Re: [hlds] Proposal

2017-11-09 Thread pilger
Isn't there a moderator in charge of this list?


_pilger

On 9 November 2017 at 14:22, Chris Dunphy  wrote:

> I think that was the most embarrassing little "fight" I've ever seen on a
> mailing list. No serious server owner should be this petty and willing to
> fight on a *public mailing list for Team Fortress 2 updates*. At least
> have the decency to be childish in private.
>
> On Thu, Nov 9, 2017 at 11:12 AM, James Haikin  wrote:
>
>> Hey bottiger?
>>
>> No
>>
>> One
>>
>> Cares
>>
>> -James
>>
>> On Wed, Nov 8, 2017 at 7:10 PM, bottige...@gmail.com <
>> bottige...@gmail.com> wrote:
>>
>>> This complaint about economics is a red herring that "404 user not
>>> found" was just using to slander us. Valve had no problems enforcing the
>>> economic rules before by making plugin given hats and weapons invisible in
>>> the game. If particles were really such a big deal, they would've made them
>>> invisible already. They already actively enforce economic rules in CS:GO, a
>>> game where community servers are also forced to be inferior to official
>>> ones. If throwing community servers into the browser solved the econ
>>> problem, then why didn't they remove invisible hats and weapons? So the
>>> reality is that Valve still polices the economy regardless of community
>>> servers being ghettoized or not.
>>>
>>> Also, back when plugin hats were still possible and rampant, we never
>>> used it. So to paint us as some kind of serial anti-valve rule breaker is
>>> simply wrong.
>>>
>>> I think at this point there is no real solution that Valve is interested
>>> in doing, otherwise they would have done so a lot sooner now that it has
>>> been what, about 3 years since community servers were removed from
>>> quickplay? The idea to have white-listing cost money has been suggested
>>> many times before and while it is a real solution, Valve does not seem to
>>> be interested in this given the inaction.
>>>
>>> As I mentioned earlier, the most we could hope for is to have them throw
>>> in a few community-server only contracts. But even if Valve somehow agreed
>>> with the idea, I don't think it would be enough to stop the massive decline
>>> that's going on right now.
>>>
>>> On Wed, Nov 8, 2017 at 5:55 PM, Rowedahelicon <
>>> theoneando...@rowedahelicon.com> wrote:
>>>
 I think at least to stay on topic, there is a matter of the economy
 rules Valve set in place, which I've always felt have been very vague when
 it comes into really specific cases like this. Ideally speaking, I feel
 like if what constitutes as a "valve approved" server would be very bare
 bones, but if you want to run setups that one would find questionable is
 why you'd have separate servers for that reason

 On Wed, Nov 8, 2017 at 8:12 PM, bottige...@gmail.com <
 bottige...@gmail.com> wrote:

> You are upset that this thread is going a little off topic but I am
> simply defending my community and at the same time refuting his silly
> argument that pro-community actions are useless because we abuse Valve's
> rules.
>
> We used to let accusations like this go uncontested and it resulted in
> having our community being wrongfully mixed up with saigns and other
> falsehoods. So we now aggressively fight them before they can spread.
>
> If he wants to stop his 7 year old grudge for being banned for racism
> for 1 day and getting mad that we charge people for server benefits 
> instead
> of running servers with welfare money like he did, then there wouldn't be
> any reason to respond.
>
> I am sure that most people here would do the same instead of keeping
> quiet.
>
>
> On Wed, Nov 8, 2017 at 4:58 PM, Tohru Adachi 
> wrote:
>
>> ...Can we please stop with the drama, both of you? This isn't the
>> place for it.
>>
>> On 09/11/2017 00:53, bottige...@gmail.com wrote:
>>
>> Where exactly do you see that I'm selling unusuals? Because I'm not.
>>> I don't sell anything.
>>>
>>
>> Hmm really, you want to prove you are blatantly lying again like you
>> did on alliedmods with your alt account abrandnewday.
>>
>> https://i.imgur.com/nyuMwV0.png
>>
>> https://forums.alliedmods.net/showthread.php?t=243705
>>
>> https://i.imgur.com/wLOj1oS.png
>>
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-24 Thread pilger
Updating SeamTools extension fixed this issue on my server.

It's worth a try.

On Oct 24, 2017 1:21 PM, "Tohru Adachi"  wrote:

> Did you update your extensions? Connect and Steamtools in my case needed
> an update due to some changes which caused itemserver and steamid
> validation to fail.
>
>
> On 24/10/2017 08:44, TonyBaretta wrote:
>
>> What about you miss to fix the items server for community servers? -.-
>>
>> -Messaggio originale-
>> Da: hlds_linux [mailto:hlds_linux-boun...@list.valvesoftware.com] Per
>> conto di Eric Smith
>> Inviato: martedì 24 ottobre 2017 02:58
>> A: hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com;
>> hlds_li...@list.valvesoftware.com
>> Oggetto: [hlds_linux] Mandatory Team Fortress 2 update released
>>
>> We've released a mandatory update for Team Fortress 2. The new version
>> number is 4197184. The notes for the update are below.
>>
>> Thanks.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a client crash related to the Dragon's Fury
>> - Fixed showing only a few weapons instead of the full set when redeeming
>> a War Paint
>> - Fixed an exploit related to the Heavy's health and the G.R.U.
>> - Fixed contract objectives related to the Direct Hit not registering
>> - Fixed contract objectives related to sentries not registering
>> - Fixed War Paints and weapons that came out of campaign cases not
>> displaying the correct rarity
>> - Fixed being unable to turn-in one of the bonus objectives for the Medic
>> contract
>> - Fixed players being able to use the Thermal Thruster during the freeze
>> period at the beginning of the round
>> - Updated koth_lazarus
>> - Fixed an issue with map-specific sprites not loading
>> - Updated pl_enclosure_final
>> - Fixed various errors related to textures
>> - Updated cp_mercenarypark
>> - Fixed enemy players being able to enter opposing spawn rooms
>> - Fixed an area near cap B where engineers could build in an
>> inaccessible area
>> - Fixed spawn room doors sometimes becoming blocked
>> - Updated Steam Controller support
>> - Game controllers which are attached but left idle no longer
>> cause the game to assume that Steam Controller input is desired.
>> - Reverted configuration change which caused some non-Steam
>> Controller devices to default to using Steam Controller configuration.
>> Users can re-enable this via the Steam Big Picture UI if
>> desired.(Conversely, players who prefer the legacy gamepad mode, should
>> ensure this setting is not enabled.)
>>
>>
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-21 Thread pilger
> *The steam connection issue also disable admin access on sourcemod right?*

My question was already answered by a previous email. My apologies.

Confirming my server has this issue. Running on a Ubuntu 16.04.3 LTS 32bit
docker container

_pilger

On 21 October 2017 at 19:15, pilger <pilger...@gmail.com> wrote:

> The steam connection issue also disable admin access on sourcemod right?
>
>
> _pilger
>
> On 21 October 2017 at 17:29, Rowedahelicon <theoneandonly@rowedahelicon.
> com> wrote:
>
>> Any updates regarding the server disconnection issue?
>>
>> On Oct 21, 2017 1:38 PM, "Tohru Adachi" <tohruada...@8chan.co> wrote:
>>
>>> Seems to be related to the issue I'm posting about.
>>>
>>> On further inspection it seems there's been some undocumented changes
>>> regarding handling client pre-connections. It looks like a form of
>>> killswitch has been added, meaning if the connection is handled
>>> improperly/tampered with/etc, the server drops all forms of connection to
>>> the master server resulting in no Steam services for the affected
>>> gameserver, which includes reporting player counts to the server browser.
>>>
>>> Would be nice if we could get some form of validation here to confirm or
>>> deny this theory.
>>>
>>> On 21/10/2017 17:25, Robert Styler wrote:
>>>
>>>> Is anyone having issues where it displays on the server list that the
>>>> server does not have any players when in reality it does? Same problem
>>>> on
>>>> HLSW as well.
>>>>
>>>> On 21 October 2017 at 04:50, Eric Smith <er...@valvesoftware.com>
>>>> wrote:
>>>>
>>>> We've released a mandatory update for Team Fortress 2. The new version
>>>>> number is 4193938. The notes for the update are below.
>>>>>
>>>>> Thanks.
>>>>>
>>>>> -Eric
>>>>>
>>>>> -
>>>>>
>>>>> - Fixed not being able to redeem War Paints
>>>>> - Fixed War Paints not displaying properly in the backpack
>>>>> - Fixed a bug where the first shot fired from pistols was off-center
>>>>> - Fixed the ConTracker UI not working properly in DirectX 8
>>>>> - Fixed being able to select a style for the ConTracker in the loadout
>>>>> screen
>>>>> - Fixed not being able to use the Thermal Thruster after taunting with
>>>>> it
>>>>>
>>>>> ___
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>>>>> please visit:
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>>>>>
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>>>
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Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

2017-10-21 Thread pilger
The steam connection issue also disable admin access on sourcemod right?


_pilger

On 21 October 2017 at 17:29, Rowedahelicon 
wrote:

> Any updates regarding the server disconnection issue?
>
> On Oct 21, 2017 1:38 PM, "Tohru Adachi"  wrote:
>
>> Seems to be related to the issue I'm posting about.
>>
>> On further inspection it seems there's been some undocumented changes
>> regarding handling client pre-connections. It looks like a form of
>> killswitch has been added, meaning if the connection is handled
>> improperly/tampered with/etc, the server drops all forms of connection to
>> the master server resulting in no Steam services for the affected
>> gameserver, which includes reporting player counts to the server browser.
>>
>> Would be nice if we could get some form of validation here to confirm or
>> deny this theory.
>>
>> On 21/10/2017 17:25, Robert Styler wrote:
>>
>>> Is anyone having issues where it displays on the server list that the
>>> server does not have any players when in reality it does? Same problem on
>>> HLSW as well.
>>>
>>> On 21 October 2017 at 04:50, Eric Smith  wrote:
>>>
>>> We've released a mandatory update for Team Fortress 2. The new version
 number is 4193938. The notes for the update are below.

 Thanks.

 -Eric

 -

 - Fixed not being able to redeem War Paints
 - Fixed War Paints not displaying properly in the backpack
 - Fixed a bug where the first shot fired from pistols was off-center
 - Fixed the ConTracker UI not working properly in DirectX 8
 - Fixed being able to select a style for the ConTracker in the loadout
 screen
 - Fixed not being able to use the Thermal Thruster after taunting with
 it

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>
>>
>>
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Re: [hlds] [hlds_announce] Optional TF2 update released

2016-11-18 Thread pilger
Does CELT codec support input voice from file on TF2?


_pilger

On 18 November 2016 at 22:35, John Schoenick 
wrote:

> We've released an optional update for Team Fortress 2. The note for the
> update is below. The new server version number is 3703329.
>
> Community servers only need this update if they are interested in the
> CELT codec beta.  The mentioned ReadPreserveEnt fix is a client-side
> update only.
>
> - John
>
>  -
>
> - Returned Unusual drop chances and possible particles effects to their
> original values now that Halloween has ended
> - Added beta support for the CELT voice codec
> - Currently only enabled in community servers that opt-in to the beta
> - Server operators can enable CELT usage by setting the below
> convars, followed by a level change
> - sv_use_steam_voice 0
> - sv_voicecodec vaudio_celt
> - Updated the localization files
> - Fixed an occasional client crash with an error message regarding
> "CL_ReadPreserveEnt"
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-10-12 Thread pilger
Yes.

Disabling Sourcemod seems to solve it. So... guess we'll have to wait a bit.


_pilger

On 12 October 2016 at 22:20, E. Olsen  wrote:

> Anyone else seeing servers crashing on player join (Windows server 2008R2)?
>
> On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version is 3651233.
>>
>> -Eric
>>
>> --
>>
>> - Players will now be randomly selected to participate in a survey at the
>> end of Casual and Competitive matches
>> - Ongoing improvements to the matchmaking backend to improve match
>> quality and reduce wait times
>> - Fixed air-blasts sometimes sending deflected projectiles in random
>> directions when the Pyro is close to enemy players
>> - Fixed a case where players joining community bootcamp servers via the
>> server-browser could not select a team
>> - Reduced the rate at which players can earn bonus points for
>> extinguishing teammates
>> - Fixed a case where players could use the Halloween teleport spell to
>> get outside the map
>> - Updated the localization files
>> - Community requests
>> - Fixed Merasmus not being stunned by bomb-head players on
>> community Halloween maps
>> - Added the ability for community Halloween maps to call a truce
>> during a Monoculus or Merasmus fight
>> - Can be set via the game rules entity using the
>> SetMapForcedTruceDuringBossFight input
>> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
>> and RD robots
>> - Mann vs. Machine update
>> - Fixed the Sentry Buster sound being orphaned if the Sentry
>> Buster detonates while invulnerable
>> - Fixed zombies not using the correct skin in Ghost Town
>> - Updated cp_snakewater_final1
>> - Changes based on community feedback
>> - Updated pl_millstone_event
>> - Updated bot navigation file, bots now use all routes, won't get
>> stuck so easily and are smarter
>> - Fixed woodpile spot where HHH could get stuck
>> - Improved clipping on wood piles
>> - Fixed missing rooftop texture
>> - Fixed a few props flashing at certain angles
>> - Fixed a spot in the last area where you could place stickies
>> underground
>> - Fixed Monoculus not getting stunned when hit by players exiting
>> purgatory
>> - Updated cp_sunshine
>> - Blockbulleted spiral staircase on the back of second
>> - Added medium ammo to mid near choke
>> - Removed clipping over wooden arch going into second from valley
>> - Reduced the size of the wooden arch
>> - Blockbulleted a few undersides of staircases on last that could
>> catch projectiles
>> - Removed a ladder on last
>>
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Re: [hlds] Roughly 2 weeks out from the MyM update...

2016-07-22 Thread pilger
Our server had a increase of player activity, for sure. It's still way
lower than it use to be in its golden days, before Valve servers came
along, but it's certainly an increase.

Player quality decreased a lot, though. And not many of the new players do
actually come back and turn into community members, but I guess that might
actually be a result of the time which the server was completely empty.

So, an increase of movement, but far from being a decent solution to the
problem.


_pilger

On 22 July 2016 at 17:36, Bartek S  wrote:

> Not much has changed for me, I'm still waiting for the GLST update that
> supposedly provides something good for communities. If this enables
> tracking points for wars etc on our servers, this will likely greatly
> benefit everyone.
>
> For now I haven't noticed an increase, and there may have been a slight
> decrease come to think of it.
> As long as quickplay/casual are a thing and provide the "complete" pubbing
> experience there will not be any increase in playercounts, simply because
> community servers don't have much to offer besides custom (balanced) maps,
> mapvotes, custom gamemodes etc..
> Nowadays people play tf2 to pubstomp, so community servers cannot take
> part in that.
>
> 2016-07-22 22:31 GMT+02:00 Lucas Wagner :
>
>> Are the community server operators happy with the results? Are your
>> servers filled to the brim with players? Is your enjoyment of the game
>> reaching new heights?
>>
>> Provide your honest evaluation.
>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread pilger
People pointed out that community servers are full cause valve servers are
off here. Don't know if that's the case on your location.


_pilger

On 7 July 2016 at 22:39, Weasels Lair  wrote:

> Now, if the items servers would stay on-line, we'd be cool.  :-)
>
> On Thu, Jul 7, 2016 at 6:36 PM, Thomas Deisinger 
> wrote:
>
>> Both mine are logged in and working fine. I did notice that one of the
>> steam IDs was a different format
>>
>>
>> On Thu, Jul 7, 2016 at 8:34 PM, Christian Deacon 
>> wrote:
>>
>>> Finally, a great update for community servers (from what I've seen).
>>> Also question, are we still using the old account system? From what I've
>>> seen, it looks like we are (e.g. tf_server_identity_account_id, etc). One
>>> of my servers that has an account logged in is completely full while my
>>> other server with no account logged in isn't gaining any population (both
>>> same game types). My second server isn't logging into the account I
>>> specified and I also can't list or create new identities:
>>> "Request to retrieve owned game server accounts--please wait." and
>>> "Request to create a game server account sent--please wait.".
>>>
>>> Anybody else have this issue?
>>>
>>> Thanks.
>>>
>>>
>>> On 7/7/2016 9:23 PM, Jan wrote:
>>>
>>> Considering that even casual mode will have cooldowns for abandoning, I
>>> think it should be better for community servers. Because that will be the
>>> only way people will be able to play if they get cooldown.
>>>
>>> On 8.7.2016 3:11, Emil Larsson wrote:
>>>
>>> From what I can tell, yes.
>>>
>>> But they also removed quickplay and the idea of "standard valve servers"
>>> from that equation, Which might turn out to be better for community
>>> servers, who knows.
>>>
>>> On Fri, Jul 8, 2016 at 2:49 AM, Thomas Deisinger 
>>> wrote:
>>>
 Like I thought they gave a specific option for Community servers (the
 server browser, but it's something)..question is, is that the only way
 people can get in?

 On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
 theoneando...@rowedahelicon.com> wrote:

> THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE
>
> On Thu, Jul 7, 2016 at 7:13 PM, HD  wrote:
>
>> Look around man.. if they were going to say something they would have
>> by now but they are ignoring every single email on this list related to
>> anything quickplay or community servers. Been years since I’ve seen a
>> response from any team member when you have this much flack about 
>> something
>> related to this game.
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Tohru Adachi
>> *Sent:* Thursday, July 07, 2016 11:12 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>>
>>
>>
>> Yeah, I think we need some word here from Eric or John on what's
>> happening to community servers.
>>
>> We're only speculating at this point, and I don't have the best
>> feeling about this
>>
>>
>>
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>
>
> --
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> Web Designer / Artist / Writer
> Website - http://www.rowedahelicon.com/
>
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>>>
>>>
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>>>
>>>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-07 Thread pilger
Same here. Really great. People are exulting. Messages by the hundreds.
Great commotion.

Hope it lasts.


_pilger

On 7 July 2016 at 22:19, Rowedahelicon 
wrote:

> My server has had pubs on it for the first time in months, it's a great
> feeling
>
> On Thu, Jul 7, 2016 at 9:11 PM, Emil Larsson  wrote:
>
>> From what I can tell, yes.
>>
>> But they also removed quickplay and the idea of "standard valve servers"
>> from that equation, Which might turn out to be better for community
>> servers, who knows.
>>
>> On Fri, Jul 8, 2016 at 2:49 AM, Thomas Deisinger 
>> wrote:
>>
>>> Like I thought they gave a specific option for Community servers (the
>>> server browser, but it's something)..question is, is that the only way
>>> people can get in?
>>>
>>> On Thu, Jul 7, 2016 at 7:39 PM, Rowedahelicon <
>>> theoneando...@rowedahelicon.com> wrote:
>>>
 THEY DID IT, THEY GAVE COMMUNITY SERVERS A FIGHTING CHANCE

 On Thu, Jul 7, 2016 at 7:13 PM, HD  wrote:

> Look around man.. if they were going to say something they would have
> by now but they are ignoring every single email on this list related to
> anything quickplay or community servers. Been years since I’ve seen a
> response from any team member when you have this much flack about 
> something
> related to this game.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Tohru Adachi
> *Sent:* Thursday, July 07, 2016 11:12 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: Meet Your Match update and QuickPlay?
>
>
>
> Yeah, I think we need some word here from Eric or John on what's
> happening to community servers.
>
> We're only speculating at this point, and I don't have the best
> feeling about this
>
>
>
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Re: [hlds] Where VALVe (and other developers) went wrong - an analysis on Quickplay-alike systems

2016-06-17 Thread pilger
We had a very lengthy debate over that with my community last week. I agree
with pretty much everything. Nicely done, Mr. *Scatterbrain*.


_pilger

On 17 June 2016 at 11:45,  wrote:

> I very much agreed with what you said in the video, in how community
> servers have sadly suffered.
>
> I think Valve is trying to start to patch up the wounds it's left on
> community servers since they announced the new GSLT system for TF2,
> giving trusted servers "extra features", which I think might get people
> investing in server hardware and starting up communities up again.
>
> Only time will tell what is going to happen to community servers, but
> we'll always be around in one way or another.
>
> On 17/06/2016 14:11, Saint K. wrote:
> > Hi all,
> >
> > I'd just like to point you to an (what I think) is an excellent analysis
> of the Quickplay problems, the mistakes that have been made and how this
> has hurt communities and community building.
> >
> > Machine vs. Man - The mistakes of quickplay and the value of community
> servers
> > https://www.youtube.com/watch?v=kHQLq7acFhE
> >
> > Please share your thoughts on this topic after you've watched the
> analysis. As an early 90's-and on- gamer I cannot help but feel that the
> creator of this video hit's the nail right on its head.
> >
> > Call me nostalgic, but I think he makes a very valid point and I hope
> VALVe and other developers will take notice of this analysis.
> >
> > In short; We miss community building as it used to be.
> >
> > Cheers,
> >
> > Saint K.
> >
> >
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Re: [hlds] SteamCMD connection to a specific Master Server

2015-07-28 Thread pilger
Where are you gathering these data about Brazil's government censorship?

Kinda hard to believe that. I think it's much more likely the networks are
being blocked out as counter-measures for dos or ddos attacks comming
from other countries, where services are extremely cheaper. So instead of
properly blocking just the attacks, they shut down entire routes of
communication.

I really don't think the government here gives a tiny rats ass for what
people are browsing on the internet.


_pilger

On 28 July 2015 at 11:06, Andre Müller gbs.dead...@gmail.com wrote:

 Oh, did not know that. Censorship is not good.

 Korrey Moore ajac...@gmail.com schrieb am Di., 28. Juli 2015 um
 13:50 Uhr:

 Your ISP isn't the problem, it's the government. Brazil is worse than
 China in regards to blocking foreign websites according to recent data.
 This is why you don't have any problems visiting .br domains, but have
 problems going anywhere else.

 There are a few ways to work around the problem:

 1) Relocate the server to somewhere outside of Brazil and ensure it's not
 on a network blocked by the government.

 2) Use a system wide proxy from another country on the game server while
 SteamCMD is updating. This may or may not work depending on if the hardware
 doing the blocking does packet inspection.

 3) Use an encrypted VPN tunnel on the server to a location outside the
 country. This could suffer the same problem as the proxy, but it's less
 likely.

 On Mon, Jul 27, 2015 at 2:00 PM, hlds-requ...@list.valvesoftware.com
 wrote:

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 Today's Topics:

1. Re: SteamCMD connection to a specific Master Server (Andre M?ller)


 --

 Message: 1
 Date: Mon, 27 Jul 2015 07:27:58 +
 From: Andre M?ller gbs.dead...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] SteamCMD connection to a specific Master Server
 Message-ID:
 CAJL1nTT85kM2xoDgMcM6swXipgPZHMgKpHOYzzYRmU=
 fjjs...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8



 Changing the Provider is a good solution. If they are blocking the whole
 traffic, a possible solution is only a workaround, not a real solution.
 Forcing the tool to a specific ip address is not good. Valve may change
 the
 IP-Addresses of the masterservers and then you starting to seek the next
 working ip.

 Marco Ramos m...@live.com schrieb am So., 26. Juli 2015 um 06:59 Uhr:

  Hello. Is there a way to make my SteamCMD server connects to a specific
  Master Server? I'm having a serious problem with my provider as they
 don't
  recognize themselves as culprits in this situation. For some reason,
 they
  are blocking connections from my server to a lot of .com, .net and .org
  servers, meaning my TF2 servers can't connect to Valve Master Server
 and
  can't get VAC or items. However, if the server connects to a different
  server, like a brazilian server (since my server is located in Brazil),
  everything works as it should. So, is there a way to do it? Thanks!
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 End of hlds Digest, Vol 51, Issue 71
 


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[hlds] [TF2 SRCDS] Getting a Host_Error. Any help?

2015-04-24 Thread pilger
Hey guys,


My TF2 server has been crashing with a

*L 04/23/2015 - 18:49:29: Engine error: Host_Error: WatchdogHandler called
 - server exiting.*


on the ordinary log file.

The crash is intermittent and I could not find the cause.

Any ideas?


Thanks in advance,

_pilger
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Re: [hlds] [TF2 SRCDS] Getting a Host_Error. Any help?

2015-04-24 Thread pilger
Gonna try and add that to my command line and see if it fixes the problem.
If not, I'll let you know.

Many thanks for the help, folks!

_pilger

On 24 April 2015 at 13:23, AnAkkk anakin...@gmail.com wrote:

 It's actually the watchdog killing the server. It just needs a part of
 code to take a bit too much time, the watchdog is triggered and it kills
 the server. Disabling it will stop the crashes.


 2015-04-24 16:59 GMT+02:00 pilger pilger...@gmail.com:

 I *guess* disabling watchdog will only cause the server to stay down
 after the crash, instead of getting back up. Right?

 Is there a way to find out which extension or plugin might be causing
 this without testing one by one? Cause the problem is intermittent and it
 would take literally weeks to check each one of them.

 Doesn't that crash logs an error somewhere?


 _pilger

 On 24 April 2015 at 11:42, ics i...@ics-base.net wrote:

 Put -nowatchdog to your servers start line, see if that fixes it.

 -ics

 pilger kirjoitti:

 Hey guys,


 My TF2 server has been crashing with a
 /
 /

 /L 04/23/2015 - 18:49:29: Engine error: Host_Error:
 WatchdogHandler called - server exiting./


 on the ordinary log file.

 The crash is intermittent and I could not find the cause.

 Any ideas?


 Thanks in advance,

 _pilger


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Re: [hlds] [TF2 SRCDS] Getting a Host_Error. Any help?

2015-04-24 Thread pilger
I *guess* disabling watchdog will only cause the server to stay down after
the crash, instead of getting back up. Right?

Is there a way to find out which extension or plugin might be causing this
without testing one by one? Cause the problem is intermittent and it would
take literally weeks to check each one of them.

Doesn't that crash logs an error somewhere?


_pilger

On 24 April 2015 at 11:42, ics i...@ics-base.net wrote:

 Put -nowatchdog to your servers start line, see if that fixes it.

 -ics

 pilger kirjoitti:

 Hey guys,


 My TF2 server has been crashing with a
 /
 /

 /L 04/23/2015 - 18:49:29: Engine error: Host_Error:
 WatchdogHandler called - server exiting./


 on the ordinary log file.

 The crash is intermittent and I could not find the cause.

 Any ideas?


 Thanks in advance,

 _pilger


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Re: [hlds] Mandatory Team Fortress 2 update released

2015-03-13 Thread pilger
Sorry to hijack the thread but have anyone noticed a bunch of clients
getting disconnected due to SteamID invalid tickets?


_pilger

On 13 March 2015 at 11:04, E. Olsen ceo.eol...@gmail.com wrote:

 I'm seeing it on both stock  custom maps - but only on payload maps for
 some reason.

 On Fri, Mar 13, 2015 at 10:02 AM, ics i...@ics-base.net wrote:

 Haven't seen this yet but it may be possible that the map uses sounds
 that it wants to download to the user and they are now missing, even if
 they were official sounds. It depends how they are setup within the map. Is
 it a custom map that you are referring to or default map?

 -ics

 E. Olsen kirjoitti:

 Is anyone else having an issue where the client is now attempting to
 download a bunch of .wav files in the sound/vo folder every time they join
 a payload map? I've verified my files client-side, and it only seems to
 happen on our payload maps for some reason (windows server 2008R2).

 On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the
 update are below. The new version  number is 2669464.

 -Eric

 

 - Announcing the Taunt Workshop!
 - Steam Workshop taunt submissions can now be Certified
 Compatible and are no longer tagged as Beta
 - Added 3 new community-created taunts to the Mann Co. Store
 - Scout taunt: The Boston Breakdance
 - Sniper taunt: The Killer Solo
 - Sniper taunt: Most Wanted
 - Added Crate #92 to the drop list
 - Updated sound vo files to use .mp3 files instead of .wav files
 to reduce hard drive space
 - Fixed a bug related to jiggle bones and
 cl_jiggle_bone_framerate_cutoff
 - Fixed an exploit related to material .vmt files and playing on
 servers using sv_pure
 - Fixed the game not running for some dual GPU machines (Mac OS X)
 - Fixed a dedicated server crash caused by a Soldier with
 Mantreads landing on a player with the Warlock powerup equipped
 - Fixed an exploit related to Highlander mode and changing teams
 with instant respawn
 - Fixed a bug with the vote system UI when
 sv_vote_ui_hide_disabled_issues was set to 0
 - Fixed an exploit where clients could bypass the name change timer
 - Fixed a bug that caused some particles to not draw correctly
 - Fixed shadows drawing on some wearables while in first person
 - Fixed an exploit related to the Gunslinger and hitting teammates
 to generate a guaranteed third hit that is critical
 - Fixed the Killstreak icon not being positioned correctly in the
 HUD targetID panel
 - Fixed not being able to activate the Phlogistinator's buff using
 alt-fire when ammo was below the cost of an airblast
 - Updated the Mann Co. Store and Armory to not display item levels
 - Fixed the Phlogistinator's bottle not getting the crit-boost
 material effect
 - Added a no helmet style for the Antlers
 - Added the OSL.tf tournament medals
 - Added the Florida LAN tournament medals
 - Reduced the latency of voice audio
 - Updated the equip_region for the Black Knight's Bascinet
 - Updated The Little Bear so it can get assists in Pyrovision
 - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit
 sound effects
 - Updated Mann Co. Store prices for foreign currencies to current
 USD equivalents
 - Updated the description for The Gunslinger to include the three
 hit combo
 - Updated the localization files
 - Mannpower update
 - Added new map ctf_thundermountain
 - Added new powerup: Knockout
 - Restricts the carrier to Melee and Grappling
 Hook only
 - Max health increased by 150
 - Immune to airblast and damage pushback
 - Melee weapon always crits and forcibly shoves
 the victim away
 - Melee hit forces the victim to drop their
 powerup or the flag if they have it
 - 4X melee damage to buildings
 - Grappling Hook changes
 - Added hook jump- hit the jump key while being
 pulled-in to detach and jump extra distance (jump velocity convar
 tf_grapplinghook_jump_up_speed)
 - Added support for hooking into enemy players
 - Release the fire button once the hook
 has hit an enemy player to draw yourself to them
 - Hooked victims will bleed for 2 health
 per second
 - Unhook at any time by switching back to
 the grapple, or firing it again away from your victim
 - Force detach if the hook is not in line
 of sight of hooked in enemy for more than 1 second
  

Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-12-15 Thread pilger
Is it just me or we're getting the heads up email at the same time we get
the update released email?

Do I have someting misconfigured here, perhaps?


_pilger

On 15 December 2014 at 21:51, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2547652.

 -Eric

 -

 - Fixed a client crash related to ragdolls
 - Updated rd_asteroid
 - Began interior art-pass process
 - Reduced respawn times for both teams by 1 second

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Re: [hlds] from: evan otten

2014-10-31 Thread pilger
I do. I also use greetings. But I don't send phishing links to mail lists.

And you'd be right not to trust me anyway.


_pilger

On 31 October 2014 11:22, N-Gon ngongamedes...@gmail.com wrote:

 I can't trust anyone who greets people with 'Salutations'

 On Fri, Oct 31, 2014 at 9:19 AM, José Gomes zego...@gmail.com wrote:

 That last link sent is a malware link in case people didn't notice it.
 Please don't click it and if possible remove that person from the mailing
 list.

 2014-10-31 12:47 GMT+00:00 evan otten evan...@gmail.com:


 Salutations

 http://kpsprojekt.sk/floor.php?ancient=d3531uxyuwhh





 evan...@gmail.com

 Sent from my iPhone

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Re: [hlds] Mandatory TF2 update released

2014-10-22 Thread pilger
Isn't quickplay restricted to Valve servers now? What does the tag matter?

I do NOT intent to bring the discussion back. Just asking about whether
Halloween event and quickplay relation.


_pilger

On 22 October 2014 16:14, Andreas Grimm h...@saigns.de wrote:

 Usually it’s the tag „eventmix“ for past events and the tag „event247“ for
 the current event



 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
 *Sent:* Wednesday, October 22, 2014 8:06 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released



 Question:



 Wasn't there a special server cvar last year we needed to use to designate
 a server as a Halloween Event server for quickplay? If so, what is it,
 and do we need to set that this year?



 On Wed, Oct 22, 2014 at 1:57 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2455651.

 -Eric

 -

 - Scream Fortress Classic begins!
 - In preparation for Scream Fortress 2014 we've enabled all
 previous Halloween events
 - Fixed The Larval Lid not using the correct Blue team material

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Re: [hlds] [hlds_linux] Mandatory TF2 update coming

2014-06-11 Thread pilger
As usual I got the email saying it was going to be ready soon when it has
already been released. So... yeah.


_pilger


On 11 June 2014 17:11, Denis Eliseev lisee...@yandex.ru wrote:

 How soon is 'soon'? ;)

 12.06.2014 0:06, Eric Smith:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds] Can we have a Quickplay Status report, please?

2014-06-02 Thread pilger
The more you guys discuss the subject between yourselves, the less likely
it is to get a response from Valve. I doubt they'll read through all this
text to reply it somehow.

I agree with what you're saying. But this has been discussed to exhaustion
and nothing productive will come from it any more. Let's be concise.


_pilger


On 2 June 2014 09:25, Alexander Z spacebur...@gmail.com wrote:

 Valve servers are the safest bet a player has for an normal TF2 experience
 with nothing getting in the way. I'm sure there are many community servers
 offering a similar experience, but there are just as many of those which
 don't.


 On 2 June 2014 13:35, Mehtahl MetalMetal metald...@gmail.com wrote:

 I'm quite sure that the experience on many more community servers has
 given poorer experience than the number of Valve servers for any given
 region. Take Nightteam for instance, let alone any other server with
 donation perks such as immunity to auto-balance. Not that Valve
 servers don't have their share of teamstacking. It's also important to
 remember that many servers run on a 24/7 same-map rotation designed
 for players to switch to another server when they grow tired from a
 map. That's really inefficient for those with many different servers
 managed that way, as you can see many of them being empty. In fact,
 hundreds of Community servers have been empty before this quickplay
 change, but Valve servers only had a few empty during high-time.

 We could always assume that Community servers are in the vast majority
 of servers, thus also have most of the, completely subjective concept
 of 'poor quality'. We could also assume that new players want the
 actual default experience of the game instead of a very specific
 method of play. When I first started playing I had no idea which
 server to join, with the massive list of servers with different maps
 and tags. I wasn't aware that when I decided to pick a Lotusclan, that
 I would be unaware that I couldn't 'really' pick my team when
 autobalance came around, because it most definitely autobalances more
 frequently than Valve servers' system. While I do understand that's it
 intention, to prevent stacking, this feature is definitely present in
 most Community servers with normal maps, greatly limiting any real
 variety. Community servers have only served the community with custom
 maps and gamemode that Valve doesn't host. People come or came to play
 the game, in general. I doubt that anyone new at all cares about any
 particular community or which server to play as long as they get to
 play it.

 AND those of us who didn't try to turn TF2 into a money machine
 A lot of people seem to think that somehow more hats means less fun,
 and no new weapons or maps in a year means the game is dead, but TF2
 is still one of the most played games on Steam.

 On 6/1/14, Alexander Corn mc...@doctormckay.com wrote:
  I agree entirely with everything that has been said.
 
  Simply put, the player experience on official servers is a joke. The
 term
  official server implies some standard of quality since after all,
 it's an
  *official* server.
 
  In reality, the experience is subpar, even borderline terrible. Valve
  hardware is overloaded to the point of hilarity. If I didn't get loot
 from
  Mann Up mode, I wouldn't dream of paying $1 per game for servers that
 can't
  keep up with the game. Valve PvP servers aren't much better.
 
  Lack of moderation makes the player experience dreadful in many cases.
  Cheaters have free reign on Valve servers since even when a votekick is
  started against them (note that many inexperienced players do not know
 how
  to start such votes), they can simply rejoin the server and continue
  cheating. Even when eventually kicked, they can simply join another
  official server and start over again. Lack of moderation is to blame.
 
 
  Dr. McKay
  www.doctormckay.com
 
 
  On Fri, May 30, 2014 at 5:31 PM, E. Olsen ceo.eol...@gmail.com wrote:
 
  Let's not go the way of throwing out insults towards the TF2 team.
  There's
  no doubt that - while certainly a mistake - they initially made the
  change
  to get rid of the nefarious server operators that were both screwing it
  up
  for the players AND those of us who didn't try to turn TF2 into a money
  machine. I think their hearts were in the right place, but they simply
  failed to think the change all the way through.
 
  Having said that, I DO hope they take into account that while a couple
  dozen people on their SPUF forums might be glad to play on Vavlve
 servers
  only, for every successful legit server operators that wants this
 change
  reversed, we are probably speaking for hundreds if not thousands of
  server
  regulars that will most likely walk away from TF2 soon if their servers
  keep getting choked off this way.
 
  The fact of the matter is, with the options they added to the quickplay
  system, there is no longer any reason for freezing us out this way. The
  players that 

Re: [hlds] Help with Rubberband Effect

2014-04-09 Thread pilger
Hey guys,

Switched to Ubuntu 13 x86 and things got a little better but the hiccups
are still there.

I've noticed the wa value of top varies a bit during the hiccups. Here's
what I have observed:

[image: Inline images 1]

Could that be related to the problem? I've googled it briefly and found it
has something to do with disk i/o. Is that correct!? The problem is caused
by slow disk!?

Thanks in advance!


_pilger


On 8 April 2014 11:14, pilger pilger...@gmail.com wrote:

 The VPS is running OpenVZ virtualization, so I guess it should be fine.

 I also have a friend on the same hosting company with the same plan and
 Debian 7 x64 (which was the SO at the time I first posted about the
 problem) that works way better than my VPS. Not sure why.


 _pilger


 On 8 April 2014 11:06, pilger pilger...@gmail.com wrote:

 Weasels, whew. Long text. But it was a good share of experience there. My
 VPS host offers Ubuntu 13 as the latest SO there, so I switched to it. On
 preliminary tests it did well, let's see how it goes when the server gets
 full and we reach peak time of day were the lousy neighbours are all
 screaming around.

 I've had previous experiences with Linux but for other purposes and,
 since I do some programming around, the learning curve isn't too steep for
 me. Networking is still a mystery to me, though. So I went here for your
 help.

 Many thanks for all the info!

 Thanks for all the input, Yun. Seems interesting but a rather long read,
 so I'll take my time to digest the whole information. I'll also have to
 produce another server to host the monitor, which I don't have available
 right now, so I guess collectd will be postponed for a while, despite of it
 being a good method to see what the hell is going on.




 _pilger


 On 7 April 2014 21:55, Yun Huang Yong gumby_li...@mooh.org wrote:

 collectd is fairly light which is why it is popular as a collection
 agent.

 I'm going to assume you are comfortable installing packages and
 configuring software. I don't have the time to write copy pasta
 instructions. I *strongly* recommend you read all of this  the links
 before you begin, and make sure you understand what is required of you.

 The key components are:
   - https://collectd.org/
   - http://graphite.wikidot.com/

 You need to get collectd running on each of your TF2 hosts. Basically
 apt-get but see note below regarding collectd versions.

 You'll then want to setup Graphite on another machine. You *could* run
 it on your TF2 host but Carbon can get I/O hungry (it is tunable) and that
 will create more problems for you so I strongly recommend running Graphite
 on another machine.

 Also, having Graphite on another machine (with the collectd collector,
 below) makes it easy for you to have multiple TF2 hosts, or migrate TF2
 hosts.

 In my setup I have my Graphite host running on an Ubuntu VM at home with
 6 external servers reporting to it.

 Here's a picture of the overall setup:
 https://dl.dropboxusercontent.com/u/8110989/2014/collectd-graphite.png

 Back to setup... with collectd running on your TF2 host, and Graphite on
 another host, how do you connect them?

 https://collectd.org/wiki/index.php/Networking_introduction

 Your Graphite host *also* needs to run collectd in order to act as a
 collection server for your TF2 host's collectd to send it data. Edit config
 on both TF2 host  Graphite host -- both sides need to run the collectd
 network plugin, Graphite host as server, TF2 host as client.

 Your Graphite host's collectd also needs to run the write_graphite
 plugin to write the network collected data to Graphite.

 https://collectd.org/wiki/index.php/Plugin:Write_Graphite

 Plugin write_graphite
   Carbon
 Host localhost
 Port 2003
 EscapeCharacter _
   /Carbon
 /Plugin

 Note: if you Google collectd + graphite you may be confused by many blog
 posts refer to custom written plugins which were necessary before collectd
 had its write_graphite plugin.

 Note 2: since you're on Debian note that the write_graphite plugin was
 added with collectd 5.1. You may need to get it from backports or something.

 For Graphite...

 This is a reasonable overview but may be out of date:
 http://graphite.wikidot.com/installation

 Read ^ as an overview but maybe follow the current instructions here:
 https://graphite.readthedocs.org/en/latest/install.html

 You need to pay attention to the storage-schemas.conf but you can more
 or less ignore other instructions about feeding data into Graphite. With
 the collectd write_graphite plugin your data will automagically be fed from
 collectd - localhost:2003 which is Carbon (Graphite's collector).

 Good luck :]

 PS: I am happy to answer specific questions about the collectd/graphite
 setup but if you ask general sysadmin stuff I probably won't respond.


 On 8/04/2014 12:50 AM, pilger wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know if that
 might be related. Could it?

 About collectd, it seems very nice

Re: [hlds] Help with Rubberband Effect

2014-04-08 Thread pilger
Weasels, whew. Long text. But it was a good share of experience there. My
VPS host offers Ubuntu 13 as the latest SO there, so I switched to it. On
preliminary tests it did well, let's see how it goes when the server gets
full and we reach peak time of day were the lousy neighbours are all
screaming around.

I've had previous experiences with Linux but for other purposes and, since
I do some programming around, the learning curve isn't too steep for me.
Networking is still a mystery to me, though. So I went here for your help.

Many thanks for all the info!

Thanks for all the input, Yun. Seems interesting but a rather long read, so
I'll take my time to digest the whole information. I'll also have to
produce another server to host the monitor, which I don't have available
right now, so I guess collectd will be postponed for a while, despite of it
being a good method to see what the hell is going on.




_pilger


On 7 April 2014 21:55, Yun Huang Yong gumby_li...@mooh.org wrote:

 collectd is fairly light which is why it is popular as a collection agent.

 I'm going to assume you are comfortable installing packages and
 configuring software. I don't have the time to write copy pasta
 instructions. I *strongly* recommend you read all of this  the links
 before you begin, and make sure you understand what is required of you.

 The key components are:
   - https://collectd.org/
   - http://graphite.wikidot.com/

 You need to get collectd running on each of your TF2 hosts. Basically
 apt-get but see note below regarding collectd versions.

 You'll then want to setup Graphite on another machine. You *could* run it
 on your TF2 host but Carbon can get I/O hungry (it is tunable) and that
 will create more problems for you so I strongly recommend running Graphite
 on another machine.

 Also, having Graphite on another machine (with the collectd collector,
 below) makes it easy for you to have multiple TF2 hosts, or migrate TF2
 hosts.

 In my setup I have my Graphite host running on an Ubuntu VM at home with 6
 external servers reporting to it.

 Here's a picture of the overall setup:
 https://dl.dropboxusercontent.com/u/8110989/2014/collectd-graphite.png

 Back to setup... with collectd running on your TF2 host, and Graphite on
 another host, how do you connect them?

 https://collectd.org/wiki/index.php/Networking_introduction

 Your Graphite host *also* needs to run collectd in order to act as a
 collection server for your TF2 host's collectd to send it data. Edit config
 on both TF2 host  Graphite host -- both sides need to run the collectd
 network plugin, Graphite host as server, TF2 host as client.

 Your Graphite host's collectd also needs to run the write_graphite plugin
 to write the network collected data to Graphite.

 https://collectd.org/wiki/index.php/Plugin:Write_Graphite

 Plugin write_graphite
   Carbon
 Host localhost
 Port 2003
 EscapeCharacter _
   /Carbon
 /Plugin

 Note: if you Google collectd + graphite you may be confused by many blog
 posts refer to custom written plugins which were necessary before collectd
 had its write_graphite plugin.

 Note 2: since you're on Debian note that the write_graphite plugin was
 added with collectd 5.1. You may need to get it from backports or something.

 For Graphite...

 This is a reasonable overview but may be out of date:
 http://graphite.wikidot.com/installation

 Read ^ as an overview but maybe follow the current instructions here:
 https://graphite.readthedocs.org/en/latest/install.html

 You need to pay attention to the storage-schemas.conf but you can more or
 less ignore other instructions about feeding data into Graphite. With the
 collectd write_graphite plugin your data will automagically be fed from
 collectd - localhost:2003 which is Carbon (Graphite's collector).

 Good luck :]

 PS: I am happy to answer specific questions about the collectd/graphite
 setup but if you ask general sysadmin stuff I probably won't respond.


 On 8/04/2014 12:50 AM, pilger wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know if that
 might be related. Could it?

 About collectd, it seems very nice and a lot easier to visualize but you
 talked greek to me up there. Would you point me to some tutorial or show
 me some ropes on how to get it running so I can find the bottlenecks?
 Does it use a lot of resource!?


 _pilger


 On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org
 mailto:gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU steal -
 htop shows this as yellow bars by default.

 Disk latency could also be an issue.

 66 tick means each tick has a time budget of around 15ms (1000/66).
 If disk latency exceeds 15ms you will get stuttering - I had this
 happen on servers in the past.

 e.g.
 https://dl.dropboxusercontent.__com/u/8110989/2013/np1-disk-
 __latency.png

 https://dl.dropboxusercontent.com/u/8110989/2013/np1-disk-latency.
 png

Re: [hlds] Help with Rubberband Effect

2014-04-08 Thread pilger
The VPS is running OpenVZ virtualization, so I guess it should be fine.

I also have a friend on the same hosting company with the same plan and
Debian 7 x64 (which was the SO at the time I first posted about the
problem) that works way better than my VPS. Not sure why.


_pilger


On 8 April 2014 11:06, pilger pilger...@gmail.com wrote:

 Weasels, whew. Long text. But it was a good share of experience there. My
 VPS host offers Ubuntu 13 as the latest SO there, so I switched to it. On
 preliminary tests it did well, let's see how it goes when the server gets
 full and we reach peak time of day were the lousy neighbours are all
 screaming around.

 I've had previous experiences with Linux but for other purposes and, since
 I do some programming around, the learning curve isn't too steep for me.
 Networking is still a mystery to me, though. So I went here for your help.

 Many thanks for all the info!

 Thanks for all the input, Yun. Seems interesting but a rather long read,
 so I'll take my time to digest the whole information. I'll also have to
 produce another server to host the monitor, which I don't have available
 right now, so I guess collectd will be postponed for a while, despite of it
 being a good method to see what the hell is going on.




 _pilger


 On 7 April 2014 21:55, Yun Huang Yong gumby_li...@mooh.org wrote:

 collectd is fairly light which is why it is popular as a collection agent.

 I'm going to assume you are comfortable installing packages and
 configuring software. I don't have the time to write copy pasta
 instructions. I *strongly* recommend you read all of this  the links
 before you begin, and make sure you understand what is required of you.

 The key components are:
   - https://collectd.org/
   - http://graphite.wikidot.com/

 You need to get collectd running on each of your TF2 hosts. Basically
 apt-get but see note below regarding collectd versions.

 You'll then want to setup Graphite on another machine. You *could* run it
 on your TF2 host but Carbon can get I/O hungry (it is tunable) and that
 will create more problems for you so I strongly recommend running Graphite
 on another machine.

 Also, having Graphite on another machine (with the collectd collector,
 below) makes it easy for you to have multiple TF2 hosts, or migrate TF2
 hosts.

 In my setup I have my Graphite host running on an Ubuntu VM at home with
 6 external servers reporting to it.

 Here's a picture of the overall setup:
 https://dl.dropboxusercontent.com/u/8110989/2014/collectd-graphite.png

 Back to setup... with collectd running on your TF2 host, and Graphite on
 another host, how do you connect them?

 https://collectd.org/wiki/index.php/Networking_introduction

 Your Graphite host *also* needs to run collectd in order to act as a
 collection server for your TF2 host's collectd to send it data. Edit config
 on both TF2 host  Graphite host -- both sides need to run the collectd
 network plugin, Graphite host as server, TF2 host as client.

 Your Graphite host's collectd also needs to run the write_graphite plugin
 to write the network collected data to Graphite.

 https://collectd.org/wiki/index.php/Plugin:Write_Graphite

 Plugin write_graphite
   Carbon
 Host localhost
 Port 2003
 EscapeCharacter _
   /Carbon
 /Plugin

 Note: if you Google collectd + graphite you may be confused by many blog
 posts refer to custom written plugins which were necessary before collectd
 had its write_graphite plugin.

 Note 2: since you're on Debian note that the write_graphite plugin was
 added with collectd 5.1. You may need to get it from backports or something.

 For Graphite...

 This is a reasonable overview but may be out of date:
 http://graphite.wikidot.com/installation

 Read ^ as an overview but maybe follow the current instructions here:
 https://graphite.readthedocs.org/en/latest/install.html

 You need to pay attention to the storage-schemas.conf but you can more or
 less ignore other instructions about feeding data into Graphite. With the
 collectd write_graphite plugin your data will automagically be fed from
 collectd - localhost:2003 which is Carbon (Graphite's collector).

 Good luck :]

 PS: I am happy to answer specific questions about the collectd/graphite
 setup but if you ask general sysadmin stuff I probably won't respond.


 On 8/04/2014 12:50 AM, pilger wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know if that
 might be related. Could it?

 About collectd, it seems very nice and a lot easier to visualize but you
 talked greek to me up there. Would you point me to some tutorial or show
 me some ropes on how to get it running so I can find the bottlenecks?
 Does it use a lot of resource!?


 _pilger


 On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org
 mailto:gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU steal -
 htop shows this as yellow bars by default.

 Disk latency could also be an issue

Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
Hey guys, thanks for the replies.


   - The RAM seems all right when I look at it with htop;
   - We tried CentOS but the network was behaving poorly with it so we
   switched to Debian x64 and it became a lot better;
   - net_splitpacket_maxrate was set to 5 while the rates were from
   3 to 6. I've now set the splitpacket to 10 and the rates to
   5 to 10 as you guys suggested. Gotta wait a bit for the server to
   get full so I can check if it worked;

Wouldn't the htop or any other monitoring tool show something wrong even it
being a VPS!?

But, anyway, as I mentioned before, the problem occurs with the server
practically empty. So I don't think it is related to CPU being
overloaded... could I be wrong on this? Could my VPS neighbours be leeching
on my CPU even it being supposedly reserved to my service?

Thanks!


_pilger


On 7 April 2014 02:10, John lists.va...@nuclearfallout.net wrote:

  Its not the RAM. Its packet loss from server side - you won't see it on
 net graph as its only client side.


 Packet loss should show in net_graph output either way. But, to be safe,
 certainly run MTR tests.


  I've had this happen to me lots of times. Been running servers since the
 1.5 days. Ditch your host and also ditch Debian BS.


 Recent versions of Debian work well for game servers, so ditching it would
 not be necessary.

 You should confer with your host on the status of your hardware and
 whether a performance limitation is involved, such as I/O delays. You
 should also double-check server-side rates, including by making sure that
 net_splitpacket_maxrate is set sufficiently high (such as 10). These
 symptoms seem along the lines of what I would expect from
 net_splitpacket_maxrate being low.


  Ask ant corporation or enterprise, all use CentOS.


 CentOS is marketed to enterprise and works well for such applications
 because of its older, stable, well-tested software packages and extended
 RHEL support for those older packages. For game servers, it is not ideal,
 since those older packages often lack useful features and performance
 tweaks. Debian is usually a better choice for game servers.


  If you're interested in hosting DDoS protected servers, email me - I can
 help you.


 Be very careful with hosts that claim to offer DDoS protection. There is
 an extremely limited number who do it right, and a very large number who do
 not.

 -John


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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To unsubscribe, edit your list preferences, or view the list archives, please 
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Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
And about the MTR, I thought I've done that already with the PingPlotter
graph I sent you guys.

It shows nothing wrong but it only queries every second. I'm not sure how
may packets are sent each second by SRCDS. Could the connection be dropping
packets in between the queries of the MTR test? I believe if that was the
case, the MTR would show something, even a slight loss.


_pilger


On 7 April 2014 09:26, pilger pilger...@gmail.com wrote:

 Hey guys, thanks for the replies.


- The RAM seems all right when I look at it with htop;
- We tried CentOS but the network was behaving poorly with it so we
switched to Debian x64 and it became a lot better;
- net_splitpacket_maxrate was set to 5 while the rates were from
3 to 6. I've now set the splitpacket to 10 and the rates to
5 to 10 as you guys suggested. Gotta wait a bit for the server to
get full so I can check if it worked;

 Wouldn't the htop or any other monitoring tool show something wrong even
 it being a VPS!?

 But, anyway, as I mentioned before, the problem occurs with the server
 practically empty. So I don't think it is related to CPU being
 overloaded... could I be wrong on this? Could my VPS neighbours be leeching
 on my CPU even it being supposedly reserved to my service?

 Thanks!


 _pilger


 On 7 April 2014 02:10, John lists.va...@nuclearfallout.net wrote:

  Its not the RAM. Its packet loss from server side - you won't see it on
 net graph as its only client side.


 Packet loss should show in net_graph output either way. But, to be safe,
 certainly run MTR tests.


  I've had this happen to me lots of times. Been running servers since the
 1.5 days. Ditch your host and also ditch Debian BS.


 Recent versions of Debian work well for game servers, so ditching it
 would not be necessary.

 You should confer with your host on the status of your hardware and
 whether a performance limitation is involved, such as I/O delays. You
 should also double-check server-side rates, including by making sure that
 net_splitpacket_maxrate is set sufficiently high (such as 10). These
 symptoms seem along the lines of what I would expect from
 net_splitpacket_maxrate being low.


  Ask ant corporation or enterprise, all use CentOS.


 CentOS is marketed to enterprise and works well for such applications
 because of its older, stable, well-tested software packages and extended
 RHEL support for those older packages. For game servers, it is not ideal,
 since those older packages often lack useful features and performance
 tweaks. Debian is usually a better choice for game servers.


  If you're interested in hosting DDoS protected servers, email me - I can
 help you.


 Be very careful with hosts that claim to offer DDoS protection. There is
 an extremely limited number who do it right, and a very large number who do
 not.

 -John


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
I've noticed the yellow bars mainly on the Mem field. Don't know if that
might be related. Could it?

About collectd, it seems very nice and a lot easier to visualize but you
talked greek to me up there. Would you point me to some tutorial or show me
some ropes on how to get it running so I can find the bottlenecks? Does it
use a lot of resource!?


_pilger


On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU steal - htop
 shows this as yellow bars by default.

 Disk latency could also be an issue.

 66 tick means each tick has a time budget of around 15ms (1000/66). If
 disk latency exceeds 15ms you will get stuttering - I had this happen on
 servers in the past.

 e.g. https://dl.dropboxusercontent.com/u/8110989/2013/np1-disk-latency.png

 Stuttery server leading up to 08/03 (US style month/day, August last
 year). Host migrated my server to another less loaded machine, great for a
 few weeks then as that machine also became more heavily utilised (by other
 customers) it started to stutter again.

 FWIW I use collectd to gather these metrics on each host, feeding into a
 single collectd collector which then uses collectd's write_graphite plugin
 to write all the data into graphite for storage  graphing. collectd's
 default 10s polling is great for picking up transient issues, and
 graphite_web makes the visualisation easy.


 On 7/04/2014 10:26 PM, pilger wrote:

 Hey guys, thanks for the replies.

   * The RAM seems all right when I look at it with htop;
   * We tried CentOS but the network was behaving poorly with it so we

 switched to Debian x64 and it became a lot better;
   * net_splitpacket_maxrate was set to 5 while the rates were from

 3 to 6. I've now set the splitpacket to 10 and the rates
 to 5 to 10 as you guys suggested. Gotta wait a bit for the
 server to get full so I can check if it worked;

 Wouldn't the htop or any other monitoring tool show something wrong even
 it being a VPS!?

 But, anyway, as I mentioned before, the problem occurs with the server
 practically empty. So I don't think it is related to CPU being
 overloaded... could I be wrong on this? Could my VPS neighbours be
 leeching on my CPU even it being supposedly reserved to my service?

 Thanks!



 _pilger


 On 7 April 2014 02:10, John lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net wrote:

 Its not the RAM. Its packet loss from server side - you won't
 see it on net graph as its only client side.


 Packet loss should show in net_graph output either way. But, to be
 safe, certainly run MTR tests.


 I've had this happen to me lots of times. Been running servers
 since the 1.5 days. Ditch your host and also ditch Debian BS.


 Recent versions of Debian work well for game servers, so ditching it
 would not be necessary.

 You should confer with your host on the status of your hardware and
 whether a performance limitation is involved, such as I/O delays.
 You should also double-check server-side rates, including by making
 sure that net_splitpacket_maxrate is set sufficiently high (such as
 10). These symptoms seem along the lines of what I would expect
 from net_splitpacket_maxrate being low.


 Ask ant corporation or enterprise, all use CentOS.


 CentOS is marketed to enterprise and works well for such
 applications because of its older, stable, well-tested software
 packages and extended RHEL support for those older packages. For
 game servers, it is not ideal, since those older packages often lack
 useful features and performance tweaks. Debian is usually a better
 choice for game servers.


 If you're interested in hosting DDoS protected servers, email me
 - I can help you.


 Be very careful with hosts that claim to offer DDoS protection.
 There is an extremely limited number who do it right, and a very
 large number who do not.

 -John


 _

 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds





 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___
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Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
Not sure if this can be of any help, but this is what it looks like when
it's full (28/28):
[image: Inline images 1]




_pilger


On 7 April 2014 11:50, pilger pilger...@gmail.com wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know if that
 might be related. Could it?

 About collectd, it seems very nice and a lot easier to visualize but you
 talked greek to me up there. Would you point me to some tutorial or show me
 some ropes on how to get it running so I can find the bottlenecks? Does it
 use a lot of resource!?


 _pilger


 On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU steal - htop
 shows this as yellow bars by default.

 Disk latency could also be an issue.

 66 tick means each tick has a time budget of around 15ms (1000/66). If
 disk latency exceeds 15ms you will get stuttering - I had this happen on
 servers in the past.

 e.g. https://dl.dropboxusercontent.com/u/8110989/2013/np1-disk-
 latency.png

 Stuttery server leading up to 08/03 (US style month/day, August last
 year). Host migrated my server to another less loaded machine, great for a
 few weeks then as that machine also became more heavily utilised (by other
 customers) it started to stutter again.

 FWIW I use collectd to gather these metrics on each host, feeding into a
 single collectd collector which then uses collectd's write_graphite plugin
 to write all the data into graphite for storage  graphing. collectd's
 default 10s polling is great for picking up transient issues, and
 graphite_web makes the visualisation easy.


 On 7/04/2014 10:26 PM, pilger wrote:

 Hey guys, thanks for the replies.

   * The RAM seems all right when I look at it with htop;
   * We tried CentOS but the network was behaving poorly with it so we

 switched to Debian x64 and it became a lot better;
   * net_splitpacket_maxrate was set to 5 while the rates were from

 3 to 6. I've now set the splitpacket to 10 and the rates
 to 5 to 10 as you guys suggested. Gotta wait a bit for the
 server to get full so I can check if it worked;

 Wouldn't the htop or any other monitoring tool show something wrong even
 it being a VPS!?

 But, anyway, as I mentioned before, the problem occurs with the server
 practically empty. So I don't think it is related to CPU being
 overloaded... could I be wrong on this? Could my VPS neighbours be
 leeching on my CPU even it being supposedly reserved to my service?

 Thanks!



 _pilger


 On 7 April 2014 02:10, John lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net wrote:

 Its not the RAM. Its packet loss from server side - you won't
 see it on net graph as its only client side.


 Packet loss should show in net_graph output either way. But, to be
 safe, certainly run MTR tests.


 I've had this happen to me lots of times. Been running servers
 since the 1.5 days. Ditch your host and also ditch Debian BS.


 Recent versions of Debian work well for game servers, so ditching it
 would not be necessary.

 You should confer with your host on the status of your hardware and
 whether a performance limitation is involved, such as I/O delays.
 You should also double-check server-side rates, including by making
 sure that net_splitpacket_maxrate is set sufficiently high (such as
 10). These symptoms seem along the lines of what I would expect
 from net_splitpacket_maxrate being low.


 Ask ant corporation or enterprise, all use CentOS.


 CentOS is marketed to enterprise and works well for such
 applications because of its older, stable, well-tested software
 packages and extended RHEL support for those older packages. For
 game servers, it is not ideal, since those older packages often lack
 useful features and performance tweaks. Debian is usually a better
 choice for game servers.


 If you're interested in hosting DDoS protected servers, email me
 - I can help you.


 Be very careful with hosts that claim to offer DDoS protection.
 There is an extremely limited number who do it right, and a very
 large number who do not.

 -John


 _

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Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
I took that screenshot when the server was at its peak of the full
capacity. It doesn't get any more loaded than that. We never experienced
the server's FPS dropping, though (sv field of the net_graph keeps pretty
stable at 66.7).

I'm not sure what you mean by running out of memory. If I understand right,
I'm only using 536MB out of 1024MB. How can that be running out of memory?

Here's the output of the free command:

  total   used   free sharedbuffers cached
 Mem:   10485761028516  20060  0  0 514344
 -/+ buffers/cache: 514172 534404
 Swap:  1572864 1143321458532




_pilger


On 7 April 2014 15:58, ics i...@ics-base.net wrote:

 First of all, you are running out of CPU. Second, you are also running out
 of memory. System propably ate the other half of it. Check it with command
 free and see how much you have in buffers and swap.

 -ics


 pilger kirjoitti:

 Not sure if this can be of any help, but this is what it looks like when
 it's full (28/28):
 Inline images 1




 _pilger



 On 7 April 2014 11:50, pilger pilger...@gmail.com mailto:
 pilger...@gmail.com wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know
 if that might be related. Could it?

 About collectd, it seems very nice and a lot easier to visualize
 but you talked greek to me up there. Would you point me to some
 tutorial or show me some ropes on how to get it running so I can
 find the bottlenecks? Does it use a lot of resource!?


 _pilger


 On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org
 mailto:gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU
 steal - htop shows this as yellow bars by default.

 Disk latency could also be an issue.

 66 tick means each tick has a time budget of around 15ms
 (1000/66). If disk latency exceeds 15ms you will get
 stuttering - I had this happen on servers in the past.

 e.g.
 https://dl.dropboxusercontent.com/u/8110989/2013/np1-disk-
 latency.png

 Stuttery server leading up to 08/03 (US style month/day,
 August last year). Host migrated my server to another less
 loaded machine, great for a few weeks then as that machine
 also became more heavily utilised (by other customers) it
 started to stutter again.

 FWIW I use collectd to gather these metrics on each host,
 feeding into a single collectd collector which then uses
 collectd's write_graphite plugin to write all the data into
 graphite for storage  graphing. collectd's default 10s
 polling is great for picking up transient issues, and
 graphite_web makes the visualisation easy.


 On 7/04/2014 10:26 PM, pilger wrote:

 Hey guys, thanks for the replies.

   * The RAM seems all right when I look at it with htop;
   * We tried CentOS but the network was behaving poorly
 with it so we

 switched to Debian x64 and it became a lot better;
   * net_splitpacket_maxrate was set to 5 while the
 rates were from

 3 to 6. I've now set the splitpacket to 10
 and the rates
 to 5 to 10 as you guys suggested. Gotta wait a
 bit for the
 server to get full so I can check if it worked;

 Wouldn't the htop or any other monitoring tool show
 something wrong even
 it being a VPS!?

 But, anyway, as I mentioned before, the problem occurs
 with the server
 practically empty. So I don't think it is related to CPU being
 overloaded... could I be wrong on this? Could my VPS
 neighbours be
 leeching on my CPU even it being supposedly reserved to my
 service?

 Thanks!



 _pilger


 On 7 April 2014 02:10, John
 lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net

 mailto:lists.va...@nuclearfallout.net wrote:

 Its not the RAM. Its packet loss from server side
 - you won't
 see it on net graph as its only client side.


 Packet loss should show in net_graph output either
 way. But, to be
 safe, certainly run MTR tests.


 I've had this happen to me lots of times. Been
 running servers
 since the 1.5 days. Ditch your host and also ditch
 Debian BS.


 Recent versions of Debian work well for game servers,
 so ditching it
 would not be necessary.

 You should confer with your

Re: [hlds] Help with Rubberband Effect

2014-04-07 Thread pilger
Changed it to -10 to see if it gets better. Although I changed it to -20
while trying to solve the hiccup, so the hiccup isn't related to it.


_pilger


On 7 April 2014 16:29, Ross Bemrose rbemr...@gmail.com wrote:

 I'm not sure it's a good idea to nice/renice srcds_linux to -20, as you're
 literally telling the OS to give it every available CPU resource at the
 expense of everything else.


 On Mon, Apr 7, 2014 at 3:09 PM, pilger pilger...@gmail.com wrote:

 I took that screenshot when the server was at its peak of the full
 capacity. It doesn't get any more loaded than that. We never experienced
 the server's FPS dropping, though (sv field of the net_graph keeps pretty
 stable at 66.7).

 I'm not sure what you mean by running out of memory. If I understand
 right, I'm only using 536MB out of 1024MB. How can that be running out of
 memory?

 Here's the output of the free command:

  total   used   free sharedbuffers cached
 Mem:   10485761028516  20060  0  0 514344
 -/+ buffers/cache: 514172 534404
 Swap:  1572864 1143321458532




 _pilger


 On 7 April 2014 15:58, ics i...@ics-base.net wrote:

 First of all, you are running out of CPU. Second, you are also running
 out of memory. System propably ate the other half of it. Check it with
 command free and see how much you have in buffers and swap.

 -ics


 pilger kirjoitti:

 Not sure if this can be of any help, but this is what it looks like
 when it's full (28/28):
 Inline images 1




 _pilger



 On 7 April 2014 11:50, pilger pilger...@gmail.com mailto:
 pilger...@gmail.com wrote:

 I've noticed the yellow bars mainly on the Mem field. Don't know
 if that might be related. Could it?

 About collectd, it seems very nice and a lot easier to visualize
 but you talked greek to me up there. Would you point me to some
 tutorial or show me some ropes on how to get it running so I can
 find the bottlenecks? Does it use a lot of resource!?


 _pilger


 On 7 April 2014 11:35, Yun Huang Yong gumby_li...@mooh.org
 mailto:gumby_li...@mooh.org wrote:

 Your concern about noisy VPS neighbours will show up as CPU
 steal - htop shows this as yellow bars by default.

 Disk latency could also be an issue.

 66 tick means each tick has a time budget of around 15ms
 (1000/66). If disk latency exceeds 15ms you will get
 stuttering - I had this happen on servers in the past.

 e.g.
 https://dl.dropboxusercontent.com/u/8110989/2013/np1-disk-
 latency.png

 Stuttery server leading up to 08/03 (US style month/day,
 August last year). Host migrated my server to another less
 loaded machine, great for a few weeks then as that machine
 also became more heavily utilised (by other customers) it
 started to stutter again.

 FWIW I use collectd to gather these metrics on each host,
 feeding into a single collectd collector which then uses
 collectd's write_graphite plugin to write all the data into
 graphite for storage  graphing. collectd's default 10s
 polling is great for picking up transient issues, and
 graphite_web makes the visualisation easy.


 On 7/04/2014 10:26 PM, pilger wrote:

 Hey guys, thanks for the replies.

   * The RAM seems all right when I look at it with htop;
   * We tried CentOS but the network was behaving poorly
 with it so we

 switched to Debian x64 and it became a lot better;
   * net_splitpacket_maxrate was set to 5 while the
 rates were from

 3 to 6. I've now set the splitpacket to 10
 and the rates
 to 5 to 10 as you guys suggested. Gotta wait a
 bit for the
 server to get full so I can check if it worked;

 Wouldn't the htop or any other monitoring tool show
 something wrong even
 it being a VPS!?

 But, anyway, as I mentioned before, the problem occurs
 with the server
 practically empty. So I don't think it is related to CPU
 being
 overloaded... could I be wrong on this? Could my VPS
 neighbours be
 leeching on my CPU even it being supposedly reserved to my
 service?

 Thanks!



 _pilger


 On 7 April 2014 02:10, John
 lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.net

 mailto:lists.va...@nuclearfallout.net wrote:

 Its not the RAM. Its packet loss from server side
 - you won't
 see it on net graph as its only client side.


 Packet loss should show in net_graph

[hlds] Help with Rubberband Effect

2014-04-06 Thread pilger
Hey guys,


We recently migrated to a Linux environment and we're experiencing some
sort of rubberband effect or server hiccups in which the server hangs
for a little moment and then everything comes back to normal. It is
affecting all players when it happens.

It's a TF2 server running on a Debian 7. The CPU is at 20% and the
connection shows no loss or signs of high latency peaks. It must be
something related to the SO or the srcds itself. It happens with any number
of players and with sourcemod/metamod turned off as well.

Here's a video of the problem:
https://www.youtube.com/watch?v=Nw0xL4l9Swgfeature=youtu.be

Here's a shot of the netgraph at the moment of the hang:
[image: Inline images 1]
Notice the interruption of the blue band on the bottom and the peak at the
upper side. We had 6 people on the server at the moment this screenshot was
made.

Does anyone have *any* idea of what could be going on? I've ran out of
possibilities...

_pilger
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Re: [hlds] Help with Rubberband Effect

2014-04-06 Thread pilger
Hey Supreet, thanks for the reply.

I'm running PingPlotter client side for quite a while and see no packet
loss whatsoever. Here's 30 minutes of gaming: http://snag.gy/ihkOv.jpg

So, is the packetloss undetectable anywhere or could it be something else?
Monitoring the server with htop shows nothing abnormal during the hiccups.



_pilger


On 6 April 2014 22:18, Supreet coachcrock...@gmail.com wrote:

 Its not the RAM. Its packet loss from server side - you won't see it on
 net graph as its only client side.

 I've had this happen to me lots of times. Been running servers since the
 1.5 days. Ditch your host and also ditch Debian BS.

 Ask ant corporation or enterprise, all use CentOS.

 If you're interested in hosting DDoS protected servers, email me - I can
 help you.

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Re: [hlds] When will it be safe to start migrating servers to new IPs?

2014-04-04 Thread pilger
I've been using the new favorite migration system a lot on the past few
weeks and everything worked as planned. Sometimes it took a while for the
clients to update the favorite but it got done eventually.


_pilger


On 4 April 2014 18:12, big john brewskii...@gmail.com wrote:

 oh also, do we still need a quick play account?


 On Fri, Apr 4, 2014 at 5:03 PM, big john brewskii...@gmail.com wrote:

 bump on this. Has this been rolled out of beta?


 On Sat, Mar 1, 2014 at 6:40 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:


 Most ppl that are online regularly will have by now your ID linked to
 the favorites. Its really depending on you when you think there can be a
 cutoff point for ppl that are that much less often online.

 I'd personally take a minimum of 2 weeks (including 3rd weekend) since
 regging servers myself, but its what you like yourself for it. You'll never
 gain 100% of ppl having your ID linked, even after months or a year. You do
 it for the ppl that are regularly online and play on your servers.


   --
  *From:* Kevin s...@serveredirect.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Saturday, 1 March 2014, 23:41
 *Subject:* Re: [hlds] When will it be safe to start migrating servers
 to new IPs?

 On 3/1/2014 2:35 PM, Jason Tango wrote:

 Hello,

  I know the TF2 team had said we needed to wait a bit before we started
 migrating servers under the new favorites system, but since I've had my
 servers registered and working under the new system now for a little over a
 week, I was wondering how much more time we need to give it before it's
 safe to start moving server to new IP addresses?

  Thanks.


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  I have successfully moved our TF2 servers IP addresses and conserving
 favorites. The steam update came out a while ago(about a week before the
 end of the month), it seems like steam syncs even when you don't open TF2,
 so most players should have the account id synced in their favorites file.


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Re: [hlds] DDOS Prevention with IPV6

2014-03-26 Thread pilger
Mike, great link!

Would there be any similar thread but focusing on Linux?


_pilger


On 26 March 2014 13:03, Mike Vail supp...@boomgaming.net wrote:

 We use many plugins to minimize attacks. Here's a great read for you. I
 think you'll find the list covers just about all of the plugins you'll need.



 https://forums.alliedmods.net/showthread.php?t=189327?t=189327



 As you read down the list, you will find the most popular and powerful
 plugins and their links near the bottom. The author of this thread did an
 phenominal job! All credit goes to him and the sys devs who created these
 plugins to plug the holes that Valve has  failed to deal with.



 Hope it helps!

 Mike





 *From:* Ariel Pinto [mailto:ari3lpi...@gmail.com]
 *Sent:* Wednesday, March 26, 2014 8:41 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] DDOS Prevention with IPV6



 I really don't know how to check it.



 Which plugin you recommend to add to the server ?

 Where Can I find iptables rules that can prevent those attacks ?



 Someone told me that the attacker use A2S attack, is there any way to
 protect against it with iptables/windows firewall?



 On Wed, Mar 26, 2014 at 5:12 PM, Bruno Garcia garcia.bru...@gmail.com
 wrote:

 Windows Firewall is only good enough to peal a potato.
 Iptables is the way to go.

 Although, DDoS attacks can't be prevented, you can null-route all the
 packets from the attack, but (if the attack is big enough) it uses up all
 your resources to do so, thus causing your servers to malfunction.

 Furthermore, do you know if this is a DDoS attack, or is this some srcds
 protocol hack? You need to patch those too with plugins.



 On Wed, Mar 26, 2014 at 12:07 PM, Andre Müller gbs.dead...@gmail.com
 wrote:

 There was someone who started GMOD-Server with ipv6. I don't know if this
 was an evil hack or something with iptables..

 But, changing to ipv6 doesn't prevent your server against DoS-Attacks.
 There is only one way: Find out the bad packets and filter them with
 iptables/windows-firewall.

 I don't know if the Windows-Firewall can filter packets with specified
 strings.

 Greetings

 Andre Müller



 2014-03-26 15:20 GMT+01:00 Ariel Pinto ari3lpi...@gmail.com:



 Thanks a lot Saint K. !



 On Wed, Mar 26, 2014 at 4:13 PM, Saint K. sai...@specialattack.net
 wrote:


 IPv6 is not yet supported. Furthermore, changing from IPv4 to IPv6 won't
 help you anyway in case of the DDoS.



 Saint K.

 Ariel Pinto , 3/26/2014 3:12 PM:

 Hi everyone,



 Is it possible to prevent/reduce DDOS attacks on game servers if I start
 to use IPV6 instead of IPV4 ?



 Thanks in advanced!





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[hlds] Game Server Accounts with multiple servers

2014-03-20 Thread pilger
Hey guys,


I have some doubts.

Picture this scenario:

   1. I have one server running fine for a couple of months under the same
   IP:PORT;
   2. I go and create a gamesever account and link it to the current server
   sucessfully in a manner that it shows the ID when I send the status command;
   3. All my players should have their favorite linked to my gameserver
   account now;
   4. I take down the server;
   5. I run another server, on another IP:PORT, with the same
   sv_setsteamaccount token as the previous one;
   6. Now all the players should have their favorite updated to the new
   IP:PORT;

Is that correct? Cause it didn't quite work for all my players. At least
it's been a day and most still don't see the new server on their favorites.

How does the new game server account favorite migration works with multiple
servers under the same account? How should I proceed towards this?

Is that sv_setsteamaccount token unique to a specific server? Is there a
place where we can check which server is associated to which id? Should I
make another account for each server I own?

Thanks in advance.

_pilger
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[hlds] Max Players on this build

2014-03-14 Thread pilger
Hey guys,


I need some guidance to see what can I get from a server like this one:

vendor_id   : GenuineIntel
 cpu family  : 6
 model   : 15
 model name  : Intel(R) Xeon(R) CPU   E5645  @ 2.40GHz
 stepping: 1
 cpu MHz : 2400.085
 cache size  : 12288 KB


That's just one of the two cores it has, of course. It also has 1GB Ram and
4Mbits/s Bandwidth. Running CentOS 6.4.

Can anyone give a hand!?



_pilger
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[hlds] Servers phasing in and out of server browser / HLSW

2014-03-09 Thread pilger
Hey guys,

Ever since the update that implemmented steam accounts for servers (and
many others) keep phasing in and out of the server browser. The sabe
happens on HLSW, where I see them fine and then I get timeouts when they're
working perfectly fine and then they get back on again.

I've checked on the Web API and they appear to be listed, although I can't
really see them.
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=200.98.161.51format=json

Does anyone know what could be going on? Is there any workaround this!?

_pilger
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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread pilger
Changed the *sv_setsteamaccount* to the autoexec file and it worked great.

Someone should check if the failure message is being sent the way it was
supposed to.

Thanks Rudy!


_pilger


On 26 February 2014 12:00, pilger pilger...@gmail.com wrote:

 Guess he was right then. It can't be on the *server.cfg*

 Strangely enough, I'm getting two messages. First one that goes:

 Assigned anonymous gameserver Steam ID [A-1:2176588802(4095)].

 And then two more that says:

 Successfully logged into gameserver account **.
 For more information about gameserver accounts, visit
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
 L 02/26/2014 - 09:54:54: Successfully logged into gameserver account
 **.
 For more information about gameserver accounts, visit
 https://support.steampowered.com
  /kb_article.php?ref=2825-AFGJ-3513.

 Still, when I send the *status* command, I get a:

 steamid : [A-1:2176588802(4095)] (90089582615075842)

 So the message saying the account login is failing isn't quite working for
 me. That's what I was getting confused about. Isn't quite as clear as one
 would imagine.

 I'll go set it on the right place and then com back to tell the results.


 Thanks, Rudy!



 _pilger


 On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.com wrote:

 Hi Pilger,

 as far as I know sv_setsteamaccount should be set before a map is
 loaded. That means you can either put it in the autoexec.cfg, a file
 that is called with +exec from the command line or on the commandline
 itself. Anywhere else, for example the file that you use as the
 +servercfgfile, is too late and won't work.

 The message you see in your log is quite clear isn't it? Logging in
 was succesfull, so you can safely assume you did it right. If it
 didn't work, for example when sv_setsteamaccount is called too late,
 you'll get the following error message:

 Warning: Game server already logged into steam.  You need to use the
 sv_setsteamaccount command earlier.

 You can verify if the server is correctly logged in by typing status
 in the console and check the steamid line. If the steamid displayed
 there starts with A-1 it is an anonymous steam ID which means the
 server isn't logged in with it's proper steam ID. Those start with a G
 I believe.

 On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.com wrote:
  Hey guys,
 
 
  I've been talking to a friend about the new steam gameserver account
 logging
  system and he claims that the parameter sv_setsteamaccount should go on
 the
  command line, while I think it can go on the server.cfg or any other
 file
  that's executed the first time the server runs.
 
  With the server.cfg method, I'm getting the following messages on my
 log:
 
  Successfully logged into gameserver account **.
  L 02/26/2014 - 07:36:12: Successfully logged into gameserver account
  **.
 
 
  Does that mean it's all good!? Which one is the correct way?
 
 
  Thanks in advance,
 
  _pilger
 
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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread pilger
Can't you put all info you need executed at load on the one single file you
call through *+exec*!?


_pilger


On 26 February 2014 13:31, Rudy Bleeker rblee...@gmail.com wrote:

 Unfortunately I'm already using +exec on the command line for
 something else. Is it still true that you can only use one +exec
 command?


 On Wed, Feb 26, 2014 at 5:18 PM, Ross Bemrose rbemr...@gmail.com wrote:
  server.cfg is too late.  I found that out by empirical testing.
 
  However, either putting it in autoexec.cfg or in a file you +exec on the
  command line seems to work.
 
 
  On 2/26/2014 11:16 AM, Fletcher Dunn wrote:
 
  Yes, I am pretty sure that server.cfg is too late.  I believe that
  autoexec.cfg is early enough and works.  (Right?  Others on this mailing
  list almost certainly know better than me.)
 
  I think you could also use something like +exec credentials.cfg.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Wednesday, February 26, 2014 8:12 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Steam GameServer Account Logging Question
 
  Just because people are having issues, and to avoid further problems,
  could you elaborate where exactly you would put those? Some of us prefer
  autoexec.cfg but should they be in command line? If not, where then?
  Server.cfg seems too late.
 
  -ics
 
  Fletcher Dunn kirjoitti:
 
  Sorry, those messages are a bit confusing.  I'm assuming this is a TF
  game server, in which case the successfully logged in messages and
  the FAQ link refer to the TF gameserver account.  It's totally
  separate to the Steam gameserver account, and totally unrelated.
  Perhaps you aren't specifying the login credentials early enough in
  the boot process?
 
  *From:*hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger
  *Sent:* Wednesday, February 26, 2014 7:10 AM
  *To:* Half-Life dedicated Win32 server mailing list
  *Subject:* Re: [hlds] Steam GameServer Account Logging Question
 
  Changed the /sv_setsteamaccount/ to the autoexec file and it worked
  great.
 
  Someone should check if the failure message is being sent the way it
  was supposed to.
 
  Thanks Rudy!
 
 
 
  _pilger
 
  On 26 February 2014 12:00, pilger pilger...@gmail.com
  mailto:pilger...@gmail.com wrote:
 
  Guess he was right then. It can't be on the /server.cfg/
 
  Strangely enough, I'm getting two messages. First one that goes:
 
  Assigned anonymous gameserver Steam ID [A-1:2176588802
  tel:2176588802(4095)].
 
  And then two more that says:
 
  Successfully logged into gameserver account **.
 
  For more information about gameserver accounts, visit
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
  L 02/26/2014 - 09:54:54: Successfully logged into gameserver account
  **.
  For more information about gameserver accounts, visit
  https://support.steampowered.com
 
  /kb_article.php?ref=2825-AFGJ-3513.
 
  Still, when I send the /status/ command, I get a:
 
  steamid : [A-1:2176588802 tel:2176588802(4095)] (90089582615075842)
 
  So the message saying the account login is failing isn't quite working
  for me. That's what I was getting confused about. Isn't quite as clear
  as one would imagine.
 
  I'll go set it on the right place and then com back to tell the
 results.
 
 
  Thanks, Rudy!
 
 
 
  _pilger
 
  On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.com
  mailto:rblee...@gmail.com wrote:
 
  Hi Pilger,
 
  as far as I know sv_setsteamaccount should be set before a map is
  loaded. That means you can either put it in the autoexec.cfg, a file
  that is called with +exec from the command line or on the commandline
  itself. Anywhere else, for example the file that you use as the
  +servercfgfile, is too late and won't work.
 
  The message you see in your log is quite clear isn't it? Logging in
  was succesfull, so you can safely assume you did it right. If it
  didn't work, for example when sv_setsteamaccount is called too late,
  you'll get the following error message:
 
  Warning: Game server already logged into steam.  You need to use the
  sv_setsteamaccount command earlier.
 
  You can verify if the server is correctly logged in by typing status
  in the console and check the steamid line. If the steamid displayed
  there starts with A-1 it is an anonymous steam ID which means the
  server isn't logged in with it's proper steam ID. Those start with a G
  I believe.
 
 
  On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.com
  mailto:pilger...@gmail.com wrote:
 
  Hey guys,
 
 
  I've been talking to a friend about the new steam gameserver account
 
  logging
 
  system and he claims that the parameter sv_setsteamaccount should go
 
  on the
 
  command line, while I think it can go on the server.cfg or any other
 
  file
 
  that's executed the first time the server runs

Re: [hlds] TF2 update (CRASHES) released 14/06/2013

2013-06-13 Thread pilger
Check the gameme plugin version. They release new ones quite frequently.

_pilger


On 13 June 2013 22:27, Mohammed Khalik mohammed_kha...@hotmail.com wrote:

 The plugin that is causing this error message is;

 gameme.smx (gameME stats plugin)

 :(


 --
 Date: Thu, 13 Jun 2013 22:08:22 -0300
 From: garcia.bru...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 update (CRASHES) released 14/06/2013


 Have you disabled all plugins and tried testing again?


 On Thu, Jun 13, 2013 at 9:54 PM, Mohammed Khalik 
 mohammed_kha...@hotmail.com wrote:

 Hi

 I am getting constant crashes since the update was released.

 L 06/14/2013 - 01:273: [TF2] Sigscan for CalcCriticalMelee failed -
 Disabling detour to prevent crashes

 Windows 2003
 SourceMod Version: 1.6.0-dev+3923
 Metamod:Source version 1.10.0-dev

 The server worked fine before the update was released.

 *
 *
 *Any thoughts? or a solution to a fix.*




  From: er...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Thu, 13 Jun 2013 23:39:07 +
  Subject: [hlds] Mandatory TF2 update released
 
  We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1797820.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added 10 new Steam Workshop items
  - http://www.teamfortress.com/post.php?id=10864
  - Added new promo items
  - Fixed the in-game UI not using the Language setting from the TF2
 Properties dialog in the Steam UI
  - Fixed not hearing the Loose Cannon impact sound when playing on
 dedicated servers
 
 
 
 
 
 
 
 
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 please visit:
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Re: [hlds] TF2 update (CRASHES) released 14/06/2013

2013-06-13 Thread pilger
I've got the latest one here and everything seems to be running just fine.
No crashes so far.

Maybe it has something to do with its settings. Might wanna add that to the
ticket.

_pilger


On 13 June 2013 22:42, Mohammed Khalik mohammed_kha...@hotmail.com wrote:

 I have created a support ticket.
 I am using the latest gameme plugin for sourcemod version 4.3

 The problem only started after the TF2 updated being released.


 Dr. fm

 --
 From: pilger...@gmail.com
 Date: Thu, 13 Jun 2013 22:35:38 -0300

 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 update (CRASHES) released 14/06/2013

 Check the gameme plugin version. They release new ones quite frequently.

 _pilger


 On 13 June 2013 22:27, Mohammed Khalik mohammed_kha...@hotmail.comwrote:

 The plugin that is causing this error message is;

 gameme.smx (gameME stats plugin)

 :(


 --
 Date: Thu, 13 Jun 2013 22:08:22 -0300
 From: garcia.bru...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 update (CRASHES) released 14/06/2013


 Have you disabled all plugins and tried testing again?


 On Thu, Jun 13, 2013 at 9:54 PM, Mohammed Khalik 
 mohammed_kha...@hotmail.com wrote:

 Hi

 I am getting constant crashes since the update was released.

 L 06/14/2013 - 01:273: [TF2] Sigscan for CalcCriticalMelee failed -
 Disabling detour to prevent crashes

 Windows 2003
 SourceMod Version: 1.6.0-dev+3923
 Metamod:Source version 1.10.0-dev

 The server worked fine before the update was released.

 *
 *
 *Any thoughts? or a solution to a fix.*




  From: er...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Thu, 13 Jun 2013 23:39:07 +
  Subject: [hlds] Mandatory TF2 update released
 
  We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1797820.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added 10 new Steam Workshop items
  - http://www.teamfortress.com/post.php?id=10864
  - Added new promo items
  - Fixed the in-game UI not using the Language setting from the TF2
 Properties dialog in the Steam UI
  - Fixed not hearing the Loose Cannon impact sound when playing on
 dedicated servers
 
 
 
 
 
 
 
 
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 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread pilger
Can we get a confirmation if you guys are working on addressing the *
cl_interp* exploit?

_pilger


On 3 June 2013 19:06, Flubber flub...@gmail.com wrote:

 Maybe but there's new hats, come on guys 


 2013/6/3 E. Olsen ceo.eol...@gmail.com

 Also - you guys are still overwriting (actually, deleting) the replay.cfg
 file.


 On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Does this fix the Taunt exploit that is currently crashing servers, or
 do we still need to use a plugin to block it?


 On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1783578.

 -Eric

 --

 Team Fortress 2
 - Added new Adult Swim items to the Mann Co. Store
- The Breather Bag, The Weather Master, and The Bacteria Blocker
 - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament
 medals
 - Fixed mat_viewportupscale using an error material for clients using
 DirectX8
 - Fixed config_arena.cfg being replaced by the default version when
 dedicated servers update
 - Fixed the Soldier's grenades being hidden when equipping the Full
 Metal Drill Hat and the Soldier's Sparkplug
 - Fixed a missing LOD on the dispenser
 - Updated the -insert_search_path delimiter to be a comma instead of a
 semi-colon
 - Updated the equip region on the Practitioner's Processing Mask to
 match the Physician's Procedure Mask
 - Updated The Conscientious Objector and The Bat Outta Hell so they can
 be crafted and can be used to craft other items






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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread pilger
Much apreciated. :)

_pilger


On 3 June 2013 19:16, Eric Smith er...@valvesoftware.com wrote:

  Yes, we’re working on it.

 ** **

 -Eric

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger
 *Sent:* Monday, June 03, 2013 3:15 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update released

 ** **

 Can we get a confirmation if you guys are working on addressing the *
 cl_interp* exploit?
 


 _pilger

 ** **

 On 3 June 2013 19:06, Flubber flub...@gmail.com wrote:

 Maybe but there's new hats, come on guys 

 ** **

 2013/6/3 E. Olsen ceo.eol...@gmail.com

 ** **

 Also - you guys are still overwriting (actually, deleting) the replay.cfg
 file.

 ** **

 On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Does this fix the Taunt exploit that is currently crashing servers, or do
 we still need to use a plugin to block it?

 ** **

 On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1783578.

 -Eric

 --

 Team Fortress 2
 - Added new Adult Swim items to the Mann Co. Store
- The Breather Bag, The Weather Master, and The Bacteria Blocker
 - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament medals
 - Fixed mat_viewportupscale using an error material for clients using
 DirectX8
 - Fixed config_arena.cfg being replaced by the default version when
 dedicated servers update
 - Fixed the Soldier's grenades being hidden when equipping the Full Metal
 Drill Hat and the Soldier's Sparkplug
 - Fixed a missing LOD on the dispenser
 - Updated the -insert_search_path delimiter to be a comma instead of a
 semi-colon
 - Updated the equip region on the Practitioner's Processing Mask to match
 the Physician's Procedure Mask
 - Updated The Conscientious Objector and The Bat Outta Hell so they can be
 crafted and can be used to craft other items






 ___
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 please visit:
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 ** **

 ** **


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   ** **


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Re: [hlds] [hlds_linux] Who do we send netspike.txt log too?

2013-05-15 Thread pilger
Fletcher,

How should we procceed to generate and send you the windows traces?

_pilger


On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote:

 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables and fragments can sometimes take a
 very large amount of time.  The LZSS compression code has not changed in
 ages.  The contents of the string tables, as far as I can tell, did not
 change significantly in the SteamPipe update.  I am still at a loss to
 explain what changed in the SteamPipe update.

 There are also occasionally mini-spikes when a player spawns, but I don't
 think that's new.

 I have a new prerelease beta that adds two convars that can be used to
 totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to compress
 all fragments by default)
 sv_compressstringtablebaselines - default OFF (new beahvior to turn off
 compression by default)

 You can switch these at any time, but sv_compressfragments is sticky ---
 it takes effect on a per-client basis, at the time when a client connects.

 You might try turning both of those off and see how performance changes or
 if any problems occur.  Of course, this will increase bandwidth.  But it
 would help to confirm that this is indeed the problem.

 If anybody wants to do their own data gathering to see where the time is
 going, without the data gathering itself causing spikes that might not have
 otherwise occurred, I'd recommend the following netspike / vprof settings:

 vprof_on
 vprof_dump_spikes 20
 sv_netspike 0
 sv_netspike_sendtime_ms 2
 sv_netspike_output 2

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
 Sent: Wednesday, May 15, 2013 12:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not
 sure if they're still wanting logs or not. I think they've kind of found
 where the problem is. I don't know what it would hurt though.

 On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com
 mailto:ad...@ponyfortress2.com wrote:
 Been catching the spikes with the new commands, should we email them to
 someone?

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Re: [hlds] [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread pilger
Oh boy.

Any ETA on the time of the day!?

_pilger


On 13 May 2013 14:22, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Today's the day.

 Put it out to pasture.

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Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?

2013-04-30 Thread pilger
The client update is live on my, well, client.

[image: Inline images 1]

Updating now...

_pilger


On 30 April 2013 18:12, Mike Vail supp...@boomgaming.net wrote:

 Steamping is not up to date. Twitter is though. Thanks for the links. Good
 to know in case this list goes down again.

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Seyhan AKDENIZ
 *Sent:* Tuesday, April 30, 2013 2:00 PM
 *To:* Half-Life dedicated Win32 server mailing list

 *Subject:* Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?*
 ***

 ** **

 You can track instantly Source games updates including Team Fortress 2
  via Steamping. For more info visit http://www.steamping.com or follow
 Steamping on Twitter http://www.twitter.com/steamping

 ** **

  From: peter-h...@jerde.net
  Date: Tue, 30 Apr 2013 14:07:31 -0500
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?
 
  It was was small, and did not change the version number.
 
  My client now reads:
 
   ] version
   Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 15:20:28 Apr 29 2013 (5287) (440)
  
 
  And the steampipe server I just updated now reads:
 
   13:56:19 Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 15:22:29 Apr 29 2013 (5287) (440)
  
 
  Good old HldsUpdateTool just downloaded one file for my non-steampipe
 servers:
 
   0:26 100.00% downloading /orangebox\bin\engine.dll
 
  (Man, I am going to miss seeing which files changed in updates.)
 
  But the srcds.exe didn't change, and those servers still report:
 
   14:05:43 Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 17:30:19 Apr 22 2013 (5280) (440)
  
 
 
 
  So... a tiny change got pushed out. Very stealthy.
 
  - Peter
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Re: [hlds] [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-29 Thread pilger
Ok, so I changed the appid on the SteamCMD script and now I'm getting a
different error:

S3: Client connected with ticket for the wrong game: UserID: 2


This is my SteamCMD script:

@ShutdownOnFailedCommand 1
 @NoPromptForPassword 1
 login anonymous
 force_install_dir C:/Srcds/TF2/
 app_update 232250
 quit


Any thoughts!?

_pilger


On 29 April 2013 12:10, pilger pilger...@gmail.com wrote:

 I'm gettin the Older version error here while trying to connect a
 standart client to a SteamPipe server. Any tips on how to solve it!? I've
 already tried verifying the client integrity with no luck.

 _pilger


 On 25 April 2013 10:15, Andre Müller gbs.dead...@gmail.com wrote:

 I'm using symlinks for all serverfiles. Only files, which have to modified
 by user, are not symlinks. The temp directory [a-z0-9]{40} are written
 into
 an exclude file, before my rsync to the slaves are starting. It was for my
 solution the easiest way to exclude them.
 Am 25.04.2013 08:26 schrieb Peter Reinhold peter_va...@reinhold.dk:

  On 25.04.2013 02:35, Abdulrahman Abdulkawi wrote:
 
   The following currently exist, so I have them symlinked (as with most
  other necessary files/folders),
 
  tf2_misc_000.vpk
  tf2_misc_001.vpk
  tf2_misc_002.vpk
  tf2_misc_003.vpk
  tf2_misc_004.vpk
  tf2_misc_005.vpk
  tf2_misc_006.vpk
  tf2_misc_007.vpk
  tf2_misc_008.vpk
  tf2_misc_dir.vpk
 
 
  I am symlinking the following
 
  tf/tf2_misc_000.vpk
  tf/tf2_misc_001.vpk
  tf/tf2_misc_002.vpk
  tf/tf2_misc_003.vpk
  tf/tf2_misc_004.vpk
  tf/tf2_misc_005.vpk
  tf/tf2_misc_006.vpk
  tf/tf2_misc_007.vpk
  tf/tf2_misc_008.vpk
  tf/tf2_misc_009.vpk
  tf/tf2_misc_010.vpk
  tf/tf2_misc_dir.vpk
  tf/tf2_sound_misc.vpk.sound.**cache
  tf/tf2_sound_vo_english_dir.**vpk
  tf/tf2_sound_vo_english.vpk.**sound.cache
  tf/tf2_textures_dir.vpk
  hl2/hl2_misc_000.vpk
  hl2/hl2_misc_001.vpk
  hl2/hl2_misc_002.vpk
  hl2/hl2_misc_003.vpk
  hl2/hl2_misc_004.vpk
  hl2/hl2_misc_005.vpk
  hl2/hl2_misc_dir.vpk
 
  and also the maps/ folder
 
  This makes a TF2 install only take up about 200MB. (It could be even
 less,
  but I felt that only symlinking the large files made real sense)
 
 
  /Peter
 
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Re: [hlds] 32 Slot Server

2013-04-01 Thread pilger
He wants attention.

Ignore him and everybody will benefit.

On 1 April 2013 10:19, Doctor McKay mc...@doctormckay.com wrote:

 The mailing list isn't usually this chaotic. I'm sure it'll be brought
 under control shortly.

 You can just subscribe to hlds_announce, as that contains pretty much all
 of the useful information. Alternatively, since you're using Gmail, you can
 set up a filter to route all messages from domains other than
 valvesoftware.com to Trash.

 Dr. McKay


 On Monday, April 1, 2013, Paul wrote:

 I offered the opportunity to keep the mailing list from further griefing,
 you seem to wish for this to continue that's of course your choice. I guess
 the phrase is correct, never argue with an idiot or they'll bring you down
 to their level and beat you with experience. I agree, now you mention it,
 that the first original image could've also been faked, so either story may
 not be correct. Either way, it seems certain people on here now have a
 massive hate towards me even though I did not start this, so to end this
 I'm just going to stick to the forums, and ignore all further replies on
 here other than those from Valve employees. Good luck everyone and long
 live your battle with each other. Lastly, I don't see where your proof is
 about your claim of me being upset about the Pinion issue, I couldn't care
 about Pinion, it's more what they may have done with the MOTD if that
 information had been true.


 On 1 April 2013 13:05, Steve Gonzolos steve.go...@live.com wrote:


  I just looked at both and either one can be a fake. when I look at the
 tone of the messages from the person you claim to  genuine poster
 mreeuw...@yahoo.com or mart-jan reeuwiik it seems like he was the person
 making the false claim and creating the vial spoof and starting the
 argument. coupling that with the fact that you want to make this a private
 conversation should make anyone with common sense see who is lying or at
 least trying to hide the truth. you also seem to be upset that mr.wardon
 has shed lite on that pinion issue. shame on you.

 --
 From: ubyu@gmail.com
 Date: Mon, 1 Apr 2013 12:53:25 +0100
 To: hlds@list.valvesoftware.com

 Subject: Re: [hlds] 32 Slot Server

 If you look on the other thread '[hlds] Suggestion and query regarding
 MOTD' on this mailing list you'll find that he claimed someone sent him a
 rude reply via email, when he originally sent one to a genuine poster
 there. He copied the screenshot that the genuine poster took, didn't bother
 to change the date/time of the message and simply added his own message,
 whilst resizing the email text as it was too big for the box.

 Original message the genuine poster received from Mr.Wardon:
 http://imgur.com/NzIvh9D
 Mr.Wardon's received a message from the genuine poster (compare the
 screenshots closely): http://imgur.com/JY1ndz9

 It's on the other thread, about 23 hours or so from the date/time of
 posting this message. So Viktor, before you make accusations about me, I
 advise you read messages posted here :). Many thanks. If you want, further
 communications regarding this matter can be emailed directly to me, so as
 to avoid further off-topic discussion on the mailing list.


 On 1 April 2013 12:46, Viktor Anely viktoran...@outlook.com wrote:

 what proof do you have? you say he has falsified information hows that?
 it seems to me like you want to lie about him because he informed us about
 you, that's kinda weak. anyway it doesn't matter you on that list of people
 to block so you being blocked. I just wanted to point out that making false
 accusations seems to be what you do.



 Paul (ubyu@gmail.com)
 Schedule cleanup https://blu152.mail.live.com/mail/#
 6:27 AM
 Groups https://blu152.mail.live.com/mail/#
  To: Half-Life dedicated Win32 server mailing list
 [image: Picture of Paul]
 From:*hlds-boun...@list.valvesoftware.com* on behalf of *Paul* (
 ubyu@gmail.com)



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Re: [hlds] Weird FPS drops and peaks

2013-03-12 Thread pilger
We do have a few, but I don't understand how the server can be getting
higher than 66.6 FPS values. The plugins are all pretty normal within the
Sourcemod scope and shouldn't be interfering with FPS is this manner.

We've been getting resulsts like this all the time:

20:04:50 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS
 Players  Connects
164.20   96.36  533.79774  25
 85.62 28  596


The issue is still unresolved.

Any ideas?


On 2 March 2013 18:34, Brady Dow dow.brad...@gmail.com wrote:

 Do you have any plugins installed?
 On Feb 28, 2013 8:08 PM, Felipe Fujihara felipete...@hotmail.com
 wrote:

  Yes, we have another TF2 server running on the same machine, and the FPS
 is well stablished at 66.7. This server also runs with full players (24/24).

 The server with FPS drops problem runs with 28 slots.




 --
 Date: Wed, 27 Feb 2013 23:19:11 -0600
 From: dow.brad...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Weird FPS drops and peaks

 Well from the hardware side you guys seem powerful enough. Have you tried
 installing another hl2 server and running a clean one to see if the fps
 drops come back?
 On Feb 27, 2013 12:18 PM, Felipe Fujihara felipete...@hotmail.com
 wrote:

  Hello,

 I'm hosting this server mentioned. We are using a physical DELL PowerEdge
 M610 Blade Server: 2x Intel Xeon Quad-Core E5550, 32GB RAM, 600GB SAS.

 There are other servers of Team Fortress 2 running on the same machine,
 but we can't see any problems with FPS drops, they're always stablished at
 66.7.




 --
 Date: Wed, 27 Feb 2013 11:17:03 -0600
 From: dow.brad...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Weird FPS drops and peaks

 I'm not too experienced HL hosting, but what type of server are we
 talking about?
 Virtual or physical?
 Multi-Core?
 Ram?
 Shared?


 On Wed, Feb 27, 2013 at 10:28 AM, pilger pilger...@gmail.com wrote:

 Is this Win32 list still being used?

 I only see people discussing on the linux one, but since this issue
 manifests on a Windows environment, I figured it should go here.

 So, anyone there?


 On 26 February 2013 00:45, pilger pilger...@gmail.com wrote:

 Hey guys,


 My server has been getting a lot of weird freezes and random FPS drops
 and I'm trying to figure out the reason. The FPS readings on the net_graph
 4 view seems to be all over the place and even has higher than 66.7 values
 (as can be seen here: http://snag.gy/Qit49.jpg ).


 Is this peak normal? Could it be related to the FPS drops? If not, what
 could be causing it?

 The server is on a Windows Server Environment and it's correctly updated.
 It has a 30 player capacity but it usually runs on 28 + the replay bot.
 I'm willing to provide all the info you need, but I'm not quite sure what
 could be usefull, so ask away if you wanna know something I didn't state
 above.


 Thanks in advance,

 Pilger





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Re: [hlds] Weird FPS drops and peaks

2013-02-27 Thread pilger
Is this Win32 list still being used?

I only see people discussing on the linux one, but since this issue
manifests on a Windows environment, I figured it should go here.

So, anyone there?

On 26 February 2013 00:45, pilger pilger...@gmail.com wrote:

 Hey guys,


 My server has been getting a lot of weird freezes and random FPS drops and
 I'm trying to figure out the reason. The FPS readings on the net_graph 4
 view seems to be all over the place and even has higher than 66.7 values
 (as can be seen here: http://snag.gy/Qit49.jpg ).


 Is this peak normal? Could it be related to the FPS drops? If not, what
 could be causing it?

 The server is on a Windows Server Environment and it's correctly updated.
 It has a 30 player capacity but it usually runs on 28 + the replay bot.
 I'm willing to provide all the info you need, but I'm not quite sure what
 could be usefull, so ask away if you wanna know something I didn't state
 above.


 Thanks in advance,

 Pilger




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[hlds] Weird FPS drops and peaks

2013-02-25 Thread pilger
Hey guys,


My server has been getting a lot of weird freezes and random FPS drops and
I'm trying to figure out the reason. The FPS readings on the net_graph 4
view seems to be all over the place and even has higher than 66.7 values
(as can be seen here: http://snag.gy/Qit49.jpg ).


Is this peak normal? Could it be related to the FPS drops? If not, what
could be causing it?

The server is on a Windows Server Environment and it's correctly updated.
It has a 30 player capacity but it usually runs on 28 + the replay bot.
I'm willing to provide all the info you need, but I'm not quite sure what
could be usefull, so ask away if you wanna know something I didn't state
above.


Thanks in advance,

Pilger
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Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

2013-02-19 Thread pilger
I'm curious if it will be possible to download a Windows version on a Linux
environment. Is that possible now with other games that already use the
SteamCMD? Will it be possible with TF2 and other games?

On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:

 Was the pure not working bug ever fixed in later engines (L4D*)? or will
 this be introduced as a regression into the orangebox and CS:S branches? :s

 Thanks,
 Kyle.


 On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

   The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
  of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.
  Steam’s
  new-and-improved content delivery system.  SteamPipe is currently used by
  most games on Steam.
 
  ** **
 
  This change will impact server operators in at least two significant
 ways:
  
 
  ** **
 
  **· **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  **· **The conversion will entail significant changes to the way
  the files appear in the local filesystem on the server and client.  The
  client no longer uses GCF files.  Instead, most assets are packed up into
  VPK, and those VPKs are the same on the server and the client.  The
 server
  no longer uses 1000’s of loose files.
 
  ** **
 
  We’re using the TF beta to test these changes and identify the bugs, and
  give everybody a chance to make sure their favorite mod or plugin will
 work
  in the new system.
 
  ** **
 
  Everybody is encouraged to download the TF beta!
 
  ** **
 
  We’ve prepared an FAQ that discusses the details of the change and
 answers
  the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
 
  ** **
 
  Please report gameserver related bugs in this mailing list.
 
  ** **
 
  Client bugs can be reported through this mailing list, or in the TF beta
  forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  ** **
 
  Thanks for your help, and happy testing!
 
  ** **
 
  (And remember, playtime in the beta counts towards item drops in the
  release game.)
 
  ** **
 
  - Fletch
 
  ** **
 
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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-25 Thread pilger

 Pilger, It might be the network. I've looked over the network carriers and
 the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


Okey. The auth ticket might be caused by a loss of connection between the
server and the Steam server, but it does not explain the massive lag to
everybody. I'm 100% sure that the network was working just fine during the
episodes. I was monitoring it using a program called Ping Plotter. In
addition, no other client of the same host complained about problems during
that time.

It's the freeze and massive lag episodes that intrigue me. No idea where
it's coming from.

On 25 January 2013 11:03, Essay Tew Phaun sc2p...@gmail.com wrote:

 Nope!


 On Fri, Jan 25, 2013 at 6:35 AM, Lambda lambdace...@gmail.com wrote:

 Let me guess, you got replays enabled with FTP offload ...


 2013/1/25 List User l...@redspeedservers.com

  Alright, that's in NY, USA, and while it uses Cogent as well, it has
 plenty of other carriers, so you can strike that off that list. I just need
 to figure out why this doesn't happen to me in TX, USA...

 I know for a fact Steam has servers around the NY region.


 On 1/24/2013 11:35 PM, Essay Tew Phaun wrote:

 Test IP: 69.147.224.122

  On Thu, Jan 24, 2013 at 11:24 PM, List User 
 l...@redspeedservers.comwrote:

  Essay, Are you located in the US or elsewhere? Test IP?

 Pilger, It might be the network. I've looked over the network carriers
 and the only non-Brazilian carrier is Cogent, which is known for terrible
 connections. If VALVe doesn't have any Steam servers in Steam, that may
 happen because Cogent is crap. So basically, my theory is, lost connection
 to steam for a bit = forget about other network connections and start
 dropping steam users to protect it from spoofing. Of course this all can be
 a coincidence and we will find out from Essay's setup whether it is
 providing he gives us the location of the servers and a test IP.


 On 1/24/2013 11:20 PM, Essay Tew Phaun wrote:

 We had the issue on one host and switched providers entirely. Now we're
 starting to have reports of the exact same thing as before. Different
 network entirely, brand new install and doesn't matter whether we're
 running MM:SM or not.

 On Thu, Jan 24, 2013 at 10:20 PM, List User 
 l...@redspeedservers.comwrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the
 network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User 
 l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling
 small lag spikes on our server and clients timing out in bunches. Just
 yesterday everyone on our server timed out all at once. I submitted a
 ticket to support who said there was absolutely nothing wrong with the
 network. Nothing on the system points to a specific problem. We have also
 had players reporting the connection loss error randomly appearing in the
 upper right. I'm not sure if this would help matters or not but could you
 provide your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the 
 server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows
 no problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything
 unusual with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence
 of a log entry about auth tickets everytime the server freezes or 
 everybody
 see the red timeout timer on the upper right corner. The auth problem 
 looks
 as following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received
 failure code 6
 L 01/24/2013 - 20:16:15:
 HunterBR88STEAM_0:0:*Red disconnected (reason 
 Client
 left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50

[hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread pilger
Hey guys,


I know his has been discussed before on the thread
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html, but
my server has been plaged with massive lag spikes once every hour or so.
Sometimes the lag is just a prolonged freeze and sometimes the server
remains inacessible for 30 seconds.

I've monitored the server's network during the events and it shows no
problem whatsoever. I've also tried disabling metamod and sourcemod
altogether but the problem sill occours.

My host administrator told me that he hasn't noticed anything unusual with
memory or CPU usage during the events either.

The only thing associated with the problem is the solid occourence of a log
entry about auth tickets everytime the server freezes or everybody see the
red timeout timer on the upper right corner. The auth problem looks as
following:

*L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure
 code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


Since it has nothing to do with network or plugins, I can't help but wonder
the same thing people were wondering on
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html. What
could be causing this? Can an auth ticket issue cause massive lag on a
server? If not, what could be causing the lag and the auth ticket problem?

Any help on this would be muchly appreciated since it has been drawing
players out of the server since the beggining of the year already.


Thanks in advance.

_pilger
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Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled

2013-01-24 Thread pilger
Essay, I've been getting these reports as well. Some people randomly losing
their connection and sometimes the massive lag to everybody that I've
mentioned before.

I'll check the OS/Specs with my host and post here, but the server address
is tf2.bazzinga.com.br:27027. Feel free to check for potential problems on
the network. I didn't find any.

On 25 January 2013 01:20, List User l...@redspeedservers.com wrote:

  I checked a couple of TF2 servers we host for people and I don't see
 that, and these are pretty full servers.
 It may be the network, can you provide an IP so I can lookup the network?


 On 1/24/2013 10:16 PM, Essay Tew Phaun wrote:

 Yep.

 On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.comwrote:

  What game are you seeing this on, TF2?


 On 1/24/2013 10:08 PM, Essay Tew Phaun wrote:

 This is very, very, VERY interesting to me. We have been battling small
 lag spikes on our server and clients timing out in bunches. Just yesterday
 everyone on our server timed out all at once. I submitted a ticket to
 support who said there was absolutely nothing wrong with the network.
 Nothing on the system points to a specific problem. We have also had
 players reporting the connection loss error randomly appearing in the upper
 right. I'm not sure if this would help matters or not but could you provide
 your provider and system specs/OS?

 On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I know his has been discussed before on the thread
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html,
 but my server has been plaged with massive lag spikes once every hour or
 so. Sometimes the lag is just a prolonged freeze and sometimes the server
 remains inacessible for 30 seconds.

 I've monitored the server's network during the events and it shows no
 problem whatsoever. I've also tried disabling metamod and sourcemod
 altogether but the problem sill occours.

 My host administrator told me that he hasn't noticed anything unusual
 with memory or CPU usage during the events either.

 The only thing associated with the problem is the solid occourence of a
 log entry about auth tickets everytime the server freezes or everybody see
 the red timeout timer on the upper right corner. The auth problem looks as
 following:

 *L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure
 code 6
 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))

 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received
 failure code 6
 L 01/24/2013 - 17:46:15: Dessa
 50.cal442STEAM_0:1:*Blue disconnected (reason Client
 left game (Steam auth ticket has been canceled))
 L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure
 code 6
 L 01/24/2013 - 17:46:15:
 Firagonaut438STEAM_0:1:*Red disconnected (reason
 Client left game (Steam auth ticket has been canceled))

 L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6
 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red
 disconnected (reason Client left game (Steam auth ticket has been
 canceled))*


 Since it has nothing to do with network or plugins, I can't help but
 wonder the same thing people were wondering on
 http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html.
 What could be causing this? Can an auth ticket issue cause massive lag on a
 server? If not, what could be causing the lag and the auth ticket problem?

 Any help on this would be muchly appreciated since it has been drawing
 players out of the server since the beggining of the year already.


 Thanks in advance.

 _pilger


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Re: [hlds] TF2 MOTD Browser

2012-12-18 Thread pilger
This has been discussed on another e-mail thread a couple of weeks ago
already. It's been happening just to some people so it seems client
related, although it affects the server administrators to the reasons
mentioned above.

We got no response from Valve on ETA or whether this is being looked into.

On 19 December 2012 00:59, li...@doctormckay.com wrote:

 This is happening quite often to my players: http://i.imgur.com/Z3qAl.png

 I use my MOTD for important information and such. I've heard that Valve is
 working on some solutions to this, but is there any ETA for when this will
 be fixed?

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Re: [hlds] MOTD not shown in HL2DM

2012-12-02 Thread pilger
I'm getting this on my TF2 server. I'm not sure this is a server or client
related issue, though. I have several people who claimed it's working
perfectly for them.

On 2 December 2012 17:46, Stephan Jauernick i...@stephan-jauernick.dewrote:

 Hi,

 We got the Problem that our MOTD is only shown randomly and in a Pattern
 not Debug-able...

 We got a Simple HTML based MOTD which loads a Image.
 We checked it with several online Validators and they are XHTML1
 conformant.

 We already tried reloading the Page several times via Java Script with a
 local MOTD.
 We tried putting a meta refresh in the local HTML MOTD + JS Reload.
 We tried putting a online MOTD with JS Reload and Sourcemod Plugin
 DynamicMotd.

 Sometimes it works sometimes not, but i can always see all requests in
 the Webserver logfile but they are not shown on the client.

 Also after a Map Change or Server Change(player changing servers) it shows.

 Any Idea how we could fix this? This gets really annoying..


 Regards,
 Stephan

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Re: [hlds] SteamCMD alternative

2012-08-20 Thread pilger
Very interesting, Didrole.

Would it be able to download a Windows version on a Linux environment?

I'm not a moron, despite of the odd question. I simply intent to install a
Windows version on a Linux machine and keep it updated in order to update
my other Windows SRCDS servers easier and in an automatic distribution
fashion.

Would you think it can be done with your tool? Or could be, eventually?

Thanks!

On 20 August 2012 18:50, Ryan Becerra b...@me.com wrote:

 Whats difficult about typing app_update 740 validate

 On Aug 20, 2012, at 4:49 PM, Didrole didr...@gmail.com wrote:

 Hi guys, I wasn't happy with how SteamCMD works and made an alternative
 tool to it.
 I think some of you might be interested by it so here is its URL:
 http://didrole.com/UpdateTool/
 I haven't tested it that much, so it may have bugs.

 Sincerely,
 Didrole
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Re: [hlds] SteamCMD alternative

2012-08-20 Thread pilger
A working alternative to SteamCMD and HLDSUpdateTool that can do that trick
to download a version designed for another SO would immensely appreciated.

Let me know if I can help in any way to make that possible. :)

On 20 August 2012 19:39, Didrole didr...@gmail.com wrote:

 I think it should be able to, but I didn't try (yet).


 2012/8/21 pilger pilger...@gmail.com

 Very interesting, Didrole.

 Would it be able to download a Windows version on a Linux environment?

 I'm not a moron, despite of the odd question. I simply intent to install
 a Windows version on a Linux machine and keep it updated in order to update
 my other Windows SRCDS servers easier and in an automatic distribution
 fashion.

 Would you think it can be done with your tool? Or could be, eventually?

 Thanks!


 On 20 August 2012 18:50, Ryan Becerra b...@me.com wrote:

 Whats difficult about typing app_update 740 validate

 On Aug 20, 2012, at 4:49 PM, Didrole didr...@gmail.com wrote:

 Hi guys, I wasn't happy with how SteamCMD works and made an alternative
 tool to it.
 I think some of you might be interested by it so here is its URL:
 http://didrole.com/UpdateTool/
 I haven't tested it that much, so it may have bugs.

 Sincerely,
 Didrole
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Re: [hlds] Ajouter un courriel à mon compte.

2012-05-21 Thread pilger
Canadian toast!

2012/5/21 Nathanael Havez na...@me.com

 That french spam is a spy.

 Natha

 Le 21 mai 2012 à 21:47, YVON DE GRACE a écrit :

  Mon nom est Yvon De Grace, adresse 50 rue Georges   Dollard Des Ormeaux
 Québec  CanadaH9G 1Z4  tel. 514 624 8211 mon compte est avec le
 courriel *dgy...@sympatico.ca* dgy...@sympatico.ca.

 Nom de compte est dgyvon.  J’ai aussi un autre compte avec comme nom
 dg1898  et courriel de *dgy...@bell.net* dgy...@bell.net.

 Actuellement je veux me connecter au compte dgyvon et courriel de *
 dgy...@sympatico.ca* dgy...@sympatico.ca. Impossible pour moi de le
 faire en raison que mon courriel de 
 *dgy...@sympatico.ca*dgy...@sympatico.caest
 complètement bloque. S.V.P. m’envoyer le numéro d’ouverture du compte à
 dgy...@bell.net

 bell.net.

 Merci
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Re: [hlds] Mandatory TF2 update coming

2012-04-18 Thread pilger
My crashes were due to Sourcemod. Try and disable it momentarily and see if
it gets trhough the start proccess and into the server list.

On 18 April 2012 21:37, ON3 Network Games ga...@on3network.co.nz wrote:

 Anyone else seeing this 

 ** **

 Missing shutdown function for Sys_InitAuthentication() :
 Sys_ShutdownAuthentication()

 Missing shutdown function for S_Init() : S_Shutdown()

 Missing shutdown function for Decal_Init() : Decal_Shutdown()

 Missing shutdown function for InitStudioRender() : ShutdownStudioRender()*
 ***

 Missing shutdown function for StaticPropMgr()-Init() :
 StaticPropMgr()-Shutdown()

 Missing shutdown function for modelloader-Init() : modelloader-Shutdown()
 

 Missing shutdown function for InitMaterialSystem() :
 ShutdownMaterialSystem()

 Missing shutdown function for HLTV_Init() : HLTV_Shutdown()

 Missing shutdown function for g_Log.Init() : g_Log.Shutdown()

 Missing shutdown function for ReplaySystem_Init( bDedicated ) :
 ReplaySystem_Shutdown()

 Missing shutdown function for sv.Init( bDedicated ) : sv.Shutdown()

 Missing shutdown function for g_GameEventManager.Init() :
 g_GameEventManager.Shutdown()

 Missing shutdown function for NET_Init( bDedicated ) : NET_Shutdown()

 Missing shutdown function for Key_Init() : Key_Shutdown()

 Missing shutdown function for Filter_Init() : Filter_Shutdown()

 Missing shutdown function for saverestore-Init() : saverestore-Shutdown()
 

 Missing shutdown function for COM_Init() : COM_Shutdown()

 Missing shutdown function for V_Init() : V_Shutdown()

 Missing shutdown function for g_pCVar-Init() : g_pCVar-Shutdown()

 Missing shutdown function for Cmd_Init() : Cmd_Shutdown()

 Missing shutdown function for Cbuf_Init() : Cbuf_Shutdown()

 Missing shutdown function for Con_Init() : Con_Shutdown()

 Missing shutdown function for Memory_Init() : Memory_Shutdown()

 Missing shutdown function for Host_Init( s_bIsDedicated ) : Host_Shutdown()
 

 Missing shutdown function for Sys_InitMemory() : Sys_ShutdownMemory()

 Missing shutdown function for Sys_Init() : Sys_Shutdown()

 Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod ) :
 COM_ShutdownFileSystem()

 ** **

 ** **

 Evan Hughes | Systems Administrator  | [image: Description: Description:
 Description: on3network_cube_email] ON3 Network
 mobile  +64.21.801419  |  ign  Darkvirus
 darkvi...@on3network.co.nz | www.on3network.co.nz |  Support ON3 Network
 on Facebook! http://www.facebook.com/ON3Network

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Brodie
 *Sent:* Thursday, 19 April 2012 12:34 p.m.

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming

 ** **

 I guess I'd never seen it before, so I assumed they were linked. Good to
 know otherwise, thanks.

 On Wed, Apr 18, 2012 at 6:30 PM, ics i...@ics-base.net wrote:

 Solid vphysics errors are coming from the map and some maps, even the
 official ones have always had those. I'm pretty sure if you are getting a
 crash, it isn't from those.

 -ics

 19.4.2012 3:26, Brodie kirjoitti: 

 Anyone else getting crash after line Network: with error *solid_vphysics
 static prop with no vphysics model* (wood, sawmill, rock, waterfall,
 etc)?

 On Wed, Apr 18, 2012 at 6:06 PM, gamead...@127001.org wrote:

 Nope, mine took the same or less time to update than it used to.

 Remember, those connection rejected events happened with the old tool,
 you
 just never got told about them.


  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
  Sent: 19 April 2012 00:12
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Mandatory TF2 update coming
 

  Mike,
 
  Yeah, same here.. and seeing all those winsock errors and connection
  rejections is depressing...  I have had to run verify upwards of 5
  times now... and still not launching... Although, Could be a SM
  issue, because I disabled on one server and it fired up
 
  hutch
 
 
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 ** **


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Re: [hlds] Mandatory TF2 update coming

2012-04-18 Thread pilger
Same here. Was doing that while I sent the email.

http://www.sourcemod.net/snapshots.php

On 18 April 2012 22:39, Dominik Friedrichs d...@forlix.org wrote:

 I just installed their newest snapshot and that fixed the crashes.


 On 2012/04/19 03:33, pilger wrote:

 My crashes were due to Sourcemod. Try and disable it momentarily and see
 if it gets trhough the start proccess and into the server list.

 On 18 April 2012 21:37, ON3 Network Games ga...@on3network.co.nz
 mailto:ga...@on3network.co.nz** wrote:

Anyone else seeing this 

__ __


Missing shutdown function for Sys_InitAuthentication() :
Sys_ShutdownAuthentication()__**__

Missing shutdown function for S_Init() : S_Shutdown()

Missing shutdown function for Decal_Init() : Decal_Shutdown()


Missing shutdown function for InitStudioRender() :
ShutdownStudioRender()


Missing shutdown function for StaticPropMgr()-Init() :
StaticPropMgr()-Shutdown()___**_


Missing shutdown function for modelloader-Init() :
modelloader-Shutdown()


Missing shutdown function for InitMaterialSystem() :
ShutdownMaterialSystem()

Missing shutdown function for HLTV_Init() : HLTV_Shutdown()

Missing shutdown function for g_Log.Init() : g_Log.Shutdown()


Missing shutdown function for ReplaySystem_Init( bDedicated ) :
ReplaySystem_Shutdown()

Missing shutdown function for sv.Init( bDedicated ) : sv.Shutdown()


Missing shutdown function for g_GameEventManager.Init() :
g_GameEventManager.Shutdown()_**___


Missing shutdown function for NET_Init( bDedicated ) :
NET_Shutdown()

Missing shutdown function for Key_Init() : Key_Shutdown()

Missing shutdown function for Filter_Init() : Filter_Shutdown()


Missing shutdown function for saverestore-Init() :
saverestore-Shutdown()

Missing shutdown function for COM_Init() : COM_Shutdown()

Missing shutdown function for V_Init() : V_Shutdown()

Missing shutdown function for g_pCVar-Init() : g_pCVar-Shutdown()

Missing shutdown function for Cmd_Init() : Cmd_Shutdown()

Missing shutdown function for Cbuf_Init() : Cbuf_Shutdown()

Missing shutdown function for Con_Init() : Con_Shutdown()

Missing shutdown function for Memory_Init() : Memory_Shutdown()


Missing shutdown function for Host_Init( s_bIsDedicated ) :
Host_Shutdown()


Missing shutdown function for Sys_InitMemory() :
Sys_ShutdownMemory()

Missing shutdown function for Sys_Init() : Sys_Shutdown()


Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod
) : COM_ShutdownFileSystem()

__ __

__ __

Evan Hughes | Systems Administrator  |Description: Description:
Description: on3network_cube_email ON3 Network
mobile+64.21.801419 tel:%2B64.21.801419  | ign  Darkvirus
darkvi...@on3network.co.nz 
 mailto:darkvirus@on3network.**co.nzdarkvi...@on3network.co.nz
 |
www.on3network.co.nz http://www.on3network.co.nz/ | Support ON3
Network on Facebook! 
 http://www.facebook.com/**ON3Networkhttp://www.facebook.com/ON3Network
 

__ __


 *From:*hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com

 mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 

 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com

 mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Brodie
*Sent:* Thursday, 19 April 2012 12:34 p.m.


*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory TF2 update coming

__ __


I guess I'd never seen it before, so I assumed they were linked.
Good to know otherwise, thanks.


On Wed, Apr 18, 2012 at 6:30 PM, ics i...@ics-base.net
mailto:i...@ics-base.net wrote:


Solid vphysics errors are coming from the map and some maps, even
the official ones have always had those. I'm pretty sure if you are
getting a crash, it isn't from those.

-ics

19.4.2012 3:26, Brodie kirjoitti: 


Anyone else getting crash after line Network: with error
/solid_vphysics static prop with no vphysics model/ (wood,
sawmill, rock, waterfall, etc)?


On Wed, Apr 18, 2012 at 6:06 PM, gamead...@127001.org
mailto:gamead...@127001.org wrote:


Nope, mine took the same or less time to update than it used to.

Remember, those connection rejected events happened with the old
tool, you
just never got told about them.



  -Original Message-
  From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com

 mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 [mailto:hlds-
mailto:hlds-
  boun...@list.valvesoftware.com
mailto:bounces@list

Re: [hlds] Workaround to a update being blocked

2012-04-01 Thread pilger
Oh... that might actually help, even if it doesn't work at all times.

I'm a bit confused, though. Was 123 150 229 supposed to what? Doesn't
look like a valid IP number.

Many thanks!

On 1 April 2012 02:25, ics i...@ics-base.net wrote:

  You mean creating the Steam.cfg and putting line
 PreferredContentServerIDs = 123 150 229 into it method? Its only
 preference, might not always work.

 -ics

 1.4.2012 5:16, Cc2iscooL kirjoitti:

 That's an incredibly restrictive firewall for a datacenter... from my
 experience most datacenters are able to isolate specific patterns or types
 of data and be very specific about their blocks rather than just doing a
 blanket blocking.

 Secondly, I seem to remember a way of manually setting what server the
 update actually pulled from was posted on this mailing list. Unfortunately,
 I also do not remember and can't seem to find it. Does anyone remember
 where it was that you could edit a file to manually put in what server you
 wanted to pull from?

 On Sat, Mar 31, 2012 at 10:12 PM, pilger pilger...@gmail.com wrote:

 @kirby Get a new datacenter.  Geez, man. Thanks. That was the kind of
 answer I was looking for. ¬¬

 @Mart: Did a quick search and didn't find anything about it. Do you
 remember any detail that might help searching for it through the list?

 @Jevgenjj: If only it had a list of IPs... but most of them are just
 #numbers which reverse to nothing concrete. So no luck there. Thanks for
 sharing, though.


  On 31 March 2012 22:03, Jevgenij Timosenko stinky...@gmail.com wrote:

 Not sure, but whitelisting all their content servers might help:
 http://store.steampowered.com/stats/content/

 On Sun, Apr 1, 2012 at 1:43 AM, hlds h...@kirby420.com wrote:
  Get a new datacenter.
 
 
  On 3/31/2012 4:40 PM, Mart-Jan Reeuwijk wrote:
 
  its a lonely place on the windows list, lol
 
  but no, afaik is valve rotating IP's too much to keep a fixed allow
 list
  or w/e.
 
  if I remember correctly on the linux list there was some time (3-9
 months)
  ago mentioned some script that needed regular running to update that
 IP list
  or w/e.
 
 
  
  From: pilger pilger...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, 31 March 2012, 22:25
  Subject: Re: [hlds] Workaround to a update being blocked
 
  Anybody!?
 
  On 30 March 2012 00:50, pilger pilger...@gmail.com wrote:
 
  Hey guys,
 
 
  My datacenter was being targeted by some aggressive assaults lately and
  decided to implemment a rather restrictive firewall that requires our
  operator to manually whitelist the valve servers everytime there's an
  update.
 
  Is there a list of the update servers addresses avaliable somewhere!?
 So we
  can add them all at once?
 
  Cause the system went back to manual updates for the past few weeks
 and that
  makes the proccess very laborious and slow.
 
 
  Thanks in advance!
 
  _pilger
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  ___
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  please visit:
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  --

 Best regards,
  Jozh mailto:stinky...@gmail.com

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Re: [hlds] Workaround to a update being blocked

2012-03-31 Thread pilger
Anybody!?

On 30 March 2012 00:50, pilger pilger...@gmail.com wrote:

 Hey guys,


 My datacenter was being targeted by some aggressive assaults lately and
 decided to implemment a rather restrictive firewall that requires our
 operator to manually whitelist the valve servers everytime there's an
 update.

 Is there a list of the update servers addresses avaliable somewhere!? So
 we can add them all at once?

 Cause the system went back to manual updates for the past few weeks and
 that makes the proccess very laborious and slow.


 Thanks in advance!

 _pilger


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Re: [hlds] Workaround to a update being blocked

2012-03-31 Thread pilger
@kirby Get a new datacenter.  Geez, man. Thanks. That was the kind of
answer I was looking for. ¬¬

@Mart: Did a quick search and didn't find anything about it. Do you
remember any detail that might help searching for it through the list?

@Jevgenjj: If only it had a list of IPs... but most of them are just
#numbers which reverse to nothing concrete. So no luck there. Thanks for
sharing, though.

On 31 March 2012 22:03, Jevgenij Timosenko stinky...@gmail.com wrote:

 Not sure, but whitelisting all their content servers might help:
 http://store.steampowered.com/stats/content/

 On Sun, Apr 1, 2012 at 1:43 AM, hlds h...@kirby420.com wrote:
  Get a new datacenter.
 
 
  On 3/31/2012 4:40 PM, Mart-Jan Reeuwijk wrote:
 
  its a lonely place on the windows list, lol
 
  but no, afaik is valve rotating IP's too much to keep a fixed allow
 list
  or w/e.
 
  if I remember correctly on the linux list there was some time (3-9
 months)
  ago mentioned some script that needed regular running to update that IP
 list
  or w/e.
 
 
  
  From: pilger pilger...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, 31 March 2012, 22:25
  Subject: Re: [hlds] Workaround to a update being blocked
 
  Anybody!?
 
  On 30 March 2012 00:50, pilger pilger...@gmail.com wrote:
 
  Hey guys,
 
 
  My datacenter was being targeted by some aggressive assaults lately and
  decided to implemment a rather restrictive firewall that requires our
  operator to manually whitelist the valve servers everytime there's an
  update.
 
  Is there a list of the update servers addresses avaliable somewhere!? So
 we
  can add them all at once?
 
  Cause the system went back to manual updates for the past few weeks and
 that
  makes the proccess very laborious and slow.
 
 
  Thanks in advance!
 
  _pilger
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
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  please visit:
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 --

 Best regards,
  Jozh mailto:stinky...@gmail.com

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[hlds] Workaround to a update being blocked

2012-03-29 Thread pilger
Hey guys,


My datacenter was being targeted by some aggressive assaults lately and
decided to implemment a rather restrictive firewall that requires our
operator to manually whitelist the valve servers everytime there's an
update.

Is there a list of the update servers addresses avaliable somewhere!? So we
can add them all at once?

Cause the system went back to manual updates for the past few weeks and
that makes the proccess very laborious and slow.


Thanks in advance!

_pilger
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[hlds] Replay icon bug

2012-01-27 Thread pilger
I've been getting a lot of reports of the replay capability icon being
replaced by a little padlock as if the server had a password on the game
browser (not the steam one).

This probably has to do with the layout change on the bot count. Figured
you'd already know this by now, but, still... maybe not.
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Re: [hlds] Mandatory Team Fortress 2 update released

2011-12-22 Thread pilger
I guess it was I that found out it stopped working. I've been using the API
mode with absolute success so far.

On 22 December 2011 14:19, Dominik Friedrichs d...@forlix.org wrote:

 With this update the master server for at least one of my servers
 correctly responded with an out of date message again, and my server once
 again updated on its own as it should. Some weeks ago this feature had
 stopped working and someone even mentioned that it was gone for good.

 I would like some kind of official statement from VALVE about this.
 Is this just an accident that it still works sometimes?
 Is this method indeed obsolete and should we use the STEAM API way with
 periodic HTTP queries, sending in the version from the steam.inf file?


 On 2011/12/22 01:38, Eric Smith wrote:

 We've released a mandatory update for Team Fortress 2. The notes for the
 update are below.

 Thanks.

 -Eric

 --**--

 Team Fortress 2
 - Added community-created winter items to the drop lists, the craft
 tables, and the store
 - Added the Spirit of Giving
 - Gifts from Secret Saxtons and Piles o' Gifts now have a chance to grant
 a gift in addition to whatever item they would have granted normally
 - Fixed hearing the deny sound while rotating a sentry during placement
 - Manmelter balance tweaks:
- Added particle effect on muzzle that appears when ready to fire
- Increased projectile speed while maintaining the same travel arc
- Increased extinguish range
 - Added festive lights to all ropes and cables
 - Fixed a problem that would sometimes allow the detonator projectiles to
 crit on burning targets
 - Updated the localization files
 - Updated the gamehaptics file:
- Added draw/melee swing/melee hit/crit forces for the The Sharp
 Dresser and the Spy-cicle
- Added draw/recoil/reload/crit forces for the Pomson 6000
- Added draw/recoil/crit forces for the Manmelter
- Added draw/recoil force for the Wrap Assassin
- Added melee hit/world hit force for the Third Degree
- Added crit forces for the Holiday Punch
- Fixed missing forces for Demoman swords
- Refined recoil force for the Sandman


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Re: [hlds] [hlds_linux] Master server issue ?

2011-12-11 Thread pilger
That helped me a lot, but I seriously turned the internet upside down and
could not find any documentation about the UpToDateCheck. I can deduce how
it works and I've already put it to work. It's simple enough, but where do
you guys find info about this undocumented Web API features?

- pilger

On 10 December 2011 01:50, Didrole didr...@gmail.com wrote:

 You should now use the webapi for that
 eg:
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440version=0.0.0.0format=xml


 2011/12/10 pilger pilger...@gmail.com

 Fletch,


 I use the Master Server Query protocol (
 https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol)
 to check if my windows server is in need of update by sending in a
 heartbeat, but ever since the last update all i can get as a response is
 @rr~TThis app must heartbeat through the CM..

 Did you guys permanently altered the behaviour of the query? Does this
 have anything to do with the servers not appearing!?


 Thanks in advance,

 Pilger


 On 9 December 2011 21:42, Fletcher Dunn fletch...@valvesoftware.comwrote:

 I believe we have addressed the DOS issues.  Spot-checking several
 different games in the Steam server browser, they all appear to be working
 properly.

 I'm working with John to resolve the Killing Floor problems.  I
 currently believe that the Killing Floor problem is not related to the DOS
 problem.  However, if there are other games that are not working, it would
 be helpful to know what they are; perhaps there is a pattern.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Friday, December 09, 2011 2:19 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com)
 Subject: Re: [hlds_linux] Master server issue ?

 We expect to have the problem resolved within the hour.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, December 09, 2011 12:37 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Master server issue ?

 Previously I tried setting the filter to europe and saw no servers
 appear.

 Setting it to all got me a list of server, though slowly and it was
 incomplete.

 Probably related.

 On Fri, Dec 9, 2011 at 3:08 PM, LouLouBizou louloubi...@gmail.com
 wrote:

  i confirm what Didrole says...
  any news fletch?
  2011/12/9 Fletcher Dunn fletch...@valvesoftware.com
 
   I'll investigate this.
  
   The boxes appear to be up and servicing queries.
  
   - Fletch
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson
   Sent: Friday, December 09, 2011 10:58 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Master server issue ?
  
   We're also seeing this with Killing Floor. Maybe the Killing Floor
   free weekenders overloaded the server :)
  
   On Fri, Dec 9, 2011 at 12:30 PM, LouLouBizou louloubi...@gmail.com
   wrote:
  
anybody experiencing master server issue ?
   
i cant see any servers :/ (css, dods, etc ...)
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Re: [hlds] [hlds_linux] Master server issue ?

2011-12-09 Thread pilger
Fletch,


I use the Master Server Query protocol (
https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol) to
check if my windows server is in need of update by sending in a heartbeat,
but ever since the last update all i can get as a response is
@rr~TThis app must heartbeat through the CM..

Did you guys permanently altered the behaviour of the query? Does this have
anything to do with the servers not appearing!?


Thanks in advance,

Pilger

On 9 December 2011 21:42, Fletcher Dunn fletch...@valvesoftware.com wrote:

 I believe we have addressed the DOS issues.  Spot-checking several
 different games in the Steam server browser, they all appear to be working
 properly.

 I'm working with John to resolve the Killing Floor problems.  I currently
 believe that the Killing Floor problem is not related to the DOS problem.
  However, if there are other games that are not working, it would be
 helpful to know what they are; perhaps there is a pattern.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Friday, December 09, 2011 2:19 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com)
 Subject: Re: [hlds_linux] Master server issue ?

 We expect to have the problem resolved within the hour.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, December 09, 2011 12:37 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Master server issue ?

 Previously I tried setting the filter to europe and saw no servers appear.

 Setting it to all got me a list of server, though slowly and it was
 incomplete.

 Probably related.

 On Fri, Dec 9, 2011 at 3:08 PM, LouLouBizou louloubi...@gmail.com wrote:

  i confirm what Didrole says...
  any news fletch?
  2011/12/9 Fletcher Dunn fletch...@valvesoftware.com
 
   I'll investigate this.
  
   The boxes appear to be up and servicing queries.
  
   - Fletch
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson
   Sent: Friday, December 09, 2011 10:58 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Master server issue ?
  
   We're also seeing this with Killing Floor. Maybe the Killing Floor
   free weekenders overloaded the server :)
  
   On Fri, Dec 9, 2011 at 12:30 PM, LouLouBizou louloubi...@gmail.com
   wrote:
  
anybody experiencing master server issue ?
   
i cant see any servers :/ (css, dods, etc ...)
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Re: [hlds] [hlds_linux] Master server issue ?

2011-12-09 Thread pilger
Pure gold, mate. Thanks very much.

I did search some documentation to that new api functions but found none.
Would anyone care to link me to the resource?

Thanks in advance!

On 10 December 2011 01:50, Didrole didr...@gmail.com wrote:

 You should now use the webapi for that
 eg:
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=440version=0.0.0.0format=xml


 2011/12/10 pilger pilger...@gmail.com

 Fletch,


 I use the Master Server Query protocol (
 https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol)
 to check if my windows server is in need of update by sending in a
 heartbeat, but ever since the last update all i can get as a response is
 @rr~TThis app must heartbeat through the CM..

 Did you guys permanently altered the behaviour of the query? Does this
 have anything to do with the servers not appearing!?


 Thanks in advance,

 Pilger


 On 9 December 2011 21:42, Fletcher Dunn fletch...@valvesoftware.comwrote:

 I believe we have addressed the DOS issues.  Spot-checking several
 different games in the Steam server browser, they all appear to be working
 properly.

 I'm working with John to resolve the Killing Floor problems.  I
 currently believe that the Killing Floor problem is not related to the DOS
 problem.  However, if there are other games that are not working, it would
 be helpful to know what they are; perhaps there is a pattern.

 - Fletch

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Friday, December 09, 2011 2:19 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list (
 hlds@list.valvesoftware.com)
 Subject: Re: [hlds_linux] Master server issue ?

 We expect to have the problem resolved within the hour.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Friday, December 09, 2011 12:37 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Master server issue ?

 Previously I tried setting the filter to europe and saw no servers
 appear.

 Setting it to all got me a list of server, though slowly and it was
 incomplete.

 Probably related.

 On Fri, Dec 9, 2011 at 3:08 PM, LouLouBizou louloubi...@gmail.com
 wrote:

  i confirm what Didrole says...
  any news fletch?
  2011/12/9 Fletcher Dunn fletch...@valvesoftware.com
 
   I'll investigate this.
  
   The boxes appear to be up and servicing queries.
  
   - Fletch
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
   hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Gibson
   Sent: Friday, December 09, 2011 10:58 AM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Master server issue ?
  
   We're also seeing this with Killing Floor. Maybe the Killing Floor
   free weekenders overloaded the server :)
  
   On Fri, Dec 9, 2011 at 12:30 PM, LouLouBizou louloubi...@gmail.com
   wrote:
  
anybody experiencing master server issue ?
   
i cant see any servers :/ (css, dods, etc ...)
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Re: [hlds] Server not registered anymore (Cannot locate owner's steam account)

2011-11-09 Thread pilger
Happened to my server as well.

On 9 November 2011 06:41, Rob Liu robl...@gmail.com wrote:

 Hi guys,

 Just wondering if I can get some help regarding to this issue.  My servers
 used to be registered until last night.  the _registered tag suddenly
 disappeared.
 I didn't do anything to the server.cfg or anything.

 When I check the status now.  it says account : not logged in  (Cannot
 locate owner's steam account)

 Any help would be appreciated.

 Cheers!

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

2011-11-08 Thread pilger
The wiser course of action would be to disable sourcemod for a while and
see if it still occours.

On 8 November 2011 17:59, Austin austi.ta...@gmail.com wrote:

 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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Re: [hlds] TF2 Server Randomly Stops Gift Drops

2011-11-01 Thread pilger
Happening to our server as well. I've instructed the administrators that
only a restart restore the normal drops.

On 1 November 2011 14:28, EHG epichat...@litewin.net wrote:

  No you are not the only one. I have had this happen 20 minutes ago and
 twice yesterday.

 -EHG


 On 11/1/2011 11:27 AM, Michael Ojeda wrote:

 I've been running a couple TF2 Servers on linux and randomly they will
 stop spawning the halloween gifts. After I restart the server (just the
 hlds that is running) gifts will continue to reappear, this will happen on
 both of my servers.Am I the only one in this??

  I've checked the tf_server_identity_token time and time again and the
 are set correctly (no = and the token is in quotes)


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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-28 Thread pilger
Artificially spawning the Horsemann on maps where it wasn't supposed to
appear on would affect, in any way, the drop of gifts?

Our server was planning an event that would spawn it randomly on normal maps
but we didn't want to be out of the loot pool.

On 25 October 2011 20:14, 1nsane 1nsane...@gmail.com wrote:

 It was not fixed.

 You still can't run a 32 player TF2 server with replay and sourcetv without
 the clients crashing.

 On Tue, Oct 25, 2011 at 5:49 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 I'm pretty sure all odd mixed cases of replay and/or srctv got fixed
 back then, I remember all of the 33 and 34 player server admins crying
 about not being able to do that anymore since they fixed the loop
 hole.

 On Tue, Oct 25, 2011 at 5:38 PM, Jeff Sugar jeffsu...@gmail.com wrote:
  I can confirm this to be the case, at leasg with just replay. Not sure
 about
  replay+srctv
 
  On Oct 25, 2011 12:53 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
 
  The extra player from the replay bot should not be reporting to
  quickplay, so you shouldn't be penalized for it. This was fixed a
  month or two ago.
 
  On Tue, Oct 25, 2011 at 2:40 PM,  eugenio.motanu...@gmail.com wrote:
   Yes, it is only for TF2. CSS does not have a halloween update,
 quickplay
   or matchmaking features.
   Enviado desde mi oficina móvil BlackBerry® de Telcel
  
   -Original Message-
   From: Herover leon.l.a.niel...@gmail.com
   Sender: hlds-boun...@list.valvesoftware.com
   Date: Tue, 25 Oct 2011 20:39:17
   To: Half-Life dedicated Win32 server mailing
   listhlds@list.valvesoftware.com
   Reply-To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
   Subject: Re: [hlds] Halloween, quickplay, and registering your server
  
   Just to be sure: this is only for tf2, right? As a css server owner,
 I
   do not need to think about this?
   Sorry if it's obvious, just getting confused since I have never heard
   of anything like quickplay and valve server reputation...
  
   2011/10/25 Jethro Seabridge jet2the...@gmail.com:
   I know it's barely on topic but - last year during the Halloween
 event,
   what
   I used to do on my server was noclip to the gifts using Sourcemod,
 and
   then
   give the mask to whoever needed it on the chat. I realize this takes
   quite a
   bit of the fun out of it, but I only started doing it the last
 couple
   of
   days before the event ended.
   I assume that's not okay anymore?
   -Jethro
  
   On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
   fletch...@valvesoftware.com wrote:
  
   Here are some quick facts about Halloween, quickplay, and server
   reputation:
  
  
  
   * Please read this FAQ, which answers most quickplay and server
   registration questions:
   https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
  
  
  
   * Having players join and stay on your server is currently the only
   thing
   that matters for server reputation.  Passwords, crit changes,
 damage
   spread,
   mods, maps, etc, does not affect your reputation except to the
 extent
   that
   it affects client's behaviour.  If you have an audience that is
 having
   fun,
   your reputation should be OK.  There is no need to ask if doing XYZ
   will
   negatively affect your reputation, merely because we haven't
   specifically
   said, XYZ is OK.  Should this policy change in the future, we
 will
   let you
   know.
  
  
  
   * Certain actions (those described in the FAQ) will make your
 server
   ineligible for quickplay.  However, those criteria are only
 examined
   at the
   moment a client does a quickplay search.  They have no lasting
 effect
   on
   your server (except, of course, to the extent that the loss of the
   extra
   players could negatively affect your reputation) and can be toggled
 at
   any
   time.  Temporarily engaging in some activity that makes you
 ineligible
   for
   quickplay does not have any lasting penalty on your server or
   reputation.
  
  
  
   * In general, positive reputation data is associated with your game
   server
   account, not your IP.  You can move to a different IP with no
   problems.
  
  
  
   * Valve *MAY* associate negative reputation data (bans, blacklists,
   records of abuse or cheating, etc) not just to the game server
   account, but
   also to the IP address or owning steam account.  (*Not* just a
   specific
   IP:port combination!)  We understand that not everyone has control
   over all
   the ports on their IP.  Hopefully the reasons why these sorts of
   policies
   are necessary are obvious.  Bottom line: protect the reputation of
 any
   servers running on your IP.
  
  
  
   * There will be a special Halloween quickmatch option on the
 client.
   We
   will provide further details for how to receive the traffic later.
  
   * We highly encourage people to register their servers.  There is
 zero
   downside to doing so, whatsoever, and it takes 5 seconds.  The
   Halloween
   gift 

Re: [hlds] [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread pilger
Our server is on eyeduct now and it's droping alright. It's properly
registered.

Fletch. What may interfere with the dropping of gifts, apart from the server
registration?

On 28 October 2011 15:27, Andreas Grimm l...@gmx.net wrote:

 same here

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Tom Weir
 Sent: Friday, October 28, 2011 7:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] No halloween gift drops on viaduct_event

 Shortly after the update, one of our servers had a similar problem.
 Restarting the server seemed to clear the issue.

 On 10/28/2011 10:19 AM, Fletcher Dunn wrote:
  I'll be investigating this today.
 
  It's very important to us that if you register your server, you get the
 benefits.
 
  Your humble servant,
  - Fletch
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Friday, October 28, 2011 7:50 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
 
  Nah, drops worked over night but it seems that 2-3 hours today while i
  was at work, gifts were dropping but no more after that. I don't know
  what is the situation now and i cannot test untill 1-2 hours from now.
 
  All servers are shown on server browser, all have different register id,
  all are standing good and i'm definitely not trying to abuse system,
  just want to run 4 servers for players to play on and receive goodies.
 
  -ics


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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread pilger
The next 5, while we wait for the servers to update, will be of productivity
zero. :P

On 27 October 2011 23:27, Rob Liu robl...@gmail.com wrote:

 Awesome.. I can go back to work again.  the last 5 hours productivity is
 zero.


 On Fri, Oct 28, 2011 at 2:25 PM, Brian Cagle brian...@msn.com wrote:

  FINALLY!!! *Dances*

  From: jas...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Fri, 28 Oct 2011 01:23:47 +
  Subject: [hlds] Team Fortress 2 Update Released

 
  Required updates for Team Fortress 2 are now available. The specific
 changes include:
 
  - Halloween 2011 Event
  - Viaduct has been haunted and is now... Eyeaduct!
  - One full multi-piece costume set has been added for each class
  - Random gifts containing costume pieces drop in Eyeaduct on registered
 servers
  - 2 new Halloween 2011 achievements
  - Any unusual hats uncrated during the event will be Halloween-themed
  - New Halloween-themed items are available in the Mann Co. store, but
 only for a limited time!
  - Updated effects for The Cow Mangler 5000
  - Updated in-game abuse reporting tool to include option for reporting
 abusive game servers
  - Added mapcycle_halloween containing all Halloween event maps
  - Fixed team colors and styles not updating properly in store previews
  - Fixed bug in reputation trend status display for registered servers
  - Fixed a problem that could cause repeated stutters after joining a
 server
  - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
  - New Halloween-themed community-created items submitted to the Workshop
 are now available in the Mann Co. store!
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread pilger
My client just crashed a couple of times. Sourcemod seems to be causing
server crashes as well, but an update made my server more stable.

The client crash doesn't seem to be related with the server issue.

On 28 October 2011 01:47, Ant essential...@bigpond.com wrote:

 That would be an issue to take up with sourcemod wouldn't it?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *DontWannaName!
 *Sent:* Friday, 28 October 2011 1:25 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Team Fortress 2 Update Released

 ** **

 I am getting...

 L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
 L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - Disabling
 detour to prevent crashes

 with the new SM 1.4 Snapshot.

 On Thu, Oct 27, 2011 at 7:47 PM, RSS List User li...@redspeedservers.com
 wrote:

 For quickplay/matchmaking, friendly fire needs to be on or off?



 On 10/27/2011 10:36 PM, Andrew DeMerse wrote: 

 No crashes with SM off (unless you go to harvest)

 On Thu, Oct 27, 2011 at 10:21 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:

 I'm getting this spew again on cp_manor_event:


 DataTable warning: player: Out-of-range value (346.00) in
 SendPropFloat 'm_angEyeAngles[0]', clamping.




 On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse ademe...@gmail.com
 wrote:
  Yep, my servers are crashing. i just disabled all plugins to see if
 that'll
  fix it.
 
  On Thu, Oct 27, 2011 at 10:17 PM, formologi...@cynicalgamers.com
 wrote:
 
  My server crashed once already. I'm still investigating and have a
 backup
  server with no plugins to try to rule out that. Anyone else having
 issues?
 
  Sent from my Verizon Wireless BlackBerry
 
  -Original Message-
  From: Jason Ruymen jas...@valvesoftware.com
  Sender: hlds-boun...@list.valvesoftware.com
  Date: Fri, 28 Oct 2011 01:23:47
  To:
  'hlds_li...@list.valvesoftware.com'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
  Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Subject: [hlds] Team Fortress 2 Update Released
 
  Required updates for Team Fortress 2 are now available.  The specific
  changes include:
 
  - Halloween 2011 Event
- Viaduct has been haunted and is now... Eyeaduct!
- One full multi-piece costume set has been added for each class
- Random gifts containing costume pieces drop in Eyeaduct on
 registered
  servers
- 2 new Halloween 2011 achievements
- Any unusual hats uncrated during the event will be Halloween-themed
- New Halloween-themed items are available in the Mann Co. store, but
  only for a limited time!
  - Updated effects for The Cow Mangler 5000
  - Updated in-game abuse reporting tool to include option for reporting
  abusive game servers
  - Added mapcycle_halloween containing all Halloween event maps
  - Fixed team colors and styles not updating properly in store previews
  - Fixed bug in reputation trend status display for registered servers
  - Fixed a problem that could cause repeated stutters after joining a
  server
  - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
  - New Halloween-themed community-created items submitted to the Workshop
  are now available in the Mann Co. store!
 
  Jason
 
 
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Re: [hlds] Required TF2 update coming later today

2011-10-25 Thread pilger
Thanks for the head up, Tony!

Is this updated intented to address the client crashes that still occour?

On 25 October 2011 16:19, Tony Paloma to...@valvesoftware.com wrote:

 We're going to have a required TF2 update coming later today. This isn't
 the update for the Halloween event nor is it the update that will require
 your server to be registered in order to receive gift drops on Halloween
 maps, but, as with all required updates, you will need to apply the update
 to your servers to allow players to connect.

 Thanks,
 Tony

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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-23 Thread pilger
I moved to the directory suposed to lodge the server through Steam on the
first place. The fact that it was working ever since i moved them is proof
enough that i wasn't moving files randomly. I'm most certain that moving
it elsewhere would cause the system do stop working.

And this list seems doomed with assholes like the Fletch said. Everything is
excuse for rudeness and insults. Make sure you remember the treatment you're
giving to other people here whenever you're in need of help, cause that's
probably the treatment you'll recieve by your fellow subscribers. By your
point of view, if one has a problem and asks for assistance, then one is
stupid, random and a moron. Great way to go.

I won't be answering to this anymore. The problem has been solved and the
solution is there for other people benefit from and Valve to see, if
relevant. If you feel like insulting me any further, please, do it directly
to my email so it would spare other people's time.
On 23 October 2011 11:44, Eli Witt eliw...@gmail.com wrote:

 No kidding, it's like that moron who was using changelevel2 and complaining
 that it crashes his server.

 Why would you move the server files around and expect them to work?


 On Sat, Oct 22, 2011 at 9:44 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 I think moving a server out of it's automatically created directory
 structure would be considered moving files randomly. It may seem wrong to
 you but if you take the update tool and run it for the first time and it
 creates a directory structure, you would think if you started moving
 anything but the root directory stuff might not work.
  On Oct 22, 2011 9:16 PM, pilger pilger...@gmail.com wrote:

 I don't move files randomly.

 I'm saying the server has a unability to validate steam ids while being
 run from another folder than /orangebox/.

 I'm not sure if you're a programmer or not but I am and I can say that my
 information on the problem might actually say quite a bit about it. I might
 not as well, but at least I'm trying and doing something. I fail to see how
 your comment accomplishes anything other than hostilize another fellow
 member of the list. I'd keep suchs comments to myself.

 On 22 October 2011 22:48, Drogen Viech drogenvi...@googlemail.comwrote:

 You move files around randomly and expect valve to fix something?

 2011/10/23 pilger pilger...@gmail.com:
  Okey, now i really got it to work. Seriously! I've tested and a friend
  joined with no difficulty.
 
 
  I just had to download it all over again AND leave it where it was.
 That is,
  leave it on the orangebox folder.
 
  Whenever i try to move it or copy it to the source 2007 dedicated
 server i
  get a Model models/gibs/wood_gib01e.mdl not found and
 models/error.mdl
  couldn't be loaded error while trying to run it through the .bat
 file. When
  i load it through the steam shortcut (on librarytools), it runs but
 people
  are unable to join, producing that Steam Validation Rejected issue i
  reported earlier.
 
  To test this behaviour, i wiped out the source 2007 dedicated server
  folder and copied the new, downloaded one, into it and i got the
 behaviour i
  described above.
 
  Hope this helps everybody that has this problem and, mainly, Valve to
 fix
  it.
 
 
  Thanks for the attention, guys!
 
  On 22 October 2011 16:40, Roger Smith rsirrelev...@gmail.com wrote:
 
  Good try though. :)
 
  On Sat, Oct 22, 2011 at 1:30 PM, pilger pilger...@gmail.com wrote:
 
  If you run it without arguments, you get the server creation dialog
 to
  set in the arguments. I discovered that a few moments ago. And i
 used to run
  with arguments, of course. I used to run it from a .bat file, by the
 way.
 
  Anyway, scratch that. It was uncorrectly set to lan during the test.
 The
  problem persists.
 
  On 22 October 2011 16:10, James Botting bottswan...@googlemail.com
 
  wrote:
 
  Wait, you were running it without command line arguments? :O
 
  On 22 Oct 2011, at 19:09, pilger pilger...@gmail.com wrote:
 
  Ha! Solved.
 
  Had an idea during my shower that it might be related to the
 commandline
  to run the server and not the files within.
 
  The command line
 
  -console -game tf -nohltv -condebug +maxplayers 12  -port 27015
 +exec
  server.cfg +map cp_dustbowl
 
  Did the trick for me.
 
  Running it without a commandline would cause the game to open the
  create srcds server dialog and that seems to be the issue. I had
 teste
  with a .bat to run the server but the .bat should have a faulty
 command
  line. That one got it working good.
 
  Thanks for the time guys. Hope this helps someone else with the
 same
  issue.
 
 
  On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com
 wrote:
 
  This issue seems to be for people running the server tool through
  steam. Other cases seem random. Wait for a fix. There's no
 user-possible
  solution at the moment.
 
  On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com
 wrote:
 
  Downloaded it all over again through

Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread pilger
Downloaded it all over again through hldsupdatetool and got the same error.
My server is useless. Do i sit and wait for a fix? Why do some servers run
okey and some present this error? Argh!

On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com wrote:

 The appid fix is not working for a lot of people since the 10/13 update.
 It's a widespread issue as I said. It's not user related or config related.
 We just need to await a fix.


 On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com wrote:

 It does, already. :\


 On 21 October 2011 17:12, James Botting bottswan...@googlemail.comwrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440


 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on public and
 professional dedicated servers.

 I've tried the forum and everything said there and it was of no use.

 You think that downloading the whole deal again with hlsdupdatetool might
 do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.com wrote:

 This is an issue that is widespread when using the steam tool version of
 the dedicated server. Valve is looking into the issue. There's more
 information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com wrote:

  I'm getting that when people try to access my personal dedicated
 server. I've tried -verify_all, deleting install.blob and it didn't help.

 Any ideas?


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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread pilger
Ha! Solved.

Had an idea during my shower that it might be related to the commandline to
run the server and not the files within.

The command line

*-console -game tf -nohltv -condebug +maxplayers 12  -port 27015 +exec
 server.cfg +map cp_dustbowl*


Did the trick for me.

Running it without a commandline would cause the game to open the create
srcds server dialog and that seems to be the issue. I had teste with a .bat
to run the server but the .bat should have a faulty command line. That one
got it working good.

Thanks for the time guys. Hope this helps someone else with the same issue.


On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com wrote:

 This issue seems to be for people running the server tool through steam.
 Other cases seem random. Wait for a fix. There's no user-possible solution
 at the moment.


 On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com wrote:

 Downloaded it all over again through hldsupdatetool and got the same
 error. My server is useless. Do i sit and wait for a fix? Why do some
 servers run okey and some present this error? Argh!


 On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com wrote:

 The appid fix is not working for a lot of people since the 10/13 update.
 It's a widespread issue as I said. It's not user related or config related.
 We just need to await a fix.


 On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com wrote:

 It does, already. :\


 On 21 October 2011 17:12, James Botting bottswan...@googlemail.comwrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440


 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on public
 and professional dedicated servers.

 I've tried the forum and everything said there and it was of no use.

 You think that downloading the whole deal again with hlsdupdatetool
 might do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.comwrote:

 This is an issue that is widespread when using the steam tool version
 of the dedicated server. Valve is looking into the issue. There's more
 information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com wrote:

  I'm getting that when people try to access my personal dedicated
 server. I've tried -verify_all, deleting install.blob and it didn't 
 help.

 Any ideas?


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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread pilger
If you run it without arguments, you get the server creation dialog to set
in the arguments. I discovered that a few moments ago. And i used to run
with arguments, of course. I used to run it from a .bat file, by the way.

Anyway, scratch that. It was uncorrectly set to lan during the test. The
problem persists.

On 22 October 2011 16:10, James Botting bottswan...@googlemail.com wrote:

 Wait, you were running it without command line arguments? :O


 On 22 Oct 2011, at 19:09, pilger pilger...@gmail.com wrote:

 Ha! Solved.

 Had an idea during my shower that it might be related to the commandline to
 run the server and not the files within.

 The command line

 *-console -game tf -nohltv -condebug +maxplayers 12  -port 27015 +exec
 server.cfg +map cp_dustbowl*


 Did the trick for me.

 Running it without a commandline would cause the game to open the create
 srcds server dialog and that seems to be the issue. I had teste with a .bat
 to run the server but the .bat should have a faulty command line. That one
 got it working good.

 Thanks for the time guys. Hope this helps someone else with the same issue.


 On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com wrote:

 This issue seems to be for people running the server tool through steam.
 Other cases seem random. Wait for a fix. There's no user-possible solution
 at the moment.


 On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com wrote:

 Downloaded it all over again through hldsupdatetool and got the same
 error. My server is useless. Do i sit and wait for a fix? Why do some
 servers run okey and some present this error? Argh!


 On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com wrote:

 The appid fix is not working for a lot of people since the 10/13 update.
 It's a widespread issue as I said. It's not user related or config related.
 We just need to await a fix.


 On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com wrote:

 It does, already. :\


 On 21 October 2011 17:12, James Botting bottswan...@googlemail.comwrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440


 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on public
 and professional dedicated servers.

 I've tried the forum and everything said there and it was of no use.

 You think that downloading the whole deal again with hlsdupdatetool
 might do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.comwrote:

 This is an issue that is widespread when using the steam tool version
 of the dedicated server. Valve is looking into the issue. There's more
 information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.comwrote:

  I'm getting that when people try to access my personal dedicated
 server. I've tried -verify_all, deleting install.blob and it didn't 
 help.

 Any ideas?


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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread pilger
Okey, now i really got it to work. Seriously! I've tested and a friend
joined with no difficulty.


I just had to download it all over again AND leave it where it was. That is,
leave it on the orangebox folder.

Whenever i try to move it or copy it to the source 2007 dedicated server i
get a Model models/gibs/wood_gib01e.mdl not found and models/error.mdl
couldn't be loaded error while trying to run it through the .bat file. When
i load it through the steam shortcut (on librarytools), it runs but people
are unable to join, producing that Steam Validation Rejected issue i
reported earlier.

To test this behaviour, i wiped out the source 2007 dedicated server
folder and copied the new, downloaded one, into it and i got the behaviour i
described above.

Hope this helps everybody that has this problem and, mainly, Valve to fix
it.


Thanks for the attention, guys!

On 22 October 2011 16:40, Roger Smith rsirrelev...@gmail.com wrote:

 Good try though. :)


 On Sat, Oct 22, 2011 at 1:30 PM, pilger pilger...@gmail.com wrote:

 If you run it without arguments, you get the server creation dialog to set
 in the arguments. I discovered that a few moments ago. And i used to run
 with arguments, of course. I used to run it from a .bat file, by the way.

 Anyway, scratch that. It was uncorrectly set to lan during the test. The
 problem persists.


 On 22 October 2011 16:10, James Botting bottswan...@googlemail.comwrote:

 Wait, you were running it without command line arguments? :O


 On 22 Oct 2011, at 19:09, pilger pilger...@gmail.com wrote:

 Ha! Solved.

 Had an idea during my shower that it might be related to the commandline
 to run the server and not the files within.

 The command line

 *-console -game tf -nohltv -condebug +maxplayers 12  -port 27015 +exec
 server.cfg +map cp_dustbowl*


 Did the trick for me.

 Running it without a commandline would cause the game to open the create
 srcds server dialog and that seems to be the issue. I had teste with a .bat
 to run the server but the .bat should have a faulty command line. That one
 got it working good.

 Thanks for the time guys. Hope this helps someone else with the same
 issue.


 On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com wrote:

 This issue seems to be for people running the server tool through steam.
 Other cases seem random. Wait for a fix. There's no user-possible solution
 at the moment.


 On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com wrote:

 Downloaded it all over again through hldsupdatetool and got the same
 error. My server is useless. Do i sit and wait for a fix? Why do some
 servers run okey and some present this error? Argh!


 On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com wrote:

 The appid fix is not working for a lot of people since the 10/13
 update. It's a widespread issue as I said. It's not user related or 
 config
 related. We just need to await a fix.


 On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com wrote:

 It does, already. :\


 On 21 October 2011 17:12, James Botting 
 bottswan...@googlemail.comwrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440


 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on
 public and professional dedicated servers.

 I've tried the forum and everything said there and it was of no use.

 You think that downloading the whole deal again with hlsdupdatetool
 might do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.comwrote:

 This is an issue that is widespread when using the steam tool
 version of the dedicated server. Valve is looking into the issue. 
 There's
 more information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.comwrote:

  I'm getting that when people try to access my personal dedicated
 server. I've tried -verify_all, deleting install.blob and it didn't 
 help.

 Any ideas?


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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-22 Thread pilger
I don't move files randomly.

I'm saying the server has a unability to validate steam ids while being run
from another folder than /orangebox/.

I'm not sure if you're a programmer or not but I am and I can say that my
information on the problem might actually say quite a bit about it. I might
not as well, but at least I'm trying and doing something. I fail to see how
your comment accomplishes anything other than hostilize another fellow
member of the list. I'd keep suchs comments to myself.

On 22 October 2011 22:48, Drogen Viech drogenvi...@googlemail.com wrote:

 You move files around randomly and expect valve to fix something?

 2011/10/23 pilger pilger...@gmail.com:
  Okey, now i really got it to work. Seriously! I've tested and a friend
  joined with no difficulty.
 
 
  I just had to download it all over again AND leave it where it was. That
 is,
  leave it on the orangebox folder.
 
  Whenever i try to move it or copy it to the source 2007 dedicated
 server i
  get a Model models/gibs/wood_gib01e.mdl not found and models/error.mdl
  couldn't be loaded error while trying to run it through the .bat file.
 When
  i load it through the steam shortcut (on librarytools), it runs but
 people
  are unable to join, producing that Steam Validation Rejected issue i
  reported earlier.
 
  To test this behaviour, i wiped out the source 2007 dedicated server
  folder and copied the new, downloaded one, into it and i got the
 behaviour i
  described above.
 
  Hope this helps everybody that has this problem and, mainly, Valve to fix
  it.
 
 
  Thanks for the attention, guys!
 
  On 22 October 2011 16:40, Roger Smith rsirrelev...@gmail.com wrote:
 
  Good try though. :)
 
  On Sat, Oct 22, 2011 at 1:30 PM, pilger pilger...@gmail.com wrote:
 
  If you run it without arguments, you get the server creation dialog to
  set in the arguments. I discovered that a few moments ago. And i used
 to run
  with arguments, of course. I used to run it from a .bat file, by the
 way.
 
  Anyway, scratch that. It was uncorrectly set to lan during the test.
 The
  problem persists.
 
  On 22 October 2011 16:10, James Botting bottswan...@googlemail.com
  wrote:
 
  Wait, you were running it without command line arguments? :O
 
  On 22 Oct 2011, at 19:09, pilger pilger...@gmail.com wrote:
 
  Ha! Solved.
 
  Had an idea during my shower that it might be related to the
 commandline
  to run the server and not the files within.
 
  The command line
 
  -console -game tf -nohltv -condebug +maxplayers 12  -port 27015 +exec
  server.cfg +map cp_dustbowl
 
  Did the trick for me.
 
  Running it without a commandline would cause the game to open the
  create srcds server dialog and that seems to be the issue. I had
 teste
  with a .bat to run the server but the .bat should have a faulty
 command
  line. That one got it working good.
 
  Thanks for the time guys. Hope this helps someone else with the same
  issue.
 
 
  On 22 October 2011 15:52, Roger Smith rsirrelev...@gmail.com wrote:
 
  This issue seems to be for people running the server tool through
  steam. Other cases seem random. Wait for a fix. There's no
 user-possible
  solution at the moment.
 
  On Sat, Oct 22, 2011 at 12:41 PM, pilger pilger...@gmail.com
 wrote:
 
  Downloaded it all over again through hldsupdatetool and got the same
  error. My server is useless. Do i sit and wait for a fix? Why do
 some
  servers run okey and some present this error? Argh!
 
  On 21 October 2011 18:07, Roger Smith rsirrelev...@gmail.com
 wrote:
 
  The appid fix is not working for a lot of people since the 10/13
  update. It's a widespread issue as I said. It's not user related or
 config
  related. We just need to await a fix.
 
  On Fri, Oct 21, 2011 at 2:28 PM, pilger pilger...@gmail.com
 wrote:
 
  It does, already. :\
 
  On 21 October 2011 17:12, James Botting 
 bottswan...@googlemail.com
  wrote:
 
  This problem is normally caused with an incorrect appid number in
  steam_appid.txt
  For tf2 that file should contain 440
 
  On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:
 
  I was actually using the hlsdupdatetool. The very same used on
  public and professional dedicated servers.
 
  I've tried the forum and everything said there and it was of no
  use.
 
  You think that downloading the whole deal again with
 hlsdupdatetool
  might do the trick!?
 
  On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.com
 
  wrote:
 
  This is an issue that is widespread when using the steam tool
  version of the dedicated server. Valve is looking into the
 issue. There's
  more information on the user forums in the dedicated server
 area.
 
  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com
  wrote:
 
  I'm getting that when people try to access my personal
 dedicated
  server. I've tried -verify_all, deleting install.blob and it
 didn't help.
 
  Any ideas?
 
 
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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-21 Thread pilger
I'm getting that when people try to access my personal dedicated server.
I've tried -verify_all, deleting install.blob and it didn't help.

Any ideas?
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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-21 Thread pilger
I was actually using the hlsdupdatetool. The very same used on public and
professional dedicated servers.

I've tried the forum and everything said there and it was of no use.

You think that downloading the whole deal again with hlsdupdatetool might do
the trick!?

On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.com wrote:

 This is an issue that is widespread when using the steam tool version of
 the dedicated server. Valve is looking into the issue. There's more
 information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com wrote:

  I'm getting that when people try to access my personal dedicated server.
 I've tried -verify_all, deleting install.blob and it didn't help.

 Any ideas?


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Re: [hlds] Team Fortress 2 Update Released

2011-10-21 Thread pilger
I have noticed the same thing.

On 21 October 2011 16:52, Jason pctool...@gmail.com wrote:

 Has anyone noticed when starting their servers a lot of messages about
 specular texture files (or something like that) and something dealing with
 UGC medals among a couple other errors (one of which I have a screen shot at
 home but don't have it available here at work)?  The servers come up
 seemingly with no problems, but I watch my servers for errors when they
 start, and they never had this before yesterday's update.anyone else see
 this?


 On Fri, Oct 21, 2011 at 2:43 PM, Eugenio Roman 
 eugenio.motanu...@gmail.com wrote:

 It works now! Thanks!


 On Fri, Oct 21, 2011 at 12:24 AM, Team BOOM! teamb...@comcast.netwrote:

 **

 Additional info:

 ** **

 I re-ran the update tool on one of our servers that was experiencing the
 client crashes for some clients. I just saw the following update came down
 evn thought I already updated the server to the latest version”

 Updating 'Team Fortress 2 Content' from version 285 to version 286
 *Updating 'Team Fortress 2 Content' from version 285 to version 286
 100.00% downloading /orangebox\tf\scripts\items\items_game.txt***

 ** **

 It seems newer clients without few items were less likely to experience
 the join-class crashes than ones with certain items. Since running the
 update again and receiving this one file, the broken clients are now able to
 join a class without crashing on our server.

 ** **

 I recommend re-running the update tool if your clients are still crashing
 when joining a class on your server.

 ** **

 ** **
  --

 *From:* **hlds-boun...@list.valvesoftware.com** [mailto:**
 hlds-boun...@list.valvesoftware.com**] *On Behalf Of *pilger
 *Sent:* Thursday, October 20, 2011 9:46 PM
 *To:* **Half-Life dedicated Win32 server mailing list**
 *Subject:* Re: [hlds] Team Fortress 2 Update Released

 ** **

 Crashing the same as before. Twice or once a map. That's probably once
 every 15 minutes.

 On 21 October 2011 00:20, Eugenio Roman eugenio.motanu...@gmail.com
 wrote:

 I also keep on crashing. Managed to get past the character selection, but
 still, crash a few minutes after.

 ** **

 On Thu, Oct 20, 2011 at 8:17 PM, Rob Liu robl...@gmail.com wrote:

 I'm having the same problem too.  I crashed the moment I pick a class.**
 **

 ** **

 On Fri, Oct 21, 2011 at 2:14 PM, Wander wander...@gmail.com wrote:

 Since this update I crash as soon as I pick a class, and I'm not the only
 one.

 Any chance a fix for this will be released within 1-2 hours? Otherwise
 I'm just gonna go sleep.



 On Fri, Oct 21, 2011 at 02:41, Eugenio Roman
 eugenio.motanu...@gmail.com wrote:
  Thanks! Will test it very soon!
 
  On Thu, Oct 20, 2011 at 7:16 PM, Tony Paloma to...@valvesoftware.com
  wrote:
 
  Required updates for Team Fortress 2 are now available.  The specific
  changes include:
 
  - Improvements to client stability related to loading mesh content
 during
  gameplay
  - Fixed an engine error that mentioned CL_CallPostDataUpdates
  - Fixed Not Usable in Crafting text not appearing under certain
  conditions on item tooltips in the trading UI
 
  Thanks,
  Tony
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  --
  Eugenio Motanum Roman
  https://sites.google.com/site/motanumproyect/
  eugenio.motanu...@gmail.com
  http://twitter.com/#!/MotanumR
  http://steamcommunity.com/id/Motanum
  http://www.youtube.com/user/motanium
 
 
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 ** **


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 ** **

 --
 Eugenio Motanum Roman

 ** **

 https://sites.google.com/site/motanumproyect/

 eugenio.motanu...@gmail.com

 http://twitter.com/#!/MotanumR

 http://steamcommunity.com/id/Motanum

 http://www.youtube.com/user/motanium

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 ** **


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Re: [hlds] [TF2 Dedicated Server] S3: Client connected with ticket for the wrong game: UserID: 2

2011-10-21 Thread pilger
It does, already. :\

On 21 October 2011 17:12, James Botting bottswan...@googlemail.com wrote:

 This problem is normally caused with an incorrect appid number in
 steam_appid.txt
 For tf2 that file should contain 440


 On 21 Oct 2011, at 19:10, pilger pilger...@gmail.com wrote:

 I was actually using the hlsdupdatetool. The very same used on public and
 professional dedicated servers.

 I've tried the forum and everything said there and it was of no use.

 You think that downloading the whole deal again with hlsdupdatetool might
 do the trick!?

 On 21 October 2011 14:09, Adam Gustafson rsirrelev...@gmail.com wrote:

 This is an issue that is widespread when using the steam tool version of
 the dedicated server. Valve is looking into the issue. There's more
 information on the user forums in the dedicated server area.

  On Fri, Oct 21, 2011 at 9:40 AM, pilger pilger...@gmail.com wrote:

  I'm getting that when people try to access my personal dedicated server.
 I've tried -verify_all, deleting install.blob and it didn't help.

 Any ideas?


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Re: [hlds] Regarding the store items becoming tradeable but not craftable

2011-10-20 Thread pilger
Back on the thread topic:

I got scammed yesterday with a non craftable chops through steam trade. So
that information is incorrect. I was hoping valve could provide us more
information on how to differ them.

On 20 October 2011 07:38, Bartek Gawor barg...@gmail.com wrote:

 I'd really love you to stop offtopic.


 2011/10/20 John Marbury barreltr...@gmail.com

 What?!
 Your sister told me she was single!



 On Thu, Oct 20, 2011 at 3:25 AM, Crazed Gunman 
 bsr.crazedgun...@gmail.com wrote:

 **
 I myself cannot, but I know my sister's boyfriend's cousin's second uncle
 from Michigan can.

 -- Ron / CrazeD


 On 10/19/2011 6:00 PM, Eli Witt wrote:

 No kidding. On a related note that is also entirely topical, can someone
 help me change the transmission in my car?

 On Wed, Oct 19, 2011 at 6:18 PM, chad.hedst...@gmail.com 
 chad.hedst...@gmail.com wrote:

 How does this relate to running a hlds or steam cloud enabled server? I
 feel that this mailing list is veering too far from its intended purpose.
  --
 Sent from my Android phone with K-9 Mail. Please excuse my brevity.


 pilger pilger...@gmail.com wrote:

 Hey guys,

 I'm wondering: since the items bought on the Mann co. Store now become
 tradeable, but not craftable anymore, after a couple of days, how do we
 differ a dropped or crafted item from one bought on the store and,
 therefore, uncraftable?

 Thanks in advance.


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Re: [hlds] Team Fortress 2 Update Released

2011-10-20 Thread pilger
Crashing the same as before. Twice or once a map. That's probably once every
15 minutes.

On 21 October 2011 00:20, Eugenio Roman eugenio.motanu...@gmail.com wrote:

 I also keep on crashing. Managed to get past the character selection, but
 still, crash a few minutes after.


 On Thu, Oct 20, 2011 at 8:17 PM, Rob Liu robl...@gmail.com wrote:

 I'm having the same problem too.  I crashed the moment I pick a class.


 On Fri, Oct 21, 2011 at 2:14 PM, Wander wander...@gmail.com wrote:

 Since this update I crash as soon as I pick a class, and I'm not the only
 one.

 Any chance a fix for this will be released within 1-2 hours? Otherwise
 I'm just gonna go sleep.


 On Fri, Oct 21, 2011 at 02:41, Eugenio Roman
 eugenio.motanu...@gmail.com wrote:
  Thanks! Will test it very soon!
 
  On Thu, Oct 20, 2011 at 7:16 PM, Tony Paloma to...@valvesoftware.com
  wrote:
 
  Required updates for Team Fortress 2 are now available.  The specific
  changes include:
 
  - Improvements to client stability related to loading mesh content
 during
  gameplay
  - Fixed an engine error that mentioned CL_CallPostDataUpdates
  - Fixed Not Usable in Crafting text not appearing under certain
  conditions on item tooltips in the trading UI
 
  Thanks,
  Tony
 
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  please visit:
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  --
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  https://sites.google.com/site/motanumproyect/
  eugenio.motanu...@gmail.com
  http://twitter.com/#!/MotanumR
  http://steamcommunity.com/id/Motanum
  http://www.youtube.com/user/motanium
 
 
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 eugenio.motanu...@gmail.com
 http://twitter.com/#!/MotanumR
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Re: [hlds] Team Fortress 2 Update Released

2011-10-19 Thread pilger
I'd be more than happy to be blessed with a no more crashing event for
Halloween.

+1 for the Crash Test Dummy hat idea. That'd be spirituous of them.

On 19 October 2011 16:09, Richie Jones richiejonesisawes...@gmail.comwrote:

 I'd assume so.

 On Wed, Oct 19, 2011 at 2:01 PM, Brian Cagle brian...@msn.com wrote:

  So is there going to be a Halloween update this year?

 -Brian

 --
 Date: Wed, 19 Oct 2011 13:34:38 -0400
 From: voo...@voogru.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Released


 +1

 On 10/19/2011 11:03 AM, Eugenio Roman wrote:

 Reddit's tf2 couldn't put this simpler
 http://www.reddit.com/r/tf2/comments/lh2yu/for_enduring_all_of_these_recent_crashes_i/


 On Wed, Oct 19, 2011 at 12:25 AM, pilger pilger...@gmail.com wrote:

 Glad to know the update wasn't meant to address the client crashes. At
 least we know you're working on it and will release as soon as possible.

 I'd just ask you to keep in mind what Jason said there. Most of our
 regular players just don't bother to get the game back running after the
 third crash and just go play something else. Hell, i finally got myself
 playing those Fronzen Synapse Humble Bundle games i got a month ago.

 We're eager for a solution. Best of luck to you and us all.


 On 19 October 2011 03:20, Jason pctool...@gmail.com wrote:

 Ok, good Henry, as our full server became 1/4 full due to client crashes
 and it happens in groupsa few at a time.I think it was 7 times for
 me in 90 minsbut, the server was still up.


  On Wed, Oct 19, 2011 at 12:39 AM, Henry Goffin hen...@valvesoftware.com
  wrote:

  We are still working on another update for these crashes. This was
 primarily server changes to get something stable that clients can connect to
 as soon as we push another client update.


 On Oct 18, 2011, at 9:05 PM, pilger pilger...@gmail.com wrote:

I, personally, crashed twice in half an hour.

 On 19 October 2011 01:41, pilger pilger...@gmail.com wrote:

 My server seems to stay up and running now, although the clients are still
 crashing quite frequently. It's still worse than it was 2 updates ago.


 On 19 October 2011 01:12, Eric Smith er...@valvesoftware.com wrote:

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

 - Fixed a server error about unprecached models
 - Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs

 -Eric


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Re: [hlds] Regarding the store items becoming tradeable but not craftable

2011-10-19 Thread pilger
Ah, glad to know that. I'll make sure to only trade through the Steam System
now!

Til' a final solution, we wait. I'll try to make contact with the person
responsable for the TF2 Trading Post and see if they can make it a hint on
their main page.

On 19 October 2011 18:27, Jesse Sondheimer jric...@gmail.com wrote:

 Also, the newly tradeable items don't show up as tradeable in Steam
 trading, only in game. I submitted a support ticket about that. Although,
 for the time being it is a good way to tell if the item is a non-craftable,
 store bought item. If they can't find it in a Steam trade, then it's
 probably store bought.

 On Wed, Oct 19, 2011 at 4:18 PM, pilger pilger...@gmail.com wrote:

 Hey guys,

 I'm wondering: since the items bought on the Mann co. Store now become
 tradeable, but not craftable anymore, after a couple of days, how do we
 differ a dropped or crafted item from one bought on the store and,
 therefore, uncraftable?

 Thanks in advance.

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Re: [hlds] Regarding the store items becoming tradeable but not craftable

2011-10-19 Thread pilger
It had something to do with updates. Thought it was more related than some
things that get discussed here anyways.

I apologize if this had offended someone.

On 19 October 2011 21:00, Eli Witt eliw...@gmail.com wrote:

 No kidding. On a related note that is also entirely topical, can someone
 help me change the transmission in my car?

 On Wed, Oct 19, 2011 at 6:18 PM, chad.hedst...@gmail.com 
 chad.hedst...@gmail.com wrote:

 ** How does this relate to running a hlds or steam cloud enabled server?
 I feel that this mailing list is veering too far from its intended purpose.
 --
 Sent from my Android phone with K-9 Mail. Please excuse my brevity.


 pilger pilger...@gmail.com wrote:

 Hey guys,

 I'm wondering: since the items bought on the Mann co. Store now become
 tradeable, but not craftable anymore, after a couple of days, how do we
 differ a dropped or crafted item from one bought on the store and,
 therefore, uncraftable?

 Thanks in advance.


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Re: [hlds] Crash Team Fortress 2

2011-10-19 Thread pilger
He was assuming the crashes were related to having the game language set to
portuguese. That is, of course, incorrect, as this list is reporting the
crashes worldwide.

Sadly that kind of guy tend to empower the stereotyping behavior seen above.
I, frankly, don't know what's worse, the guy who stereotypes or the guy that
induces the stereotyping. I'm brazilian and I don't do that. So many other
don't. There are stupid people and beggers everywhere, regardless of
geographic position. Not that the first guy is stupid, it's just a comment
on hasser's uncalled poke.

On 20 October 2011 00:26, hasser css hasserva...@gmail.com wrote:

 br? br? gibe me hats pls

 English list. Speak English please.

 2011/10/19 Andre Luis Azevedo alfra1...@yahoo.com.br:
  Nos últimos dias os Clientes do TF2 estão sofrendo crash, a uma grande
  possibilidade de ser a versão em português esta com problema, ate a
 próximo
  update passe seu Steam para inglês.
  E teste …. De retorno se funcionou ….!!
 
  Gzone BRASIL
 
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Re: [hlds] Team Fortress 2 Update Released

2011-10-18 Thread pilger
Just updated my server.  and now server will crash whenever someone join
wearing hats + 2 misc

Same thing here. This time all the servers are down. Ack. :(

On 19 October 2011 00:00, Jason pctool...@gmail.com wrote:

 I can confirm this is occuring on all 5 of our servers as well...
 server crashes (6 in the last hour)


 On Tue, Oct 18, 2011 at 9:45 PM, Rob Liu robl...@gmail.com wrote:

 Just updated my server.  and now server will crash whenever someone join
 wearing hats + 2 misc

 On Wed, Oct 19, 2011 at 1:44 PM, Tony Paloma to...@valvesoftware.comwrote:

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

 ** **

 - Fixed a frequent server crash related to packfiles

 - Fixed the following items not being able to be used in the Rebuild
 Headgear recipe: Lo-Fi Longwave, Loyalty Reward, Spiral Sallet, Summer
 Shades, Scout Flip-Flops, Lucky No. 42, Summer Hat, Killer Exclusive,
 Ball-Kicking Boots, Merc's Pride Scarf, Manniversary Paper Hat

 ** **

 Thanks,

 Tony

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Re: [hlds] Team Fortress 2 Update Released

2011-10-18 Thread pilger
My server seems to stay up and running now, although the clients are still
crashing quite frequently. It's still worse than it was 2 updates ago.

On 19 October 2011 01:12, Eric Smith er...@valvesoftware.com wrote:

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

 - Fixed a server error about unprecached models
 - Fixed a problem where the Sniper Rifle wouldn't damage sticky bombs

 -Eric


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Re: [hlds] Team Fortress 2 Update Released

2011-10-17 Thread pilger
Still crashing.

On 17 October 2011 22:38, Jason Ruymen jas...@valvesoftware.com wrote:

 An optional update for Team Fortress 2 is now available.  The specific
 changes include:

 Team Fortress 2:
 - The Mannniversary Sale has ended, though Manniversary Packages will
 continue to drop for a short time
 - The Mannniversary Paper Hat is no longer craftable
 - Removed the painterly filter option on Decal Tools
 - Added loading screen tooltip about the new abuse reporting system
 - Added a default key binding for filing an abuse report (F7)
 - Fixed a common in-game client crash
 - Fixed a client crash when opening the loadout screen
 - Fixed a client crash related to sniper dots
 - Fixed a server crash that occurred when running both SourceTV and Replay
 - Fixed high five taunts applying the wielded weapon's taunt effect
 - Fixed Cannot Craft text not appearing on certain item tooltips
 - Updated localization files

 Steam Workshop:
 - Fixed not being able to retrieve Steam Workshop items if any item had
 been deleted
 - Increased Steam Workshop preview image size from 256x256 to 512x512

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-10-17 Thread pilger
And it's awfully more frequent now. My players are crashing several times
per map.

On 17 October 2011 23:35, pilger pilger...@gmail.com wrote:

 Still crashing.


 On 17 October 2011 22:38, Jason Ruymen jas...@valvesoftware.com wrote:

 An optional update for Team Fortress 2 is now available.  The specific
 changes include:

 Team Fortress 2:
 - The Mannniversary Sale has ended, though Manniversary Packages will
 continue to drop for a short time
 - The Mannniversary Paper Hat is no longer craftable
 - Removed the painterly filter option on Decal Tools
 - Added loading screen tooltip about the new abuse reporting system
 - Added a default key binding for filing an abuse report (F7)
 - Fixed a common in-game client crash
 - Fixed a client crash when opening the loadout screen
 - Fixed a client crash related to sniper dots
 - Fixed a server crash that occurred when running both SourceTV and Replay
 - Fixed high five taunts applying the wielded weapon's taunt effect
 - Fixed Cannot Craft text not appearing on certain item tooltips
 - Updated localization files

 Steam Workshop:
 - Fixed not being able to retrieve Steam Workshop items if any item had
 been deleted
 - Increased Steam Workshop preview image size from 256x256 to 512x512

 Jason


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Re: [hlds] (no subject)

2011-10-14 Thread pilger
Ah, bummer!

I admire your effort. But my stuff isn't working, so i'll reserve my
praising to sometime in the future, hopefully.

On Fri, Oct 14, 2011 at 11:16 AM, Administrator
ad...@crazyfreakgamers.comwrote:

  We were in the middle of an online tourney which just completed 14 days
 today and quater finals were about to start.
 Thanks Valve!

 Can you confirm is any of your match server working? Like warmod, sourcemod
 and zblock combination?



 On 10/14/2011 7:42 PM, Jason wrote:

 It may not be a message board, but instead of the emails people post about
 how their stuff isn't working, I would like to think the valve guys on this
 list appreciate an occasional pat on the backit definitely isn't the
 norm, and who knows how many of them actually are on the forums

 On Fri, Oct 14, 2011 at 10:08 AM, Administrator 
 ad...@crazyfreakgamers.com wrote:

  You lucky!

 Our servers are not even updated yet!
 TC admin is not configured to handle css directory. :(


 On 10/14/2011 7:36 PM, Ссомов Роман wrote:

  totally great. Thanks, Valve. Played without a single lag today.



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Re: [hlds] Latest Update Issues

2011-10-13 Thread pilger
It's nothing but stable.

I've been getting reports of synchronized crashes affecting a set of players
on my server and experienced it myself. It doesn't affect all players, but
it definitely affects more than one player at the same time and it crashes
the client back to OS without any warning or message.

It's frequent and it appears to be happening on other servers aswell, as i
have been told. Can't confirm that 100%, though.

I think it should have something to do with the item server as long as it is
a synchronized crash.



On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 We have had stability problems with the item server and have been bouncing
 the item server frequently, so all of the servers have been losing the
 connection to the item server.

 This should be stable now, though.  We might bounce it one or two more
 times tonight.

 The libsteam change was to fix the steam.log crash on startup problem.
  This lib plays a relatively minor role nowadays (most of the stuff is
 happening in steamclient).

 There will be a small client update to fix the most common client crash.
  it will not require updating servers.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
 Sent: Thursday, October 13, 2011 6:01 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Latest Update Issues

 Did valve just update ../orangebox/bin/libsteam.so? One guy in my
 friendslist couldn't get his server running because of Unable to
 start steam support library -- This server will operate in LAN mode,
 out of curiosity i restarted my server and
 100.00% downloading ../orangebox/bin/libsteam.so
 ??
 Also, i'm constantly loosing connection to the item server

 2011/10/14 Nomaan Ahmad n0man@gmail.com:
  Download server files on new a directory and work from there.
 
  On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com wrote:
 
  Did you delete the blob files in the updater directory?
 
  On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com wrote:
 
  -verify_all is not functioning..  I deleted the bin folders and
  binaries, and it is not re-downloading any of them..
 
  No installation record found at .
  No installation record found at ./css
  Checking/Installing 'Counter-Strike Source Shared Content' version 117
 
 
  Checking/Installing 'Base Source Shared Models' version 4
 
 
  Checking/Installing 'Base Source Shared Sounds' version 4
 
 
  Checking/Installing 'Base Source Shared Materials' version 8
 
 
  Checking/Installing 'Counter-Strike Source Linux Dedicated Server'
  version 2
 
  100.00% downloading ./css/bin/libsteam.so
 
  HLDS installation up to date
  CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0
 deferrals.
  CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps
  CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
  alertable sleeps
 
 
  On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com wrote:
   Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since
   last
   update and everything is running fine.
  
   On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay jonza...@aol.com
   wrote:
  
   Disabled MM and the servers are running fine now, I take it that
 MM/SM
   was
   the issue.
  
  
   On 14 Oct 2011, at 01:11, Team BOOM! wrote:
  
All,
   
I disabled Metamod on all my Windows 2008 TF2 Servers and they are
up,
running and full. Of course SourceMod won't work, but at least you
will
have
running servers again if this is your problem.
   
Mike
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Jonathan
Zakay
Sent: Thursday, October 13, 2011 5:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Latest Update Issues
   
This could be an issue related to SM/MM (I am unable to
 confirm/test
it
at
the moment) but upon a player entering the game this is printed
 into
the
server console and the server crashes.
   
   
   
   
 http://s627.photobucket.com/albums/tt357/JonZakay/?action=viewcurrent=Sourc
eCrash.png
   
The server is running windows server 2008 r2.
   
   
   
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