed of course
 Removed log on and logaddress_add from parameters (but kept plugin
 installed and daemon running) - did not crash

 So it appears as though enabling logging is what is crashing srcds_i486
 in my case. The backtrace isn't always the same, I often see it crash
 inside free() within glibc as well. Since I couldn't get any interesting
 information out of the core files I attached gdb to a running srcds and
 triggered a crash (eventually, this is not easily reproducible) and got
 the following information:

 (gdb) bt
 #0  0xf6d4a16b in CUtlBuffer::OnGetOverflow () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #1  0xf6d4a1bd in CUtlBuffer::SeekGet () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #2  0xf6b55b7e in CRConServer::RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #3  0xf6c7c172 in NET_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #4  0xf6c429d5 in _Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #5  0xf6c42e98 in Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #6  0xf6c4f892 in CHostState::State_Run () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #7  0xf6c4fd88 in CHostState::FrameUpdate () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #8  0xf6c4fe96 in HostState_Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #9  0xf6ce33e3 in CEngine::Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #11 0xf78e9592 in ?? ()
 #12 0xf6e6a9c8 in vec4_invalid () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 #13 0x0001 in ?? ()
 #14 0xf6e738b8 in ?? () from /srv/steam/dir1/l4d/bin/engine_i486.so
 #15 0x008e9548 in ?? ()
 #16 0xf7984334 in ?? ()
 #17 0x in ?? ()
 (gdb) bt full
 #0  0xf6d4a16b in CUtlBuffer::OnGetOverflow () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #1  0xf6d4a1bd in CUtlBuffer::SeekGet () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #2  0xf6b55b7e in CRConServer::RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #3  0xf6c7c172 in NET_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #4  0xf6c429d5 in _Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #5  0xf6c42e98 in Host_RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #6  0xf6c4f892 in CHostState::State_Run () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #7  0xf6c4fd88 in CHostState::FrameUpdate () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #8  0xf6c4fe96 in HostState_Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #9  0xf6ce33e3 in CEngine::Frame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from
 /srv/steam/dir1/l4d/bin/engine_i486.so
 No symbol table info available.
 #11 

Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-04 Thread Shane Arnold
I would much prefer servers dedicated to idling (be it ingame or 
otherwise) than players bitching on a popular 24/7 server because 
someone has an item they don't. It keeps them from using up my most 
popular servers' resources and keeps my players happy. From a server 
operator (as in a real server operator, not a sourcemod-user like most 
admins) it doesn't phase me whether idlers use an external program or 
a TF2 machine, as long as they aren't wasting mine and my players time 
and resources.

If VALVe were to somehow punish or abolish the use of achievement_idle 
and similar, well, I'd be one pissed off mofo that's for sure...

Nightbox wrote:
 Then there will be dedicated achievement_idle servers. :)

 2009/9/4 Evaldas, GameConnect hlds_li...@gameconnect.lt

   
 Oh... com on... Just change the way items are earned. For example, items
 are
 not earned when player is in spectator mode. Or items will not be given,
 when player plays in listen server. Yesterday I was doing some screenshots
 on listen server as scout and killed myself. Guess what? I've earned an
 item. So. basically, I'm a cheater yes?

 So I would recommend valve to update the way things are earned.

 1. No achievements on listen server;
 2. No items on spectator mode;

 Evaldas,
 GameConnect, Lithuania
 www.gameconnect.lt


 - Original Message -
 From: FPSB | Goerge brutalgoerge...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, September 03, 2009 2:00 AM
 Subject: Re: [hlds_linux] Team Fortress 2 Update Available


 
 now people are going to idle on normal servers... GG valve

 On Wed, Sep 2, 2009 at 4:56 PM, Nightbox
 alexandrualexa...@gmail.comwrote:

   
 http://www.tf2.com/post.php?id=2787

 Anti Idle...

 2009/9/3 Jason Ruymen jas...@valvesoftware.com

 
 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Fixed not on camera object particle effects appearing while
   
 spectating
 
 in-eyes, and not appearing when in thirdperson
 - Fixed inventory bug that caused some item pickups not to be shown
 - Added support for client explanations of backend inventory
 manipulation

 Jason


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Re: [hlds_linux] Updating a server using FTP

2009-09-04 Thread Shane Arnold
Why not just ask your GSP for SSH access? Unless they don't provide it, 
in which case they fail hard.

Nightbox wrote:
 I'm saying that because i want to know if i can update my server if i don't
 have SSH acces.

 2009/9/4 Gary Stanley g...@velocity-servers.net

   
 At 06:44 AM 9/4/2009, Nightbox wrote:
 
 Is it possible ?
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 ftp site exec script-that-runs-steam.sh




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Re: [hlds_linux] hldsupdatetool : slow when disable PasswordAuthentication in ssh config

2009-09-04 Thread Shane Arnold
Is the actual update slower? Or does the SSH session respond slower 
(lagged input e.t.c). Can't say I have that issue on mine (I also only 
allow authentication by keys/certs).

Syam wrote:
 Hi,
 
 When disable PasswordAuthentication in sshd_config (to only allow key 
 authentication), i am unable to perform an update, it's slow and can freeze.
 
 Anybody have the same issue ?
 Why does this config impact hldsupdatetool ?
 
 Syam
 
 
 
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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Shane Arnold
I think what LinuxMail is trying to say is when it comes to Server 
FPS it's not like there is a pool you can draw from. Limiting the 
max_fps just means the server will not exceed that framerate. The 
resources used to get there will still be used up. The hz rate (or 
tickrate) of a kernel is not directly linked to the FPS (or ticrate) of 
a hlds/srcds server. The hz is a timing mechanism for the kernel for 
processing commands, while framerate is the performance of such action.

I hope that helps.

Philipp Reddigau wrote:
 Hi,
 

 Hz will not affect how many gameservers you put on the box

 
 Are you sure?
 I thought high FPS servers will use more CPU performance and higher loads?

 best regards,
 Philipp

 LinuxMail schrieb:
   
 You can compile a kernel at 500hz and still get 1000fps servers. Generally
 speaking it is better to use 1000hz because it handles kernel events slightly
 faster, then you can obviously cap your fps using +fps_max 500 in your start
 line. Hz will not affect how many gameservers you put on the box, that's 
 down to
 your hardware/amount of players on the servers/tickrate.

 note, capping the fps will NOT give you more power/ more gameservers.
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Re: [hlds_linux] [english 100%] Re: Kernel and Perfomance

2009-08-21 Thread Shane Arnold
Would you like to share with us your .config... would love a box that 
doesn't segfault (although that being said, can't remember the last time 
mine did).

Philipp Reddigau wrote:
 Hi,
 Normally our boxes have:
 Q9550 4x2,83 ghz
 8GB 1066Mhz Ram.
 Debian Lenny 32bit

 The last 6 months i have only fixed the srcds segfaults... deactivated 
 modules trying out  up to 90 kernel configurations.
 Now we haven't any problems with segfaults...the next task is to 
 optimize the kernel to get more stable gameservers on it.
 For our customers we need only 300 stable fps not more. Currently we are 
 using 1000hz but i think it is to high.
 An other thing...
 We can get 1000fps stable on 6 gamservers.
 But the needed 300fps (also 6 gameservers) are jumping around 150 to 280

 best regards,
 Philipp

 Paca schrieb:
   
 LinuxMail a écrit :
   
 
 You can compile a kernel at 500hz and still get 1000fps servers. Generally
 speaking it is better to use 1000hz because it handles kernel events 
 slightly
 faster, then you can obviously cap your fps using +fps_max 500 in your start
 line. Hz will not affect how many gameservers you put on the box, that's 
 down to
 your hardware/amount of players on the servers/tickrate.

 note, capping the fps will NOT give you more power/ more gameservers.
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 I don't agree with you.

 It's subjectif.

 All depend of your kernel options actived...

 For more details what he can do proprely, we have to know more hardware 
 details...

 *Phillpp *posts your hardware log detailling and I can gave you more 
 real help for *Your *kernel configuration.


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Re: [hlds_linux] hlds_linux Digest, Vol 18, Issue 42

2009-08-21 Thread Shane Arnold
Hi Morgan,

I don't that's the issue. It is entirely possible that Philipp runs, or 
helps run, a GSP, and as a result he would want to keep any method that 
improves his server performance over rival providers a secret. It's all 
about the money with these blokes :)

Morgan Humes wrote:
 I don't get why you wouldn't share with the community.  You're using an Open
 Source operating system that is completely all about sharing, your asking
 for answers on a community half-life dedicated server list (that is all
 based upon sharing information) and getting answers, and yet when the
 community asks for some questions you're unwilling to help?  No offense but
 you're not being considerate of everyone's time spent (and I'm certain there
 was also 'much much time spent') to get your answers.  You should reconsider
 your willingness to help those who have clearly been willing to help you
 with the expectation of nothing in return.

 If you are not willing to give back to the community then you shouldn't take
 from the community.

 Morgan Humes


 On Fri, Aug 21, 2009 at 8:29 AM,
 hlds_linux-requ...@list.valvesoftware.comwrote:

   
 Date: Fri, 21 Aug 2009 14:00:53 +0200
 From: Philipp Reddigau phil...@gkserver.de
 Subject: Re: [hlds_linux] [english 100%] Re: [english 100%] Re: Kernel
and Perfomance
 To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
 Message-ID: 4a8e8c75.6010...@gkserver.de
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Hi,
 They are stable. But i don't need 1000fps stable... i need 300.
 I will try 500hz now. Maybe it helps a bit and we get lower loads.

 about the kernel config:
 Sry guys i spend much much time to get our gameservers stable.. so i
 will not share.
 Please understand this.

 Thanks for all answers.

 Adam Nowacki schrieb:
 
 Philipp Reddigau wrote:

   
 We can get 1000fps stable on 6 gamservers.

 
 You can think its stable but it really isn't. If a server with fps_max
 and ticrate 33 is using more than ~5% cpu time (of single core) then the
 fps is guaranteed to be less than 1000, ticrate 66 - ~10% cpu time and
 ticrate 100 - ~15% cpu time. You can also look at net_graph 4, two
 values at the bottom: sv - server fps must obviously show 1000, var -
 frame time variability (max time - min time over some period of time)
 must be less than 1ms.

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Re: [hlds_linux] Intermittent lag spikes since classless update?

2009-08-19 Thread Shane Arnold
I can confirm this to be an issue, but im not sure if it is server side 
or client side (I've only noticed it as a client).

FPSB | Goerge wrote:
 seems this all started after that update.  Doesn't seem to matter what kind
 of load there is on the server, i've seen it happen at 20% capacity, and 60%

 Happened when I had no addons loaded during that short period when sourcemod
 was broken too.

 I have a few different compiled kernels that I mess with + the default one
 and a crazy rt patched thingy, all make no difference.
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Re: [hlds_linux] SPECCBUG

2009-08-07 Thread Shane Arnold
Type spectate into console.

You can thank me later.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Eric Riemers wrote:
 On a side note for this for TF2, people join blue/red and stay in spectator
 mode. You have to reconnect again, this is still a problem too. Yet we can
 live with it since it dont happen that often, but annoying too.

 On Fri, 7 Aug 2009 14:17:12 +0200, Christopher Szabo sza...@hotmail.com
 wrote:
   
 Hi!

 I have three 32 slots HLDS 1.6 servers and everyday there is one person
 
 on
   
 all three servers with the SPECCBUG. 
 Is there anyway to fix this? its an old bug and its annoying..

 _
 Med Windows Live kan du ordna, redigera och dela med dig av dina foton.

 
 http://www.microsoft.com/sverige/windows/windowslive/products/photo-gallery-edit.aspx
   
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Re: [hlds_linux] Changing Number of Slots fix

2009-08-04 Thread Shane Arnold
He has FTP access?

Well, wouldn't he just be editing the server.cfg? Or starting a server 
process with a +servercfgfile specified?

Confused somewhat... if you don't want him having the ability to 
modify/create then he shouldn't have those permissions (i.e FTP) on the 
server?

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Arnaud DUMAS de RAULY wrote:
 Thanks guys for your answers, but here a couple more details:
 - the command script is protected
 - the guy says he does it using the server.cfg
 - gameservers are launched as a user and not as root
 - he has ftp access
 - the bins and .so are not protected

 Thanks for your time.

 Le 4 août 09 à 16:59, Ronny Schedel a écrit :

   
 Protect your start scripts.

 
 Hi everyone,
 I just found out one of my clients can change the slot count of his
 server (CS 1.6), does anyone know how ou know how to stop him from
 doing so ? Is there a common way of doing it and most important, is
 there a fix ?

 I think he uses the server.cfg to send commands through to the  
 server.

 Thanks all for your help


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Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?

2009-07-28 Thread Shane Arnold
It was fixed in the last Left4Dead update.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Steffen Tronstad wrote:
 So is sv_steamgroup_exclusive still broken, or can I use it?

 I have a customer who wants a server that only his group can use.


 / Steffen


 -Opprinnelig melding-
 Fra: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av David A. Parker
 Sendt: 29. juni 2009 20:58
 Til: Half-Life dedicated Linux server mailing list
 Emne: Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?

 Just a quick update.  If you have a password set, you can connect to the 
 server from a lobby using ms_force_dedicated_server but it does not 
 prompt you for the password (it just connects and starts the game).  If 
 you direct-connect then you get prompted for the password.

  - Dave

 David Parker wrote:
   
 This brings me back to something I said several times when the srcds for L4D 
 first came out: Why can't you set sv_password on a server and still connect 
 to it from the lobby?  If I recall correctly, the behavior used to be that a 
 server with sv_password set was removed from the pool, and you could *only* 
 direct connect.  I haven't tested it since they introduce 
 ms_force_dedicated_server, so maybe you can also connect to one from the 
 lobby now.  Does anyone know if this works?  It just seems like you might 
 want to lock a server down so that only certain people can play on it.  With 
 both sv_steamgroup_exclusive and sv_search_key, anyone can join the game 
 once there are players on it.  So, if you and a friend want to play co-op on 
 your server without people from the public joining in the other two slots, 
 you really have no good way to do that.  Is this correct?

 Also, I got a reply to my original post from one of the Valve devs.  It 
 appears they may have broken sv_stemgroup_exclusive while adding the ability 
 for servers to belong to multiple groups.  I think they're working on the 
 problem.

 Thanks,
 Dave

 - Original Message -
 From: Coldorak coldorak@gmail.com
 Date: Sunday, June 28, 2009 4:39 pm
 Subject: Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com

 
 On my servers, I've put a whitelist plugin, so only the players 
 from my
 community can connect, the other ones are kicked before the end 
 of the
 connection.

 Cold

 On Sun, Jun 28, 2009 at 9:00 PM, jps.sgtr...@gmail.com wrote:

   
 We have found the search key to be fairly ineffective for our 
 
 community. It's a pain in the butt for people to remember to 
 use when they want to
   
 jump
 on one of our dedicated servers.  When we talked it over, 
 
 nobody wanted to
   
 deal with it.

 I used to run one public and three Steamgroup only 
 
 servers.  At this point,
   
 I've taken down all four.  I may or may not put one or 
 
 two back up as
   
 Steamgroup exclusive once Valve resolves this.

 In the meantime, I've asked the guys what else they'd like to 
 
 play.  My
   
 guess is that for now, they'll ask that we put up one or two 
 
 DoD:S servers
   
 and/or a no Honor AA3 server.

 On Thu, Jun 25, 2009 at 4:13 PM, Adam Nowacki 
 
 no...@xpam.de wrote:
   
 Yes, its broken, but you can get same as before behavior by 
   
 setting  sv_search_key to some very random string :D
   
 David A. Parker wrote:
   
 Hello,

 Following the latest L4D update, my Steam-group-exclusive 
 
 L4D servers
   
 seem to be open to anyone.  Both server have these 
 
 lines in their
   
 configs:
   
 sv_steamgroup XX
 sv_steamgroup_exclusive 1

 (XX is substituted for the group ID, of course)

 When I type find steamgroup in each server's console, it 
 
 returns this:
   
 sv_steamgroup = XX ( def.  )
notify
- The IDs of the steam groups that this server 
 
 belongs to, seperated
   
 by commas. You can find group IDs on the admin profile 
 
 pages in the
   
 Steam community.
 sv_steamgroup_exclusive = 1 ( def. 0 )
- If set, only members of Steam group will be 
 
 able to join the server
   
 when it's empty, public people will be able to join the 
 
 server only if
   
 it has players.

 So, the cvars are set correctly, it just appears that
 sv_steamgroup_exclusive is no longer being honored.  
 
 Is anyone else
   
 seeing this?

   Thanks,
   Dave

Re: [hlds_linux] [hlds] Left 4 Dead Update Released

2009-07-17 Thread Shane Arnold
I don't think you even read my past two emails.

Are you saying there is something wrong with using the console to 
choose a specific server?

Do this for me. Load Left4Dead, open your console and type 
openserverbrowser. Hit enter.

Click on either Internet or Custom. Voila, a veritable shitton of 
servers for your gaming pleasure.

Do you mean there should be a link, in the main menu, to open the server 
browser? Simple, add the relative command line option to Steam/Shortcut.

As for your second point, I still don't understand what you are trying 
to say.

If you want to play on a server, with friends only, you can either;

1) Make a steam group for you and your friends, set the server GroupID 
and it will be limited to that group, or;
2) Create a lobby via the menu, set it to Friends Only and invite your 
friends.

The current system is easy enough to use. I don't understand what your 
emails or your point is? Are you talking about this from a server 
operator or a client point of view?

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Jonah Hirsch wrote:
 I'm not sure how I can be more clear.

 Before this update, if you wanted to use a specific server, you would use a
 search key/ms_force_dedicated_server
 Before this update, if you had a group of friends you would make a lobby and
 invite everyone to it.

 Did this update improve on either of those methods? Or is it only good for
 people who want to join a game by themselves?

 On Thu, Jul 16, 2009 at 10:05 PM, Shane Arnold clontar...@iinet.net.auwrote:

   
 How do you mean specific servers? openserverbrowserr in console will
 open the classic server browser that is included in most (all?) VALVe
 games. If you mean a specific server inside a Steam Group, this is set
 by a group ID in the server config and found through the Steam Group
 Servers.

 Making a lobby and only inviting friends is already included in
 Left4Dead by way of Lobby creation and setting it to Friends Only.

 I hope this helps.

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe, the
 horse was lost. For want of a horse, the messenger was lost. For want of a
 messenger, the message was not delivered. For want of an undelivered message
 the war was lost.



 Jonah Hirsch wrote:
 
 I'm asking this:

 What advantage, if any, does the lobby browser give to these groups of
 people:

 -People looking for specific servers
 -People who have friends with whom to make a lobby

 On Thu, Jul 16, 2009 at 9:27 PM, Shane Arnold clontar...@iinet.net.au
 wrote:


   
   I have yet to find one, so can someone let me kow what the advantage
 of the new system is for people looking for specefic servers

 openserverbrowser, or ms_force_dedicated_server when starting a lobby.
 Left4Dead matchmaking is based on Steam Groups.


 
 people with friends to make a lobby with?

   
 You mean creating a lobby and making it friends only?

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
 the
 
 horse was lost. For want of a horse, the messenger was lost. For want of
 
 a
 
 messenger, the message was not delivered. For want of an undelivered
 
 message
 
 the war was lost.



 Jonah Hirsch wrote:

 
 I have yet to find one, so can someone let me kow what the advantage
 of the new system is for people looking for specefic servers or people
 with friends to make a lobby with?

 On 7/16/09, Shane Arnold clontar...@iinet.net.au wrote:


   
 Groovy update. Cheers for the news Jason.

 ___

 Shane Arnold -   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,

 
 the

 
 horse was lost. For want of a horse, the messenger was lost. For want
 
 of
 
 a

 
 messenger, the message was not delivered. For want of an undelivered

 
 message

 
 the war was lost.



 Jason Ruymen wrote:


 
 Left 4 Dead has been updated to include a lobby browser.  This is an
 optional update.  The lobby browser (under Play Online) will show you
   
 a
 
 list of optimal games available for you to join.  The browser pares

   
 down

 
 the thousands of lobbies and games currently being played to show you

   
 the

 
 best list of  games available to you

Re: [hlds_linux] Counter-Strike 1.6 Update Available

2009-07-17 Thread Shane Arnold
You are missing the point. Clock drift is not just the time is wrong. 
The clock is just a timing mechanism for the kernel, and when this is 
changed drastically (1 second) it can do all sorts of weird things, in 
your case locking up some resource/clock-intensive software (a 
high-tickrate CSS server).

Just because an application freezes doesn't mean it's the application 
with the problem. There is more to an operating system than point and click.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Ronny Schedel wrote:
 If hlds would work in this way, it would be a serious design flaw. Imagine 
 what happens when the time change for daylight saving time occurs. The time 
 went back 60 minutes! Believe, it does not need to stop when a time drift 
 occurs, HL2/OB based servers can handle such a time drift without stopping 
 the server.


   
 Because time/ticks is how the game server knows what players did in the 
 last
 second, and how to predict for the next second of gameplay (at a very high
 level).

 The error is serious enough to warrant stopping the server - if they 
 removed
 this error message, your next complaint would be that the game begins to
 suffer horrible prediction/lag every time this message would have 
 appeared.

 The error message is just a symptom of the bigger problem (your clock is
 drifting too much too quickly). I would research further in to why you are
 having this time sync problem (maybe the ntp server you are using is 
 lousy?
 Try another - or maybe even try and update the clock more often before it
 gets too out of sync).

 - Andrew

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, 16 July 2009 11:55 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 Why a server has to stop working when the time went back 1 second? Yes,
 because it is a bug in the hlds update. And yes, they will fix it.


 
 Lo0l Valve don't need to fix anything, that you have time drift on your
 server and use ntp to correct it is your problem not valves. Either
 disable
 ntp or reboot the server with the stock kernel as your high tic kernel is
 causing your drift.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: 16 July 2009 14:31
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 I reverted the binaries back to the previuos version and it runs fine. So
 Valve has time to fix it, because this update is optional.


   
 What he said, it's much easier for you to disable the NTP service than
 it is to wait for another CS1.6 update. Unless there is something
 hellishly wrong with your server you shouldn't need NTP anyway.

 ___

 Shane Arnold - clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe, 
 the
 horse was lost. For want of a horse, the messenger was lost. For want of
 a
 
 messenger, the message was not delivered. For want of an undelivered
 message the war was lost.



 m...@bestgn.net.au wrote:
 
 Remove the ntp service,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, 16 July 2009 10:02 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 I don't care what happens, the fact is the server stops and does not
 respond

 after this. I get these messages also in HL2/OB based servers and they
 run
 without any problem. So we need a fix for this.


   
 Looks like ntp drift to me,

 Must be running high ticrate?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, 16 July 2009 8:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 There is a seriuos problem with this update, the server stops after 
 the
 message:
 Warning: system time went backward by 1 seconds


 
 An optional update for Counter-Strike/Condition Zero is now 
 available.
 Please run hldsupdatetool to receive.  This update was previously
 available as a beta.  The specific changes are:

 Half-Life Engine
 - Added -sys_ticrate command line option

Re: [hlds_linux] [hlds] TF2 Server lag

2009-07-17 Thread Shane Arnold
Fix it like they fix clock drift?

Sorry, couldn't resist...

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Ronny Schedel wrote:
 I can confirm the server lag, it occurs since the last update when alot of 
 players are in the same area. Valve, please fix it.


   
 Yes I get the same, Debian etch and a half, dual quad box with pretty much
 nothing on it.

 Any ideas? I tried pretty much everything I could think off

 - New kernel
 - Higher / Lower FPS
 - New Installs
 - Seperate users for each install
 - Insane max rates
 - Nice / Renice
 - Affinity

 Removed pretty much every unused process including ntp.


 Any fresh suggestions would be great


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Hutch
 Sent: Thursday, 16 July 2009 1:14 PM
 To: h...@list.valvesoftware.com
 Subject: Re: [hlds] TF2 Server lag


 Are you folks having server lag issues? Remember a few months back
 there was an update, I think it was one of the ones right before the
 sniper update. Any hoo... The update back then caused a Time Warp
 type lag where you where running, then you would freeze and then it
 will quit and you would be 298475 feet away from where you where when
 the freeze or lag ended. I am getting that again...

 I get it under the following conditions, both boxes at The Planet:

 Windows 2003 Server / Linux Slak
 Meta/Sourcemod Stable latest release / No Admin mods whatsoever
 With plugins / Without plugins

 Maybe a Steam network issue?

 And there is still a server crash out there for the kiddies. Had this
 guy (http://steamcommunity.com/profiles/76561198010232177) get on
 last night 3am'ish and say server was going down in one minute and
 sure enough it did.

 And yes, I tried the following noted below and it didn't help with
 the Time Warp Lag:

 It's just a jump to the left
 And then a step to the right
 With your hands on your hips
 You bring your knees in tight
 But it's the pelvic thrust that really drives you insane,
 Let's do the Time Warp again!

 Hutch


 At 06:53 PM 7/15/2009, you wrote:
 
 Send hlds mailing list submissions to
 h...@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
 http://list.valvesoftware.com/mailman/listinfo/hlds
 or, via email, send a message with subject or body 'help' to
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 than Re: Contents of hlds digest...


 Today's Topics:

1. Re: Counter-Strike 1.6 Update Available (Saul Rennison)
2. Re: Counter-Strike 1.6 Update Available (Mike Zimmermann)
3. Re: Counter-Strike 1.6 Update Available (Saul Rennison)
4. Re: Problems with the server lists? (shorec...@comcast.net)
5. Re: L4D search_key server good for only 1 use? (Robert Whelan)
6. Re: L4D Custom Campaigns + Versioning Issue (Mike O'Laughlen)
7. Re: [hlds_announce] Team Fortress 2/Dedicated Server Update (k e)


 --

 Message: 1
 Date: Wed, 15 Jul 2009 20:15:37 +0100
 From: Saul Rennison saul.renni...@gmail.com
 Subject: Re: [hlds] Counter-Strike 1.6 Update Available
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.com
 Message-ID:
 7305d8560907151215x134b3ad8qca1f646035422...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Nice update Jason!

 I'm sure the Goldsrc'ers will be happy :D

 P.S. Update on my email from last week?

 Thanks,
 - Saul.


 2009/7/15 Jason Ruymen jas...@valvesoftware.com

   
 An optional update for Counter-Strike/Condition Zero is now available.
  Please run hldsupdatetool to receive.  This update was
 
 previously available
   
 as a beta.  The specific changes are:

 Half-Life Engine
 - Added -sys_ticrate command line option to allowed forced override of
 ticrate
 - Prevent more cases of server redirection

 CS/CZ
 - Added -nobots option to allow forced override of bots on servers

 Jason

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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 --

 Message: 2
 Date: Wed, 15 Jul 2009 14:22:52 -0500
 From: Mike Zimmermann rem...@gmail.com
 Subject: Re: [hlds] Counter-Strike 1.6 Update Available
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.com
 Message-ID

Re: [hlds_linux] Counter-Strike 1.6 Update Available

2009-07-16 Thread Shane Arnold
Pretty sure that's a distribution specific error related to system clock 
drift? Could be wrong though. Not a CSS server owner.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Ronny Schedel wrote:
 There is a seriuos problem with this update, the server stops after the 
 message:
 Warning: system time went backward by 1 seconds

   
 An optional update for Counter-Strike/Condition Zero is now available. 
 Please run hldsupdatetool to receive.  This update was previously 
 available as a beta.  The specific changes are:

 Half-Life Engine
 - Added -sys_ticrate command line option to allowed forced override of 
 ticrate
 - Prevent more cases of server redirection

 CS/CZ
 - Added -nobots option to allow forced override of bots on servers

 Jason

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Re: [hlds_linux] Counter-Strike 1.6 Update Available

2009-07-16 Thread Shane Arnold
What he said, it's much easier for you to disable the NTP service than 
it is to wait for another CS1.6 update. Unless there is something 
hellishly wrong with your server you shouldn't need NTP anyway.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



m...@bestgn.net.au wrote:
 Remove the ntp service, 

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, 16 July 2009 10:02 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 I don't care what happens, the fact is the server stops and does not respond

 after this. I get these messages also in HL2/OB based servers and they run 
 without any problem. So we need a fix for this.

   
 Looks like ntp drift to me,

 Must be running high ticrate?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, 16 July 2009 8:52 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available


 There is a seriuos problem with this update, the server stops after the
 message:
 Warning: system time went backward by 1 seconds

 
 An optional update for Counter-Strike/Condition Zero is now available.
 Please run hldsupdatetool to receive.  This update was previously
 available as a beta.  The specific changes are:

 Half-Life Engine
 - Added -sys_ticrate command line option to allowed forced override of
 ticrate
 - Prevent more cases of server redirection

 CS/CZ
 - Added -nobots option to allow forced override of bots on servers

 Jason

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