Re: [hlds] Left 4 Dead 2 / Left 4 Dead updates released
Glad to know we're not the only ones; its 3 hours since the release and unfortunately updating via hlds tool still takes a long time (at least 30 minutes now and still not finished) downloading updates. Not sure if that's because I am in Australia and we're having to download from overseas for this update but it would be nice to have server updates get downloaded fast too :) - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch Sent: Wednesday, 6 October 2010 4:55 AM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds] Left 4 Dead 2 / Left 4 Dead updates released FYI, The Sacrifice updates have been released for both L4D and L4D2. Content servers are grinding to a halt, so good luck getting your servers updated right now. :P --- Jonah Hirsch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HL2 Masters Have Moved
Nice work; just queried qstat myself and immediately saw local Australian servers instead of the American one's I usually start to see :) - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zoid Kirsch Sent: Thursday, 15 April 2010 6:56 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] HL2 Masters Have Moved Regions are still supported and work exactly like before. In general they aren't widely used and now that we do IP geographical ordering they are less useful since you will get sent servers near you first. There are two current IPs for the masters. One of the major changes was rewriting them to be multithreaded so now a single multicore machine can handle many more players requesting server lists. We have two masters for redundancy and they replicate all server data to each other. -- /// Zoid. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, April 14, 2010 1:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] HL2 Masters Have Moved I'd say those are the only servers you get assigned to. Atleast everyone i've talked about have only those including all our servers. Must be somekind of front end machines for the rest of the masters. -ics 14.4.2010 23:34, Kyle Sanderson kirjoitti: Was assigned 216.207.205.98:27011 and 216.207.205.99:27011. Does anyone have the complete updated list? Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Control Panel
If you're not after a game control panel (why not out of interest?), you may want to check out GameMon - http://mammoth.com.au/resources/ which may be what you're after. It's a watchdog program that simply monitors servers and gives you some nice options. 'GameMon is a simple application for Windows and Linux that allows monitoring of any game server that can be queried with QStat. GameMon supports a variety of operations, such as the restarting of a failed game server and the scheduled restarting of game servers. GameMon can detect failed servers by a number of methods - checking to see if the server is no longer queryable via QStat or checking to see if the process has failed. It is an effective solution to aid increased uptime on game services. GameMon is free, open source software.' Disclaimer: I work for Mammoth Media, the developers of the software. Regards, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Thursday, 8 April 2010 12:59 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Windows Control Panel I have been using Server Checker for a while now but its becoming very dated since its no longer being developed. It has been randomly turning my servers off at random times. Once off they dont come back up. Does anyone know of a replacement for Server Checker? Something software based that will restart the servers automatically and is similar to server checker. I know of firedaemon but its not made specifically for game servers. I am trying to stay away from TCadmin and online control panels in general. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] MDMPs
You will need to use VS, but the dumps most likely won't help without symbols. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Monday, 15 March 2010 10:36 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] MDMPs Pretty sure you need Windows debugging Tools or Visual Studio. Load the dump with the program and debug. On Sun, Mar 14, 2010 at 4:26 PM, Radu Suciu radusu...@gmail.com wrote: Hi, can anyone clue me in on opening and reading MDMPs? I checked out the page on the valve wiki but I didn't quite follow it - I'm not building a mod and I have no .pdb files. I'm just getting server crashes and I want to find out why. I've also uploaded the .mdmp's I'm interested in over here: www.fragfestservers.com/misc Thanks in advance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Eventscripts - Creating Windows Account
Is there a setting that enables server admins/GSPs to disable the ability to remotely upload eventscripts (without FTP even being on), or prevent their execution? - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm Sent: Wednesday, 3 March 2010 9:28 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Eventscripts - Creating Windows Account This is true for the default setting. However TCAdmin can be set to use a specific user for all game servers created from that point on and you can go back in the windows services control panel and change the user that the service executes under. It's really easy and didn't take me much more than 20 min for 20 servers and I have no issues (well over a year running like this) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley Sent: Tuesday, March 02, 2010 4:11 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Eventscripts - Creating Windows Account That is a simple solution to the problem. However if you are a GSP or otherwise using TCAdmin like many do, there are some side issues that go along with setting a game server to use a limited access. (Important note on TCAdmin: TCAdmin runs as system and so do all the services it powers - FYI in case you are unaware.) This was mainly a warning going out before anyone got completely hacked and lost access to their machines. -Lane -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Tuesday, March 02, 2010 5:03 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Eventscripts - Creating Windows Account If you run the server as a limited user, then it can't touch the registry or create other users... simple :/ Thanks, - Saul. On 2 March 2010 20:51, ics i...@ics-base.net wrote: What do you mean by upload mods? If _anyone_ can upload files to the server without having access to the machine itself, then there is nothing mod makers can do if someone can overwrite the files that their mods have. -ics 2.3.2010 22:44, Steven Crothers kirjoitti: The answer isn't to stop people from being able to upload mods... the answer is for mod makers to make their mods secure. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of w4rezz Sent: Tuesday, March 02, 2010 3:14 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Eventscripts - Creating Windows Account Nothing new, Everybody can upload files to your server, becouse Valve dont wanna to use whitelist system, to allow only specific file extensions to be downloaded to only specific game directories. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET Smart Security, version of virus signature database 4910 (20100302) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4910 (20100302) __ The message was checked by ESET Smart Security. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Map name not showing up in browser?
Is it even running a map? Type 'status' in the console and double check its supposedly online etc. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch Sent: Wednesday, 3 March 2010 1:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Map name not showing up in browser? My server isn't being delisted. The map just does not show up in the browser, or anything else that queries the server. Jonah Hirsch --- On Tue, Mar 2, 2010 at 6:30 PM, DontWannaName! ad...@topnotchclan.comwrote: Im not able to see my servers in the server browser because they are being delisted. On Tue, Mar 2, 2010 at 5:23 PM, Jonah Hirsch crazydog...@gmail.com wrote: I'm not able to see the map name for my server via the server browser, HLSW, or anything. I've seen a few servers in the browser that show this too. Anyone know what causes that? Jonah Hirsch --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Long Map Change
We've experienced this with other source based games when we listed 'exec banned.cfg' in our server config file, when the banned.cfg contained hundreds of ban entries. Remove this command from your server.cfg if its present, just execute it once on the command line. Regards, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Monday, 15 February 2010 8:34 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 Long Map Change Anyone ever have problems with their TF2 server + on map change it takes a long time. I'm running the server off a rented box so my access is limited but when I look at the server logs here is what I find: L 02/14/2010 - 13:24:05: tv_relaypassword = L 02/14/2010 - 13:24:05: tv_password = L 02/14/2010 - 13:24:05: deathmatch = 1 L 02/14/2010 - 13:24:05: coop = 0 L 02/14/2010 - 13:24:05: sv_cheats = 0 L 02/14/2010 - 13:24:05: sv_pausable = 0 L 02/14/2010 - 13:24:05: sv_contact = L 02/14/2010 - 13:24:05: sv_voiceenable = 1 L 02/14/2010 - 13:24:05: tv_enable = 0 L 02/14/2010 - 13:24:05: server cvars end L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615) L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0 L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1 Note the times from when server cvars end and started map begins. It was almost 1:33 delay for this map change. Anyone have any ideas on what could be causing this? Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Long Map Change
If you can, disable all plugins etc and see if anything speeds up. Try a vanilla config file too. Servers changing maps may be slow because its stuck reading from disk; but a few minutes sounds excessive. When we had 1000 entries in our banlists it only took an extra 30 seconds or so to load the map. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Monday, 15 February 2010 12:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Long Map Change Yeah I google searched and came across that what you describe. I don't load any banned ip's from a cfg so this won't be the issue, I use sourcemod to manage my bans which, at the moment is empty. I put a support call in and got a response back saying that it's a bug on the server unfortunately huff. -Python -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, February 14, 2010 4:59 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Long Map Change We've experienced this with other source based games when we listed 'exec banned.cfg' in our server config file, when the banned.cfg contained hundreds of ban entries. Remove this command from your server.cfg if its present, just execute it once on the command line. Regards, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Monday, 15 February 2010 8:34 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 Long Map Change Anyone ever have problems with their TF2 server + on map change it takes a long time. I'm running the server off a rented box so my access is limited but when I look at the server logs here is what I find: L 02/14/2010 - 13:24:05: tv_relaypassword = L 02/14/2010 - 13:24:05: tv_password = L 02/14/2010 - 13:24:05: deathmatch = 1 L 02/14/2010 - 13:24:05: coop = 0 L 02/14/2010 - 13:24:05: sv_cheats = 0 L 02/14/2010 - 13:24:05: sv_pausable = 0 L 02/14/2010 - 13:24:05: sv_contact = L 02/14/2010 - 13:24:05: sv_voiceenable = 1 L 02/14/2010 - 13:24:05: tv_enable = 0 L 02/14/2010 - 13:24:05: server cvars end L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615) L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0 L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1 Note the times from when server cvars end and started map begins. It was almost 1:33 delay for this map change. Anyone have any ideas on what could be causing this? Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Long Map Change
Perhaps the server's disk is stuffed / too slow / overloaded (reading the map from hard disk etc). Maybe try somewhere else, I wouldn't accept its a bug in the server as a reason (because it isnt). - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Monday, 15 February 2010 3:15 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Long Map Change It varies, I'm running stock configs, with no sourcemod installed (renamed addons dir) and fastest I've gotten was 13seconds and longest is about 2mins. It's extremely noticeable when going from a good working server to mine. Even the 13seconds until you start to see the map loading on the client seems forever. The guy said he is going to do a defrag on the hard drive... highly doubt that will do anything but I'll wait and see.. and then probably price out a server somewhere else I'm thinking now. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL Sent: Sunday, February 14, 2010 9:42 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Long Map Change That's kind of an unacceptable response with how much you pay for AoW servers. How long are the mapchanges? On Sun, Feb 14, 2010 at 6:59 PM, Chris Oryschak ch...@oryschak.com wrote: Yeah I google searched and came across that what you describe. I don't load any banned ip's from a cfg so this won't be the issue, I use sourcemod to manage my bans which, at the moment is empty. I put a support call in and got a response back saying that it's a bug on the server unfortunately huff. -Python -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, February 14, 2010 4:59 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2 Long Map Change We've experienced this with other source based games when we listed 'exec banned.cfg' in our server config file, when the banned.cfg contained hundreds of ban entries. Remove this command from your server.cfg if its present, just execute it once on the command line. Regards, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak Sent: Monday, 15 February 2010 8:34 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] TF2 Long Map Change Anyone ever have problems with their TF2 server + on map change it takes a long time. I'm running the server off a rented box so my access is limited but when I look at the server logs here is what I find: L 02/14/2010 - 13:24:05: tv_relaypassword = L 02/14/2010 - 13:24:05: tv_password = L 02/14/2010 - 13:24:05: deathmatch = 1 L 02/14/2010 - 13:24:05: coop = 0 L 02/14/2010 - 13:24:05: sv_cheats = 0 L 02/14/2010 - 13:24:05: sv_pausable = 0 L 02/14/2010 - 13:24:05: sv_contact = L 02/14/2010 - 13:24:05: sv_voiceenable = 1 L 02/14/2010 - 13:24:05: tv_enable = 0 L 02/14/2010 - 13:24:05: server cvars end L 02/14/2010 - 13:25:38: Started map cp_dustbowl (CRC 1303353615) L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_payload 0 L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: sv_tags Vanilla,hlstatsx,increased_maxplayers L 02/14/2010 - 13:25:45: server_cvar: tf_gamemode_cp 1 Note the times from when server cvars end and started map begins. It was almost 1:33 delay for this map change. Anyone have any ideas on what could be causing this? Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Left 4 Dead 2 Update Released
Hey all, Just an FYI there was a L4D2 update released a short while ago which appears to have a server update too, I didn't see it announced: http://store.steampowered.com/news/3217/ Left 4 Dead 2 * Changed rules for ghost placement in Scavenge Mode * Player controlled Special Infected are no longer forced to un-crouch and lock strafe when they crouch attack * Spitter spit that damages players on a moving elevator will now fizzle quickly * Allow the survivor and infected to rotate the camera yaw while being attacked by a Charger or Smoker * Smoker that has dragged a survivor to the end now gets the same cinematic flashlight as the Hunter and Charger * Fixed a crash in physics * Updated the Charger's hit boxes * Updated the Jockey's hit boxes * Updated the Spitter's hit boxes * Fixed player health on being revived after a Charger slam over a high ledge * Fixed versus scores not resetting after a vote to change campaigns * Fixed being able to use defibrillator on dead players who were far above or below you * Fixed pink glow on dead survivors * Fixed being able to hold crouch while incapped to get better weapon accuracy * Fixed players pushing against some props causing them to accumulate downward velocity and then take falling damage when they let go of the forward key * Fixed a case where an incapped survivor inside a rescue vehicle would trigger both the escape sequence and a round restart * Fixed the helping hand from getting stuck when extended - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Awesome work L4D team, thanks! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gulfy32 Sent: Tuesday, 10 November 2009 12:30 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Awesome! 4v4 matchmaking! On Mon, Nov 9, 2009 at 7:16 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Left 4 Dead is now available. Please run hldsupdatetool to receive. The specific changes include: - Fixed a crash related to a Crash Course achievement - Fixed an issue were bots and computer controlled special infected were being reported via View Game Info - Added Team Versus 4 on 4 competitive matchmaking Linux: - Add warning if +map is not specified on the command line - Steam is located by searching .., . and $PATH - Added -steambin option to specify location steam, overrides search - Added -steamverify option to add -verify_all when updating with steam Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Question about L4D2 Demo Slots
Are you sure it's not the bot players showing up ('Smoker', etc)? That happens on L4D #1 too. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of syate...@cfl.rr.com Sent: Thursday, 29 October 2009 2:00 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Question about L4D2 Demo Slots I'm seeing the same thing. Sent via BlackBerry from T-Mobile -Original Message- From: Mike Vail mike_v...@boomgaming.net Date: Wed, 28 Oct 2009 19:54:04 To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com Subject: [hlds] Question about L4D2 Demo Slots I have a working vanilla L4D2 demo server up and running on a Windows 2008 box. HLSW only sees it as a 4-slot server but as many as 6 can join and play. When 7 or 8 try, the last 2 people appear to join for just a moment then are immediately kicked off and it goes back to 6 players and then eventually 4. Is this normal? Do bots show up in HLSW? Any ideas what, if anything I need to do to make it fill all 8 slots correctly or are they only suppose to be 4 slots? Sorry guys, this is my first attempt at running L4D servers, I'm a CSS guy. If this is too lame of a question, just delete this message. Thanks for any help, Mike Vail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
Anyone else not able to query a L4D2 demo server using the L4D1/TF2 query protocols? Just an observation. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nathan Wong Sent: Wednesday, 28 October 2009 2:06 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available Yes, you should create the server.cfg with a basic config. Nathan 2009/10/28 Stephen Yates syate...@cfl.rr.com Mine seems to be running... although I cant see it in hlsw... but I cant find the server.cfg. Do I have to create this? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of JäKë T Sent: Tuesday, October 27, 2009 10:48 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available Must be, seems everyone has this issue. I was wondering myself. From: drunkenf...@hotmail.com To: hlds@list.valvesoftware.com Date: Tue, 27 Oct 2009 19:41:18 -0700 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available My servers are up, but not responding to A2S_INFO queries. Expected? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, October 27, 2009 5:42 PM To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Save up to 84% on Windows 7 until Jan 3eligible CDN College University students only. Hurrybuy it now for $39.99! http://go.microsoft.com/?linkid=9691635 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Nathan Wong ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
Okay I just got it working for me; make sure you're not setting a 'password' (oops) and also make sure 'status' says your running a map (+map on the command line). - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings Sent: Wednesday, 28 October 2009 2:36 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available Does not show in HLSW here, running on Windows. Whatever server.cfg comes with it (haven't looked) and all manually set is rcon_password, log on, sv_logflush 1, and logaddress_add Brian Farrell wrote: HLSW working just fine over here as well -- Brian Farrell Velocity Servers Inc. Office: +1 (800) 518-9716 ext 102 Mobile: +1 (716) 861-2235 Fax: +1 (716) 335-9628 - Original Message - From: jimbomcb jimbo...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Tuesday, October 27, 2009 10:24 PM Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available It's all showing up fine for me in HLSW 2009/10/28 Stephen Yates syate...@cfl.rr.com: Should I be able to see it at this point in HLSW? Added new server.cfg and from TCADMIN it looks fine in Server Status and Information but it is not showing up in HLSW. Normal? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Sent: Tuesday, October 27, 2009 11:09 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available My (Windows) servers seem to be responding normally to A2S_INFO, using server.cfg files copied straight over from L4D. However, I see a separate bug -- rcon commands (including stats, status, and cvars) are accepted and can change the state of the server, but they only return the log line as a response, and not the appropriate information. e.g, if I send rcon status, it responds only with something like: L 10/27/2009 - 23:07:38: rcon from xxx.xxx.xxx.xxx:x: command status -John - Original Message - From: Tony Paloma drunkenf...@hotmail.com To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Sent: Tuesday, October 27, 2009 7:41 PM Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available My servers are up, but not responding to A2S_INFO queries. Expected? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, October 27, 2009 5:42 PM To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] DoD:S issue
Are you able to view the console output of the server? That should help. Perhaps your trying to load a map that does not exist, or you are missing a necessary +ip argument to bind to a specific IP. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drew LaPour Sent: Wednesday, 16 September 2009 7:30 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] DoD:S issue Thats odd, you can always create a shortcut to the games exe with the startup line that tcadmin shows to get further information. Kind of sounds like the server isn't able to bind the ip address/port. On Tue, Sep 15, 2009 at 3:50 PM, k e mfnt...@gmail.com wrote: Ok, I have a dedicated box and run several TF2 servers w/ no problem. I decided to install a DoD:s server because several of our community play it. The provider I rent the box from has many games pre-loaded, so I just have to install it via TCAdmin. Anyway, I installed the DoD:S server and ran the steam update. Everything appears to be operational and updated, but... the server doesn't show up when you add the IP to favorites and trying to connect via console doesn't work. It just says it failed after 4 attempts. I asked my provider about this and I may have well asked my 7 year old. Anyone have any idea why no one can connect to it? The box is a Windows 2003 server. Not sure if more info about the box is needed Tuck ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
Nor would I. There is no interface setup to do the hooks SourceMod wants, so they do it by hooking directly in to code (which changes when an update is released). Either live with it (and learn to wait for SM updates) or ditch SourceMod. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 16 September 2009 8:32 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Coming To be honest VALVe don't give a shit if they modify a structure then don't tell people, they aren't obliged to do so. Frankly if I were VALVe I probably couldn't be bothered. The SM team figured it out in a matter of hours anyway, you just weren't using the SVN release. Thanks, - Saul. On 15 Sep 2009, at 23:24, Michael Krasnow mnk...@mnkras.com wrote: uh ohh if you break Sourcemod again im goin to kill someone On Tue, Sep 15, 2009 at 6:17 PM, Saul Rennison saul.renni...@gmail.com wrote: YIPPEE Thanks, - Saul. On 15 Sep 2009, at 23:13, Jason Ruymen jas...@valvesoftware.com wrote: A required update for TF 2 is on the way. It should be live within the hour. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Relesed
Try updating again, we received the file after updating a while later. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb Sent: Tuesday, 18 August 2009 1:09 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Relesed I can't join any servers (as mentioned) because of particles\water_dx80.pcf On Mon, Aug 17, 2009 at 9:55 PM, Violent Crimesviolentcri...@convictgaming.com wrote: I updated my server works fine now for me. Anthal wrote: Clients got particles/water_dx80.pcf Servers did not. Anyone running sv_consistency 1 will need to turn it off, for now. Violent Crimes wrote: Steam did another update for TF2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Released
Nice changes, thanks l4d team! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Friday, 17 July 2009 10:20 AM To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Left 4 Dead Update Released 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. This list includes official and add-on campaigns, including add-on campaigns you have not yet installed, making it a great way to discover them. You can filter by difficulty, official and/or add-on campaigns and by lobbies and/or games in progress. The Play on Steam Group Server screen now displays which Steam group it's searching while updating the list. After calling a vote to change difficulty in game it is now correctly updated in matchmaking. Add-on Campaigns: - When downloading a new version of an add-on and installing it (by double clicking the .VPK file), it will now correctly overwrite the pervious version, even while Left 4 Dead is currently running. - Addressed a crash when two mission files with the same name are installed. - Steam Group Servers now will now correctly offer download links when running add-on campaigns. Server: - The server will now warn if the public or private tags exceed their limits. Public tags are limited to 63 characters. Private tags used for matchmaking are now limited to 1024 characters. SDK: - The VPK tool can now handle campaigns larger than 500MB. - You can now drop an add-on a VPK file onto the VPK tool to have it extract it for you. - Detail.vbsp and lights.rad have been added to the distribution. Note that the Linux Steam objects have been renamed. This shouldn't cause any issues. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Valve's secret update
You can just try updating your servers again; if they are already up to date it won't do anything. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeremy Palmer Sent: Wednesday, 15 July 2009 2:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Valve's secret update so when did they do this, after what time? Do we need to re-update the servers then? On Tue, Jul 14, 2009 at 11:05 PM, k e mfnt...@gmail.com wrote: had to do 7 servers again...great On Tue, Jul 14, 2009 at 11:00 PM, Tony Paloma drunkenf...@hotmail.com wrote: I wouldn't worry about the server rank. It's not like your servers were the only ones. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Tuesday, July 14, 2009 7:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Valve's secret update Must be great for the server rank. I just simply disabled consistency until the map changes... Hopefully it will see that the particle has been updated when it does change. On Tue, Jul 14, 2009 at 10:31 PM, Tony Paloma drunkenf...@hotmail.comwrote: They updated one of the particle files a short while ago after today's announced update and forgot to tell us server operators. Players were unable to enter my servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Custom Campaigns + Versioning Issue
I tried to play this map last night, initially I was kicked from the game (while trying to join the server directly) with a 'String table differs' error. I deleted the copy of the map I had (from a short while ago - it was in vpk format) and then installed the one the server suggested, and I got in fine - I suspect the map author did not change the version number in the vpk file. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch Sent: Monday, 13 July 2009 6:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Custom Campaigns + Versioning Issue I've seen people who don't have the VPK, but have the maps get in the lobby. I've seen people who don't have the VPK at all get in. I've seen people who have an older version of the VPK get in. On Sun, Jul 12, 2009 at 8:45 AM, Mike O'Laughlen molaugh...@gmail.comwrote: I've finally had a chance to play the Death Aboard custom campaign. It's an excellent offering, but ran into a few issues regarding the 6.0 and the 6.1 releases (possibly other versions may have had the same issue described below). http://www.l4dmods.com/index.php?option=com_joomloadsview=packageItemid=2; packageId=156 In Death Aboard, the author of a campaign (Diputs) has released a few different versions of the campaign with different names for the VPK (e.g.dthbrd61.vpk vs dthbrd6.vpk). Each VPK includes an updated campaign name which includes the version number (Death Aboard 6.1). Just from observing my friends, users with both versions installed are able to click the Join button to enter the lobby, but the lobby system somehow gets confused and boots them. Once my friends removed the old version of the campaign then everything worked as expected. Anyone else encounter this issue? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Jonah Hirsch --- Sent from my BlackBerry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Timeout On Mapchange
The plugin requires sourcemod, which seems to really stuff up the servers (weird SI spawn locations that are out of bounds, multiple AI hunters running around, etc - just stupid problems that make the game unplayable). Could Valve *please* look at and acknowledge this problem in a reply to this email thread? TF2 already corrected this issue, it was due to the gameplay stats being synchronously uploaded during map change to Valve HQ (which may sometimes take too long). The problem has been raised numerous times (months ago) and now it's being raised again, but nothing ever happens, which is out of the ordinary. Thanks, - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of shorec...@comcast.net Sent: Tuesday, 7 July 2009 9:41 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Timeout On Mapchange His plugin comes with a version for L4D. I haven't had the timeout issue in quite a while but I still installed it just in case. - Original Message - From: Alec Sanger eclyp...@hotmail.com To: hlds@list.valvesoftware.com Sent: Tuesday, July 7, 2009 6:36:04 AM GMT -05:00 US/Canada Eastern Subject: Re: [hlds] Timeout On Mapchange I'm almost positive that he said it *SHOULD* work for L4D. I was having timeout issues until I installed it on my servers. Seems to be working for me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Timeout On Mapchange
Yeah its frustrating. This is the thread I was referring to earlier, https://forums.alliedmods.net/showthread.php?t=85395page=4 Neph posted towards the end of that thread saying the bug was fixed, perhaps it was only for TF2. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Tuesday, 7 July 2009 6:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Timeout On Mapchange Can anyone else confirm that Neph said his plugin does *not* work for L4D? I think there is no solution for this issue. Not sure why we can't get an ETA from valve on this, it is a critical issue based on how many people complain. Tony Paloma wrote: He posted that it was fixed for TF2, which it is. Probably still necessary for L4D. From: and...@mammoth.com.au To: hlds@list.valvesoftware.com Date: Mon, 6 Jul 2009 09:01:26 +1000 Subject: Re: [hlds] Timeout On Mapchange Agreed. Neph had a plugin to skip the stats upload during map change (the supposed cause to the timeout problem), but he posted on his forum that it was no longer necessary a while ago because Valve had fixed the problem, however I don't believe that to be the case. I was playing in the last few days and I experienced a 'reconnecting to server...' message during map change - thankfully it reconnected in time however before the reconnect counter hit zero. This problem is *definitely NOT fixed*. Zoid (or anyone from the Valve team?) are you able to double check this problem is actually fixed, as myself and others do not believe it is at all. Thanks -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C Sent: Monday, 6 July 2009 8:30 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Timeout On Mapchange We've also been seeing this issue for months. We run over 100 servers, all stock standard. They run on a cross section of win2k3 and win2k8 servers. Rob C. Midnight wrote: Can someone from Valve respond to this? Has been a problem for months on end. Chris Brunelle wrote: I've been having timeout issues as well. I've also used Neph's plugin but that hasn't stopped them for me. Windows server. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Sunday, July 05, 2009 12:34 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Timeout On Mapchange A lot of our players are still complaining of timeouts when changing maps on L4D. Anyone else seeing this? We run about 30 servers, so this is rather annoying to say the least. Some have a stock game, others have SourceMod + Cevo ReadyUp mod installed. The bugfix included in SourceMod a while back didn't seem to do anything. We also tried Neph's plugin, which doesn't seem to work for L4D. (Never got a conclusive answer on if it should or shouldn't work so we gave it a shot). Servers are running Windows. Thanks, Noel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ HotmailR has ever-growing storage! Don't worry about storage limits. http://windowslive.com/Tutorial/Hotmail/Storage?ocid=TXT_TAGLM_WL_HM_Tutoria l_Storage_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Darkest Hour Server Update Released
Even when running normal RO servers? There's only \redorchestra\System\steam_appid.txt, not \redorchestra\DarkestHour\System\steam_appid.txt Thanks, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson Sent: Saturday, 20 June 2009 9:36 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Darkest Hour Server Update Released A small addition to my previous e-mail. After updating a Darkest Hour dedicated server through HLDS you must set the number in the steam_appid.txt in the base \System folder to 1280. Regards, John Gibson President Tripwire Interactive LLC -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson Sent: Friday, June 19, 2009 7:17 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Darkest Hour Server Update Released A required update for Darkest Hour has been released. All dedicated servers must be updated to be compatible with the client version now on Steam (and to show in the server browser). This update fixes many issues with bugs and balance in the game's levels. Regards, John Gibson President Tripwire Interactive LLC ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Referenced Memory
Possibly a bad RAM stick in your server, you should run a memory test. Memory leaks don't cause these errors, they would just end up consuming 100% of your RAM and end up throwing an 'out of memory' error. If it was an invalid pointer being accessed it would be an access violation error instead. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Surplus Power Admin Sent: Tuesday, 5 May 2009 2:23 PM To: hlds@list.valvesoftware.com Subject: [hlds] Referenced Memory Lately, like in the past two days, it seems my 4 person (close friends only) arena server can't go for a half hour without getting some error message of this nature: The instruction at 0x01091328 referenced memory at 0x0c1701b8. The memory could not be read. Click on OK to terminate the program Anyone know what that means, or what I can do to fix it? Best I can figure is that its a leak... but w/ the engine or a plugin or what? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead: Map timeout issue?
Does anyone know whether this issue was resolved in the DLC release? Thanks! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, 19 April 2009 4:52 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead: Map timeout issue? Ah great, thanks for that - so it's a known issue. I may just wait and see if the 21st update happens to fix the problem :) Cheers -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal Sent: Sunday, 19 April 2009 4:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead: Map timeout issue? It's a similar issue to the TF2 problem. Install this plugin and it should fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip I've had 0 timeouts on my L4D servers since having this installed for the past couple months. On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong and...@mammoth.com.auwrote: Hi everyone, I read a while back that TF2 had a timeout on map change bug, where players would be dropped from the server with a 'Timeout' message, which was later fixed (According to the Steam website, early March 09). We've noticed several times some of our Left 4 Dead servers will drop all players due to a 'Timeout' (after reading the server console) during the map change. Players get the 'Lost connection to server, reconnecting.' message with a countdown timer of 30 seconds. Most of the time the servers are fine and have no issues. The actual server does not crash, and you can reconnect to it later, which reminded me of the problem experienced by TF2 servers where it uploaded game stats during map change. Is this still/was it ever a problem with Left 4 Dead servers? Does anyone know anything about this problem? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
Some of these replies come off as a bit rude. Thanks for the heads up as always Jason. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' MacDonald Sent: Tuesday, 21 April 2009 10:12 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2 Update Coming The update does what every update does. Valve leaked the patch notes to me. Team Fortress 2 Update: - Fixed old bugs. - Introduced new bugs. - voogru. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Monday, April 20, 2009 8:09 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2 Update Coming I guess we'll find out soon enough -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aj Collins Sent: Tuesday, 21 April 2009 10:04 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Coming ...And the updates doeswhite space? On Mon, Apr 20, 2009 at 7:50 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Team Fortress 2 will be released later today. Probably in the next 30 minutes or so. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET Smart Security, version of virus signature database 4021 (20090420) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4021 (20090420) __ The message was checked by ESET Smart Security. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Left 4 Dead: Map timeout issue?
Hi everyone, I read a while back that TF2 had a timeout on map change bug, where players would be dropped from the server with a 'Timeout' message, which was later fixed (According to the Steam website, early March 09). We've noticed several times some of our Left 4 Dead servers will drop all players due to a 'Timeout' (after reading the server console) during the map change. Players get the 'Lost connection to server, reconnecting.' message with a countdown timer of 30 seconds. Most of the time the servers are fine and have no issues. The actual server does not crash, and you can reconnect to it later, which reminded me of the problem experienced by TF2 servers where it uploaded game stats during map change. Is this still/was it ever a problem with Left 4 Dead servers? Does anyone know anything about this problem? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead: Map timeout issue?
Ah great, thanks for that - so it's a known issue. I may just wait and see if the 21st update happens to fix the problem :) Cheers -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal Sent: Sunday, 19 April 2009 4:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead: Map timeout issue? It's a similar issue to the TF2 problem. Install this plugin and it should fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip I've had 0 timeouts on my L4D servers since having this installed for the past couple months. On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong and...@mammoth.com.auwrote: Hi everyone, I read a while back that TF2 had a timeout on map change bug, where players would be dropped from the server with a 'Timeout' message, which was later fixed (According to the Steam website, early March 09). We've noticed several times some of our Left 4 Dead servers will drop all players due to a 'Timeout' (after reading the server console) during the map change. Players get the 'Lost connection to server, reconnecting.' message with a countdown timer of 30 seconds. Most of the time the servers are fine and have no issues. The actual server does not crash, and you can reconnect to it later, which reminded me of the problem experienced by TF2 servers where it uploaded game stats during map change. Is this still/was it ever a problem with Left 4 Dead servers? Does anyone know anything about this problem? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Best/Worst of running game servers
You will find that many providers that run hundreds of game servers (for free) often have a 'code of conduct' that is written out and enforced by teams of game admins (just regular players, but have formally been recruited and joined the admin team). - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Friday, 17 April 2009 12:30 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Best/Worst of running game servers Those who agree with your ideals are not always proper for administrative positions, and those who are proper for administrative positions don't always agree with your ideals. Unfortunately, it's quite difficult to get a balance of someone who shares a similar vision as to how things should be done and also knows how to properly deal with hard calls. -Jeff On Thu, Apr 16, 2009 at 7:11 PM, Alex chewy_s...@hotmail.com wrote: That about sums up how i feel about the clan im in. I want to try and keep it professional yet i get these people who do everything in a joking manner. Arg! wrote: Its hard to find good people to moderate game servers. Especially ones who agree with your 'vision', for want of a better word, of what you want to achieve from a community. On Fri, Apr 17, 2009 at 1:11 AM, Nightbox alexandrualexa...@gmail.com wrote: There are 80% noobs in public servers. 2009/4/16 Bruce Potter gd...@shmoo.com [posted this to the linux list a few days ago. figured I'd post it here too. Apologize for the x-post] Howdy all, I'm giving a talk at a conference this weekend on game servers. Basically focusing on the technology behind them, how to secure them (both from cheaters/griefers and from actual dedicated attackers), the culture around running servers, and whatever else I have time to cover. http://www.notacon.org/speakers.html#Potter has more info on it. Anyhoo, I was wondering if any of the folks on this list had any best of/worst of stories, quotes, or feelings they'd like to share. If so, feel free to send me details off list... cuz I'd hate to negatively impact the signal to noise ratio on this list ;) I also hope to be doing a deeper dive into the security aspect of game servers at the Blackhat conference in Vegas later this year, FYI, in case folks are interested. thanks bruce ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET Smart Security, version of virus signature database 4014 (20090416) __ The message was checked by ESET Smart Security. http://www.eset.com __ Information from ESET Smart Security, version of virus signature database 4014 (20090416) __ The message was checked by ESET Smart Security. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] net_splitpacket_maxrate
If you have a quad core machine, and hlds/srcds is single threaded (which I believe it is), then you're just about reaching your 25% maximum CPU usage (100% of one core) for that server. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Danny Heinrichs Sent: Friday, 3 April 2009 1:55 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] net_splitpacket_maxrate We, too, have tried this on our 32 but are still experiencing choke around the 50's, sometimes more. We have tweaked all the settings we can think of, including raising net_splitpacket_maxrate but still the problem prevails. The cpu usage is normal around 20%. Help? On Thu, Apr 2, 2009 at 6:05 PM, Mike O'Laughlen molaugh...@gmail.comwrote: I'm resurrecting this email in the case that folks are still experiencing lag/choke on servers (like me). I'm hoping that Valve will continue improving the player experience regarding (what I assume to be mis-configured) servers due to the semi-recent update at the end of January. I've tried the various settings if/when I have control over them from the following article, but they have no affect: http://developer.valvesoftware.com/wiki/TF2_Network_Graph Since the patch I've avoided sniping for the most part, but now that I know the next class update involves the sniper... Here's Tony's post regarding choke/net_splitpacket_maxrate: I was experimenting with net_splitpacket_maxrate and it seems it has a definite noticeable effect. Assuming your server's CPU can handle the extra load required by splitting an extra amount of large packets and compressing this, I would recommend setting this to the same as your sv_maxrate (unless your maxrate is zero, in which case you should set it to a real high value). Look at these pictures: http://www.sourceop.com/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/ randomimages/net_splitpacket_ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/ maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/ http://www.sourceop.com/randomimages/net_splitpacket_maxrate/Because of the constant stream of large amounts of incoming data, every packet in the screenshots is part of a fragmented set. The CVar limits the rate of these packets specifically and defaults to only 15000. This is a problem because when there is large amounts of action, it is common for update packets to be split because of their large size. If most of the update packets need to be split, your rate will suddenly be dropped to around 15,000. I see no drawback to increasing the value of this CVar other than the increased CPU load your server might get since it will be splitting and compressing more outgoing packets. Hope this helps, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] l4d sv_alltalk convar
I havent been following this convo, but I noticed that when you are dead as a survivor, you can see infected team chat. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast Sent: Wednesday, 25 March 2009 3:25 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] l4d sv_alltalk convar Here's what I've noticed on mine: If I don't specify sv_alltalk in the startup config, it's already set to 1. In VS mode, survivors cannot hear infected, and vice versa. If I issue a 0, nothing changes. If I send sv_alltalk 1 (while it's already reporting as 1), then it works as you expect, all survivors can talk to all infected, all the time... I don't know why this is how, how it works like that, whatver... but we run alltalk on our l4d servers, so I just run sv_alltalk 1 in a startup config now, players can then disable using !votealltalk On Sun, Mar 22, 2009 at 6:43 PM, gulfy32 gulf...@gmail.com wrote: I've noticed as well if you set sv_alltalk 0 then it changes the tags to alltalk. On Sun, Mar 22, 2009 at 3:44 PM, Robert Whelan mrrjwhe...@yahoo.com wrote: After chatting with a few people I think there maybe a bug with sv_alltalk. I run several l4d servers and a few had asked me if I could turn off alltalk as it makes versus harder as everyone can obviously hear each other. The problem is I didn't enable alltalk, it appears to defalt to sv_alltalk = 1 on Win2k3. This is what the console echos without calling sv_alltalk in any cfg:- 15:42:46 sv_alltalk = 1 game notify - Players can hear all other players' voice communication, no team restrictions Now if I set sv_alltalk 0 in the server.cfg the console echos:- 15:19:20 sv_alltalk = 0 ( def. 1 ) game notify - Players can hear all other players' voice communication, no team restrictions Also, when I set sv_alltalk 0 sv_tags populates with alltalk which to me would state alltalk is enabled? Isn't that ass backwards? example: sv_alltalk 0 - 15:19:33 sv_tags 15:19:33 sv_tags = alltalk,*grp:x, ( def. ) Thx for listening... :p ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 Blog Post: Server Scoring
Check out http://teamfortress.com/ One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on . After kicking around some proposals, we came up with a simple system built around the theory that player time on a server is a useful metric for how happy the player is with that server. The very worst servers attract a large number of connections, mostly because they're lying in ways that make them look like a very attractive server at all times. Our first step in improving this part of the player experience has been to delist all the really bad servers. The master server will simply stop giving these to you when you fire up the serverbrowser. After that, we're going to keep improving our ability to measure this kind of problem. This sounds very cool, and I look forward to see what Valve can come up with in using these stats. - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] symlink multiple servers
You don't actually need to use any of this - You can run multiple servers out of the same install already. The only real gotcha is that addons are auto-loaded when each server starts, so you need to explicitly unload them if you want them disabled, which doesn't always work. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Monday, 9 March 2009 4:51 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] symlink multiple servers Yes but they are more limited. I think it doesn't support it on folders the way you might expect, ie. it is more like an alias and not a symlink like you might think about it in linux. Ook wrote: Does XP/2003/2000 have symlink equivalents? Never actually tried it under Winbloze. - Original Message - From: Midnight mido...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Sunday, March 08, 2009 9:23 PM Subject: Re: [hlds] symlink multiple servers Vista has much better symlink support. I haven't tried it for game servers myself. Would be nice if TCAdmin will support this in version 2.0. Ook wrote: Good point. I once ran an OP4 server from a network share. The server was an old PIII/800 box with an old 5400rpm 20GB Maxtor. It ran fine. At least there was no noticable lag due to file i/o. I assumed that file i/o would not be steller running it across the network like that. I watched bandwidth, and it never really used that much. A better reason to symlink some of your directories might to be if you have multiple servers using same map set and you don't want multiple copies of your maps and resources. It would be nice if we could do this with Windows. Hmm...anyone old enough to remember the old DOS append command? And all the trouble it caused? Yeah,yeah - not quite the same as using a symbolic link. - Original Message - From: Ian Watts iwatt...@hotmail.com To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Sent: Sunday, March 08, 2009 8:55 PM Subject: Re: [hlds] symlink multiple servers I won't point out the finer detail of this being a Win32 server mailing list... oops.. :P Google windows junctions to get info on how to use junction points. You have found where you would need to link the shared content. Because you would want cfg and addons separated (yes, I suppose you could pass an exec for custom autoexec.. but come on..), it means you would want, then, to link the other folders at that level (materials, models, maps.. etc). However, compared to many other things to look at, I don't believe you would gain all too much. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Thursday, March 05, 2009 2:55 PM Having multiple servers accessing the same files would actually be faster. The files will be in the cache, reducing reads to the hard drive. The disk i/o block scheduler may or may not be faster depending on what else is being read. If more then one process tries to read the same sector such that both requests go into the same head scan, then it will come out faster, but that probably isn't too likely. I would count on the cache to increase performance, but not the i/o scheduler. - Original Message - From: Arg! chillic...@gmail.com Sent: Thursday, March 05, 2009 2:29 PM im a bit of a linux noob, but wouldnt there be some potential latency involved with multiple server accessing the same files? i wonder if this would work with windows junction points as well :P On Fri, Mar 6, 2009 at 5:09 AM, f0rkz h...@f0rkznet.net wrote: You could share the source shared content as a single symlink point. Getting any deeper into sharing content may get tricky, but its possible. For instance, you set up something like /home/serverfiles/hl2 You could then symlink that in your server's directory.. /home/myuser/mygameserver/ ln -s /home/serverfiles/hl2 /home/myuser/mygameserver/hl2 Further than that may get messy... On Mar 5, 2009, at 1:04 PM, Chris Oryschak wrote: Currently i'm running multiple TF2 servers each from their own installation directory and have heard of people symlink'ing all the additional servers to one installation folder. This would probably clean up data along with making server updates much easier across all servers in one shot. Anyone here setup the additional servers via symlink? If so how did you go about doing it so that /addons and /cfg folders arn't shared? I'm curious to hear everyones opinion on this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
Is your server VAC secured though Matt? Type 'status' and see if it says its secure/insecure. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Thursday, 5 March 2009 9:19 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Everytime I start our server it always says: steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service It never seems to affect anything, and numerous research attempts on google have left me with nothing to try. I can say though, that the server will run despite that error. :-) -Matt On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote: As far as I remember you should be using '-ip' rather than '+ip' Also, did you try -ip 0.0.0.0 ? 2009/3/5 Andrew Armstrong and...@mammoth.com.au The server only has one IP, and that's the public one. I tried starting it without +ip as well, but the same error occurred. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Thursday, 5 March 2009 11:46 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Are you using any sort of NAT? Make sure you're bindg to the local IP and not the external IP. Any sort of improper -ip setting will cause all sorts of everything to fail to bind to ports. - Neph On 03/04/2009 04:23 PM, Robert C wrote: We've continued having this problem even when running only a single instance on a host. Another strange observation is that L4D servers run fine on the same hosts, but have a similar error displayed in the console: cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection Chad Austin wrote: I think I had the same issue, and it went away after I left more room inbetween the ports for each gameserver, an I did not use anything in the 2702x range. I know its not a good solution, but its worth a try. Andrew Armstrong wrote: Hi, We are experiencing some problems trying to run a few Team Fortress 2 servers on a new Windows Server 2008 64bit machine. While the server attempts to start, the following error messages appear in the server console: -- WARNING: NNET_OpenSocket: bind: WSAEINVAL other log lines steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service CreateBoundSocket: ::bind returned Win32 error 10022 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection -- We also receive the following error at times: -- A dialog box appears with an OK button saying: Couldn't allocate any hltv IP port -- I know someone is going to suggest the tv_port variable, and so we tried setting that to a unique, free port. This removes the Couldn't allocate any hltv IP port error. We have had hltv support disabled though the entire time. However, the server still boots up with the WARNING: NN_NET.. Log lines as above, and the server remains insecure: 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) Please note we run the exact same server configuration on Windows 2003 32bit without any problems. Is this a known issue at Valve (a quick google indicates a few other people have the same problem), or is there a fix available? Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
Hi Matt, Olly, I tried both +ip (address) and -ip (address), they both had the same result. I tried +ip 0.0.0.0 and had the same result. Interestingly this morning the server boots up, and I see the Failed to start in-process Steam service message still, but a status report says: version : 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) So supposedly the server is secure - but its not, because I checked via the Steam server list (Also note the 'disconnected from Steam 3' bit). Compare that to another 32bit server that just says: version : 1.0.4.9/14 3755 secure (and is working fine). Does anyone else have any ideas? Cheers, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Friday, 6 March 2009 5:48 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Yep, it shows it as being secure. -Matt On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong and...@mammoth.com.auwrote: Is your server VAC secured though Matt? Type 'status' and see if it says its secure/insecure. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Thursday, 5 March 2009 9:19 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Everytime I start our server it always says: steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service It never seems to affect anything, and numerous research attempts on google have left me with nothing to try. I can say though, that the server will run despite that error. :-) -Matt On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote: As far as I remember you should be using '-ip' rather than '+ip' Also, did you try -ip 0.0.0.0 ? 2009/3/5 Andrew Armstrong and...@mammoth.com.au The server only has one IP, and that's the public one. I tried starting it without +ip as well, but the same error occurred. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Thursday, 5 March 2009 11:46 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Are you using any sort of NAT? Make sure you're bindg to the local IP and not the external IP. Any sort of improper -ip setting will cause all sorts of everything to fail to bind to ports. - Neph On 03/04/2009 04:23 PM, Robert C wrote: We've continued having this problem even when running only a single instance on a host. Another strange observation is that L4D servers run fine on the same hosts, but have a similar error displayed in the console: cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection Chad Austin wrote: I think I had the same issue, and it went away after I left more room inbetween the ports for each gameserver, an I did not use anything in the 2702x range. I know its not a good solution, but its worth a try. Andrew Armstrong wrote: Hi, We are experiencing some problems trying to run a few Team Fortress 2 servers on a new Windows Server 2008 64bit machine. While the server attempts to start, the following error messages appear in the server console: -- WARNING: NNET_OpenSocket: bind: WSAEINVAL other log lines steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service CreateBoundSocket: ::bind returned Win32 error 10022 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection -- We also receive the following error at times: -- A dialog box appears with an OK button saying: Couldn't allocate any hltv IP port -- I know someone is going to suggest the tv_port variable, and so we tried setting that to a unique, free port. This removes the Couldn't allocate any hltv IP port error. We have had hltv support disabled though the entire time. However, the server still boots up with the WARNING: NN_NET.. Log lines as above, and the server remains insecure: 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) Please note we run the exact same server configuration on Windows 2003 32bit without any problems. Is this a known issue at Valve (a quick google indicates a few other people have the same problem
Re: [hlds] Team Fortress 2 Update Coming
Thanks for the heads up Jason -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Friday, 6 March 2009 9:34 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Subject: [hlds] Team Fortress 2 Update Coming A required update for Team Fortress 2 will be released later today, hopefully within the next hour or two. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
Okay, so ive been looking in to this issue further. Here are some thoughts: According to http://msdn.microsoft.com/en-us/library/ms740532(VS.85).aspx under Windows Vista/Win2K8, setsockopt() will fail with WSAEINVAL (instead of WSAENOPROTOOPT) when the option is not supported - which is the case with every version of Windows. 1) Valve (if you're reading this) is it possible that you gracefully ignore the WSAENOPROTOOPT for Windows, but don't do the same for WSAEINVAL when calling this function with unsupported flags? 2) KB article http://support.microsoft.com/kb/946886 suggests a similar error can occur when When there is a third-party legacy TDI filter driver installed on a computer that is running Windows Server 2008 or Windows Vista, the system receives error code WSAEADDRINUSE (10048) when the system tries to bind the socket for the first time. When the system tries to bind the socket for the second time, it receives error code WSAEINVAL (10022).. This does not appear to be the case with us (we do not have a third-party legacy TDI driver). So we can rule this out I think. 3) The KB article at http://support.microsoft.com/kb/819124 suggests the error code can be raised when: * An invalid argument (for example, an argument that specified an invalid level) was supplied to the setsockopt (Wsapiref_94aa.asp) function. - Which is possibly what is happening as per Point #1 * Sometimes, it also refers to the current state of the sockets, for example, calling accept (Wsapiref_13aq.asp) on a socket that is not listening. - If this was a problem, surely this would be occurring on Windows Server 2003 (and XP, etc) as well, but its not - so I think I can rule this out. This leads me to believe that the problem described in Point #1 is the most likely cause, otherwise I have no idea. Cheers, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger Sent: Friday, 6 March 2009 9:44 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors h what could it be!? Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 From: and...@mammoth.com.au To: hlds@list.valvesoftware.com Date: Fri, 6 Mar 2009 09:35:45 +1100 Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Hi Matt, Olly, I tried both +ip (address) and -ip (address), they both had the same result. I tried +ip 0.0.0.0 and had the same result. Interestingly this morning the server boots up, and I see the Failed to start in-process Steam service message still, but a status report says: version : 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) So supposedly the server is secure - but its not, because I checked via the Steam server list (Also note the 'disconnected from Steam 3' bit). Compare that to another 32bit server that just says: version : 1.0.4.9/14 3755 secure (and is working fine). Does anyone else have any ideas? Cheers, Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Friday, 6 March 2009 5:48 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Yep, it shows it as being secure. -Matt On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong and...@mammoth.com.auwrote: Is your server VAC secured though Matt? Type 'status' and see if it says its secure/insecure. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Thursday, 5 March 2009 9:19 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Everytime I start our server it always says: steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service It never seems to affect anything, and numerous research attempts on google have left me with nothing to try. I can say though, that the server will run despite that error. :-) -Matt On Thu, Mar 5, 2009 at 3:37 AM, Olly oli...@gmail.com wrote: As far as I remember you should be using '-ip' rather than '+ip' Also, did you try -ip 0.0.0.0 ? 2009/3/5 Andrew Armstrong and...@mammoth.com.au The server only has one IP, and that's the public one. I tried starting it without +ip as well, but the same error occurred. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Thursday, 5 March 2009 11:46 AM To: Half-Life dedicated Win32 server mailing list
[hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
Hi, We are experiencing some problems trying to run a few Team Fortress 2 servers on a new Windows Server 2008 64bit machine. While the server attempts to start, the following error messages appear in the server console: -- WARNING: NNET_OpenSocket: bind: WSAEINVAL other log lines steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service CreateBoundSocket: ::bind returned Win32 error 10022 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection -- We also receive the following error at times: -- A dialog box appears with an OK button saying: Couldn't allocate any hltv IP port -- I know someone is going to suggest the tv_port variable, and so we tried setting that to a unique, free port. This removes the Couldn't allocate any hltv IP port error. We have had hltv support disabled though the entire time. However, the server still boots up with the WARNING: NN_NET.. Log lines as above, and the server remains insecure: 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) Please note we run the exact same server configuration on Windows 2003 32bit without any problems. Is this a known issue at Valve (a quick google indicates a few other people have the same problem), or is there a fix available? Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors
The server only has one IP, and that's the public one. I tried starting it without +ip as well, but the same error occurred. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Thursday, 5 March 2009 11:46 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors Are you using any sort of NAT? Make sure you're bindg to the local IP and not the external IP. Any sort of improper -ip setting will cause all sorts of everything to fail to bind to ports. - Neph On 03/04/2009 04:23 PM, Robert C wrote: We've continued having this problem even when running only a single instance on a host. Another strange observation is that L4D servers run fine on the same hosts, but have a similar error displayed in the console: cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection Chad Austin wrote: I think I had the same issue, and it went away after I left more room inbetween the ports for each gameserver, an I did not use anything in the 2702x range. I know its not a good solution, but its worth a try. Andrew Armstrong wrote: Hi, We are experiencing some problems trying to run a few Team Fortress 2 servers on a new Windows Server 2008 64bit machine. While the server attempts to start, the following error messages appear in the server console: -- WARNING: NNET_OpenSocket: bind: WSAEINVAL other log lines steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service CreateBoundSocket: ::bind returned Win32 error 10022 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection -- We also receive the following error at times: -- A dialog box appears with an OK button saying: Couldn't allocate any hltv IP port -- I know someone is going to suggest the tv_port variable, and so we tried setting that to a unique, free port. This removes the Couldn't allocate any hltv IP port error. We have had hltv support disabled though the entire time. However, the server still boots up with the WARNING: NN_NET.. Log lines as above, and the server remains insecure: 1.0.4.9/14 3755 insecure (secure mode enabled, disconnected from Steam 3) Please note we run the exact same server configuration on Windows 2003 32bit without any problems. Is this a known issue at Valve (a quick google indicates a few other people have the same problem), or is there a fix available? Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT] TF2 Announcer Blog Post
No scout update for a few :) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: Thursday, 19 February 2009 1:06 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] [OT] TF2 Announcer Blog Post Wow, that is priceless. It seems valve gets a little headroom and they flaunt it. I wonder if they will post stats of how many people actually lost their unlocks for a month. As I'm typing this I'm wondering how valve knew if someone performed the exploit or not, given it was performed on private servers. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Wednesday, February 18, 2009 5:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [OT] TF2 Announcer Blog Post Seconding this. On Wed, 2009-02-18 at 17:38 -0800, Nephyrin Zey wrote: http://teamfortress.com/post.php?id=2262 I *require* a recording of the actual announcer reading that post out loud. - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update coming for SteamID change
This update was just released. Updates to the Orange Box Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include: Orange Box Engine * Updated the engine to report SteamIDs using the Steam_0 format instead of Steam_1 * Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods running the current Orange Box engine * Reverted the change that capped rate at 3 http://store.steampowered.com/news/ Thanks Valve! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Major NuT Sent: Wednesday, 18 February 2009 6:44 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Update coming for SteamID change It's not April 1st is it? O_o (no, I still haven't done my taxes) [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com We're hoping to have a fix for the SteamID change live within about an hour. This will be an optional update. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available
Could someone please clarify what exactly has changed in the STEAM ID format, and whether this affects existing banned.cfg entries for STEAM IDs? Thanks! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin Sent: Tuesday, 17 February 2009 1:10 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available Probably to make the L4D IDs match with TF2? On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald voo...@voogru.com wrote: You have to change all of the STEAM_0's to STEAM_1's. That's all. But still, what's the purpose of the change in the first place. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg! Sent: Monday, February 16, 2009 9:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available Does this mean our ban lists are all completely useless because the steam id format has changed? On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com wrote: This is from the Steam Update Page. /Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher Syringe Gun) Ultimately reduces damage done by sticky bombs to enemies 512 units from the Demoman/ So, which is it. Pipes or stickies? o_O Jason Ruymen wrote: A required update for Team Fortress 2, along with an optional update for Day of Defeat: Source has been released. Please run hldsupdatetool to receive the update. The specific changes include: - Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher Syringe Gun) - Ultimately reduces damage done by pipebombs to enemies 512 units from the Demoman - Moved the unlockable system over to the new item backend: - Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout - Made tf_damage_disablespread a replicated convar, so clients can see the value of it on the server they're connected to - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to better explain its function now that stalemate is optional - Protected several more commands from client exploitation - Fixed muzzle flashes shell ejections still playing when viewmodels are hidden - Server tags can now be used to include or exclude servers from the list Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available
Thanks, I just did a comparison between my Id in Left 4 Dead and a Half-Life 1 game. It went from STEAM_0 to STEAM_1 as well. 1) Does this mean we should treat these two Ids as the same (what is the 0/1 for?) 2) Why would the prefix be different? The Source SDK says that value is either the Univerise or Account type; not sure why it would change. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin Sent: Tuesday, 17 February 2009 1:24 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available I will demonstrate with my own ultra 1337 steamid: STEAM_0:1:1133750 -- STEAM_1:1:1133750 Andrew Armstrong wrote: Could someone please clarify what exactly has changed in the STEAM ID format, and whether this affects existing banned.cfg entries for STEAM IDs? Thanks! -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin Sent: Tuesday, 17 February 2009 1:10 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available Probably to make the L4D IDs match with TF2? On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald voo...@voogru.com wrote: You have to change all of the STEAM_0's to STEAM_1's. That's all. But still, what's the purpose of the change in the first place. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg! Sent: Monday, February 16, 2009 9:04 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available Does this mean our ban lists are all completely useless because the steam id format has changed? On Tue, Feb 17, 2009 at 12:55 PM, Anthal ant...@couchathletics.com wrote: This is from the Steam Update Page. /Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher Syringe Gun) Ultimately reduces damage done by sticky bombs to enemies 512 units from the Demoman/ So, which is it. Pipes or stickies? o_O Jason Ruymen wrote: A required update for Team Fortress 2, along with an optional update for Day of Defeat: Source has been released. Please run hldsupdatetool to receive the update. The specific changes include: - Pipebombs now get a reduced close range damage ramp up (like Rocket Launcher Syringe Gun) - Ultimately reduces damage done by pipebombs to enemies 512 units from the Demoman - Moved the unlockable system over to the new item backend: - Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout - Made tf_damage_disablespread a replicated convar, so clients can see the value of it on the server they're connected to - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to better explain its function now that stalemate is optional - Protected several more commands from client exploitation - Fixed muzzle flashes shell ejections still playing when viewmodels are hidden - Server tags can now be used to include or exclude servers from the list Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list
[hlds] Valve: Plans to migrate all Steam IDs to the new format?
Hi, I just wanted to ask whether there were plans to migrate the IDs to the new format for all existing games (such as CS/Hl1 based games and their mods)? Any info would be appreciated; myself and others no doubt store these IDs for some reason or another and it would be good to know whether we will need to make changes to such systems to view IDs with STEAM_0 and STEAM_1 as the same or not. If you are planning/close to migrating your older games to the new format as well, it would be good to know so we can just wait for the update instead. Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Important notice regarding the HLDS mailing lists
It was definitely there before, strange. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Tuesday, 10 February 2009 11:56 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists That quote doesn't appear anywhere on that webpage. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alec Sanger Sent: 09 February 2009 21:35 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Important notice regarding the HLDS mailing lists https://support.steampowered.com/kb_article.php?ref=9427-OPFH-2819 Please note the following (located at the bottom of the page) The following lists have been discontinued as of February 20th, 2009: Click here for the archives of the Windows Dedicated Server Mailing List.Click here for the archives of the Linux Dedicated Server Mailing List. For active discussion regarding Dedicated Servers, please visit the forums. Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 From: mr.neosty...@gmail.com To: hlds@list.valvesoftware.com Date: Mon, 9 Feb 2009 16:32:09 -0500 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists I call shenanians Neil Voutt http://www.neilvoutt.com Sent from my iPhone On 9-Feb-09, at 4:24 PM, Evan Kaufman evan.kauf...@gmail.com wrote: Ditto, since that's really THE most useful thing about this list. On Mon, Feb 9, 2009 at 3:19 PM, Mike Stiehm mikesti...@gmail.com wrote: I would also like to know this On Feb 9, 2009, at 3:02 PM, Alec Sanger eclyp...@hotmail.com wrote: Well, Burton. What about receiving notification of updates? Please tell me we will still be able to receive these via email. Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows LiveT: E-mail. Chat. Share. Get more ways to connect. http://windowslive.com/howitworks?ocid=TXT_TAGLM_WL_t2_allup_howitworks _022009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Important notice regarding the HLDS mailing lists
I think forums have an advantage over a mailing list (having been on this list for many years) in that newcomers can find answers to questions already answered, and other handy reference material can be kept around for others to read. One of the main benefits I found from being on this list however that was it is easy to interact with, given that I'm on email every day, I can quickly chime in to a conversation if I have something useful to offer. I already post on the Steam forums, find them easy and quick to use and load relatively quickly in my experience, and that's from Australia. Another benefit of the mailing list was the dedicated server update notifications which are always very handy (the time between an update being posted and our servers then being updated is usually only ten minutes) - from what I read though the hlds_announce@ list (which just contained server announcements) would have been kept around, which is great. I have also noticed Valve team members slowly drift away from this list, but that may be because there is a bit more noise (in the good sense) and the attention previously needed is no longer that necessary, as there are many people here who already reply with helpful answers. One thought I had regarding the forums was their separation; currently there are four forums (Windows/Linux srcds/hlds), when we currently have two mailing lists (hlds, hlds_linux). I'm not sure what would be best, but perhaps two forums may help consolidate the knowledge (the hlds/srcds forum would handle 90% of the support problems), with the linux forum handling linux-specific issues? Cheers, Andrew - Plasma -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey Sent: Tuesday, 10 February 2009 12:42 PM To: 'hlds@list.valvesoftware.com' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists Given the feedback received from the list, we are holding off migrating the mailing lists to the forums. The intent of migrating to the forums was to leverage the benefits and features of the forums to further strengthen the community, giving us a central spot to gather feedback. The forum software is continually being updated by vBulletin and is flexible enough to also allow us to add our own features. To address a couple of specific concerns about the forums: - Membership - We can keep the membership in the DS forums private so that random forum users cannot post. - Moderation - We can assign moderators for specific forums. Moderators would be volunteers from the current mailing list participants. - Forum server performance - We have upgraded the system that runs the forums and we do not experience the lag we were experiencing in the past - The forums are accessible to more people than the mailing list. We want to make things better, not worse. We appreciate any further feedback you have to offer. -Original Message- From: Burton Johnsey Date: Mon, Feb 9, 2009 at 12:38 PM Subject: Important notice regarding the HLDS mailing lists To: hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com, hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com We will be shutting down the HLDS mailing lists on Friday, February 20th. After February 20th, all server discussions should take place in one of the forums listed below. Windows server discussion should be conducted here: http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source) http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc) Linux server discussion should be conducted here: http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source) http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc) If you have not already done so, please register a forum accounthttp://forums.steampowered.com/forums/register.php. NOTE: The mailing list archives will still be available for viewing. -BurtonJ Valve Software ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Important notice regarding the HLDS mailing lists
Unlessthere was a usergroup on the forums devoted to Server Admins...in which, a Valve employee could send an email to that usergroup so that everyone gets a no-reply email informing us of the update. I just thought of that. Might be a good idea. This already exists, its hlds_announce@ - See http://list.valvesoftware.com/mailman/listinfo/hlds_announce - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Aaron Rapp Sent: Tuesday, 10 February 2009 12:56 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists Thanks for the reply Burton. This is good news to hear. These are my thoughts: - Membership--yes...I do like the membership idea. I think it's most of our fears that this list gets thrown in with all of the forum trollers that are out there. - Moderation--Also yesIf we keep this list, I would like to see more moderation, if possible. But...if the move to forums must be made, the proper moderation will keep things on point and helpful to all of us. - Forum Server Performance--I have seen an improvement to the forums and can understand why you would want to take advantage of that. - I think the main idea behind the mailing list (at least for me) was the ability to get an email when Valve posted on it. We used to get heads up's when a update was incoming. To be able to get this on my blackberry and inform my staff to get readywell, that was very very useful in keeping a busy set of servers. Having forumsit will be more difficult. Unlessthere was a usergroup on the forums devoted to Server Admins...in which, a Valve employee could send an email to that usergroup so that everyone gets a no-reply email informing us of the update. I just thought of that. Might be a good idea. Either wayI love Valve games and love running servers, so I'll go where you guys go. Regards, Aaron Rapp -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey Sent: Monday, February 09, 2009 5:42 PM To: 'hlds@list.valvesoftware.com' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists Given the feedback received from the list, we are holding off migrating the mailing lists to the forums. The intent of migrating to the forums was to leverage the benefits and features of the forums to further strengthen the community, giving us a central spot to gather feedback. The forum software is continually being updated by vBulletin and is flexible enough to also allow us to add our own features. To address a couple of specific concerns about the forums: - Membership - We can keep the membership in the DS forums private so that random forum users cannot post. - Moderation - We can assign moderators for specific forums. Moderators would be volunteers from the current mailing list participants. - Forum server performance - We have upgraded the system that runs the forums and we do not experience the lag we were experiencing in the past - The forums are accessible to more people than the mailing list. We want to make things better, not worse. We appreciate any further feedback you have to offer. -Original Message- From: Burton Johnsey Date: Mon, Feb 9, 2009 at 12:38 PM Subject: Important notice regarding the HLDS mailing lists To: hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com, hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com We will be shutting down the HLDS mailing lists on Friday, February 20th. After February 20th, all server discussions should take place in one of the forums listed below. Windows server discussion should be conducted here: http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source) http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc) Linux server discussion should be conducted here: http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source) http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc) If you have not already done so, please register a forum accounthttp://forums.steampowered.com/forums/register.php. NOTE: The mailing list archives will still be available for viewing. -BurtonJ Valve Software ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Important notice regarding the HLDS mailing lists
I think the forum system could work well if it is moderated appropriately. The main concern with this discussion seems to be that a lot of noise will be generated from letting 'everyone' in to the forum. If someone wants to know how to setup a server; why not let them in and find out how to do so? The concern about it becoming too noisy or having the forum filled with simple questions that could have been answered had the person read a stickied FAQ could be avoided/reduced through good moderation and helpful posters I think. - Plasma -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Tuesday, 10 February 2009 5:05 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists This is the biggest problem I have with the forums. Too many people on the forums are trying to find out how to get srcds working or why hldsupdatetool.exe doesn't work in Linux or how to get mani mod working. This list is way beyond that and you hardly ever see that sort of thing here. Finding the valuable information on this list would be difficult in the forums because of all the sifting that would need to be done. Also, I like this list because everyone at Valve subscribed to it has to do something with the emails (delete/read/set up rules to filter out bad threads) whereas in the forums there is no guarantee someone at Valve even saw my OMG VALVE READ NOW: TIMEOUTS ON MAP CHANGE thread. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm Sent: Monday, February 09, 2009 8:08 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Important notice regarding the HLDS mailing lists This list is one of the few resources admins have to combat the problems and exploits srcds servers attract. If you take this away then we are reduced to 50 clicks of navigation around countless webpages filled with How do I install a dedicated server. Here there is no logins, no issues of mods deleting our posts and everyone gets a fair word. Please valve, don't take away our mailing list. I strongly dislike forums, logging in just for a quick reply gets very old, opening my inbox to find what I need is just what we all need, hence our reason for being here. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm Sent: Monday, February 09, 2009 7:23 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Important notice regarding the HLDS mailing lists I love the fact that I can get updates from the list via email. It looks like a lot of admins use blackbarrys or iPhones and the ability to use that to interact with the list is crucial. Another nice thing about this list is that it's made up of mostly mature server admins and not a lot of the general public so as bad as it gets we don't have to deal with to many non-stop B.S. sessions. A section where you have to be a member would be a great idea. Now we would just need some way to qualify someone that wants to join On Feb 9, 2009, at 7:41 PM, Burton Johnsey bur...@valvesoftware.com wrote: Given the feedback received from the list, we are holding off migrating the mailing lists to the forums. The intent of migrating to the forums was to leverage the benefits and features of the forums to further strengthen the community, giving us a central spot to gather feedback. The forum software is continually being updated by vBulletin and is flexible enough to also allow us to add our own features. To address a couple of specific concerns about the forums: - Membership - We can keep the membership in the DS forums private so that random forum users cannot post. - Moderation - We can assign moderators for specific forums. Moderators would be volunteers from the current mailing list participants. - Forum server performance - We have upgraded the system that runs the forums and we do not experience the lag we were experiencing in the past - The forums are accessible to more people than the mailing list. We want to make things better, not worse. We appreciate any further feedback you have to offer. -Original Message- From: Burton Johnsey Date: Mon, Feb 9, 2009 at 12:38 PM Subject: Important notice regarding the HLDS mailing lists To: hlds_a...@list.valvesoftware.commailto:hlds_a...@list.valvesoftware.com , Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com, hlds_li...@valvesoftware.commailto:hlds_li...@valvesoftware.com We will be shutting down the HLDS mailing lists on Friday, February 20th. After February 20th, all server discussions should take place in one of the forums listed below. Windows
Re: [hlds] SourceBans typo will ban nearly every Valve employee :(
One option is to normalize the data before you add it to the database in a format that's easier to work with. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Tuesday, 3 February 2009 2:50 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] SourceBans typo will ban nearly every Valve employee :( Oh, right, I see what you mean. You need REGEXP for the [0-9]. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Monday, February 02, 2009 7:48 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] SourceBans typo will ban nearly every Valve employee :( Yes, thank Left 4 Dead for changing the way auth/SteamIDs work. On Mon, 2009-02-02 at 19:43 -0800, Tony Paloma wrote: Hah. That's awesome. This is one of the reasons I only use my own plugins. Is the REGEXP really necessary? Can't you just change it to = ? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, February 02, 2009 7:39 PM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] SourceBans typo will ban nearly every Valve employee :( So here i am perusing my logs when i see L 02/02/2009 - 20:25:28: EricS114STEAM_0:1:10 disconnected (reason You have been banned by this server, check http://www.doublezen.net/ for more info) wait, what? No ban matches that steamID. So i dig into the SourceBans module, and find this: SELECT bid FROM %s_bans WHERE ((type = 0 AND authid REGEXP 'STEAM_[0-9]:%s') OR (type = 1 AND ip = '%s')) AND (length = '0' OR ends UNIX_TIMESTAMP()) AND RemoveType IS NULL What that means, is if 1234 is banned, so is 123, 12, and 1. Since Valve has a lot of really short steam IDs, this means that any sizable database will return matches against them. To fix this, if you run SourceBans, change line 774 to: SELECT bid FROM %s_bans WHERE ((type = 0 AND authid REGEXP '^STEAM_[0-9]:%s$') OR (type = 1 AND ip = '%s')) AND (length = '0' OR ends UNIX_TIMESTAMP()) AND RemoveType IS NULL IE add that nice ^ and $ there, so it only matches complete IDs. Recompile sourcebans.sp and install. I would like to apologize to EricS and invite him to play on the Nemu servers whenever he damn well pleases! - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Server Quality Control
I thought the CPU Load (%) icon (like ping) in some games was always pretty neat. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Tuesday, 20 January 2009 11:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Server Quality Control CONOSLE: Warning: You are playing on a Single-Core server. Expect Lag Lollz A rating system or something for servers maybe, but your whole idealized no-single-core (srcds is largely single threaded...) 2gig ram having thing sounds pretty snobby and ineffective at the same time. I run three lag free 32x TF2 servers on a 2.4GHz quad core with 4gigs of ram, and some old pentium 4 could run a single lag free L4D server pretty well. Network and configuration are usually vastly more important. I agree that on games with a server browser you can find and return to fun lag free servers, while outside of steam group servers l4d just throws you in there. One idea would be pushing steam group servers a lot more, IE have a 'hosted by' drop down that lets you pick steam groups, including ones you're not in but have played on before (assuming theirs arn't exclusive) or some such. On Mon, Jan 19, 2009 at 3:17 PM, Jake E jackac...@gmail.com wrote: HI, My Friends and I usually team up on campaign servers, and usually it takes 10-15 minutes to find a good dedicated server. The first one may lag, the second one may shut down, and the third one may lag also. I was just wondering if we could have a form of server selecting or warning- i.e., Valve adds something that says CONOSLE: Warning: You are playing on a Single-Core server. Expect Lag when you join or maybe you could see the specs of the dedicated server you are about to join. Like the lobby leader sees 2.4 GHz Quad, 4000MB Ram. Accept? [YES] [NO] Alternatively, there could be something like HLDSupdatetool checks your specs and says Please upgrade your system to have at least a __._GHz Dual Core Processor before running left4dead. I know it's a long shot, but I think the Left 4 Dead community deserves to play on lag-free servers. Well also if you guys could do me a favor, we are putting up a CS:Source server and are thinking of just buying a dedicated server for our CS:Source. GMOD, and L4D, I know that the CPU usage of L4D is comparable to a 26 slot TF2 server, how good a box do you think we would need for all three servers? Thanks, Jake ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Left 4 Dead Update Possibly This Week
Hi, Just passing on something I noticed on the Steam forums, apparently there should be an updated patch for L4D this week. .the patch should be out this week. Source: http://forums.steampowered.com/forums/showthread.php?t=784064 Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam browser protocol
I think the only way you can join a Steam group is via the web interface at steamcommunity.com -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of mu...@anbservers.net Sent: Tuesday, 6 January 2009 9:28 AM To: Half-Life dedicated Win32 server mailing list Subject: [hlds] Steam browser protocol http://developer.valvesoftware.com/wiki/Steam_browser_protocol#Connect_proto col I was looking for a steam://command that would allow me to have a link to join a steam community group. However I can not seem to find one and there is not one listed in the SDK. Is there one? Thank you ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D feature request / tweak
That's one of many problems with the lobby setup at the moment (steam group servers don't show up at all or only a handful do, dedicated servers aren't found even though there are many free, etc) - lots of things need work :( -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dan Maksim Sent: Saturday, 3 January 2009 4:58 PM To: hlds@list.valvesoftware.com Subject: [hlds] L4D feature request / tweak When using the Join game in progress menu option is selected, I frequently find that I get dropped back to the main menu with a Server is Full error. I frequently find myself having to re-click Join game in progress 2 or 3 times before successfully joining a game. Can this option be tweaked such that it automatically re-tries if it fails? _ Send e-mail faster without improving your typing skills. http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_12 2008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Left4Dead: Noticable Lobby Issues
Hi, I just wanted to re-enforce a few outstanding issues that myself and a few others have experienced with regards to trying to play a game of Left4Dead. I want to keep this short and sweet. These problems are experienced in-game, and are caused by backend/server issues I assume. 1) I am apart of a Steam group that has 50+ servers. I only see around 12-40 of those servers listed in 'Steam group servers' view, it varies from time to time. The choice of servers shown appears arbitrary. 2) When I do see a server I like (game mode, player count), I attempt to connect to it but just get 'Connection to server lost'. This appears to happen very frequently. Trying to join the server again from the menu does not matter, it still fails. 3) It would be fantastic to be able to choose a preference for a 'Steam group server' that a game starts on from within the lobby creation screen. Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam Community URLs and XML
You may want to post this on the Steam Community Discussion forum - a few of the steam community web devs read that site, you're probably more likely to get a bit of help from there instead of this (server oriented) list. Cheers -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton Sent: Monday, 24 November 2008 11:03 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam Community URLs and XML Ah right ok :) I see - so your handling the headers data directly. So long as Valve stick to the standard protocol you should be able to recognise the 302 response and do the second GET - but tweak it to make sure that the xml-1 parameter makes it back to9o. i'd highly advise using a pre-built library that handles all the response codes - so nothing can break in future :) Thomas Morton ++ No problem should ever have to be solved twice ++ 2008/11/24 David Kellaway [EMAIL PROTECTED] Regarding these points: Ronny Schedel wrote: It's not working like you may think. If you access the page with 64bit userid and a user friendly name is set, the webserver respond only a code different from 202 with the new location (don't remember the code, it's 301 or something). You don't receive any content. Your Internet browser just handle this redirected page and display it. Even if Valve would pass all GET parameters to the redirected page, the webserver would still respond with the redirected page without content in the first step. I'm aware that this is how it works (and I already do it this way as a workaround), but the behaviour on Valve's end should be consistent. If I request a profile's XML feed based on their 64-bit ID, I should get that profile's XML feed, not *either* what I requested *or* a redirect to the wrong place. An example (might have some typos): 1. You: GET /profiles/123456789/?xml=1 2. Webserver: 301 Location: http://steamcommunity.com/id/nicename 3. You: GET /id/nicename?xml=1 4. Webserver: 202 Content-Length: . This is a rough overview what happens, experienced web programmers should understand what happens. You suggest Valve should add the xml-parameter in step 2, but this does not change the behaviour. You don't get any content in step 2, you have to handle it by yourself. While you're right there's no actual data coming back in step 2, the URL sent back in its place is still wrong, and if they ever change how this redirect works and I'm manipulating that URL based on assumptions about the current system, my program could break. This is more of a problem with how I set up my application (in C#.NET), because if it was just serving the profile's XML feed without any redirecting, I could just have an XmlDocument load up the feed (the .NET XmlDocument object supports loading a document from a URI) and immediately start using the data - instead I'm left to do a lot of unnecessary network coding just to make sure I'm getting the right document. -Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam Community URLs and XML
6 or 7 times more code to handle a redirect? I think you're doing something wrong. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton Sent: Monday, 24 November 2008 11:46 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam Community URLs and XML 2. They can install new servers to handle the higher load. Some load balancing strategies depend on different server names, so you have to take care again of 300 reponse codes. I'm pretty sure Valve already have more than one server, considering their user base is in the millions. Besides, a HTTP redirect *should point to the right place*. That's my whole point here. Dropping the ?xml=1 from the URL as it does now is bad practice because it makes data requested from the community website wildly inconsistent - the same URL could change from serving an XML feed to a HTML page containing different data, with no warning, if a user changes one preference within Steam. I've worked with Valve products long enough to know that I should expect to deal with this kind of stuff, but it's a particularly bad example because it requires that I have six or seven times the amount of code just to retrieve a profile page. You shouldnt have to worry about 300 codes. Firstly they should work in the same way (so long as valve get the response header right) as 302's (even if the behaviour is theoretically wrong) and also having multiple servers wont result in a 300 code (as you say they already will have these - but behind the scenes in a cloud form [I imagine]) because that isn't what it is for ;) Tom ++ No problem should ever have to be solved twice ++ 2008/11/24 David Kellaway [EMAIL PROTECTED] Ronny Schedel wrote: This is what you would like to get, but this is not how the Internet works and can work. You should be aware of how the Internet works. Imagine your application gets very popular and the webserver requests increases very high, Valve have two options which can hurt your application: 1. They can block or limit the access, so you have to take care if they send you 400's or 500's if the server is overloaded. My application already handles this by showing an error message saying the community is unavailable. 4**/5** errors are something I *should* have to deal with. 2. They can install new servers to handle the higher load. Some load balancing strategies depend on different server names, so you have to take care again of 300 reponse codes. I'm pretty sure Valve already have more than one server, considering their user base is in the millions. Besides, a HTTP redirect *should point to the right place*. That's my whole point here. Dropping the ?xml=1 from the URL as it does now is bad practice because it makes data requested from the community website wildly inconsistent - the same URL could change from serving an XML feed to a HTML page containing different data, with no warning, if a user changes one preference within Steam. I've worked with Valve products long enough to know that I should expect to deal with this kind of stuff, but it's a particularly bad example because it requires that I have six or seven times the amount of code just to retrieve a profile page. -Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Bug Report: Matchmaking Lobby is not finding servers, even when servers are available
Hi, I'm sure this is problem has probably been identified, but if not, here's a quick recap. Last night I went and 'Played with friends on Steam Group server' and hosted a lobby. When the lobby was full, I went to launch the game. The 'searching for dedicated server' screen appeared numerous times after I clicked 'start game' and 'Cancel' to a listen server prompt. So after searching for at least 10x, no server was found. Sv_search_key was blank. There were definitely empty servers; because I was looking at 3+ server consoles that were 'hibernating' and had no players on them. These three servers were configured exactly the same as 40+ other servers that did have players on them. So there is definitely some sort of problem with locating a server to play on. One other issue, is that it is really hard for some reason to 'create a lobby', that option is hidden inside a few menus instead of being next to 'search for a lobby'. - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
Sv_steamgroup is found in the server, not the client. Visit your Steam Group admin page (the Settings tab) on steam community, and you will see an 'ID' field. This is what you set for sv_steamgroup on your server/s. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Fabian Baur Sent: Saturday, 15 November 2008 2:24 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam community group features Hello! Where can i find the sv_steamgroup please? I cant see any change to our group and i cant see the sv_steamgroup value anywhere? (updated the steamclient and looked at the online version) Thanks in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
I think I'm seeing this too. I'm a member of a steam group, and it has 28 servers associated with it. Most servers are either full, or have 3/4 players on them. Yet I do not see any servers/games listed when I go 'play on a steam group server'. I double checked via the server console that sv_steamgroup was set for servers, and it was. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Fyren Sent: Saturday, 15 November 2008 2:10 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam community group features On Fri, Nov 14, 2008 at 21:55, DontWannaName! [EMAIL PROTECTED] wrote: Mine isnt working either. It found the Eventscripts one only for a second but not on the list, it showed on the bottom near the friends info of the main menu before disappearing. Same for me. I set sv_steamgroup and sv_steamgroup_exclusive 1. If I let it sit at the main menu, eventually it pops up saying there's one group server and shows the group name/icon, but clicking on that does the same thing as clicking play campaign - play on a Steam group server. The list shown there is always empty; it periodically says searching and then no games found. If I click create lobby while there, it gives me the same menu that you get if you do play campaign - play online. I tried clicking find a lobby there anyway, but it plopped me into someone else's lobby as expected. So I don't see any way to start a game on the server I tied to the group. If I start a lobby through play with friends and start a game, it doesn't give me my server. -Fyren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
Just another quick (bug?) report, if you click 'Create Lobby' from the 'Play on Steam Group Server' screen, it goes to a find lobby screen instead of one with the 'create lobby' button. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Saturday, 15 November 2008 12:54 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] Steam community group features Ok, we're getting ready to ship the first round of the group features we've been working on this week. There is a new cvar called sv_steamgroup, which takes the Steam group number (which is now visible on the group's administrative page). The server will still be part of matchmaking, but users that are in that group will be able to browse directly to it from the main menu. Also, if this value is set, there will be a button near the message of the day that allows users to go directly to that group's page. This allows them to join that group if they like, and then be able to browse back to it in the future. There is another convar in there called sv_steamgroup_exclusive, which isn't completely implemented yet. The goal if it will be to make a server only joinable by users within that group, but there are some edge cases where matchmaking could still potentially put users on there. People are welcome to play around with it for now, and we should have it fully implemented in the next few days or so. Hopefully this addresses some of the concerns server admins have brought up. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
Are you aware of any problems with this group feature not working right? I just tried to look again for servers in a group I am in. Someone else reported the same problem: If I waited 30 seconds or so at the main menu, I eventually see servers scrolling by for 'Steam group servers', but this takes a while, as they do not appear immediately like friends playing on servers does. However when I click on them to go to the 'find games' screen, there are never any results for games to join, Ive tried waiting at this screen for several minutes too. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Saturday, 15 November 2008 3:33 PM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam community group features It will work in most cases, just not all yet. We'd like people to test it though. On Nov 14, 2008, at 7:51 PM, Kitteny Berk [EMAIL PROTECTED] wrote: They said it's not completely implemented, which to me reads like test it, it might explode something amusingly. Was mostly just mentioning it doesn't work, and given the password doesn't appear to work quite right, We could be stuck without private servers, which is A Bad ThingT msleeper wrote: They said that the sv_steamgroup_exclusive is not functioning yet. On Sat, 2008-11-15 at 03:41 +, Kitteny Berk wrote: Also seems that sv_steamgroup_exclusive 1 doesn't work at all, the 2 servers I tried removing the password on filled immediately. sv_password seems to be buggered too (though it could be openserverbrowser related), my remaining passworded server will let me connect from the server browser, puts me into a lobby that lasts about 3 seconds, loads a map and crashes my client. Andrew Armstrong wrote: Just another quick (bug?) report, if you click 'Create Lobby' from the 'Play on Steam Group Server' screen, it goes to a find lobby screen instead of one with the 'create lobby' button. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Saturday, 15 November 2008 12:54 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] Steam community group features Ok, we're getting ready to ship the first round of the group features we've been working on this week. There is a new cvar called sv_steamgroup, which takes the Steam group number (which is now visible on the group's administrative page). The server will still be part of matchmaking, but users that are in that group will be able to browse directly to it from the main menu. Also, if this value is set, there will be a button near the message of the day that allows users to go directly to that group's page. This allows them to join that group if they like, and then be able to browse back to it in the future. There is another convar in there called sv_steamgroup_exclusive, which isn't completely implemented yet. The goal if it will be to make a server only joinable by users within that group, but there are some edge cases where matchmaking could still potentially put users on there. People are welcome to play around with it for now, and we should have it fully implemented in the next few days or so. Hopefully this addresses some of the concerns server admins have brought up. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status
That sounds great. A feature I think that would be neat would be to have two other options on the GUI where appropriate: * Join Group Chat Room * View Group Profile This may help bring group members a bit closer together by allowing them to quickly chat with one another and then join a game together. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Tuesday, 11 November 2008 6:09 AM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds] Status First off, thanks to everyone for running servers for the demo. We knew going into the release that we were going to need to figure out some ways to make it worth it for server administrators, and now we have a ton of feedback to work with. Right now we're looking at ways that server administrators can both build a community around their game server (by subscribing to matchmaking) as well as service their group of regulars that play on their server. Hooking game servers into Steam Community is going to be our first step, and we're working on that now. There is a key difference between Left 4 Dead and games like Counter-Strike and Team Fortress in terms of matchmaking that we wanted to solve, and didn't think the server browser could accomplish. In CS and TF2, you can have 2 or 3 players leave in the middle of a game, have their slots filled by new people, and everyone else's experience doesn't completely suffer. When a player or two leaves Left 4 Dead the game suffers quite a bit, and we were worried that the server browser model wasn't the right one for this game. In hindsight, there are a number of cases where the server browser does a better job than the new matchmaking system does, so it is highly likely that we'll be adding it back in soon. It isn't trivially easy to turn back on, but there is overlap between it and the Steam Community work we'd like to do. Right now we're working toward getting that release out within a week or so. There are a number of Valve employees reading all of the posts on this list, and while we can't reply to every question that comes across, the discussions here are ones we reference commonly when talking about what to do next internally. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Browser issues and sv_search_key
Hi, Just thought I would point out after figuring this out myself a while later, if you set sv_search_key to a non-blank value for your server, then that server is HIDDEN from all players unless they have the same search key set on their client. So regular players who do not set a search key (ie, leave it blank) will never be able to find your server for hosting a game. This is a bit awkward as is, because it means your servers are only available to those who have the same search key, when you more than likely really want to be able to just mark your servers with a tag so that players who want to be sure they play on your servers can, while still allowing the regular gaming public who do not know about the sv_search_key feature to still be allocated to your servers if they are free. - Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Good idea? {L4D}
Yeah, being able to associate servers with a Steam Community Group some how would be neat. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, 8 November 2008 12:23 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Good idea? {L4D} The group lobbies already exist, we have the Steam Groups on steamcommunity.com These groups needs to be linked to the match making system. The owner of the group should be able to add server IPs to his group and voila, we are done. Does anyone else think that having a Group lobby for L4D would be a good idea: A Lobby for clans/GSPs/groups of friends to link together servers which they like playing on? Then when one of them becomes free the first 4/8 people in the Group Lobby join? This would then make finding servers easier, Instead of finding individual servers you can search for Lobbys OR servers in the serverbrowser {i.e on different tabs?} Feedback and opinions! Thanks Philip Bembridge {Feel free to flame, but please offer suggestions if you do ^^} {btw is it lobbys or lobbies?} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead -Matchmaking
In all seriousness it sounds like that's there by accident -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, 6 November 2008 8:08 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead -Matchmaking If you load up Steam and bring up the server list, you'll find Left 4 Dead as one of the filters, so apparently there WILL be a server browser just like previous titles. -- Original message -- From: Case Boyle [EMAIL PROTECTED] Hmm. I just caught this link on the forums, take a look at the matchmaking. This might be what it looks like. I dunno if it's going to confirm or deny any negatives about what we've heard so far, but maybe someone can analyze it a bit better than I can. http://www.steampowered.com/steamworks/gameservices.php Just a thought. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D No Server Browser = No Server Support
While I agree that these concerns are valid and of importance (to GSPs, rental customers and players alike); I think it it's also important we see how the entire system plays out in the context of the game before condemning it too quickly. As a player, I would prefer to be able to indicate a preference for a server to play on (such as one ran by my ISP) as opposed to being placed on someone else's server. As I know the servers provided by my ISP are of high quality and that they allow me to play on them without incurring bandwidth charges (if I were to exceed my internet usage quota), I would prefer to be using their servers as opposed to anyone else's. This also allows me to control my gaming experience by knowing that I won't be suffering any lag, or if there are problems, I can get them fixed. I totally agree with your points about communities being formed around servers (I only ever have the desire to play on game servers provided by my ISP, regardless of game), I look for people I know there, and know that when a new game comes out, my ISP can have a few servers up and I know my gaming experience will be lag and issue free (assuming the players are good, of course :)). Hopefully though as Eric pointed out in his initial e-mail, Valve will be taking feedback on board from the server community as this is a new avenue for them (and everyone else?) in how multiplayer games will be formed, and these sorts of issues should definitely be addressed in a reasonable manner. I think it is important to consider for a moment that Valve won't have done anything with the intention of destroying server rentals or gaming communities (GSPs included), but rather decided this may a better way to get a game going and a faster way to play with friends. Recalling for a moment the Custom server tab drama, I think that could have been handled a bit better by both parties. Valve went pretty quiet about the issue after it was introduced, but that probably wasn't helped by the drilling they immediately took from quite a lot of people - communication should have been a bit more constructive and open in this regard. Hopefully both parties can work through any big issues regarding the new Left 4 Dead matchmaking system to both keep any new cool features the Valve team have in place for Left 4 Dead, but also respond to important issues concerning GSPs, the communities that surround them, and the fact a lot of gamers like to buy/rent servers in order to call a place as home (for clan matches, practice play, etc). I personally think Valve is one of only a few game companies that interact with their customers and do listen to their feedback, while still taking initiative in trying new things such as the new matchmaking system - a constructive discussion about any issues that arise from this system I think would be beneficial for both sides. Cheers, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Thursday, 6 November 2008 10:40 PM To: hlds@list.valvesoftware.com Subject: [hlds] L4D No Server Browser = No Server Support Following the announcement last night that there will be no server browser for the highly anticipated Left 4 Dead, we have been thinking long and hard about the impact this has on the hosting of the game. With no server browser how are people supposed to join a server they have rented? Will there at least be a direct to join IP feature? Without these there is no incentive for either the purchase of servers by customers or the provision of free-to-play publics by gaming communities, as people have no choice over what server they join. This kills the rental, hosting and community market for the game outright. Do Valve really intend to host all the servers themselves for the game or has the importance of these features and their impact been overlooked? As it stands right now we (Multiplay) see no benefit in supporting this game at all and unless this situation changes we do not intend to host any servers for it. We hope other GSP's will support us in this action. The MOTD ad block is of minor significance in comparison to the building a community around servers. This is the start of a slippery slope which once started down it will be hard to turn back. The community goodwill and hard work must not be taken for granted and pushed too far. Valve's success is in no small part due to the widespread availability of servers for it's games, the majority of which are funded and run by the community at large. To take away the community's ability to continue to run servers that they can build solid regular player bases around, will simply destroy the communities around the game and also significantly dent faith and goodwill in Valve as a company. While we wish Valve success with this game; their decision leaves us with no choice but to take this action in the hope that it will highlight how strongly we feel about the removal of direct join
Re: [hlds] l4d banner size
Pretty sure you just provide a direct url like http:///banner.png - FTP probably isn't supported. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Barker Sent: Friday, 7 November 2008 1:25 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] l4d banner size Ahh can't get the host.txt to recognise my banner image, does anyone know if the file has to be on the servers ftp or can i host it on my webspace apache? Thanks _ See the most popular videos on the web http://clk.atdmt.com/GBL/go/115454061/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Updated Released
That fixed our problem, thanks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of raydan Sent: Friday, 7 November 2008 6:28 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Demo Updated Released let me try 2008/11/7 bl4nk [EMAIL PROTECTED] I'm not sure if all Windows servers are having the same problem that mine were, but they're not adding the master servers to their list. I remedied it by adding the following lines to my server.cfg: setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 Once I put those two lines in there and executed the server.cfg, they showed right back up on the server list again. Cc2iscooL wrote: -Facepalms- Windows servers drop to 10FPS when they're in hibernation AKA no players. I watched my servers this morning, and as they jumped out of hibernation FPS went to 29.xx. Once back in hibernation they go down to 10FPS. This is normal. On Fri, Nov 7, 2008 at 1:07 AM, Saint K. [EMAIL PROTECTED] wrote: I applied this update on both windows and Linux. Linux servers get populated, windows servers are in a 10FPS deadlock again. Saint K. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Friday, November 07, 2008 5:09 AM To: Half-Life dedicated Win32 server mailing list; [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: [hlds] Left 4 Dead Demo Updated Released The Left 4 Dead Demo has been updated. Please run hldsupdatetool to receive it. The specific changes include: - Fixed several issues with matchmaking and password protected servers - Tuned matchmaking to provide better search results - Fixed bug where servers could stay reserved by matchmaking forever - Performance optimizations and fixes to networking layer - Fixed issue where game could cause Steam executable to use too much CPU - Fixed music resetting when changing video settings - Fixed some issues with not being able to chat and/or connect to other users In addition to those, we've also added some early features to help enable private servers. There are two ways to enable this: Set a sv_search_key to a unique string on the server Do the same on each client that will want to connect Start a map on the server Searches for games should be restricted to only finding servers with that search key Or Set sv_allow_lobby_connect_only 0 Set sv_password to a non-empty string Start a map on the server Tell the client the IP address of the server Client uses console to connect ip just like the good old days Should result in password prompt during connect to server These features are still a work in progress. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead -Matchmaking
My understanding is that the dedicated servers are transparent, you don't know about them as players. Players join a lobby system, create a room/play with friends, and then when the game starts, are sent to a dedicated server within a pool - that server is removed from the pool while a game is in progress. There is no way to join a server directly (as I doubt you are able to join a game in progress), rather you create a room in a server lobby and click 'Play' and you are then allocated a server to play on. Therefore, your server has no real configuration settings - those are decided by the players in the lobby system. You don't know which server you have been allocated until you are in game and see the MOTD. While this does deviate quite a lot from the usual server browser model; let's wait and give it a run through and then draw out some conclusions and provide feedback. I personally would find it handy to indicate a preference for a server group to play on (as the 'lobby room host') to be one of my ISP's game servers for both latency reasons and cost reasons (Free bandwidth to play on local servers), and I am guaranteed to be playing on a server that I will have a good time on rather than a possibly overloaded server I never want to play on. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk Sent: Thursday, 6 November 2008 3:03 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead -Matchmaking Quoting the OP for this thread: Clients will be able to Quick Match, Play Online, and Play With Friends when they want to play a game. It sounds like Quick Match will put you directly into a random game (hopefully the best possible for you at the time), Play Online will be a sort of server browser like we have now, and Play With Friends will most likely be a list of servers that your friends are playing on. That's just my views on how I think it will be. Whether or not it's like that is still in the air it seems. [EMAIL PROTECTED] wrote: I bet valve are looking at the drawing board as we speak, -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian M. Frain Sent: Thursday, 6 November 2008 2:48 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead -Matchmaking What if you have already pre-ordered it? This is like one of those EA surprises when they say oh, you can only install three times. On the other hand we shouldn't guess and get riled until we hear something from someone in the know. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, November 05, 2008 9:40 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead -Matchmaking Hope we are able to 'pick' which servers we can play on, otherwise I'm not gonna bother hosting or playing this game. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger Sent: Thursday, 6 November 2008 1:02 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead -Matchmaking Well I appreciate you taking the time to listen. To reiterate what others are saying, us every day average joes who spend the money to run our own servers do it not only to give random people a place to play, but to form a community. This really isn't possible if players are randomly thrown in a server, as you get no chance to build/get to know regulars. If we can't use L4D to help build our own communities, then there isn't really a point in us paying for the hosting. Hopefully we are still able to join a game by IP or from a browser list, and if not at first, I hope this feature is implemented by the time the final game is released. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Wed, 5 Nov 2008 17:53:24 -0800 Subject: Re: [hlds] Left 4 Dead -Matchmaking I don't have an answer for this yet, but your feedback is noted. -Eric -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sent: Wednesday, November 05, 2008 5:50 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead -Matchmaking Agreed. This system sounds like a cool thing to have along with the regular server browser, but not as the only option. Taking away the choice of which server to play on regularly takes away a major incentive for people to host servers... Cc2iscooL wrote: I certainly hope they can be manually selected. I'm not paying for server space to play on someone else's server. Matthew Gottlieb wrote: I don't understand why server popularity would matter if servers are chosen at random? Can servers still be private or manually selected? Also, thanks all the info :) ~ Matt On Wed, Nov 5, 2008 at 7:34 PM,
Re: [hlds] @Valve, protocol 48 issues
Yeah, the query used for CS 1.6 now is definitely NOT the same as CS: Source (and TF2, etc) and so a few tools have stopped working. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thorsten Huber Sent: Tuesday, 4 November 2008 6:44 AM To: hlds@list.valvesoftware.com Subject: [hlds] @Valve, protocol 48 issues Good day, are you aware of the remaining issues regarding server queries, and will they be fixed? I guess it's crunch time atm with the L4D release, but I'm hoping that these quirks will be ironed out eventually. - A2S_SERVERQUERY_GETCHALLENGE is not working (no big deal since A2S_PLAYER or A2S_PLAYER can be used instead) - Bot count is now only 0 or 1 0 meaning there were human players present last map change, 1 meaning there were no human players present at that time. Can this be changed to a real counter again, instead of a flag? - A lot of info is only updated during map change and/or if players are present. From A2S_INFO server name, map name and number of bots are affected. From A2S_RULES mp_timeleft, mp_timelimit and amx_nextmap are affected. All of these are fine if rcon is used instead. - mp_timelimit is off by a few minutes (but not in rcon). Possibly this gets temporarily shortened during map change, but since rules are only updated once per map, the false value is returned all time. Looking forward to a fix. Kind regards ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Beta Servers?
I'm sure there's a bazillion things going on at Valve HQ about this game, so I think they are busy :] Putting servers online before the game's released though would certainly be handy to get most of that stuff out of the way so we can play it too! :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk Sent: Wednesday, 29 October 2008 4:14 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Beta Servers? But only if you want to go from polished drivers, to lumps of crap released monthly. Jake Skenna wrote: get a 4850 instead of the 9 series On Tue, Oct 28, 2008 at 11:52 PM, [EMAIL PROTECTED] wrote: SM runs on everything Or atleast it better :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName! Sent: Wednesday, 29 October 2008 2:41 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Beta Servers? I have a 9600GT, handles source games fine, the 9000 series is dirt cheap right now, sell ya mine... All im looking for is estimated resources per server and if they will release it before or at the time of the release. I wonder if SM will run on it :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 3564 (20081028) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released
You can always run hldsupdatetool without parameters to see a list of game names to install - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dallas Behling Sent: Saturday, 11 October 2008 5:55 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released Sorry im new to this mod, what is the HLDSUPDATE game name for this game? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pawel Lekki Sent: Thursday, October 09, 2008 4:09 AM To: hlds@list.valvesoftware.com Subject: [hlds] D.I.P.R.I.P. Warm Up Update 1.0.0.3 Released A required update for D.I.P.R.I.P. Warm Up has been released. Please run hldsupdatetool to receive it. The specific changes include: Version 1.0.0.3 FIXED - frequent server crash caused by a bug in the missile targeting system - server crash caused by users trying to spawn a non existing vehicle type - client crash caused by a bug in debris fade calculations - nuke exploding in its spawn point after delivering the bomb - announcer voice playing too loud when dropping or saving the uranium barrel ADDED - latency keeper as a server side option (enabled by default) * diprip_latency_keeper 1 (enable/disable the latency keeper) * diprip_latency_keeper_safe_time 30 (how much time a player has to be exceeding the diprip_max_ping value to be kicked from the server) * diprip_max_ping 200 (maximum client allowed ping value) Pawel Lekki Exor Studios ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] srcds CPU usage, again.
What about the map you are running? Perhaps try installing the server to a new directory entirely and starting a server up (no mods, no config changes, etc) of say TF2 on one of the stock maps. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Thursday, 28 August 2008 6:07 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] srcds CPU usage, again. Note sure why you get so much CPU usage. Linux srcds, TF2, SourceTV enabled, no player connected Server running Debian 4.0 64bit, with CPU Core2Duo @2.33GHz and 4GB Ram stats CPU InOut Uptime Users FPSPlayers 4.00 0.00 0.00 0 1 243.37 0 stats CPU InOut Uptime Users FPSPlayers 4.75 0.00 0.00 0 1 237.36 0 stats CPU InOut Uptime Users FPSPlayers 3.80 0.00 0.00 1 1 242.78 0 The strange thing is: why this difference in FPS? Cold On Thu, Aug 28, 2008 at 9:36 AM, Nephyrin Zey [EMAIL PROTECTED]wrote: I've complained before about how srcds chugs massive amounts of CPU, but now that I've enabled SourceTV it's gotten absolutely absurd. Here is my server idling, while my monitoring system polls it once a minute for CPU usage. The server is *empty*, with no bots, with just SourceTV on. SourceTV is autorecording, but turning this off has a small effect. CPU InOut Uptime Users FPSPlayers 99.90 0.00 0.00155614 3831.42 0 rcon from 75.125.209.6:38438: command stats CPU InOut Uptime Users FPSPlayers 11.00 0.00 0.00155714 3378.38 0 rcon from 75.125.209.6:38442: command stats CPU InOut Uptime Users FPSPlayers 23.80 0.00 0.00155814 3802.28 0 rcon from 75.125.209.6:54402: command stats CPU InOut Uptime Users FPSPlayers 99.90 0.00 0.00155914 1782.53 0 rcon from 75.125.209.6:54406: command stats CPU InOut Uptime Users FPSPlayers 9.00 0.00 0.00156014 673.40 0 rcon from 75.125.209.6:54410: command stats A process monitor shows this server idling at 25-28% of the core it's assigned to. I'm not doing any special boosting, but i am using a 2.6.26 kernel (which has the new cpu sched, and such). I've tried 300hz and 1000hz, tickless, preempt on off, and realtime kernels, and found that they all have relatively minor effects on CPU usage. Turning off high precision timers + turning kernel hz to 100, so the system cannot achieve higher than 100fps, results in moderately less CPU usage, and a performance hit. So what am I going to do? The windows srcds has moderately better CPU usage, but I run a quadcore linux system that also provides other services, and can't easily switch. More worrying: the windows srcds 'unboosted' uses TINY (like 20% of a core FULL) amounts of CPU. It gets 66fps, sure, but my servers dip as low as 66fps when they're at 100% bloody CPU usage! Is this ever going to be looked at? Am I doing it wrong? - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Multiple servers, same configs
Besides moving to some form of game server management system, an easier less technical way may be to simply make an 'update configs' batch file that allows you to copy a single config file to all servers at once. Eg, create an 'update.bat' file and type the appropriate copy commands: copy default.cfg ..\server1\tf2\server.cfg .. etc So then you just need to click that file after editing your config template. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Friday, 22 August 2008 3:17 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Multiple servers, same configs A hard link to a file is indistinguishable from the original directory entry; any changes to a file are effectively independent of the name used to reference the file. Hard links may not normally refer to directories and may not span file systems. A symbolic link contains the name of the file to which it is linked. The referenced file is used when an open(2) operation is performed on the link. A stat(2) on a symbolic link will return the linked-to file; an lstat(2) must be done to obtain information about the link. The readlink(2) call may be used to read the contents of a symbolic link. Symbolic links may span file systems and may refer to directories. Junctions, the closest thing windows prior to 2008 has to links, is more like a hardlink than a soft link but is only valid for directories. Regards Steve - Original Message - From: James McKenna [EMAIL PROTECTED] What's a hardlink? I'm using Windows. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Force a -nomaster to be listed
I think if you're that worried about player server queries sucking up your bandwidth, you shouldn't be running bandwidth intensive game servers to begin with. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName! Sent: Wednesday, 16 July 2008 1:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Force a -nomaster to be listed I bet the host is watching this list and taking your suggestions lol. - Original Message From: Kevin Ottalini [EMAIL PROTECTED] To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Tuesday, July 15, 2008 5:00:11 PM Subject: Re: [hlds] Force a -nomaster to be listed IMHO, selling servers but then preventing any players from seeing your server doesn't make sense and nobody in their right mind should waste their money on such a silly thing but indeed never should read his contract and see if there is a potential problem there. On the other hand, if they were really serious about this the host would also have IP blocked the master server IPs and ports. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2/OB memory leak
We definitely see TF2 servers leaking memory. Our server graphs show that when the server first starts (around 6am) memory usage remains constant. As soon as players join the server, memory begins to rise as they remain on the server. When the server becomes empty, memory remains constant at where it left off and does not continue to rise. So within 24 hours memory increases by ~250MB. This appears to happen on any server type. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512 Sent: Saturday, 28 June 2008 5:20 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2/OB memory leak I know I also have slight memory leak problem now. But not as dramatic as to going over 750MB --- On Fri, 6/27/08, Tony Paloma [EMAIL PROTECTED] wrote: From: Tony Paloma [EMAIL PROTECTED] Subject: Re: [hlds] TF2/OB memory leak To: 'Half-Life dedicated Win32 server mailing list' hlds@list.valvesoftware.com Date: Friday, June 27, 2008, 9:49 AM Maybe your servers don't get much traffic or switch maps often? There does seem to be some leak there but not as dramatic as some other people are seeing. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keeper Sent: Friday, June 27, 2008 8:39 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF2/OB memory leak Ok, on my server that's been running 48 hours I get the following: Private Bytes: 273,336K Virtual Size: 737,668K Working Set: 22,068K After a fresh restart I have this: Private Bytes: 209,708K Virtual Size: 667,084K Working Set: 3,722K -Original Message- From: Steven Hartland [mailto:[EMAIL PROTECTED] Sent: Friday, June 27, 2008 11:17 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2/OB memory leak A base line TF2 server starts here at 64MB after full startup. Grab yourself a copy of Process Explorer from MS's site and enable Private Bytes, Virtual Size and Working Set. Private Bytes is the generally the key figure but Working Set and Virtual Size can also come into play depending on the situation. Regards Steve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] DoD: S Beta Released?
Also noticed 'Counter-Strike: Source Beta' listed in the browser. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joshua Handelsman-Woolf (DogGunn) Sent: Friday, 23 May 2008 3:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] DoD: S Beta Released? My server appears to be up: 208.43.143.57:27015 Interestingly enough, I'm getting the server is out of date errors: MasterRequestRestart Your server will be restarted on map change. Your server will be restarted on map change. I guess that is VALVe's way of making sure no server makes it onto the Steam server browser yet. If you updated to the Steam Client Candidate verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server Browser. Files for CS: S 07 Beta anyone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] srcds memory leak.
Our performance graphs for TF2 servers show a slow increase in memory usage over time from the moment the server contains players. Before players enter the server the memory usage remains constant. When players leave the server (and it becomes empty) it appears the memory usage remains the same at the time just before everyone left. I'm seeing this on both Goldrush, CTF and CP servers. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512 Sent: Wednesday, 21 May 2008 1:32 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] srcds memory leak. I never see any of my servers use more than 400MB but after running full for many hours, usually a few days, they just crash randomly on mapchange I don't know if this has to do with any of the mods and plugins I'm running but it's very frustrating... 1nsane . [EMAIL PROTECTED] wrote: Yes I have noticed this as well, Pagefile has been steadily increasing. Guess i'll have to nuke them at night more often. On Tue, May 20, 2008 at 6:35 PM, Mike Stiehm wrote: I have a few servers that never change maps just runs the same map till i need to restart does not even cycle the same map. I still see memory leaks. For me as the user id's go up so does the memory usage. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: Tue, 20 May 2008 14:48:34 -0700 Subject: Re: [hlds] srcds memory leak. Yes, I'm seeing this on my TF2 servers as well. It seems that the leak may occur on map changes. I say this because I have three servers, and the one that rotates maps more frequently always has a higher memory usage over time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Please add the option customize bans file save location
I hate posts getting side tracked on this list :| It's a very nice feature request. If a 'config directory' was specified, eg: Srcds.exe -console -game cstrike -configdir server2/ Then instead of srcds accessing /cstrike/addons/load plugins it could check /cstrike/server2/addons/load plugins as well as /cstrike/server2/cfg/server.cfg etc. I think such an option would be really helpful to allow different plugins to be loaded from the same game installed per server. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Munra Sent: Saturday, 17 May 2008 11:07 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Please add the option customize bans file save location I think it you should be worried more about the 100 other bugs instead of your ban.cfg Use amx bans or source bans or some other sql base system. - Original Message - From: Steven Hartland [EMAIL PROTECTED] To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, May 16, 2008 8:22 PM Subject: Re: [hlds] Please add the option customize bans file save location No of course not the 1500 servers on the machines here are just a figment of my imagination :P Making a batch file is stupid as it cant solve the problem if you think it can please go right ahead and try to create it but I warn you now you will be wasting your time. - Original Message - From: JDoc0512 [EMAIL PROTECTED] hey Steve you don't even run multiplay game servers :) and making a batch file is not stupid :) This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Blacklist
I repeatedly get different server counts each time I refresh the server list. Without fail. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R] The-/iller Sent: Saturday, 15 March 2008 11:33 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Blacklist I was getting drastically different numbers everytime i refreshed the serverlist for about 2 hours seems to be fine now. Cc2iscooL wrote: I'm pretty sure Valve haven't delisted anyone yet, as the server count on the internet tab from yesterday is about the same as today. On Fri, Mar 14, 2008 at 3:27 PM, [??R] The-/iller [EMAIL PROTECTED] wrote: Now one shows up sometimes on the custom tab, other times when i refresh the custom tab im only getting like 10 servers. They are on consecutive ips. Steve wrote: Were all your servers using the same public IP? All my servers have been delisted, i was complying with the custom list and even had a 24 slot server to still have a presence in the internet list. I could see maybe my 32s getting delisted but no reason for my 24 slot some information please. wtf valve? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] TF2 update coming later today
Hi Eric, Has it been considered that the Custom tab simply filters the Internet tab? And let the Internet tab keep all servers (ie, servers always appear in the Internet tab). Otherwise now people need to look in two places to find a group of servers they may play on. Regards, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith Sent: Friday, 7 March 2008 8:58 AM To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com Subject: [hlds] TF2 update coming later today We're planning to ship a mandatory TF2 server/client update later today. We'll have the list of changes for you when the update is ready. There are a few items (below) we're working on that won't be ready for the release today. We're aware of these issues and are working to have them fixed for the next update. - SourceTV issues (port/connection problems, and servers with maxplayers 32) - mp_timelimit not functioning correctly on custom maps - FCVAR_NOTIFY broken on Linux servers We'll be doing some work to educate players on the new Custom servers tab, using both PR and user interface changes. Now that the Internet/Custom servers system is in place, we'd like server admin to work within it. We'll be delisting servers with custom rule sets that deliberately work around the system. Eric Smith Valve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] TF2 update coming later today
Yeah. I think the server tags thing can be made much nicer if the 'server tags' box was simply moved to the Internet tab, just allowing it as an extra filter. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Friday, 7 March 2008 9:55 AM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: Re: [hlds] TF2 update coming later today - Original Message - From: Eric Smith [EMAIL PROTECTED] We'll be doing some work to educate players on the new Custom servers tab, using both PR and user interface changes. Now that the Internet/Custom servers system is in place, we'd like server admin to work within it. We'll be delisting servers with custom rule sets that deliberately work around the system. Unfortunately we can tell you from many years of experience it doesn't matter how much PR or education you put behind something like this, it simply wont work as gamers are:- 1. Lazy 2. Creatures of habit 3. Quite stupid As I previously mentioned this is from bitter experience with Epic's failed attempt at a similar feature which was very much simpler, a tick box for Standard servers only that was selected by default. We look forward to the changes you propose to the UI and hope this takes into account the information we have all provided since its release. In short creating a single search interface which allows users to quickly and easily filter servers from a default show all list is the only option. Splitting XYZ servers over here and the rest over there is simply too confusing / complicated for your average joe. As an annalogy, you dont see Google only listing XHTML compliant web pages in their main search and forcing users to go another page to search all none conforming sites. Yes XHTML compliant sites will likely provide a better more consitent user experience, but when it all comes down to it 99% of users simply dont care. They want to sample whats out there, if they try something and it doesnt work for them they will go somewhere else. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Server Tags Feedback
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Just a few things I've noticed with the server tags system: 1) Clicking 'Refresh all' while I am filtering by: Team Fortress 2; Australia - and have no text in the 'Tags' box, seems to yield different amounts of servers for every click. For example, the last few clicks have caused me to see 7, 2, 3, 7, 5, and 7 servers after clicking 'refresh all' on the custom tab within seconds of each other (I waited until the 'Refresh all' button became enabled again). 2) I did not expect having server tags to remove the server from the Internet tab. I would have thought the custom tab was just a facility to better filter the Internet list. For example, I would like to just type 'gamearena,internode' as a custom tag and only ever see servers run by those which interest me without receiving a full list, or having to mass-add servers to favourites. Cheers, Andrew -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Upcoming Team Fortress 2/Dedicated Server Update
Sounds good Jason! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Friday, 29 February 2008 8:35 AM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds] Upcoming Team Fortress 2/Dedicated Server Update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] If all goes well, we'll be releasing a required Team Fortress 2 later today. I don't have the exact changlist yet, but one of the things going live for clients will be the new Server Tags interface. I know we announced to you that we'd release this as a Beta, but we've been testing it here with the tags you're already using and think it's ready for the Public. Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] A quick fix to make Source infinitely more GSP friendly
This would be fantastic to fix not being able to have multiple servers, some loading plugins and some not. This may no longer be an issue, but I remember mani-admin related plugins always loading themselves at startup and then being disabled via a config file option for servers that shouldn't run them, but some mani related commands were still visible to the server (as if the plugin was not really unloaded). - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Thursday, 28 February 2008 7:42 AM To: hlds@list.valvesoftware.com Subject: [hlds] A quick fix to make Source infinitely more GSP friendly The biggest issue with the Source is the way it deals with config and output files. Basically you can configure various options to load specific maplist, server.cfg etc but there are many options for which there is no configuration option. A good example of this is the per map.cfg files. Nice idea but from what we can tell, without a totally separate install of the server, its simply unusable as serverX would be forced to use serverY's per map.cfg files. The quick and simple solution to this issue is to add a command line option to specify the base config directory. Many games are already providing this simple feature, and it removes all the pain that we all suffer when trying to run multiple servers from a single install. Before someone pipes up and says why not just have multi installs there are many reasons why this is simply not practical e.g. 1. Space, our hl2ds server image is now 24GB and growing 2. Performance, using multiple images destroys any advantage you get from the OS filesystem cache, as all servers are running from different files. 3. Time, installing such a large server multiple times takes a large amount of time no matter what hardware you have. Especially with the absolutely massive number of files Source has now. Another example of this is the bans file, yes you can load any ban file you like but the server always outputs to the same place overwriting any loosing any other servers bans. Adding an option to configure the default input / output folder would solve all this. e.g. -configdir server1 would store configs under:- cfg/server1/ -configdir server2:- cfg/server2/ etc. Any questions, we'd be happy to answer but please please add this feature so we can all better support you fantastic games! Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Valve testing servers
Our servers reboot daily automatically and I don't think we've observed these symptoms if that helps. Our graphs of the server usage (players vs memory vs cpu) show a slight rise in memory over time but not much at all. May be more obvious if we left a server online without rebooting it for a few days as you describe. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Wednesday, 27 February 2008 6:19 AM To: hlds@list.valvesoftware.com Subject: [hlds] Valve testing servers This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We're running a bunch of games servers right now to get some performance data, but we need to get a bunch more clients to connected to make it worthwhile. Our goal is to make the servers pretty much fall over from the load, or crash from lack of memory. If people have any spare cycles, connect to one of the 16 servers running at: 207.173.176.220:27045 through 207.173.176.220:27060 They will be running all the time, so getting a good sample of data would be really useful. Thanks Erik -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Poor TF2 performance with recent update?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Is anyone else experiencing poor performance related to the latest TF2 update? I don't believe it's the servers themselves (at least, according to our usage statistics, CPU and memory use is the same as the last update) but there is a definite lag/jerky feeling for players, myself included, after this update. A few threads on this issue: http://forums.steampowered.com/forums/showthread.php?t=653534 http://forums.steampowered.com/forums/showthread.php?t=653958 So I am not alone - Wonder if this is a known issue? Regards, Andrew -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Team Fortress 2/Dedicated Server Updated
Will that be out later today/tomorrow? :) - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Friday, 15 February 2008 10:51 AM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated We fixed the problem with SourceTV taking up a real slot on the server, but there is a bug with this if you set tv_enable from a .cfg or script file. To be able to run with SourceTV and have it not take up a player slot, you need to have +tv_enable 1 on your command line rather than setting it with a .cfg after the server has started. This will be fixed with the Server tag beta. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Thursday, February 14, 2008 2:24 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: [hlds] Team Fortress 2/Dedicated Server Updated Required updates for Team Fortress 2 and it's dedicated servers have finally been released. Please run hldsupdatetool to receive these updates. The specific changes include: Source Engine: - Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly - Optimized some particle systems to improve performance on some hardware configurations - Player stats are now sent up as they change, rather than when the player dies - Improved playback of sub-frame sounds - Fixed a crash caused by alt-tabs during map load - Eliminated unnecessary temporary memory allocation in scenefilecache Team Fortress 2: - Badlands released - Changes to Dustbowl - Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire - Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the ceiling clip - Fixed a gap behind stage 1, cap 1 house - Fixed a high perch on stage1 cap1 house roof - Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier) - Fixed a few places where rockets/demoman pipes could pass through non-solid models - Sealed up a gap over stage1 lower startgate - Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them - Changes to Capture the Flag Well - Fixed trains not starting on map spawn - Removed cap association from red spawns that were spamming console - Changes to Granary - Removed spawn timing advantage from the middle (from -3 to 0) - Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) - Fixed a few places where players could get stuck between containers and silos - Adjusted playerclips on red container that made it appear like players were floating - Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit - Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events - Added flamethrower sizzle sound when the Pyro is hitting a target - Updated explosion debris to be a bit darker - Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 - Added ctf_well to the default mapcycle.txt file - Added ctf_well to the default motd.txt file - Fixed floor tile material type - Fixed some weapon damage info missing from TF2 game stats - Made some small changes to the Demoman viewmodel that were causing performance problems - Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions. - Added server log entry for buildings destroyed by their owner - Fixed sentry gun shadows being clipped - Updated glass material SourceTV: - SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it - Fixed Pyro's flamethrower flames not showing up in SourceTV Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Team Fortress 2/Dedicated Server Updated
No crashes on our 24/7 badlands servers. We have two dedicated to that map at the moment, both full since update release and have had no crashes. Both running on Windows. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm Sent: Friday, 15 February 2008 2:39 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated -- [ Picked text/plain from multipart/alternative ] badlands was just fine then slowly started going to hell Now every 15 min it's crashing was going for hours just fine. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated Date: Thu, 14 Feb 2008 22:30:33 -0500 -- [ Picked text/plain from multipart/alternative ] SAme here.. All my regular map servers are fine. But Custom maps all crash the server. Including our most popular cp_warpath. On Thu, Feb 14, 2008 at 10:15 PM, DontWannaName! [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Mine was really lagy and crashed until I changed the rates on the server lower for 66 tick. - Original Message From: Steve S. [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Cc: [EMAIL PROTECTED] Sent: Thursday, February 14, 2008 5:00:56 PM Subject: RE: [hlds] Team Fortress 2/Dedicated Server UpdatedI have a linux dedicated server, it's crashing every 10 or 15 mins with or without plugins. on reg and custom maps. My server runs fine ... win2003, mani, sourcemod, plr, stripper... but i see messages like this:Player Lbs left the game (ERROR! Reliable snaphsot overflow.) -Original Message-From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .Sent: Friday, February 15, 2008 1:44 AM To: hlds@list.valvesoftware.comSubject: Re: [hlds] Team Fortress 2/Dedicated Server Updated -- [ Picked text/plain from multipart/alternative ] Beetlesmod(Newest Beta) plr + another plugin running and no crashes here. You guys are running Windows or Linux here? I'm on Windows by the way. On Thu, Feb 14, 2008 at 7:21 PM, [DumB]TeXas[EMAIL PROTECTED] wrote: We seem to be getting it regardless of what we run. I've removed absolutely everything of plugins, no mmsource, no nothing - and the server is still crashing after a while once we populate it. We must have had half a dozen crashes at least before I gave up trying to fill it back up again. This is incredibly frustrating. =/ Steve S. wrote:Same here, just crashed again. The first crash was onbadlands and this one was on a custom map. Nothing in the log files. Constant crashes here. Only on my custom map server. My 24/7dustbowl server is just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve S.Sent: Thursday, February 14, 2008 2:57 PMTo: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated don't know why but metamod decided to load all thesudden.. after a crashwith no plugins on badlands ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds-- ___To unsubscribe, edit your list preferences, or view the listarchives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds --
RE: [hlds] RE: [hlds_linux] Team Fortress 2 Server Tags Coming Soon
Another thought, is there a limit on the amount of tags you can have? Or possibly better, a way to reserve a tag for use (eg, a game provider's name). In Battlefield 2 for example, it has a server browser that allows you to type in some text to filter by server name. Traditionally you have public servers like: GameArena BF2 #1 Internode BF2 #1 ... etc Some players will make/rent servers with a name like: My Clan (not Gamearena, not internode) Which means when a casual player searches for 'gamearena' or 'internode' it picks up the providers servers, but also this other players server - just so they get to appear in the search results when casual players are looking for a server. This could pollute the results of searching on tags with bogus entries. I suppose though that sort of thing can just be forgotten about until the tag system is released and its had a chance to be used. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Thursday, 14 February 2008 11:16 AM To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com Subject: [hlds] RE: [hlds_linux] Team Fortress 2 Server Tags Coming Soon I should also point out that we're planning on releasing this to you guys first, with clients having to opt-in to a beta to see the custom UI. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Wednesday, February 13, 2008 3:51 PM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds_linux] Team Fortress 2 Server Tags Coming Soon One of the things that customers have been consistently requesting from us a better method of finding game servers with the specific settings that they like. Some players want servers with friendly-fire on, or TF2 birthday mode, or 24/7 Dustbowl, and so on. Other players specifically want none of these, asking us how they can find servers with no changes. At the same time, we've watched as server operators have increasingly filled out their server names with descriptions of their custom settings. We've been working on a solution to these problems that we hope will make sense, solving the player's desire to search for specific settings, and the server operator's desire to have better descriptive tools for their server. The concept is similar to web page metatags, where server operators can specify descriptive tags in any manner, and clients can search for servers by specifying the tags they're interested in. Some tags are automatically filled in, based on server convars. For example, in TF2 we've removed the restrictions on a variety of server options (like friendly fire respawn wave times), and now the tag system will automatically add a tag when they're changed, so that customers who want to play on these servers can easily find them. Click here: http://www.steamgames.com/v/img/whatsnew/serverTags.jpg for a screenshot of the new server browser interface that players will have. As you can see, we've put a new tab onto it called Custom. Servers with tags will appear in this list, where the player can specify a list of tags they're interested in. The Add Common Tags button will give them a list of the top 20 tags in use across all the servers, so they're able to easily choose the popular tags. Untagged servers will show up in the old Internet games list. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] HLDS not switching maps?
The server may not rotate when its empty; I cant recall the exact behaviour. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joseph H Harrison Sent: Tuesday, 13 November 2007 3:05 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] HLDS not switching maps? Yeah. I have that in the server.cfg and when I type that command into the console with no value it returns that its set to 30. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of P. Bhandal Sent: Monday, November 12, 2007 7:21 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] HLDS not switching maps? mp_timelimit 30 On Nov 12, 2007 7:10 PM, Joseph H Harrison [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- I just started up with hosting a server again after years of nothing. I used to do TFC servers years ago. I can seem to get my server to switch maps after 30 minutes. I'm new to this version of the dedicated server so I am hitting you guys up for advice. -Joe -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Team Fortress 2 Content Available
Mike, could you please elaborate on how a TF2 server will be started? Is it the same process of: srcds.exe -game tf Or is there a new command line style? Which executable do we run, and where will it be located? Thanks, Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane . Sent: Monday, 17 September 2007 9:47 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Content Available -- [ Picked text/plain from multipart/alternative ] So if I get this right the srcds.exe and all the other bin files for TF2 will be located in the orangebox folder? And that the games in the orangebox folder will also be using the materials and models of the other games outside the orangebox folder located in the root of the server instalation? My current TF2 instalation is like this: root -hl2 -orangebox --tf From my understanding we are able to run a HL2DM/CSS/DODS server from the root/srcds.exe and the TF2 server from the root/orangebox/srcds.exe -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Winsock error - Connection reset - TF2 Stuck @ 67.5 %
Try blocking whatever connection the tool is making? Perhaps the content server its trying to download from is too overloaded. You can also run with the -retry flag (I think it is) to let the update process keep trying when it hits that error. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of The Warden Sent: Monday, 17 September 2007 3:06 PM To: hlds@list.valvesoftware.com Subject: [hlds] Winsock error - Connection reset - TF2 Stuck @ 67.5 % Been trying to download the files for the server all day long. I get stuck at 67.5 % every time and I get the Winsock error - connection reset. I've tried new folders, redownloading hldsupdatetool, deleting existing files and starting over, running update over top of existing download, etc. Help! TW ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Some Servers not showing up on the Steam Master Server List - Redux
Not too sure if it's the same thing, but sometimes I'll need to hit 'Refresh All' a few times to get the entire Steam list - it sometimes misses bunches of servers. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Munoz Sent: Tuesday, 28 August 2007 6:12 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Some Servers not showing up on the Steam Master Server List - Redux Dan, Here is one of the startup command lines. They are all similar except the port, map and # of players. -game cstrike +port 27015 -console +maxplayers 20 +map starwars_trench2 +log on The server only has one IP so binding should not be necessary. I did try binding to the local ip, it made no difference. From what I understand the SMSL shows the public IP of the server that is connecting to it regardless of the actual IP the localhost uses. I might also add that the console shows it connecting to Steam servers successfully. It then adds two Master servers. You can also connect and play on all of the servers, so the addresses are valid and routable. These used to work fine before changing the firewall. Nothing else has changed. It's the same server config I have been using for years.. Mike ParaDOX www.paradisesgarage.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Monday, August 27, 2007 3:13 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Some Servers not showing up on the Steam Master Server List - Redux -- [ Picked text/plain from multipart/alternative ] What address are you telling the servers to bind to? Perhaps if they are trying to bind to an un-routable address, the SMSL is throwing out their entry. (Some startup line info may be of assistance) Mike Munoz [EMAIL PROTECTED] wrote: Yeah I know this subject has been done to death! I am also familiar with all the common problems. I have tried all the tried and true techniques for resolving this. It is most likely caused by the new firewall I just implemented. But I want to know why! Servers: 3 HP Proliant DL 380 G3 (full specs available if required) 1. HLDS x 4 - 67.93.155.120:27015 -- Connected to the DMZ, This one shows up on the SMSL 2. HLDS x 5 - 67.93.155.126:27015 -- LAN NAT to WAN does not show up on SMSL 3. HLDSS x 4 - 67.93.155.119:27015 -- LAN NAT to WAN does not show up on SMSL Never mind the performance and bandwidth, it all works great.. Or used to, read on... Oh yeah, please don't state the obvious solution, put them all on the DMZ! I want them all on the LAN, They should and did work on the LAN before the firewall was changed. The DMZ is being used as a test case. All servers are playable if you connect manually or have them on your Favorites list. Firewall: Sonicwall Pro 3060 with Enhanced OS - http://www.sonicwall.com/us/PRO_3060.html 3 Security Zones LAN - all outbound traffic allowed WAN - All inbound blocked except for UDP and TCP ports 27000 - 27050 DMZ - All inbound blocked except for UDP and TCP ports 27000 - 27050 The NAT is configured to allow all traffic transparently to the specified host on the LAN. The same firewall rules are used on the DMZ and LAN to control what ports are open to the WAN. For a full list of the other ports and servers use Game Monitor: http://www.game-monitor.com/search.php?search={MC}type=server They don't all show up using Game tiger however: http://www.gametiger.net/search?server=%7BMC%7Dgame=all Notice only the one IP shows up. All the servers are configured similarly and some have been up for years without issues. It seems like Game Monitor caches the server list and will continue to ping and report a server as being up as long as it still replies regardless of the SMSL (Steam Master Server List) It looks at the SMSL for new servers and will only show a server if it is first on the SMSL. Game Tiger will only show servers that show up on the SMSL. The server on the DMZ shows up fine and has a steady population. The servers on the LAN do not. Using the built in connection monitor I see all the servers connecting the SMSL servers and they pass the same amount of data back and forth. I would need to use a packet sniffer to get more precise. The purpose of this post is to better understand the way the HLDS servers communicate with the Steam master servers. If it is the firewall causing the problem I need to be able to explain exactly what the problem is to the firewall manufacturer so they can fix it. I have read (several times) The Master Server Protocol located here: http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol and numerous other documents. I understand what should be happening, just not sure why it isn't. Previously, I had a Sonicwall Pro 230 and all the servers showed up fine from the LAN using NAT and similar rules. I upgraded for better performance and more features, plus regular updates. They stopped supporting the older one. I hope this is
RE: [hlds] rcon disconnect because of long banlist?
I'd be careful issuing that server when players are there :) In our experience running servers with large ban lists is that the operation to 'listid'(or even lots of 'addid' commands, eg from doing: exex bans.cfg) will block the server for several seconds as the command is processed. Users will see this as lag. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Einar S. Idsø Sent: Friday, 27 July 2007 7:15 AM To: hlds@list.valvesoftware.com Subject: [hlds] rcon disconnect because of long banlist? Hi, We recently increased the number of bans on our CSS-servers from around 3 000 to around 14 000. We use a script that via rcon-listid fetches all bans from all servers, synchronizes with a master database, and distributes new bans to all servers. However after increasing the number of bans, listid doesn't work anymore when issued via rcon. I ran listid in HLSW and simply got the following (other commands verified to work): 22:31:54 listid 22:31:54 HLSW NOTE: Disconnected The server console verifies that it has received the command with 'rcon from 80.202.19.13:63412: command listid'. When running listid from the server console, all 14 000 bans are listed correctly. Is this expected behaviour of rcon when transferring huge amounts of data? If so, can rcon be instructed to allow larger amounts of data? Cheers, Einar Hellfragger.no ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] unwanted rcon from unknown
The 'Test' would be from HLSW connecting - it's an application to control a server with a valid RCON Password. Someone knows your password. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hackmett Sent: Sunday, 20 May 2007 11:46 PM To: hlds@list.valvesoftware.com Subject: [hlds] unwanted rcon from unknown Hi, I just saw somebody ran rcon commands on my servers: His script says Test, kicks some palyers and renames the server: L 05/20/2007 - 15:12:56: rcon from 84.240.52.71:4470: command hostname #eGames-Css Public Arena [STEAM] I do not use rcon in any way, so im wondering a bit. Is there some kind of security issue in Source server or did he just have luck with the rcon password (9 characters including numer, already replaced with random-strings) ? btw, is there a way to disable rcon or limit to certain IPs without firewalling ? Regards Rolf ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Valve Hacking coverup?
The number on the back can never be stored. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL Sent: Thursday, 19 April 2007 2:45 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Valve Hacking coverup? -- [ Picked text/plain from multipart/alternative ] You have records of the number, but the security code on the back cannot be stored except with encryption of the highest available standards...that's the thing that makes it work, and it's not like you can bruteforce a security key, because if you fail too many times the red flag at the card provider goes up and the card becomes useless anyway. On 4/18/07, Ryan Brady [EMAIL PROTECTED] wrote: How then do they give steam accounts back if you can provide the credit card# used when purchasing? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL Sent: Wednesday, April 18, 2007 10:16 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Valve Hacking coverup? -- [ Picked text/plain from multipart/alternative ] Haha, yeah. They don't store any CC data I'm sure, if you haven't noted yet they ask you for ALL of your information EVERY time you buy a new game. They might keep records of purchases (duh?) but they don't store CC #'s and definitely not the security codes. Good luck hacking something that doesn't exist ;) On 4/18/07, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 1. Californian State Laws don't apply to Washington State companies 2. Vendors are required NOT to keep credit card numbers for 1 off transactions. Only vendors who have scheduled payments from a customer can do this, and even those details are supposed to be heavily encrypted. I guess if there is a special STEAM system for cheaters that automatically debits a persons credit card everytime they get VAC banned and issued with a new STEAM Account, then maybe Valve do have customers credit card numbers, but then again, if those are the credit card numbers Valve have stored, do we care? :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ NOD32 2202 (20070418) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Engine Dedicated server beta
Tried blasting some poker chips through the pipes? :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, 3 April 2007 11:51 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Engine Dedicated server beta We are working on the problem, the internet pipes are being grumpy (yes, that is the technical term). Should be happy again real soon. - Alfred Affordablegameservers.com wrote: ive been getting reports from other gsps as well that now all of the sudden have this issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED] Sent: Monday, April 02, 2007 9:28 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Engine Dedicated server beta I believe this is more than just a Source issue. Our HL1 game servers that are restarted in the past few hours do not seem to be able to find Steam (yes, running 32bit not 64bit). Some other GSPs I've been in contact with in the past 30 minutes are noticing the 10fps issues as well. I have to imagine this is linked in some fashion but I doubt it has anything at all to do with the betas (I'm not running the beta on any of our machines). I didnt update to the beta but some updated from ds 74 to 75 thats when it all messed up for me. I have tested it with another fresh install and its doing the same thing. If it has something to do with net_queuesplits needing to be set, id gladly do it. Im reading through a huge post now in teh steampowered.com forums looking where i should put it and how -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: Monday, April 02, 2007 9:02 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Engine Dedicated server beta You will not get this update unless you add that special command line. - Alfred Affordablegameservers.com wrote: Alfred, im wondering does this have any affect on other servers running on the box. All of the sudden, about 2 hours ago or so, my css servers started running at 10fps. I installed a hl1 game on the box and its fine tops out at about 330 or so and acts normal. centos no real changes to anything it just all of the sudden started happening. restarts dont help. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: Monday, April 02, 2007 8:34 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Engine Dedicated server beta 04 = April, 07 = 2007 :) - Alfred RMaioroff wrote: Thanks for offering this to us. I am going to update it right now on one of our busy Garry's Mod 10 pubs. Is 0407 the internal build number or perhaps the target date for the release version to push? That is, if you're at liberty to say. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, April 02, 2007 5:17 PM To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com Subject: [hlds] Source Engine Dedicated server beta We have a beta update for the Source Engine available for Dedicated servers. To get the update run the hldsupdatetool with -beta srcds0407 on the command line. This update addresses some lag issues that have been seen when running the Source Engine (in particular, it programmatically does something similar to using the net_queuesplits cvar). - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Race: No usable dedicated server
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, We just tried to setup a few Race dedicated servers for the weekend, but there is no dedicated server that can be run without steam. Don't developers think? Dedicated servers should be free to run and not require a purchased copy of the game (if at all possible) to get a server up and running, like Counter-Strike and other games out there. Valve, could I suggest making it known to multi-player enabled games off Steam that a dedicated server that's freely downloaded and run via hldsupdatetool would allow their game to actually have more places available for play for their customers. Almost as bad as games that have a 'dedicated server' which need a graphics card and CD in the drive in order to run, I'm looking at you, Ubisoft. - Andrew -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Race: No usable dedicated server
This probably came out too harsh :) I'm just rambling about how we were going to setup some servers for the free weekend, but we need to actually have steam open and running on servers in order to put them up etc etc. I would think only a few people would use the in-built dedicated server, those with access to the large hosting infrastructure would prefer to just be able to run them like other servers such as Counter-Strike via hldsupdatetool, which is painless to use. Anyone else have thoughts on this sort of stuff? Some developers don't even get it (I name Ubisoft again) because even after being asked by even their own community to get dedicated servers properly done, they continue to release games without them. - Andrew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong Sent: Friday, 19 January 2007 2:13 PM To: hlds@list.valvesoftware.com Subject: [hlds] Race: No usable dedicated server This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, We just tried to setup a few Race dedicated servers for the weekend, but there is no dedicated server that can be run without steam. Don't developers think? Dedicated servers should be free to run and not require a purchased copy of the game (if at all possible) to get a server up and running, like Counter-Strike and other games out there. Valve, could I suggest making it known to multi-player enabled games off Steam that a dedicated server that's freely downloaded and run via hldsupdatetool would allow their game to actually have more places available for play for their customers. Almost as bad as games that have a 'dedicated server' which need a graphics card and CD in the drive in order to run, I'm looking at you, Ubisoft. - Andrew -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds