Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-27 Thread Joeri van der Velden
My MvM server starts lagging badly the moment the first wave starts. I had
no issue running my MvM before on our dedicated server. Does anyone else
have this issue?

2012/10/27 Rob Nelson nexisentertainm...@gmail.com

 Same here.

 After restarting the server on Debian Linux (i686 on Linode), the game
 updated, went through the normal loading sequence (oddly, without
 replay, even though it worked prior to the update), and after loading
 the popfile (as indicated by a few warnings), the process hangs.

 Linux mine 2.6.39.1-linode34 #1 SMP Tue Jun 21 10:29:24 EDT 2011 i686
 GNU/Linux

 Startup commandline:

 ./srcds_run -console -steambin /home/gmod/hlds/steam -game tf +map
 mvm_mannworks +maxplayers 32 -autoupdate -replay

 Log is attached.  Same result every time.  Server worked fine up until
 the update was out.  All of our other Linux srcds servers are out of
 commission, either due to srcds crashing the entire server, or just
 hanging.

 On Friday, October 26, 2012 7:31:24 PM, gamead...@127001.org wrote:
  MVM freezing at 100% of a core for me on Linux around a second after the
 first person chooses a class.  No error messages, no metamod, sourcemod or
 any other plugins
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
  Sent: 27 October 2012 03:19
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  Here is the issue:
 
  https://forums.alliedmods.net/showthread.php?t=199068
 
  - Original Message -
  From: T Marler bloodyi...@shaw.ca
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, October 26, 2012 8:15:43 PM
  Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  I updated my servers (with verify all) twice, as soon ass the queueing
  system kicks in, my server blurts out:
 
  Invalid wave number
  Invalid Where argument 'spawnbot_scattered'
  Unknown attribute 'Where' in WaveSpawn definition.
  Invalid Where argument 'spawnbot_scattered'
  Unknown attribute 'Where' in WaveSpawn definition.
 
 
  And now my servers are not responsive.
 
  Wtf?
 
  - Original Message -
  From: Eric Smith er...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com,
  hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
  Sent: Friday, October 26, 2012 5:16:39 PM
  Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes
  for the updates are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Added mat_viewportupscale and mat_viewportscale to enable rendering
  the world at a reduced resolution. (mat_viewportupscale 1 and
  mat_viewportscale 0.5 will downscale world rendering by 50%.)
  - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a
  changelevel when the server is empty
  - Fixed a bug that prevented consecutive clicks on scrollbar buttons
  - Performance and stability improvements
  - Added positional audio support for Mumble clients
 
  Team Fortress 2
  - Scream Fortress Event 2012
  - Fixed a bug where buildings would be invisible during their setup
  time
  - Mann vs. Machine
 - Added the map Mvm_coaltown_event with a special Halloween mission
 - Fixed a bug where players money would not be set properly when
  restoring a checkpoint
 - Fixed server crash on vote to restart mission
 
 
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-27 Thread Joeri van der Velden
Seems my server starts lagging when specific types of MvM bots appear,
pyros or scouts or something. Because the lag stopped when there was a
whole train of big robots coming for us.

2012/10/27 cockroach i...@cockroachnet.com

   I have a rented linux server for the occasion and had to fix/reinstall
 metamod it was broken.
 also I had to disable many sourcemod plugings before I stoped a crash at
 team join.

 anyway maybe meta mod broke on more linux boxes.

  *From:* Joeri van der Velden joerivdvel...@gmail.com
 *Sent:* Saturday, October 27, 2012 2:06 PM
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 My MvM server starts lagging badly the moment the first wave starts. I had
 no issue running my MvM before on our dedicated server. Does anyone else
 have this issue?

 2012/10/27 Rob Nelson nexisentertainm...@gmail.com

 Same here.

 After restarting the server on Debian Linux (i686 on Linode), the game
 updated, went through the normal loading sequence (oddly, without
 replay, even though it worked prior to the update), and after loading
 the popfile (as indicated by a few warnings), the process hangs.

 Linux mine 2.6.39.1-linode34 #1 SMP Tue Jun 21 10:29:24 EDT 2011 i686
 GNU/Linux

 Startup commandline:

 ./srcds_run -console -steambin /home/gmod/hlds/steam -game tf +map
 mvm_mannworks +maxplayers 32 -autoupdate -replay

 Log is attached.  Same result every time.  Server worked fine up until
 the update was out.  All of our other Linux srcds servers are out of
 commission, either due to srcds crashing the entire server, or just
 hanging.

 On Friday, October 26, 2012 7:31:24 PM, gamead...@127001.org wrote:
  MVM freezing at 100% of a core for me on Linux around a second after
 the first person chooses a class.  No error messages, no metamod, sourcemod
 or any other plugins
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Todd Pettit
  Sent: 27 October 2012 03:19
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  Here is the issue:
 
  https://forums.alliedmods.net/showthread.php?t=199068
 
  - Original Message -
  From: T Marler bloodyi...@shaw.ca
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Friday, October 26, 2012 8:15:43 PM
  Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  I updated my servers (with verify all) twice, as soon ass the queueing
  system kicks in, my server blurts out:
 
  Invalid wave number
  Invalid Where argument 'spawnbot_scattered'
  Unknown attribute 'Where' in WaveSpawn definition.
  Invalid Where argument 'spawnbot_scattered'
  Unknown attribute 'Where' in WaveSpawn definition.
 
 
  And now my servers are not responsive.
 
  Wtf?
 
  - Original Message -
  From: Eric Smith er...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com,
  hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
  Sent: Friday, October 26, 2012 5:16:39 PM
  Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes
  for the updates are below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Added mat_viewportupscale and mat_viewportscale to enable rendering
  the world at a reduced resolution. (mat_viewportupscale 1 and
  mat_viewportscale 0.5 will downscale world rendering by 50%.)
  - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a
  changelevel when the server is empty
  - Fixed a bug that prevented consecutive clicks on scrollbar buttons
  - Performance and stability improvements
  - Added positional audio support for Mumble clients
 
  Team Fortress 2
  - Scream Fortress Event 2012
  - Fixed a bug where buildings would be invisible during their setup
  time
  - Mann vs. Machine
 - Added the map Mvm_coaltown_event with a special Halloween mission
 - Fixed a bug where players money would not be set properly when
  restoring a checkpoint
 - Fixed server crash on vote to restart mission
 
 
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  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
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[hlds] CS:GO voting for mapgroup

2012-09-03 Thread Joeri van der Velden
I just set up my community's new CS:GO server. The new SteamCMD system is
well documented on the Source SDK wiki luckily, so it wasn't too hard. One
thing I noticed that you have to set a mapgroup in the launch parameter of
your server, replacing the old mapcycle system. But what if players want to
change the mapgroup, can they vote for that? I want my players to be able
to play both the bomb defusal and hostage map rotation. I know you can make
custom mapgroups, but these probably exclude you from the quickplay pool?
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Re: [hlds] TF2 map vote not working properly since around Halloween update?

2011-11-09 Thread Joeri van der Velden
Yes I am using the nextmap plugin. That didn't give me any trouble before
though.

2011/11/8 Austin austi.ta...@gmail.com

 Are you using the nextmap plugin for SM?

 On 9 November 2011 06:12, Joeri van der Velden joerivdvel...@gmail.comwrote:

 One of my TF2 servers is using the ingame map vote system that was added
 some time last year.

 sv_allow_votes 1
 sv_vote_issue_nextlevel_allowed 1
 sv_vote_issue_nextlevel_allowextend 1

 The vote does take place, but the server doesn't honour it and instead
 just moves to the next map in the cycle. I'm also running Sourcemod but I
 don't see where that could cause incompatibilities (I'm not using SM's
 nominations / mapchooser plugins). Can anyone else confirm it's broken?

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[hlds] TF2 map vote not working properly since around Halloween update?

2011-11-08 Thread Joeri van der Velden
One of my TF2 servers is using the ingame map vote system that was added
some time last year.

sv_allow_votes 1
sv_vote_issue_nextlevel_allowed 1
sv_vote_issue_nextlevel_allowextend 1

The vote does take place, but the server doesn't honour it and instead just
moves to the next map in the cycle. I'm also running Sourcemod but I don't
see where that could cause incompatibilities (I'm not using SM's
nominations / mapchooser plugins). Can anyone else confirm it's broken?
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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread Joeri van der Velden
I noticed it too (somehow the trend was downwards fast for months but the
server status always good). Seems I didn't care enough to submit a bug
report though :p

2011/10/26 Spencer 'Voogru' MacDonald voo...@voogru.com

 **
 Who cares if people do that? You can already do such a thing with the game
 server monitor sites.


 On 10/26/2011 11:04 AM, James Botting wrote:

 I think it's deliberately not shown as a number to prevent the inevitable
 'my server is better than yours because I have a higher number' when this
 system isn't meant to be interpreted like that.

 On 26 Oct 2011, at 08:05, Spencer 'Voogru' MacDonald voo...@voogru.com
 wrote:

   Why not just report it as a number? Positive number = good, Negative
 number = bad.

 The higher the number the better, the lower the number the worse.

 - Spencer.

 On 10/25/2011 9:51 PM, Fletcher Dunn wrote:

  There has been a bug in the TF2 server reputation trend calculation.
 Previously, it would only report that the reputation was either slightly
 upward or downward fast.



 It will be fixed in the next update, to properly show five different
 levels: up fast, up slow, steady, down slow, and down fast.



 I'm sure that this news comes as a **complete shock** to everybody.  none
 of us had the SLIGHTEST INKLING that something was amiss, since it seemed to
 make such perfect sense.



 No seriously, thanks to those who reported this issue.  And I apologize if
 anybody lost sleep over their server's reputation as a result of this bug.



 And just to be clear: the bug was not in the calculation of the reputation
 data and had no effect on quickplay, etc.  It only affects the reporting of
 the trend message.



 Your humble servant,

 Fletch


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

2011-10-13 Thread Joeri van der Velden
My Counter-Strike Source surf server instant-crashes when starting. My Team
Fortress 2 servers on the same machine (Windows Server 2008 R2) are running
just fine with the new update. I tried disabling Metamod / Sourcemod but the
crash still occurs. Anyone else have this problem?

2011/10/14 Claudio Beretta beretta.clau...@gmail.com

 all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
 What can I do to troubleshoot it?
 thanks


 debug.log
 --
 CRASH: Fri Oct 14 00:45:29 CEST 2011
 Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055 -maxplayers
 26 -tickrate 66 +tv_port 27056 +clientport 27057 +replay_port 27058 +map
 arena_granary +servercfgfile server.cfg +exec server.cfg -threads 3 -debug
 -condebug
 End of Source crash report
 --


 console window:
 L 10/14/2011 - 00:45:20: sv_tags = gov,ita,italia,prophunt
 L 10/14/2011 - 00:45:20: server cvars end
 L 10/14/2011 - 00:45:20: Started map arena_granary (CRC
 8148a7720eaff67dac9153f8368f8dfe)
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 L 10/14/2011 - 00:45:23: server_cvar: tf_gamemode_arena 1
 Executing server arena config file
 Initializing Steam libraries for secure Internet server
 Failed to load Steam Service
 ServiceStart: failed to start
 terminate called after throwing an instance of 'common::CRuntimeError'
   what():  Failed to open logfile /home/tf2_27055/Steam/steam.log
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20111014004523_1.dmp
 success = yes
 response:  CrashID=bp-eaf14efe-1051-429a-952f-b75f02111013

 cat: hlds.28655.pid: No such file or directory
 email debug.log to li...@valvesoftware.com
 Fri Oct 14 00:45:29 CEST 2011: Server restart in 10 seconds


 console.log
 Game.dll loaded for Team Fortress
 Particles: Missing 'particles/error.pcf'
 maxplayers set to 26
 No '-replayserverdir' parameter found - using default replay folder.
 Replay: Creating thread pool...succeeded.
 Replay: Starting thread pool with 4 threads...succeeded.
 Cleaning files from temp dir,
 /home/tf2_27055/orangebox/tf/replay/server/tmp/ ...no files removed.
 Unknown command r_decal_cullsize
 Server logging enabled.
 Server logging data to file logs/L1014032.log
 L 10/14/2011 - 00:45:20: Log file started (file logs/L1014032.log) (game
 /home/tf2_27055/orangebox/tf) (version 4720)
 logaddress_delall:  no addresses in the list
 logaddress_add:  94.23.68.246:27500
 Unknown command replay_port
 L 10/14/2011 - 00:45:20: server_cvar: decalfrequency 60
 
 sv_pure value unchanged (current value is 0).
 
 Unknown command sv_unlag
 L 10/14/2011 - 00:45:20: server_cvar: sv_alltalk 1
 L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt
 L 10/14/2011 - 00:45:20: server_cvar: sv_tags gov,ita,italia,prophunt
 L 10/14/2011 - 00:45:20: server_cvar: mp_respawnwavetime 1.0
 L 10/14/2011 - 00:45:20: server_cvar: mp_teams_unbalance_limit 0
 L 10/14/2011 - 00:45:20: server_cvar: tf_weapon_criticals 0
 L 10/14/2011 - 00:45:20: server_cvar: tf_damage_disablespread 1
 L 10/14/2011 - 00:45:20: server_cvar: tf_use_fixed_weaponspreads 1
 L 10/14/2011 - 00:45:20: server_cvar: tv_password ***PROTECTED***
 Unknown command neph_nostats
 Unknown command sm_reserved_slots
 Unknown command sm_hide_slots
 Unknown command hlx_block_commands
 Unknown command sm_unlock_block
 Unknown command sm_unlock_block
 Network: IP 94.23.68.246, mode MP, dedicated Yes, ports 27055 SV / 27057 CL
 L 10/14/2011 - 00:45:20: Log file closed
 Server logging data to file logs/L1014033.log
 L 10/14/2011 - 00:45:20: Log file started (file logs/L1014033.log) (game
 /home/tf2_27055/orangebox/tf) (version 4720)
  L 10/14/2011 - 00:45:20: Loading map arena_granary
 L 10/14/2011 - 00:45:20: server cvars start
 L 10/14/2011 - 00:45:20: tf_playergib = 1
 L 10/14/2011 - 00:45:20: tf_allow_player_use = 0
 L 10/14/2011 - 00:45:20: mp_teamplay = 0
 L 10/14/2011 - 00:45:20: mp_falldamage = 0
 L 10/14/2011 - 00:45:20: mp_weaponstay = 0
 L 10/14/2011 - 00:45:20: mp_forcerespawn = 1
 L 10/14/2011 - 00:45:20: mp_footsteps = 1
 L 10/14/2011 - 00:45:20: mp_flashlight = 0
 L 10/14/2011 - 00:45:20: mp_autocrosshair = 1
 L 10/14/2011 - 00:45:20: decalfrequency = 60
 L 10/14/2011 - 00:45:20: mp_teamlist = hgrunt;scientist
 L 10/14/2011 - 00:45:20: mp_allowNPCs = 1
 L 10/14/2011 - 00:45:20: sv_alltalk = 1
 L 10/14/2011 - 00:45:20: tf_weapon_criticals = 0
 L 10/14/2011 - 00:45:20: tf_damage_disablespread = 1
 L 10/14/2011 - 00:45:20: tf_force_holidays_off = 0
 L 10/14/2011 - 00:45:20: tf_birthday = 0
 L 10/14/2011 - 00:45:20: mp_tournament_stopwatch = 1
 L 10/14/2011 - 00:45:20: mp_windifference = 0
 L 10/14/2011 - 00:45:20: mp_windifference_min = 0
 L 10/14/2011 - 00:45:20: tf_medieval = 0
 L 

Re: [hlds] TF2 server memory usage - need some answers

2011-08-15 Thread Joeri van der Velden
Since I didn't mention it in my original email: our servers (one Arena, one
Payload / CP and one KotH) are running under Windows Server 2008 R2. I
usually have to restart our servers at least every day, if they don't crash
themselves. There's some really dodgy memory management going on.

2011/8/15 hlds h...@gmx.com

 I have a busy server restarted 11 days ago (with more than 15835 minutes
 uptime) and which uses 2060MB (1310MB RES) according to htop. The server is
 a classic one, running only stock maps, with replay enabled. The OS is
 Debian, 32 bits.


   - Original Message -
   From: Joeri van der Velden
   Sent: 08/14/11 02:46 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: [hlds] TF2 server memory usage - need some answers

Ever since around the replay update I've noticed a very annoying trend
 with my TF2 servers. When they start and are fully running, they take up
 about 400MB of RAM. However, over several hours with lots of activity, the
 memory use steadily grows over 700MB, some even reach 900MB before I
 forcefully shut them down because they affect overal server performance. Our
 Garry's Mod and Counter-Strike: Source servers (both on the same engine, and
 running the same versions of Sourcemod) do not have this issue.

  Is this memory use a common problem for TF2 servers? Can anyone else share
 some numbers?


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Re: [hlds] TF2 server memory usage - need some answers

2011-08-15 Thread Joeri van der Velden
We have that issue too, but I have a server management app that periodically
pings every gameserver and restarts it if it doesn't respond for some time.
Maybe I should alter it to also restart a server if it exceeds a set amount
of memory...

2011/8/15 E. Olsen ceo.eol...@gmail.com

 I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
 No crash, no crash dump, the server just hangs and needs a manual restart.


 On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden 
 joerivdvel...@gmail.com wrote:

 Since I didn't mention it in my original email: our servers (one Arena,
 one Payload / CP and one KotH) are running under Windows Server 2008 R2. I
 usually have to restart our servers at least every day, if they don't crash
 themselves. There's some really dodgy memory management going on.

 2011/8/15 hlds h...@gmx.com

 I have a busy server restarted 11 days ago (with more than 15835 minutes
 uptime) and which uses 2060MB (1310MB RES) according to htop. The server is
 a classic one, running only stock maps, with replay enabled. The OS is
 Debian, 32 bits.


   - Original Message -
   From: Joeri van der Velden
   Sent: 08/14/11 02:46 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: [hlds] TF2 server memory usage - need some answers

Ever since around the replay update I've noticed a very annoying trend
 with my TF2 servers. When they start and are fully running, they take up
 about 400MB of RAM. However, over several hours with lots of activity, the
 memory use steadily grows over 700MB, some even reach 900MB before I
 forcefully shut them down because they affect overal server performance. Our
 Garry's Mod and Counter-Strike: Source servers (both on the same engine, and
 running the same versions of Sourcemod) do not have this issue.

  Is this memory use a common problem for TF2 servers? Can anyone else
 share some numbers?


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Re: [hlds] TF2 server memory usage - need some answers

2011-08-15 Thread Joeri van der Velden
I'm running Sourcemod and gameMe too. Your setup is very similar (although
much for powerful) to what we have, yet our TF2 servers keep on claiming RAM
until there's so little left that it affects performance. Do your servers
have replay enabled? Our CSS surf server goes up to 400MB btw so I wonder
how you keep it all under 200MB.

This is very annoying. What could even cause such varying performance
experiences? I'm going to do a new test run with Sourcemod and replay
disabled, but I'm not expecting any miracles.

2011/8/15 Team BOOM! teamb...@comcast.net

 **

 We’re running seven (7) 24-slot TF2 servers and 2 CSS servers on a Windows
 2008 RS SP1 dual Quad Core Xeon box with 16 GB of RAM. We use RAID 5 for
 disk management with 3 drives. The TF2 servers are busy and many remain full
 most of the day, the CSS ones are not so much any more.

 ** **

 On rare occasions, an instance of SRCDS for TF2 will climb to right around
 500 MB of RAM, but I haven’t monitored things very closely to see why one
 server might have done that. Most of the time I check them, the TF2
 instances are around 320 for an empty sever to about 390 - 400 MB on a full
 one. The CSS instances usually hover well below 200 MB. Our servers never
 hang or need a manual restart. They will run without a hitch for over as
 week without a crash until I restart the box after I do an occasional
 Windows update. We’re running Metamod and SourceMod with a few plugins, no
 Eventscripts. We also use gameMe stats and SourceBans. The SourceBans MySql
 and website are both hosted on the game server box.

 ** **

 It sounds like I’m bragging but I don’t mean to. I’m honestly very, very
 surprised at how stable everything has been for the past few months on our
 end. After nearly 7 years of running SRCDS servers, this is one of the few
 times I really can’t complain about their stability. With that said, I’ll
 continue to monitor them a little more closely and if I find something
 useful that explains the occasional memory increases you are seeing, I’ll
 report back. Feel free to email me directly (support@ support@
 vailenterprises.com) if I can provide more specifics on this issue without
 driving everyone crazy on the email list.

 ** **

 Good luck,

 Mike V.

 ** **
  --

 *From:* **hlds-boun...@list.valvesoftware.com** [mailto:**
 hlds-boun...@list.valvesoftware.com**] *On Behalf Of *E. Olsen
 *Sent:* Monday, August 15, 2011 9:23 AM

 *To:* **Half-Life dedicated Win32 server mailing list**
 *Subject:* Re: [hlds] TF2 server memory usage - need some answers

  ** **

 I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
 No crash, no crash dump, the server just hangs and needs a manual restart.
 

 On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden 
 joerivdvel...@gmail.com wrote:

 Since I didn't mention it in my original email: our servers (one Arena, one
 Payload / CP and one KotH) are running under Windows Server 2008 R2. I
 usually have to restart our servers at least every day, if they don't crash
 themselves. There's some really dodgy memory management going on.

 2011/8/15 hlds h...@gmx.com

 I have a busy server restarted 11 days ago (with more than 15835 minutes
 uptime) and which uses 2060MB (1310MB RES) according to htop. The server is
 a classic one, running only stock maps, with replay enabled. The OS is
 Debian, 32 bits.



   - Original Message -
   From: Joeri van der Velden
   Sent: 08/14/11 02:46 PM
   To: **Half-Life dedicated Win32 server mailing list**
   Subject: [hlds] TF2 server memory usage - need some answers

Ever since around the replay update I've noticed a very annoying trend
 with my TF2 servers. When they start and are fully running, they take up
 about 400MB of RAM. However, over several hours with lots of activity, the
 memory use steadily grows over 700MB, some even reach 900MB before I
 forcefully shut them down because they affect overal server performance. Our
 Garry's Mod and Counter-Strike: Source servers (both on the same engine, and
 running the same versions of Sourcemod) do not have this issue.

  Is this memory use a common problem for TF2 servers? Can anyone else share
 some numbers?


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[hlds] TF2 server memory usage - need some answers

2011-08-14 Thread Joeri van der Velden
Ever since around the replay update I've noticed a very annoying trend with
my TF2 servers. When they start and are fully running, they take up about
400MB of RAM. However, over several hours with lots of activity, the memory
use steadily grows over 700MB, some even reach 900MB before I forcefully
shut them down because they affect overal server performance. Our Garry's
Mod and Counter-Strike: Source servers (both on the same engine, and running
the same versions of Sourcemod) do not have this issue.

Is this memory use a common problem for TF2 servers? Can anyone else share
some numbers?
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[hlds] TF2 replay system, a few issues

2011-06-26 Thread Joeri van der Velden
Three of my TF2 servers are using the replay system, which is quite a
wonderful tool for clients but not so much for servers right now. There's
two issues, one quite clear, the other which I only suspect:

* The file cleanup is horrible. If you don't clean up the old replay data
yourself you could end up with millions of files totalling a terabyte of
data after a month or so. I have a cronjob doing cleanup every morning
around 3:00AM but before that it was a horror. This needs to be fixed. I
suspect a server loses track of replay data when it crashes, so my guess is
it needs to know what to clean up when the server is restarting.

* Memory usage. For some reason, ever since the replay update, my 3
(24-slot) TF2 servers seems to leak memory, claiming up to 800MB of RAM
before I forcefully restart them because they affect server performance. I
can't say for sure the replay system is the cause of this, so I'd like
others to share their experiences to either confirm or challenge my claim.

Hope I'll get some informative feedback.
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Re: [hlds] Team Fortress 2 Update Released

2011-05-18 Thread Joeri van der Velden
Dear Valve,

Please stop overwriting CSS game.cfg in the cstrike/cfg folder every time.

Sincerely,

Everyone who puts their settings in game.cfg

2011/5/19 John Marbury barreltr...@gmail.com

 Awee YEAH!
 Another Required update that should have been optional!
 At least it's not at peak times... oh wait.




 On Wed, May 18, 2011 at 7:14 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 Important notes
 - If you were previously crashing on startup, please have Steam verify the
 integrity of your game cache
   - Update your game to the most current version
   - Right-click on the game and select Properties
   - Click on the Local Files tab
   - Click on the Verify Integrity of Game Cache button

 - If you were previously crashing when connecting to a server, please run
 once with -autoconfig to reset your graphics state
   - Update your game to the most current version
   - Right-click on the game and select Properties
   - Click on the General tab
   - Click on the Set Launch Options... button
   - Add -autoconfig to the launch options and click OK
   - Restart your game
   - After doing this, you should remove -autoconfig from your launch
 options

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Fixed several client crashes on game startup, shutdown, and replay
 interaction
 - Updated the materials used on models to ignore the $ignorez flag, to
 make it harder to create wallhacks on sv_pure 0 servers

 Team Fortress 2
 - Added an Advanced Options button to the main menu to allow tweaking of
 many gameplay options
 - Fixed server crashes related to replays and new items
 - Added per_class_loadout_slots and
 attribute_controlled_attached_particles sections to the GetSchema WebAPI
 call


 Jason


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Re: [hlds] New Heavy Exploit Incoming

2010-11-16 Thread Joeri van der Velden
Valve is taking its sweet time with fixing this. It's been around for 3 days
now, and it's quite a game breaker.

2010/11/14 teenPSPjunkie teenpspjun...@gmail.com

 Valves fix will cause they heavy to explode when switching melee loadouts
 then wait 60sec until you can respawn and be useful to your team again.

 /sarcasm about valves lvl 3 mini sentry 'fix


 On Sun, Nov 14, 2010 at 4:20 PM, Michael Krasnow mnk...@gmail.com wrote:

  here's the fix: http://forums.alliedmods.net/showthread.php?t=143104
 
  On Sun, Nov 14, 2010 at 4:18 PM, Adam Hastings a...@sonic.net wrote:
 
   On 11/14/2010 1:14 PM, Nephyrin Zey wrote:
  
   Step 1 : have fists equiped, minigun spinning
  
   Step 2 : HOLD RIGHT CLICK and press M
  
   Step 3 : Equip GRU
  
   Step 4 : Close equip menu (STILL HOLD RIGHT CLICK)
  
   Step 5 : RUN! RUN, I'M COMING FOR YOU! (run at full heavy speed
  shooting
   minigun, just keep holding right click)
  
   Step 6 : Profit
  
From:
   http://www.reddit.com/r/tf2/comments/e5uqu/heavy_gru_glitch/
  
   Just a heads up.
  
   - Neph
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Holy shit. Running Heavy is back?
  
   I thought I'd seen the last of that little bugger way back before the
  Open
   Beta ended.
  
   Thanks for the heads up.
  
  
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  --
  Michael Krasnow
  http://mnkras.com
  mnk...@gmail.com
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Re: [hlds] Team Fortress 2 Update Available

2010-05-02 Thread Joeri van der Velden
Our servers were running a few subtle mods that made use of that
functionality, and it's sad to see it removed. I do hope Valve considers
reversing those changes, servers like mine lose their uniqueness because of
it.

Why was the functionality removed anyway?

- Clavus

2010/5/2 Spencer 'voogru' MacDonald voo...@voogru.com

 Are there any other mods/plugins that are effected by this other than the
 2
 listed on the petition.

 It breaks anything that wants to attach a model to a player. Not just hats
 or weapons.

 There is a variety of ways this can be used for creativity and this
 essentially breaks it, purposely. I usually don't ever complain when they
 make changes to the game and break plug-ins, usually those are side-effects
 of them making other changes, this changed was targeted and intentional.

 The petition was just an alternative use of my time, either I was going to
 spend time circumventing the existing restriction (which would probably get
 fixed if they kept this policy), or I could spend the time asking them
 nicely to reverse this policy and get the community involved.

 Also, this doesn't prevent server ops from issuing overpowered weapons or
 other things that drastically affect game play. All that happens is the
 client doesn't render the model.

 I wasn't going to post this petition to the list (prefer to do so on other
 community sites), but since it's here I figured I'd explain it a little.

 In the end, I hope valve reconsiders.

 - voogru.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alexander Baade
 Sent: Saturday, May 01, 2010 4:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Are there any other mods/plugins that are effected by this other than the 2
 listed on the petition.  I personally don't care about these because a lot
 of server admins will use the hat mod and charge players for them.  It
 angers me to no end that I have to download a boat load of custom content
 and then I cant use it unless I donate to the server.  These servers
 typically go on my blacklist.  I could over look this fact but I'm not
 going
 to because there are a lot of servers out there who have stolen custom
 maps/content from my clan and heavily rely on these plugins.

 On Sat, May 1, 2010 at 1:15 PM, Justin mysteriousjus...@gmail.com wrote:

  https://secure.voogru.com/petition/index.php
  On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com
  wrote:
 
   Any word on a fix for this yet?
  
   Sent from my iPod
  
   On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com
   wrote:
  
Sounds like a client problem
   
Sent from the best phone ever
   
On Apr 30, 2010, at 9:24 PM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
   
Yep, crashing on every server I connect to. (As a client obviously)
   
On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
fortinj1...@gmail.com wrote:
So you got everything serverwide working, but it seems like anyone
Jo
has updated the client will crash when they try to connect.
   
Sent from my iPod
   
On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote:
   
My Windows servers are both up and running and joinable now.
Updates seemed
to take a minute or so longer than usual, but no problems with MM/
SM
running.
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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Joeri van der Velden
The Source SDK is broken big time ever since the TF2 update. In Hammer the
grid disappeared, functionality is buggy, and a lot more. Please release a
fix for this soon.

2010/4/30 Jeff Sugar jeffsu...@gmail.com

 For what it's worth, a new snapshot of SM dropped 30-ish minutes ago that
 is
 working for everyone so far in #hlserveradmins
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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Joeri van der Velden
Someone posted a fix for the problems in Hammer:
http://www.facepunch.com/showpost.php?p=21647066postcount=15
Apparently the shaders were updated, and Hammer doesn't know how to deal
with them.

2010/4/30 Joeri van der Velden joerivdvel...@gmail.com

 The Source SDK is broken big time ever since the TF2 update. In Hammer the
 grid disappeared, functionality is buggy, and a lot more. Please release a
 fix for this soon.

 2010/4/30 Jeff Sugar jeffsu...@gmail.com

 For what it's worth, a new snapshot of SM dropped 30-ish minutes ago that
 is
 working for everyone so far in #hlserveradmins
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[hlds] File uploading exploit still possible in Garry's Mod

2009-10-30 Thread Joeri van der Velden
I noticed this today when someone managed to upload a Lua script to our
autorun folder and screw our SQL database. Apparently the srcds engine.dll
GMod uses is outdated and doesn't have the fix Valve applied to TF2. Please
solve this quickly.
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Joeri van der Velden
Update here yet?

2009/10/30 Phillip Vector t...@mostdeadlygame.com

 Well, you are deffently unhampered by players since you banned them all.

 Tell me, will you be banning people who farm the Halloween achievements as
 well?

 On Thu, Oct 29, 2009 at 4:32 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
  You are clearly doing something wrong because it runs like a cushioned
  dream on debian for me.
 
 
  On Thu, 2009-10-29 at 17:30 -0600, Ben B wrote:
  tf2 was running terribly on centos and debian for me on my server.
 
  swapped to windows out of desperation, now it's running like a champ
 
  On Thu, Oct 29, 2009 at 5:25 PM, Shane Arnold clontar...@iinet.net.au
 wrote:
 
   A lot of the functions contained in that script do not have native
 windows
   counterparts. Even more reason why you should all be using linux-based
   servers ;)
  
   Rick Payton wrote:
wut, no windows port? :P
   
--mauirixxx
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Thursday, October 29, 2009 1:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
I wrote this ages ago for linux servers, supports instant
 auto-update.
   
http://nephyrin.net/tools/nemrun/latest/
   
On 10/29/2009 03:39 PM, Y Smith wrote:
I could see this being scripted
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
Sent: Friday, 30 October 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
oh god yes, i dont see why it hasn't happened yet. update comes
 out,
   srcds
closes itself, runs update, and restarts itself.
why not?! D:
   
On Thu, Oct 29, 2009 at 4:27 PM, JäKë Tcan_kic...@hotmail.com
  wrote:
   
   
A working autoupdate would fix that.. :)
   
   
   
   
   
   
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Re: [hlds] A few suggestions for Valve

2009-10-28 Thread Joeri van der Velden
I'm pretty annoyed now because I've been rallying my friends for the 3rd
time, and again we're waiting for any sign of what's going to happen next.
Valve could at least make a blog entry or something to keep us posted. Even
if they just say they're playtesting we at least know what's going on.

2009/10/28 admin bob admin...@cox.net

 Freezing code for a few weeks would probably result in the final game being
 postponed for a few weeks.  Is that really want you want?  For a demo?
 Didn't think so.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt
 Sent: Wednesday, October 28, 2009 4:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] A few suggestions for Valve

 amen

 -Neil


 On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net
 wrote:

  Oh Valve, how you tease us with all these sneaky release time changes!
 
  Maybe learning about the concept of freezing your code a few weeks
  before you plan to release the demo content would be a good idea? Then
  we wouldn't need to sit through the pain of waiting and having to update
  for every single change (I believe the Left 4 Dead 2 demo server content
  is on revision 3 and it hasn't even been released yet)!
 
  I'm sure this would cause a lot less stress for server admins and for
 you.
 
  -TheGeekLord
 
 
 
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Re: [hlds] A few suggestions for Valve

2009-10-28 Thread Joeri van der Velden
Even though it's just a demo, a lot of people are reserving time for this.
It's like a date that doesn't show up :/

2009/10/28 Joeri van der Velden joerivdvel...@gmail.com

 I'm pretty annoyed now because I've been rallying my friends for the 3rd
 time, and again we're waiting for any sign of what's going to happen next.
 Valve could at least make a blog entry or something to keep us posted. Even
 if they just say they're playtesting we at least know what's going on.

 2009/10/28 admin bob admin...@cox.net

 Freezing code for a few weeks would probably result in the final game
 being

 postponed for a few weeks.  Is that really want you want?  For a demo?
 Didn't think so.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil Voutt
 Sent: Wednesday, October 28, 2009 4:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] A few suggestions for Valve

 amen

 -Neil


 On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord li...@thegeeklord.net
 wrote:

  Oh Valve, how you tease us with all these sneaky release time changes!
 
  Maybe learning about the concept of freezing your code a few weeks
  before you plan to release the demo content would be a good idea? Then
  we wouldn't need to sit through the pain of waiting and having to update
  for every single change (I believe the Left 4 Dead 2 demo server content
  is on revision 3 and it hasn't even been released yet)!
 
  I'm sure this would cause a lot less stress for server admins and for
 you.
 
  -TheGeekLord
 
 
 
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Re: [hlds] A few suggestions for Valve

2009-10-28 Thread Joeri van der Velden
Damn you Valve, washing away all my annoyances with that awesome demo.
Really enjoyed it, can't wait for the full game!

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

 looks like the demo is out, decrypting files now.

 On Wed, Oct 28, 2009 at 6:37 PM, Richard Eid richard@gmail.com
 wrote:

  Fire up your server.  It'll tell you when an update is available as long
 as
  Valve makes it a required update.
 
 -Richard Eid
 
 
  On Wed, Oct 28, 2009 at 7:30 PM, Nour El Saidi nelsa...@gmail.com
 wrote:
 
   I have one request, can we be sent an announcement regarding any server
   updates via the mailing list as soon as they happen?
  
   Thanks
  
   Nelsaidi
  
   On Wed, Oct 28, 2009 at 11:26 PM, gamead...@127001.org wrote:
  
http://www.youtube.com/watch?v=6S9ecXWCBCc
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris
Sent: 28 October 2009 23:04
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] A few suggestions for Valve
   
http://i37.tinypic.com/29blwgp.png
   
On Wed, Oct 28, 2009 at 10:58 PM, Ook ooksser...@zootal.com wrote:
   
 In the real world, code freeze does not mean no changes to the
  code.
   It
 means no more features get added, and the only code changes are for
  bug
 fixes (this really varies from organization to organization, but
everywhere
 I've worked during the last 20 years did it that way). The
 iterative
 testing/fixing cycle continues until they get to the point where
 they
   are
 willing to release it with the known bugs. Code freeze never really
happens
 because something always comes up that requires a code change. You
  grab
   a
 snapshot, you call it a code freeze to make management happy, you
   test
 the
 snot out of it, and if you are happy you release it. If not, you
  change
the
 code and freeze it again.

 In the Valve world, demo = beta = code freeze so they can do bug
  fixes.
The
 fact that they are making last minute changes doesn't mean they did
  or
did
 not have a code freeze. It simply means there are still bugs that
  they
are
 working on, and the arbitrary deadline of demo release date
 doesn't
 change
 the fact that, hello, we still have a buttload of bugs that we are
 fervently
 fixing. It sucks to be a programmer at Valve right now because you
  are
 probalby sleeping at your cube - if you are even allowed to sleep.

 - Original Message -
 From: admin bob admin...@cox.net
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Wednesday, October 28, 2009 3:31 PM
 Subject: Re: [hlds] A few suggestions for Valve


  Freezing code for a few weeks would probably result in the final
  game
  being
  postponed for a few weeks.  Is that really want you want?  For a
   demo?
  Didn't think so.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Neil
  Voutt
  Sent: Wednesday, October 28, 2009 4:07 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] A few suggestions for Valve
 
  amen
 
  -Neil
 
 
  On Wed, Oct 28, 2009 at 5:03 PM, TheGeekLord 
  li...@thegeeklord.net
  wrote:
 
  Oh Valve, how you tease us with all these sneaky release time
   changes!
 
  Maybe learning about the concept of freezing your code a few
 weeks
  before you plan to release the demo content would be a good
 idea?
   Then
  we wouldn't need to sit through the pain of waiting and having
 to
update
  for every single change (I believe the Left 4 Dead 2 demo server
content
  is on revision 3 and it hasn't even been released yet)!
 
  I'm sure this would cause a lot less stress for server admins
 and
   for
  you.
 
  -TheGeekLord
 
 
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Joeri van der Velden
SourceMod is borked yeah. Confirmed this.
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Re: [hlds] Team Fortress 2 Update Available

2009-02-25 Thread Joeri van der Velden
Our Payload server keeps crashing too. Host_error: Overflow error writing
string table baseline Scenes

The server command windows shows a lot of the Spy's .vcd files being
listed/loaded/I dunno.

2009/2/25 Tony Paloma drunkenf...@hotmail.com

 Looks like you have it already.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Clyde cide
 Sent: Tuesday, February 24, 2009 10:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 i still havent gotten an update..

 the game server...
  Game server has been started.
  The Steam update has completed. You may close this window.
 Starting the Steam Update...
 Don't close this window. If you close this window the update will still
 be executed on the server


 Stopping the game server...
 Game server has been stopped.
 Checking bootstrapper version ...
 Updating Installation
 Logging in as 'dxgs'
 Checking/Installing 'Team Fortress 2 Content' version 78


 Checking/Installing 'Team Fortress 2 Materials' version 26


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'OB Dedicated Server' version 0


 Connection Reset, WinSock Error 10054 Connection reset by peer
 Starting the game server...
 Game server has been started.
 The Steam update has completed. You may close this window.

 btw it only took 3 hours to get this.

 reran the update same thing
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Re: [hlds] Orange Box Engine Update Released

2009-02-18 Thread Joeri van der Velden
Oh well, time to change the whole system to entirely ignore the STEAM_X:
part.
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Re: [hlds] Please VALVe, keep the STEAM_1 now

2009-02-17 Thread Joeri van der Velden
The main change is that the STEAM_0: is now STEAM_1:, and STEAM_ID_PENDING
no longer exists (replaced by STEAM_0:0:0 I think). Because this changed and
we have no clue how the UniqueID gets derived, me and Ywa have to convert
all the text files. Nobody saw this coming, and probably shouldn't have
happened in the first place (whoever at Valve got the bright idea to change
the unique identifiers of all players without warning?).

Anyway, it's fixable. Too bad it broke HLstatsX too because that's a pretty
popular plugin.

- Clavus
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Re: [hlds] SeamID change

2009-02-17 Thread Joeri van der Velden
Apparently it's meant for Steam Cloud. Now stop complaining and making new
mails about it.

2009/2/17 Maximilian L. mail...@ml86.de

 No one asked if we wanted a (useless) STeamID change :)

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Re: [hlds] Update coming for SteamID change

2009-02-17 Thread Joeri van der Velden
Surely you can't be saying we've been fixing all these things and you're
going to revert it? @_@

2009/2/17 Tony Paloma drunkenf...@hotmail.com

 What.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, February 17, 2009 10:36 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: [hlds] Update coming for SteamID change

 We're hoping to have a fix for the SteamID change live within about an
 hour.
 This will be an optional update.

 Jason

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Re: [hlds] Update coming for SteamID change

2009-02-17 Thread Joeri van der Velden
I just love it when developers are very specific about what they're fixing
3

2009/2/17 Alec Sanger eclyp...@hotmail.com


 wait what fix? you mean it wasn't supposed to change all the IDs to 1? So
 is it going back to 0?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  From: jas...@valvesoftware.com
  To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  Date: Tue, 17 Feb 2009 10:35:34 -0800
  Subject: [hlds] Update coming for SteamID change
 
  We're hoping to have a fix for the SteamID change live within about an
 hour.  This will be an optional update.
 
  Jason
 
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Re: [hlds] Bugs causing server admin headaches as of Feb 16th

2009-02-17 Thread Joeri van der Velden
I'd love to seen an end to the console command exploits. Now and then one
pops up and wreaks havoc amongst our and other Garry's Mod servers.

2009/2/17 Patrick Shelley sidest...@gmail.com

 If this isnt limtied to TF2 and DOD - then the hunter exploit is still in
 L4D (jump thru doors and walls - especially safe room doors)
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