On 20.07.2011 00:05, Björn Rohlén wrote:
And in this case, one really CAN question why this is so. I remember when
moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I
had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full
and packed with action, that
On Tue, 19 Jul 2011 11:17:13 +0200, Peter Reinhold wrote:
--
] playdemo demofile.dem
demofile.dem has invalid demo header ID.
Failed to read demo header.
--
Thanks to Neph, who helped me solve this problem. The .block files are
BZipped, and needs to be unpacked before concatenating, so, a
Problems start with more than 22 players, Its pointless to use a full
dedicated for just 1 server.
As a side note, I performed an experiment where I put two 24 player
quickplay servers up on a P4 with 2 gigs of RAM, and there was no
problems running it and the gameplay didn't have any noticeable
I've gave it a try, it's not the entire list yet, but we're slowly coming there.
It's going past the part where you have to auth a new pc loading the account,
but then it fails logging in.
I'll do some captures on my firewall to see what else it tries to reach, and
add those as well. And of
You may also need these servers :
CSDServers (Grabbed from a GDServer) :
69.28.153.82:27033
69.28.151.178:27033
72.165.61.189:27038
72.165.61.190:27037
68.142.72.250:27033
ContentServers (Grabbed from a CSDServer) :
209.197.20.99:27031
209.197.20.42:27031
That worked, awesome!
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Didrole
[didr...@gmail.com]
Sent: 20 July 2011 15:08
To: Half-Life dedicated Linux server mailing list
Subject: Re:
Hello
Sorry for mistype, friend - friends, I've tested several different people on
different maps, results was same
Does your semi-pro friend work for any GSP? He surely doesn't want to loose
money.
2011/7/19 px p...@i.kiev.ua
Hello.
From my point of view, this would be bad thing.
On Wed, 20 Jul 2011 08:43:57 +0200, Peter Reinhold wrote:
Regarding, playback of demo recreated from server replay block files
My problem now is that the viewpoint seems to be locked, I can't move
around or follow a specific player, no amount of mouse-clicking
and/or
holding, or enabling
I'm really curious what you could possibly be doing that is so
critical that you have to use specific rules to allow an ever changing
list of IPs in. Maybe I'm missing something, but these are just
gameservers right? As in, video game servers?
On Wed, Jul 20, 2011 at 10:03 AM, Saint K.
Creating way's for some of our members behind company firewalls to be able to
connect through ssl VPN and be on steam.
I have to create splittunnel match lists and access-list filters to permit just
that traffic, and nothing else.
Also, our mobile connections (g3/g4) don't permit access to
On Wed, Jul 20, 2011 at 12:47 PM, Peter Reinhold peter_va...@reinhold.dkwrote:
On Wed, 20 Jul 2011 08:43:57 +0200, Peter Reinhold wrote:
Regarding, playback of demo recreated from server replay block files
My problem now is that the viewpoint seems to be locked, I can't move
around or
We have released an update to the beta, run the hldsupdatetool with -beta
hlbeta to get this update. Changes for this update are:
- actually updated the Linux binary properly this time ( was missing previous
changes)
- updated steam support binary drop
Sans regressions this will be the
What is updated steam support binary drop? :P
From: alf...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Date: Wed, 20 Jul 2011 21:08:19 +
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
I've updated the steam client code that ships in the dedicated server, the
existing version is ancient and has a couple known bugs with reconnect, this
new one catches us up (and also enables some upcoming server listing changes).
-Original Message-
From:
And what about masterservers? Before this beta update server get
register on Internet, now I see:
setmaster
Usage:
Setmaster add | remove | enable | disable IP:port
Current: None
Before this update Current shows two IPs
___
To unsubscribe, edit
Sounds like you are missing libsteam.so, this file was added with this beta
update (did you manually copy files around?). libsteamvalidateuseridtickets*
was removed and libsteam.so added in its place, without this file you won't get
master server ips.
-Original Message-
From:
Nope libsteam.so isn't missing, it is on right place, I don't
modify any file or copy, I just restart my server and update it with
-autoupdate -beta hlbeta parameter.
Before this update setmaster was working, but now shows none :(
___
To
Hi all, a heads up to TF2 and CS:S server operators -
A near-future update (not necessarily the next one) will change the way that
framerate is handled in the dedicated server. All users, especially those with
very low pings, should receive a smoother gameplay experience with less jitter
and
Hello
Does this mean, that there would be no more
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
Continuing with current version anyway.
and
scandir failed:/usr/home/cs/27015/steam/SAVE
scandir failed:/usr/home/cs/27015/steam/./platform/SAVE
errors on linux server
Make sure you have libstdc++.so installed on your system (type ldd -d
libsteam.so and check for errors in importing libraries).
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Janis Petrovs
Sent:
any changes related to cpu usage? Even fps_max 70 take all my resources.
Hi all, a heads up to TF2 and CS:S server operators -
A near-future update (not necessarily the next one) will change the way that
framerate is handled in the dedicated server. All users, especially those with
very low
Thanks for the heads up.
Does this mean your not doing fixed periods frame sleeps, instead using a
dynamic interframe sleep to ensure an actual constant frame rate unlike the
current code which sleeps for a fixed period meaning the fps varies under load?
Hope so :)
Regards
Steve
x@:/path/to/server$ ldd -d libsteam.so
./libsteam.so: /usr/lib32/libstdc++.so.6: version `GLIBCXX_3.4.14'
not found (required by ./libsteam.so)
linux-gate.so.1 = (0xf77ad000)
libdl.so.2 = /lib32/libdl.so.2 (0xf743a000)
libpthread.so.0 =
You need to update your version of glibc, sometimes this can be done with a
package
update but other times you may need to update the entire OS.
Not sure if valve are relying on a feature of 3.4.14 or have just changed their
compile
box. Bumping the require version of glibc often causes major
Here's to hoping it will be compiled with i686 optimizations and fairly
recent gcc.
-The G
On Thu, Jul 21, 2011 at 1:10 AM, Steven Hartland kill...@multiplay.co.ukwrote:
Thanks for the heads up.
Does this mean your not doing fixed periods frame sleeps, instead using a
dynamic interframe
Great!
Please don't just add the FCVAR_DEVELOPMENTONLY flag to fps_max as in
L4D/L4D2, it's pointless as people just uses plugins to remove that flag and
keep using fps_max.
2011/7/21 Steven Hartland kill...@multiplay.co.uk
Thanks for the heads up.
Does this mean your not doing fixed periods
Just the libstdc++ package actually, so much less painful, if you have a recent
release of your distribution they should be caught up already (3.4.14 is over a
year old now) and if you aren't up to date then good luck with those
vulnerabilities :)
- Alfred
-Original Message-
From:
This is good for everyone, feel bad for a few of the host's out there.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Don't worry about the GSPs. You can keep selling 1+ FPS servers while
it's already limited to 500. See here:
http://www.verygames.net/product/8/DediGames/DediGames_PRO
2011/7/21 Sir Jake can_kic...@hotmail.com
This is good for everyone, feel bad for a few of the host's out there.
Is there any added performance cost to this roll out? A good chunk of
us are dying as it is.
Native x86_64 binaries would be fantastic.
Kyle.
On Wed, Jul 20, 2011 at 4:40 PM, Sir Jake can_kic...@hotmail.com wrote:
This is good for everyone, feel bad for a few of the host's out there.
Does this include orange box mods or is that up to the developer?
On Jul 20, 2011 7:52 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Is there any added performance cost to this roll out? A good chunk of
us are dying as it is.
Native x86_64 binaries would be fantastic.
Kyle.
On Wed, Jul 20,
Hi all,
cl_demoviewoverride appears to work. Set it to 1 and load the demo,
then close demoui (or demoui2) if it is open. WASD will now work, and
the mouse will semi-work, being extremely choppy. I wasn't able to
pull up the player list, however kill notifications do display with
player names.
Ubuntu is one the most popular dists and most recent version is 3.3.6-21
http://packages.ubuntu.com/natty/libstdc++5
On 21 July 2011 00:39, Alfred Reynolds alf...@valvesoftware.com wrote:
Just the libstdc++ package actually, so much less painful, if you have a
recent release of your
ii libstdc++6
4.4.3-4ubuntu5 The GNU Standard
C++ Library v3
I think you're wrong. Oh, and this is from a 10.4 install.
On 7/20/2011 8:20 PM, José Santos wrote:
Ubuntu is one the most popular dists and
http://packages.ubuntu.com/natty/libstdc++6 is the droid you are looking for, I
am running Ubuntu and they work fine for me. I'll investigate doing a static
link to stdc++ here to see if we can work around forcing this update.
-Original Message-
From:
We have released an update to the beta, run the hldsupdatetool with -beta
hlbeta to get this update. Changes for this update are:
- removed a debug command that shouldn't have been in the shipped bits
If you grabbed the last update you should get this. I'm still looking into
statically linking
Required updates for Team Fortress 2 are now available. The specific changes
include:
- Added the items for Dr. Grordbort's Victory Pack
- Fixed hatless hats not working correctly
- Fixed a display issue with team color paints
- Updated the localization files
Jason
The servers dont show in serverlist with the latest beta. :/
From: sza...@hotmail.com
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Half-Life 1 engine beta update released
Date: Wed, 20 Jul 2011 23:16:32 +0200
What is updated steam support binary drop? :P
From:
Anyone else getting more crashes than normal? I just got two with:
*** glibc detected *** ./srcds_linux: corrupted double-linked list:
0x0eed9810
Both had a stack trace mostly in engine.so doing things with
CFrameSnapshots. Example:
=== Backtrace: =
/lib/libc.so.6[0xbaeab6]
Yes, I'm getting very similar crashes as well.
On Wed, Jul 20, 2011 at 10:19 PM, Tony Paloma drunkenf...@hotmail.comwrote:
Anyone else getting more crashes than normal? I just got two with:
*** glibc detected *** ./srcds_linux: corrupted double-linked list:
0x0eed9810
Both had a stack
Also I should mention it was hanging at writing the dump and failing to auto
restart.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, July 20, 2011 7:23 PM
To: Half-Life dedicated
Message: 4
Date: Wed, 20 Jul 2011 22:56:58 +
From: Henry Goffin hen...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com,
#39;h...@list.valvesoftware.com#39;
h...@list.valvesoftware.com
Subject: [hlds_linux] upcoming orange box
We also just had a similar crash.
Seriously valve?
On 21 Jul 2011, at 03:20, Tony Paloma drunkenf...@hotmail.com wrote:
Anyone else getting more crashes than normal? I just got two with:
*** glibc detected *** ./srcds_linux: corrupted double-linked list:
0x0eed9810
Both had a stack trace
Ditto, thanks guise.
Restarted as vanilla, minus Metamod et al.
In return, stack trace 3
*** glibc detected *** ./srcds_linux: double free or corruption (!prev):
0x0bb9ae28 ***
=== Backtrace: =
/lib/libc.so.6[0x394d06]
/lib/libc.so.6(cfree+0x90)[0x3981e0]
Try running without replays enabled, my girlfriend tells me she was only
able to play on servers without replays on (they exist, apparently) tonight.
On 7/20/2011 11:09 PM, Mark Prelesnik wrote:
Ditto, thanks guise.
Restarted as vanilla, minus Metamod et al.
In return, stack trace 3
***
Thanks for the suggestion.
Replays have been disabled, mm/sm re-enabled; let's see what happens.
:)
On 7/20/2011 11:26 PM, Sazpaimon wrote:
Try running without replays enabled, my girlfriend tells me she was
only able to play on servers without replays on (they exist,
apparently) tonight.
Just had a crash with replays disabled, not sure what to do now except
play the waiting game! :(
On Wed, Jul 20, 2011 at 8:09 PM, Mark Prelesnik h...@resetthis.com wrote:
Ditto, thanks guise.
Restarted as vanilla, minus Metamod et al.
In return, stack trace 3
*** glibc detected ***
Same... not only do I crash on vphisics error still but the corrupted double
link list.
On Jul 20, 2011 7:42 PM, James Botting bottswan...@googlemail.com wrote:
We also just had a similar crash.
Seriously valve?
On 21 Jul 2011, at 03:20, Tony Paloma drunkenf...@hotmail.com wrote:
Anyone else
I have replays disabled and got a freeze now.
That's not it.
On Wed, Jul 20, 2011 at 11:37 PM, doc drga...@gmail.com wrote:
Just had a crash with replays disabled, not sure what to do now except
play the waiting game! :(
On Wed, Jul 20, 2011 at 8:09 PM, Mark Prelesnik h...@resetthis.com
I have never enabled replays and the server has crashed once again from link
list.
On Jul 20, 2011 8:45 PM, Sazpaimon sazpai...@x-cult.org wrote:
Try running without replays enabled, my girlfriend tells me she was only
able to play on servers without replays on (they exist, apparently)
tonight.
Must be something else, then. If it's any consolation, Valve's servers
seem to be down as a result of this, too.
On 7/20/2011 11:42 PM, 1nsane wrote:
I have replays disabled and got a freeze now.
That's not it.
On Wed, Jul 20, 2011 at 11:37 PM, docdrga...@gmail.com wrote:
Just had a crash
QA was already questioned a while back... And I just saw the server going down
again.
And btw thnx, crash 17000 in TF2 broke my NVidia video card. Still not found
that bugger crashing 8000-9000 series and 200 series driver for loads of
clients hmm?
Ok, 17000 is exaggerated, but I've seen at
We just crashed again with replays off.
Thanks anyways.
On 7/20/2011 11:52 PM, Sazpaimon wrote:
Must be something else, then. If it's any consolation, Valve's servers
seem to be down as a result of this, too.
On 7/20/2011 11:42 PM, 1nsane wrote:
I have replays disabled and got a freeze now.
We have released an update to the beta, run the hldsupdatetool with -beta
hlbeta to get this update. Changes for this update are:
- fixed failing to load steam interfaces on windows (updated steamclient
binaries) (win32)
- statically linked libsteam.so to libstdc++ so you don't need to update
Please fix the buggy radar and the f*cked up camera on a 32 slot server!
Thanks.
Nice to finally see some updates for HL1 engine.
On 21.7.2011 г. 07:26 ч., Alfred Reynolds wrote:
We have released an update to the beta, run the hldsupdatetool with -beta
hlbeta to get this update. Changes for
Yes I crashed again
*** glibc detected *** ./srcds_linux: double free or corruption (!prev):
0x1aeae148 ***
The double free makes more sense.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark
Prelesnik
I have that fix but its client side so it will have to await another beta (it
won't be too far away).
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Anthony Stoyanov
Sent: Wednesday, July 20, 2011
Lots and lots of crashes on multiple servers.
Tony Paloma wrote:
Anyone else getting more crashes than normal? I just got two with:
*** glibc detected *** ./srcds_linux: corrupted double-linked list:
0x0eed9810
Both had a stack trace mostly in engine.so doing things with
One crash
CHANGE LEVEL: cp_degrootkeep
L 07/20/2011 - 21:42:39: [SM] Changed map to cp_degrootkeep
*** glibc detected *** ./srcds_linux: free(): invalid pointer:
0x0d993780 ***
=== Backtrace: =
/lib32/libc.so.6(+0x6b6f1)[0xf75066f1]
/lib32/libc.so.6(+0x6cf78)[0xf7507f78]
As I understood Orangebox games (like TF2 / CS:S) also use the same type of
libsteam.so
My Question is it possible for them to do the same thing to their
libsteam.so: statically linked libsteam.so to libstdc++ so you don't need to
update it (linux)
-
Best regards,
Fug1t1v3
Onlyskill.eu -
That is really good news!
2011/7/21 hlds_linux-requ...@list.valvesoftware.com:
Message: 4
Date: Wed, 20 Jul 2011 22:56:58 +
From: Henry Goffin hen...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com'
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