Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Thats like finding a needle in a stack of needles... Don't think there is a comprehensive list for using the word fuck too much out there. On Wed, 2009-12-09 at 18:17 +0100, w4rezz wrote: Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Yeah. Fuck a Fucking Fuck List. ;) On Wed, Dec 9, 2009 at 9:21 AM, f0rkz h...@f0rkznet.net wrote: Thats like finding a needle in a stack of needles... Don't think there is a comprehensive list for using the word fuck too much out there. On Wed, 2009-12-09 at 18:17 +0100, w4rezz wrote: Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
yea, Id like to have a big list of steam ids to import to my sourcebans. - Original Message - From: w4rezz To: Half-Life dedicated Win32 server mailing list Sent: Wednesday, December 09, 2009 6:17 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I just ban all IP addresses. 0.0.0.0 DENY On Wed, Dec 9, 2009 at 11:32 AM, -xL-Trinidad trini...@extreme-losers.org wrote: yea, Id like to have a big list of steam ids to import to my sourcebans. - Original Message - From: w4rezz To: Half-Life dedicated Win32 server mailing list Sent: Wednesday, December 09, 2009 6:17 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Hey that's a great idea... sigh. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb Sent: 2009-12-09 12:38 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I just ban all IP addresses. 0.0.0.0 DENY On Wed, Dec 9, 2009 at 11:32 AM, -xL-Trinidad trini...@extreme-losers.org wrote: yea, Id like to have a big list of steam ids to import to my sourcebans. - Original Message - From: w4rezz To: Half-Life dedicated Win32 server mailing list Sent: Wednesday, December 09, 2009 6:17 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Agreed. The only true family-friendly server I've ever played was eGO (CS:S). And they have an admin on like 24/7. Too much effort, imo. f0rkz wrote: I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in-game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
1. Unfortunately, I would imagine teens being a large part of the user base. Nevermind teens, most players cuss in general regardless of age (if you're a nay-sayer, you'd be surprised). Banning for bad language is an over-reaction in my opinion and there are better ways to deal with the use of profanities. Fortunately, there are SM plugins; a simple search yielded the following: http://forums.alliedmods.net/showthread.php?p=499584 2. What does this have to do with the recent update? On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote: That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in-game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- -Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Nothing I had a question directed if anyone had a known list of people crashing servers an it turned into this. Sent from my iPhone On Dec 9, 2009, at 1:26 PM, Mark bigb...@gmail.com wrote: 1. Unfortunately, I would imagine teens being a large part of the user base. Nevermind teens, most players cuss in general regardless of age (if you're a nay-sayer, you'd be surprised). Banning for bad language is an over-reaction in my opinion and there are better ways to deal with the use of profanities. Fortunately, there are SM plugins; a simple search yielded the following: http://forums.alliedmods.net/showthread.php?p=499584 2. What does this have to do with the recent update? On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote: That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in- game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- -Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
My post was intended for w4rezz, not you Don. ;) On Wed, Dec 9, 2009 at 1:32 PM, Don Williams d...@precdata.com wrote: Nothing I had a question directed if anyone had a known list of people crashing servers an it turned into this. Sent from my iPhone On Dec 9, 2009, at 1:26 PM, Mark bigb...@gmail.com wrote: 1. Unfortunately, I would imagine teens being a large part of the user base. Nevermind teens, most players cuss in general regardless of age (if you're a nay-sayer, you'd be surprised). Banning for bad language is an over-reaction in my opinion and there are better ways to deal with the use of profanities. Fortunately, there are SM plugins; a simple search yielded the following: http://forums.alliedmods.net/showthread.php?p=499584 2. What does this have to do with the recent update? On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote: That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in- game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- -Mark ___ To unsubscribe, edit your list preferences, or view
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
That wasn't really my point exactly. I know teens play this and everything else. Hell, I played computer games when I was a teen. It was more of a, if teens play this they know its an M rated game and I believe thats why those disclaimers say Online interactions are not rated by the ESRB or whatever. They know what they are getting their selves into. If you want to ban for bad language, its your server. I am just saying I don't think there is a specific list floating out there with people using foul language. On Wed, 2009-12-09 at 13:26 -0500, Mark wrote: 1. Unfortunately, I would imagine teens being a large part of the user base. Nevermind teens, most players cuss in general regardless of age (if you're a nay-sayer, you'd be surprised). Banning for bad language is an over-reaction in my opinion and there are better ways to deal with the use of profanities. Fortunately, there are SM plugins; a simple search yielded the following: http://forums.alliedmods.net/showthread.php?p=499584 2. What does this have to do with the recent update? On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote: That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in-game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Was the Scouts 6 shot shotgun damage tweaked by accident? Seems to be doing more damage. On Wed, Dec 9, 2009 at 1:15 PM, f0rkz h...@f0rkznet.net wrote: That wasn't really my point exactly. I know teens play this and everything else. Hell, I played computer games when I was a teen. It was more of a, if teens play this they know its an M rated game and I believe thats why those disclaimers say Online interactions are not rated by the ESRB or whatever. They know what they are getting their selves into. If you want to ban for bad language, its your server. I am just saying I don't think there is a specific list floating out there with people using foul language. On Wed, 2009-12-09 at 13:26 -0500, Mark wrote: 1. Unfortunately, I would imagine teens being a large part of the user base. Nevermind teens, most players cuss in general regardless of age (if you're a nay-sayer, you'd be surprised). Banning for bad language is an over-reaction in my opinion and there are better ways to deal with the use of profanities. Fortunately, there are SM plugins; a simple search yielded the following: http://forums.alliedmods.net/showthread.php?p=499584 2. What does this have to do with the recent update? On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote: That really isn't for you to decide now, is it? I run a PG-13 OP4 server, and my admins are pretty militant about enforcing that. It's working well and has for a while now, and there are plenty of teens that play there and respect the no profanity rules. Seriously, what percentage of players do you think are teens? Do adults drop their IQ by 30 points and develop a potty mouth simply be being in-game? Or are many/most of them mouthy immature teens to start with? I vote for the latter... - Original Message - From: f0rkz h...@f0rkznet.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 10:08 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I mean... It is an M rated game. Teens shouldn't be playing in the first place. On Wed, 2009-12-09 at 10:02 -0800, Ook wrote: I parse my server logs on a regular basis, and I can look up any player by steam id, name, or IP and see all names and IPs they have used. You want to ban people that swear a lot? That is probably 90% of your user base. There are a lot of people out there that just can't control their mouths. - Original Message - From: w4rezz w4r...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, December 09, 2009 9:17 AM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Does anyone have a list of known people what use fuck too much? I dont wanna use swear filter. 2009/12/9 Don Williams d...@precdata.com: Does anyone have a running list of known people that have or tried to perform this exploit steam id's IP addresses? -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: 2009-12-08 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Remove cbaseservertest.smx restart server good to go. Had same issue. Dog wrote: Linux servers are fine. Windows servers produce the 'Bad Challenge' message -eVaDog TheVille.Org - Sent from my Sinclair ZX80 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.709 / Virus Database: 270.14.98/2551 - Release Date: 12/07/09 14:34:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! -- Mailing List Conversations - mail...@ml86.de - Please don´t spam :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA M_0:1:25096875Submit -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:28 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
And apparently this guy says it's a non-fixable hack.. Welll.. Good job. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA M_0:1:25096875Submit -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:28 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
if you look at that guy's profile http://steamcommunity.com/id/Summary/ http://steamcommunity.com/id/Summary/half of it is glitched up you see that a lot with hacking communities On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote: And apparently this guy says it's a non-fixable hack.. Welll.. Good job. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA M_0:1:25096875Submit -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:28 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I love IPsec. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow Sent: Tuesday, December 08, 2009 7:49 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released if you look at that guy's profile http://steamcommunity.com/id/Summary/ http://steamcommunity.com/id/Summary/half of it is glitched up you see that a lot with hacking communities On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote: And apparently this guy says it's a non-fixable hack.. Welll.. Good job. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA M_0:1:25096875Submit -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:28 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Im 14 years old My birthday is 11-04-95 This made me lol. 2009/12/9 Don Williams d...@precdata.com I love IPsec. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow Sent: Tuesday, December 08, 2009 7:49 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released if you look at that guy's profile http://steamcommunity.com/id/Summary/ http://steamcommunity.com/id/Summary/half of it is glitched up you see that a lot with hacking communities On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote: And apparently this guy says it's a non-fixable hack.. Welll.. Good job. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:33 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA M_0:1:25096875Submit -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams Sent: Tuesday, December 08, 2009 7:28 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released STEAM_0:1:25096875 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, December 08, 2009 7:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Post SteamID please. On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote: Just FYI, that problem isn't fixed I'm having a guy crash my server right now since I caught him and banned him. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 11:49 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Ah ok, just was a little bit confused. Thanks for clearing. There is already a list of banned extensions that includes .dll, vdf, exe, and yes, ini -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L. Sent: Tuesday, December 08, 2009 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Quote myself from IRC: [ Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - does that mean i can still remotely download my .ini including my SQL logins?] I think .ini's are more importand to secure than .smx?!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Team Fortress 2/Day of Defeat: Source Update Released
Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) This is sad. You can still upload/download random files as long as their extension isn't blacklisted? There's so many ways to cause problems with this... even if you switch to an extension WHITELIST there'd still be problems. Whose to say addons dont use other extensions to store settings? Or bash/apache/other services dont read certain files? Is .bashrc blocked? What if someone uses their home directory as the server root? What if someone doesn't want script kiddies uploading special_note_from_valve.readme to their server? Why not replace this interface with something that doesn't allow arbitrary file uploads/downloads with something as laughable as a extension blacklist making 'safe'. When someone finds yet another way to abuse this (I can think of two separate ways to continue to use this exploit for remote code execution) its going to come up again, years after the issues with it was first noted... - Neph On 12/07/2009 06:20 PM, Jason Ruymen wrote: Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
after update, i get 'Bad Challenge' message when trying to connect to my windows server On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
and the server crashes after i get the bad challenge message On Mon, Dec 7, 2009 at 7:43 PM, Ben B brutalgoerge...@gmail.com wrote: after update, i get 'Bad Challenge' message when trying to connect to my windows server On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.comwrote: Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I can't seem to be able to update my DODS server. Nor can I update my DODS client. No Steam content servers are currently configured to deliver content for this game. On Mon, Dec 7, 2009 at 9:45 PM, Ben B brutalgoerge...@gmail.com wrote: and the server crashes after i get the bad challenge message On Mon, Dec 7, 2009 at 7:43 PM, Ben B brutalgoerge...@gmail.com wrote: after update, i get 'Bad Challenge' message when trying to connect to my windows server On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.com wrote: Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Linux servers are fine. Windows servers produce the 'Bad Challenge' message -eVaDog TheVille.Org - Sent from my Sinclair ZX80 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Our Windows servers are fine after the update. --Original Message-- From: Dog Sender: hlds-boun...@list.valvesoftware.com To: Half-Life Dedicated Win32 server mailing list ReplyTo: Half-Life Dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Sent: Dec 7, 2009 22:59 Linux servers are fine. Windows servers produce the 'Bad Challenge' message -eVaDog TheVille.Org - Sent from my Sinclair ZX80 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Sent via BlackBerry from T-Mobile ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
You realize you're posting to a server admin mailing list. Steam forums are where you should be putting your two cents. On Sun, Aug 16, 2009 at 10:50 PM, Joel R. joelru...@gmail.com wrote: It's like taking away the spy's cloak. It's a huge thing that made the FaN what it is. On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote: I know that, but thats the only method now. Before I could do a really long jump by jumping forward, and shooting backwards, then double jump in the air or vice-versa. On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com wrote: Shoot the FAN straight down to do a triple jump. On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote: What was the point of removing FAN's push in the opposite direction of shooting? The triple jumps it created were invaluable. Nevermind removing the juggling, removing the way it pushed you is far worse a nerf than anything. On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote: Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I don't run a DOD:S server, only TF2 and L4D, but I can't believe they haven't fixed this. Are all DOD:S servers crashing? - Original Message - From: CLAN RCR clan...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Monday, August 17, 2009 3:04:01 PM GMT -05:00 US/Canada Eastern Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released I've tried everything I can think of to get my servers back up and running. I'll post a crash log here if someone can tell me what I need to do to it after I get it open in the debugging tool. -Matt On Mon, Aug 17, 2009 at 12:24 PM, Mike O'Laughlen molaugh...@gmail.comwrote: You realize you're posting to a server admin mailing list. Steam forums are where you should be putting your two cents. On Sun, Aug 16, 2009 at 10:50 PM, Joel R. joelru...@gmail.com wrote: It's like taking away the spy's cloak. It's a huge thing that made the FaN what it is. On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote: I know that, but thats the only method now. Before I could do a really long jump by jumping forward, and shooting backwards, then double jump in the air or vice-versa. On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com wrote: Shoot the FAN straight down to do a triple jump. On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote: What was the point of removing FAN's push in the opposite direction of shooting? The triple jumps it created were invaluable. Nevermind removing the juggling, removing the way it pushed you is far worse a nerf than anything. On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote: Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
What was the point of removing FAN's push in the opposite direction of shooting? The triple jumps it created were invaluable. Nevermind removing the juggling, removing the way it pushed you is far worse a nerf than anything. On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote: Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I know that, but thats the only method now. Before I could do a really long jump by jumping forward, and shooting backwards, then double jump in the air or vice-versa. On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com wrote: Shoot the FAN straight down to do a triple jump. On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote: What was the point of removing FAN's push in the opposite direction of shooting? The triple jumps it created were invaluable. Nevermind removing the juggling, removing the way it pushed you is far worse a nerf than anything. On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote: Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
It's like taking away the spy's cloak. It's a huge thing that made the FaN what it is. On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote: I know that, but thats the only method now. Before I could do a really long jump by jumping forward, and shooting backwards, then double jump in the air or vice-versa. On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.comwrote: Shoot the FAN straight down to do a triple jump. On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote: What was the point of removing FAN's push in the opposite direction of shooting? The triple jumps it created were invaluable. Nevermind removing the juggling, removing the way it pushed you is far worse a nerf than anything. On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote: Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov%ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test %eax,%eax 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov%eax,%esi 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57 0xf5b66028 _ZN14CWeaponDODBase16ShouldAutoReloadEv+40:mov (%eax),%eax 0xf5b6602a _ZN14CWeaponDODBase16ShouldAutoReloadEv+42:mov %esi,(%esp) 0xf5b6602d _ZN14CWeaponDODBase16ShouldAutoReloadEv+45:call *0x13c(%eax) 0xf5b66033
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test %eax,%eax 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov %eax,%esi 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57 0xf5b66028
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Fix rocket jump please ! 2009/8/15 Chris headad...@gmail.com Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test %eax,%eax 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov %eax,%esi
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, ... - Original Message - From: Chris headad...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 15, 2009 10:40 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Does anyone know if the Sourcemod snapshot sourcemod-1.3.0-hg2767http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes the crashing problem? I've been unable to even start my servers since like Thrusday.. -Matt On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.dewrote: Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, ... - Original Message - From: Chris headad...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 15, 2009 10:40 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
doesnt fix it for me. but crashes without any sourcemod either. so its a valve issue .. 2009/8/15 CLAN RCR clan...@gmail.com: Does anyone know if the Sourcemod snapshot sourcemod-1.3.0-hg2767http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes the crashing problem? I've been unable to even start my servers since like Thrusday.. -Matt On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.dewrote: Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, ... - Original Message - From: Chris headad...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 15, 2009 10:40 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub $0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
...FFF thx for the info. -Matt On Sat, Aug 15, 2009 at 5:22 PM, ServerAlex servera...@gmail.com wrote: doesnt fix it for me. but crashes without any sourcemod either. so its a valve issue .. 2009/8/15 CLAN RCR clan...@gmail.com: Does anyone know if the Sourcemod snapshot sourcemod-1.3.0-hg2767 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes the crashing problem? I've been unable to even start my servers since like Thrusday.. -Matt On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.de wrote: Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, ... - Original Message - From: Chris headad...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 15, 2009 10:40 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
the latest 2.2 snapshot works fine On Sat, Aug 15, 2009 at 7:00 PM, CLAN RCR clan...@gmail.com wrote: ...FFF thx for the info. -Matt On Sat, Aug 15, 2009 at 5:22 PM, ServerAlex servera...@gmail.com wrote: doesnt fix it for me. but crashes without any sourcemod either. so its a valve issue .. 2009/8/15 CLAN RCR clan...@gmail.com: Does anyone know if the Sourcemod snapshot sourcemod-1.3.0-hg2767 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes the crashing problem? I've been unable to even start my servers since like Thrusday.. -Matt On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.de wrote: Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, ... - Original Message - From: Chris headad...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Saturday, August 15, 2009 10:40 PM Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Same here, constant crashing. Most noticeable on colmar, and jagd... On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
My dods server is also crashing. I have disabled all the plugins hours ago yet the crashes persist. On Sat, Aug 15, 2009 at 3:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test %eax,%eax 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov %eax,%esi 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Ya, I have only heard of crashes with DODS, the only game they probably 100% didnt test for this update. On Sat, Aug 15, 2009 at 6:47 PM, 1nsane 1nsane...@gmail.com wrote: My dods server is also crashing. I have disabled all the plugins hours ago yet the crashes persist. On Sat, Aug 15, 2009 at 3:33 PM, ServerAlex servera...@gmail.com wrote: my dods server is crashing again and again after these updates. no plugins running anymore, but still crashing randomly. os is linux. #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so (gdb) bt #0 0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #1 0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #2 0xf5692038 in CBasePlayer::ItemPostFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #3 0xf58d0888 in CBasePlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #4 0xf5b3ad8e in CDODPlayer::PostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #5 0xf58e5252 in CPlayerMove::RunPostThink () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #6 0xf58e6d9a in CPlayerMove::RunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #7 0xf58c211d in CBasePlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #8 0xf5b2db74 in CDODPlayer::PlayerRunCommand () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #9 0xf58da14c in CBasePlayer::PhysicsSimulate () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #10 0xf586f9f9 in Physics_SimulateEntity () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #11 0xf586ff76 in Physics_RunThinkFunctions () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #12 0xf578e3b1 in CServerGameDLL::GameFrame () from /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so #13 0xf758a5f2 in CServerPlugin::GameFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #14 0xf756e5dd in SV_Think () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #15 0xf7570360 in SV_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #16 0xf7636dc4 in _Host_RunFrame_Server () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #17 0xf7637e21 in _Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #18 0xf7638308 in Host_RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #19 0xf7644290 in CHostState::State_Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #20 0xf7644b1a in CHostState::FrameUpdate () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #21 0xf7644bf5 in HostState_Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #22 0xf76ca1db in CEngine::Frame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #24 0xf78472ee in RunServer () from bin/dedicated_i486.so #25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so #26 0xf76c6f40 in CModAppSystemGroup::Main () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #27 0xf772e275 in CAppSystemGroup::Run () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #28 0xf76c70df in CDedicatedServerAPI::ModInit () from /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so #29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so #33 0xf7847c0b in main () from bin/dedicated_i486.so #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so #35 0x0804949d in main () 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov %ebx,0x4(%esp) 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov 0x10(%esp),%eax 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call 0xf54875c7 __i686.get_pc_thunk.bx 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add $0x2b6524,%ebx 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov %esi,0x8(%esp) 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov %eax,(%esp) 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt 0xf5b66022
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Do you have problems with the mapcycle? At the end of the map, instead of going to the next map, it reloads the same that was running. Did it twice already. Cold PS: I had to disable metamod too and not just sourcemod On Fri, Aug 14, 2009 at 4:49 AM, k e mfnt...@gmail.com wrote: Beetlesmod is working fine on my Window's servers. On Thu, Aug 13, 2009 at 10:46 PM, Aj Collins gamerzwo...@gmail.com wrote: It sounds like Valve changed engine headers without a public beta, without describing the changes, and without an SDK change. We're working on a fix. In the meantime, you will have to disable SourceMod. Metamod will work fine. http://forums.alliedmods.net/showpost.php?p=899001postcount=8 *sigh* On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.au wrote: What he said. The SM team develops for TF2, not the other way around. ___ Shane Arnold- clontar...@iinet.net.au For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse was lost. For want of a horse, the messenger was lost. For want of a messenger, the message was not delivered. For want of an undelivered message the war was lost. Matt Stanton wrote: Still the significance of the 'Friday Update' is misplaced, here, as for the part of the world that has advanced into Friday before the United States, Valve works and releases updates on Saturdays. If they release a broken update on Friday in the United States, then we are broken all weekend. If they release a broken update on Friday slightly west of the international date line, then you can hope for an early Saturday update fix. Regardless, the update isn't really broken, they just released it without warning anyone that it was going to break SourceMod. While it would likely be in their best interests to allow the SM dev team to know about what is going to be changed, it is not an obligation, and there is no reason for Valve to have to keep up with what may or may not break SourceMod in one of the updates. So, when SM is working again, I think this update will be fantastic, and props to the SM team for getting rolling on this so quickly. I look forward to biting the bullet and and finally updating SM on our servers to the 1.3-dev branch. Clyde cide wrote: oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Any news, for the new old seg fault bug? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
https://bugs.alliedmods.net/show_bug.cgi?id=3948 That's the as it happens gory details. Watch sourcemod.net for when they have something concrete to say. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber Sent: Friday, August 14, 2009 4:35 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Any news, for the new old seg fault bug? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Latest SM snapshot on 1.2 branch is working for me on Windows. Great work SM devs! On Fri, Aug 14, 2009 at 10:09 AM, Charles Mabbott cmabb...@verizon.netwrote: https://bugs.alliedmods.net/show_bug.cgi?id=3948 That's the as it happens gory details. Watch sourcemod.net for when they have something concrete to say. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber Sent: Friday, August 14, 2009 4:35 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Any news, for the new old seg fault bug? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Anyone else notice that the HLTV servers are broadcasting oddly? Right now I'm looking at HLTV on my HLSW app and I'm watching the server bounce between the HLTV info (slots and hostname) to the match server info... very odd. This link shows the HLTV hostname and slots: http://blackhole.midwest-gaming.org/uploads/update.jpg This link shows game server hostname and slots but as you'll see, the IP hasn't changed. http://blackhole.midwest-gaming.org/uploads/update_1.jpg The switch happens once every second (possibly limited to the update query of HLSW). I don't see any performance drops due to this, but figured everyone (and valve) should see and recognize this as an issue. Players were still able to join the HLTV and watch the matches last night. b0z -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove Sent: Thursday, August 13, 2009 7:58 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
[hlds] Team Fortress 2/Day of Defeat: Source Update Released
A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Thanks for the fast patch. And tf_overtime_nag should default to 1, tbh. Best cvar ever. On Fri, 2009-08-14 at 17:03 -0700, Jason Ruymen wrote: A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Jason Ruymen wrote: A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: I just noticed that you can connect to previous server version with updated client ... so is it really a required update? Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Was there any damage values changed? On Fri, Aug 14, 2009 at 7:29 PM, Adam Nowacki no...@xpam.de wrote: Jason Ruymen wrote: A required update for Team Fortress 2 and Day of Defeat: Source* is now available. Please run hldsupdatetool to receive the update. The specific changes include: I just noticed that you can connect to previous server version with updated client ... so is it really a required update? Team Fortress 2 - Fixed r_rootlod being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs. - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready to deploy an ÜberCharge. - Fixed Announcer overtime bug on KOTH servers using mp_timelimit. - Due to many requests, added server ConVar tf_overtime_nag. When set to 1, it keeps the broken announcer behavior. - Fixed tournament stopwatch not displaying the time in the HUD. - Fixed a bug with cloak meter regen and drain rates. - Fixed Spies not being able to go invis while reloading. - Fixed pipebombs sticking to saw blades. - Fixed weapons not being hidden properly during loser state anims. - Fixed a case where radius damage didn't reduce damage to self. - Fixes Demomen taking too much damage from their pipebombs. - Fixed a case where items would never show up in the backpack, even though they were available to equip. - Fixed a case where items weren't being validated properly in class loadout slots. Community requests: - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode. - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture. * The Day of Defeat: Source update is required due to engine changes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Team Fortress 2/Day of Defeat: Source Update Released
Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. - The Sandman: - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun. - Stunned players now take 75% of all incoming damage instead of 50%. - Übercharged players can no longer be stunned. - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed). - The minimum distance to stun a target has been reduced. - The negative attribute has changed from no double jump to -25 max health. Fixes: - Fixed various issues around layout presentation of items inside the Backpack and X is carrying item dialogs. - Fixed an exploit that allowed players to work around sv_pure. - Particle files are now protected by sv_pure. - Fixed critboost effect getting stuck on when you die while critboosted. - Fixed Timer
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. - The Sandman: - A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun. - Stunned players now take 75% of all incoming damage instead of 50%. - Übercharged players can no longer be stunned. - Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed). - The minimum distance to stun a target has been reduced. - The negative attribute has changed from no double jump to -25 max health. Fixes: - Fixed various issues around layout presentation of items inside the Backpack and X is carrying item dialogs. - Fixed an exploit that
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. - The Sandman: - A Scout will receive 1 point for stunning an enemy
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
DODS servers not starting up either... win2k3 On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote: I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. Item Reworks: - The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Server took 2 tries but updated fine. Sourcemod is borked *I think* so I disabled it for now and everything started ok (Server 2008, CentOs 5.2). ...Now back into the lake. On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote: DODS servers not starting up either... win2k3 On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote: I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Looks like SourceMod is the issue. Disable it and servers will start. Any crashes should be directed to them, not Valve. On Fri, 2009-08-14 at 02:03 +0300, Nightbox wrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I should clarify, SM seems to be the issue for Linux. Windows is having other problems besides SM. On Thu, 2009-08-13 at 19:08 -0400, 1nsane wrote: Server took 2 tries but updated fine. Sourcemod is borked *I think* so I disabled it for now and everything started ok (Server 2008, CentOs 5.2). ...Now back into the lake. On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote: DODS servers not starting up either... win2k3 On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote: I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Checking bootstrapper version ... Updating Installation This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Interesting... On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.comwrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I wonder how you will be able to achieve The Big Hurt, if it isn't possible to stun charged enemies... On Fri, 14 Aug 2009 02:03:08 +0300, Nightbox alexandrualexa...@gmail.com wrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto rooftops and out of the map boundaries. - Fixed other minor bugs and exploits. - Added community map Arena_Offblast - Added community map Cp_Yukon - Update Arena_Sawmill - Fixed DirectX8 bug where some models would not be visible. - Fixed exploit with building teleporters outside of the map. - Updated CP_Granary - Made a few changes to improve balance based
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
My server just started on Windows without SM, it wouldnt with SM. On Thu, Aug 13, 2009 at 4:12 PM, Chris headad...@gmail.com wrote: Checking bootstrapper version ... Updating Installation This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Interesting... On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.com wrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Finally got a server updated, to find my lovely ./srcds_run: line 352: 22364 Segmentation fault $HL_CMD is back. 2009/8/14 DontWannaName! ad...@topnotchclan.com My server just started on Windows without SM, it wouldnt with SM. On Thu, Aug 13, 2009 at 4:12 PM, Chris headad...@gmail.com wrote: Checking bootstrapper version ... Updating Installation This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Interesting... On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.com wrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds.
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Win boxes on server 2008 give bad engine error Engine.dll is not designed to run on windows... hutch At 06:12 PM 8/13/2009, you wrote: Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Team Fortress 2/Day of Defeat: Source Update Released (1nsane) 2. Re: Team Fortress 2/Day of Defeat: Source Update Released (msleeper) 3. Re: Team Fortress 2/Day of Defeat: Source Update Released (Chris) -- Message: 1 Date: Thu, 13 Aug 2009 19:08:47 -0400 From: 1nsane 1nsane...@gmail.com Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 6a7129440908131608x2faecd9v71123f42472a8...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Server took 2 tries but updated fine. Sourcemod is borked *I think* so I disabled it for now and everything started ok (Server 2008, CentOs 5.2). ...Now back into the lake. On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote: DODS servers not starting up either... win2k3 On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote: I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
SourceMod is borked yeah. Confirmed this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Only server I can get to come back up is our private server...6 public ones all dead. On Thu, Aug 13, 2009 at 7:21 PM, Joeri van der Velden joerivdvel...@gmail.com wrote: SourceMod is borked yeah. Confirmed this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
On Thu, Aug 13, 2009 at 18:33, Jason Ruymenjas...@valvesoftware.com wrote: Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: I am having problems simply updating my servers. The first time I tried, after sitting through a few minutes of retrying in 30 seconds... it finally updated... none of the TF2 files. It only checked the engine binaries and base content. No mention of checking any TF2 content or binaries. So I tried it again. This time I walked away and came back to see it updating TF2 textures. I don't know what else it did, but my server would not start, even without an addons directory. So I ran -verify_all (and waited several more minutes), to have it only check engine/base content again. I wondered if the game binaries updated, so... Ess000522:~/steam$ ls orangebox/tf/bin/ Ess000522:~/steam$ Nice. Another -verify_all only did base content again. A third -verify_all is now checking TF2 binaries. -Fyren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
On 5 server got 2 with the seg fault. 2009/8/14 k e mfnt...@gmail.com Only server I can get to come back up is our private server...6 public ones all dead. On Thu, Aug 13, 2009 at 7:21 PM, Joeri van der Velden joerivdvel...@gmail.com wrote: SourceMod is borked yeah. Confirmed this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
TF2 win2K3x64 Confirmed no go with SM. Renamed the addons folder. Everything is Vanilla right now and good to go. Looking forward to the bad ass devs of SM b/c this is a hefty update. Thank you Valve, regardless. [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Hi All, We'll spin SourceMod builds/releases on all branches as soon as we have a fix. Metamod should be fine. Regards, -- David Anderson http://www.bailopan.net/ On 8/13/09 4:47 PM, MjrNuT wrote: TF2 win2K3x64 Confirmed no go with SM. Renamed the addons folder. Everything is Vanilla right now and good to go. Looking forward to the bad ass devs of SM b/c this is a hefty update. Thank you Valve, regardless. [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com [FLASH] MjrNuT Arise from Flames and Ash, Behold Immortality www.flamesandash.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I think BM is causing crashes as well. My server just crashed. Can anyone confirm this? On Thu, Aug 13, 2009 at 4:07 PM, msleeper mslee...@cyberwurx.com wrote: Looks like SourceMod is the issue. Disable it and servers will start. Any crashes should be directed to them, not Valve. On Fri, 2009-08-14 at 02:03 +0300, Nightbox wrote: Great.. i have to wait for my host to update my server. 2009/8/14 h...@kikazz.com I am seg faulting as well.. stock config That's ok, it looks like the patch is corrupt, anyways... -- CRASH: Thu Jun 25 17:32:40 EDT 2009 Start Line: ./srcds_i486 -command update -console -game tf +map cp_dustbowl -debug #0 0xb805ab9f in ?? () No symbol table info available. End of Source crash report -- -- CRASH: Thu Aug 13 18:48:18 EDT 2009 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug End of Source crash report -- Flubber wrote: Got an : Checking bootstrapper version ... Segmentation fault when trying to update Oo 2009/8/14 Jason Ruymen jas...@valvesoftware.com Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content - Added King Of The Hill game mode. - Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them. - Added lots of new hats. Additions / Changes: - Added Auto Reload option to the multiplayer advanced options. - Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing. - Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. - Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity. - Significantly reduced the amount of network traffic being sent. - Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost. - Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists. - Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal). - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. - Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating. - Added an Inspect key that allows you to look at items being carried by your team mates. - Backpack improvements: - Added drag drop to move items around. Item positions are maintained on the backend. - Added multi-select, allowing you to delete multiple items at once. - Added a new key to the key binding page that opens your inventory directly to your backpack. - Fixed mouseover panel being incorrectly position when the backpack first appears. - Cloaked Spies standing in valid backstab positions no longer raise their knife. - Added current map name and gametype to the bottom right of scoreboard. - Added class icons to tips on the loadout and loading screens. - Improved visuals around flags when they're being carried by a player. - Improved critboosted visuals, making it much clearer when an enemy has critboost. - Updated the loading panel to show the game type under the map name during level transition. - In-game chat dialog now supports full Unicode characters. - Added BLU main menu background. - Added response caching for some server queries to help reduce the CPU load from DOS attacks. - Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. Map Changes: - Update PLR_Pipeline - Increased the starting advantage in the third round if a team has won the first two rounds. - Fixed carts not continuing to the second round if they're capped at the same time in the first round. - Fixed being able to shoot pipebombs over the starting gates in the first round. - Fixed being able to open the doors in the first round before the setup time was finished. - Fixed players getting stuck in some doors. - Fixed players being able to get onto
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
http://paste.debian.net/44113/ for a real crashlog :) On 8/14/09, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
On 14/08/2009, at 10:12 AM, msleeper wrote: Today is Thursday, hope this helps. Not everywhere its not ;) 10am Friday here. -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Yeah, but you live upside down, mate. :P Such pesky details should not stop anyone from getting drunk with friends, coming home ...alone... and write drunk emails. It's good for the economy so I live to work another day. Talking about work... yes... it does help. Thank you. Now stop looking at me like that. Anywaaay... they're still not going to get the fixes done, the false crit bug is still around for crying out loud. How long as it been anyway, a year? On Fri, Aug 14, 2009 at 2:49 AM, Matt Lyonsmly...@internode.com.au wrote: On 14/08/2009, at 10:12 AM, msleeper wrote: Today is Thursday, hope this helps. Not everywhere its not ;) 10am Friday here. -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Kyle, What is this Canada you speak of? Are you referencing North North America? At 08:16 PM 8/13/2009, you wrote: Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Team Fortress 2/Day of Defeat: Source Update Released (Midnight) 2. Re: Team Fortress 2/Day of Defeat: Source Update Released (Matt Lyons) 3. Re: Team Fortress 2/Day of Defeat: Source Update Released (Flubber) 4. Re: Team Fortress 2/Day of Defeat: Source Update Released (Donnie Newlove) 5. Re: Team Fortress 2/Day of Defeat: Source Update Released (Donnie Newlove) 6. Re: Team Fortress 2/Day of Defeat: Source Update Released (Kyle Sanderson) -- Message: 1 Date: Thu, 13 Aug 2009 17:46:46 -0700 From: Midnight mido...@gmail.com Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 4a84b3f6.6070...@gmail.com Content-Type: text/plain; charset=ISO-8859-1; format=flowed Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I'd say America's Hat, but I haven't gotten that item drop yet. On Thu, 2009-08-13 at 20:29 -0500, Hutch wrote: Kyle, What is this Canada you speak of? Are you referencing North North America? At 08:16 PM 8/13/2009, you wrote: Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Team Fortress 2/Day of Defeat: Source Update Released (Midnight) 2. Re: Team Fortress 2/Day of Defeat: Source Update Released (Matt Lyons) 3. Re: Team Fortress 2/Day of Defeat: Source Update Released (Flubber) 4. Re: Team Fortress 2/Day of Defeat: Source Update Released (Donnie Newlove) 5. Re: Team Fortress 2/Day of Defeat: Source Update Released (Donnie Newlove) 6. Re: Team Fortress 2/Day of Defeat: Source Update Released (Kyle Sanderson) -- Message: 1 Date: Thu, 13 Aug 2009 17:46:46 -0700 From: Midnight mido...@gmail.com Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Message-ID: 4a84b3f6.6070...@gmail.com Content-Type: text/plain; charset=ISO-8859-1; format=flowed Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Still the significance of the 'Friday Update' is misplaced, here, as for the part of the world that has advanced into Friday before the United States, Valve works and releases updates on Saturdays. If they release a broken update on Friday in the United States, then we are broken all weekend. If they release a broken update on Friday slightly west of the international date line, then you can hope for an early Saturday update fix. Regardless, the update isn't really broken, they just released it without warning anyone that it was going to break SourceMod. While it would likely be in their best interests to allow the SM dev team to know about what is going to be changed, it is not an obligation, and there is no reason for Valve to have to keep up with what may or may not break SourceMod in one of the updates. So, when SM is working again, I think this update will be fantastic, and props to the SM team for getting rolling on this so quickly. I look forward to biting the bullet and and finally updating SM on our servers to the 1.3-dev branch. Clyde cide wrote: oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST 2009: Server Quit On 8/14/09, Matt Lyons mly...@internode.com.au wrote: On 14/08/2009, at 9:17 AM, MjrNuT wrote: Renamed the addons folder. 33 times :( -- Matt Lyons (Bsc CS Soft Eng) Media Group, Internode 150 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: mly...@internode.com.au WWW: www.internode.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
What he said. The SM team develops for TF2, not the other way around. ___ Shane Arnold- clontar...@iinet.net.au For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse was lost. For want of a horse, the messenger was lost. For want of a messenger, the message was not delivered. For want of an undelivered message the war was lost. Matt Stanton wrote: Still the significance of the 'Friday Update' is misplaced, here, as for the part of the world that has advanced into Friday before the United States, Valve works and releases updates on Saturdays. If they release a broken update on Friday in the United States, then we are broken all weekend. If they release a broken update on Friday slightly west of the international date line, then you can hope for an early Saturday update fix. Regardless, the update isn't really broken, they just released it without warning anyone that it was going to break SourceMod. While it would likely be in their best interests to allow the SM dev team to know about what is going to be changed, it is not an obligation, and there is no reason for Valve to have to keep up with what may or may not break SourceMod in one of the updates. So, when SM is working again, I think this update will be fantastic, and props to the SM team for getting rolling on this so quickly. I look forward to biting the bullet and and finally updating SM on our servers to the 1.3-dev branch. Clyde cide wrote: oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
It sounds like Valve changed engine headers without a public beta, without describing the changes, and without an SDK change. We're working on a fix. In the meantime, you will have to disable SourceMod. Metamod will work fine. http://forums.alliedmods.net/showpost.php?p=899001postcount=8 *sigh* On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.auwrote: What he said. The SM team develops for TF2, not the other way around. ___ Shane Arnold- clontar...@iinet.net.au For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse was lost. For want of a horse, the messenger was lost. For want of a messenger, the message was not delivered. For want of an undelivered message the war was lost. Matt Stanton wrote: Still the significance of the 'Friday Update' is misplaced, here, as for the part of the world that has advanced into Friday before the United States, Valve works and releases updates on Saturdays. If they release a broken update on Friday in the United States, then we are broken all weekend. If they release a broken update on Friday slightly west of the international date line, then you can hope for an early Saturday update fix. Regardless, the update isn't really broken, they just released it without warning anyone that it was going to break SourceMod. While it would likely be in their best interests to allow the SM dev team to know about what is going to be changed, it is not an obligation, and there is no reason for Valve to have to keep up with what may or may not break SourceMod in one of the updates. So, when SM is working again, I think this update will be fantastic, and props to the SM team for getting rolling on this so quickly. I look forward to biting the bullet and and finally updating SM on our servers to the 1.3-dev branch. Clyde cide wrote: oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File format not recognized. email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Beetlesmod is working fine on my Window's servers. On Thu, Aug 13, 2009 at 10:46 PM, Aj Collins gamerzwo...@gmail.com wrote: It sounds like Valve changed engine headers without a public beta, without describing the changes, and without an SDK change. We're working on a fix. In the meantime, you will have to disable SourceMod. Metamod will work fine. http://forums.alliedmods.net/showpost.php?p=899001postcount=8 *sigh* On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.au wrote: What he said. The SM team develops for TF2, not the other way around. ___ Shane Arnold- clontar...@iinet.net.au For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse was lost. For want of a horse, the messenger was lost. For want of a messenger, the message was not delivered. For want of an undelivered message the war was lost. Matt Stanton wrote: Still the significance of the 'Friday Update' is misplaced, here, as for the part of the world that has advanced into Friday before the United States, Valve works and releases updates on Saturdays. If they release a broken update on Friday in the United States, then we are broken all weekend. If they release a broken update on Friday slightly west of the international date line, then you can hope for an early Saturday update fix. Regardless, the update isn't really broken, they just released it without warning anyone that it was going to break SourceMod. While it would likely be in their best interests to allow the SM dev team to know about what is going to be changed, it is not an obligation, and there is no reason for Valve to have to keep up with what may or may not break SourceMod in one of the updates. So, when SM is working again, I think this update will be fantastic, and props to the SM team for getting rolling on this so quickly. I look forward to biting the bullet and and finally updating SM on our servers to the 1.3-dev branch. Clyde cide wrote: oh gawd Ive got to do this.. Msleeper is only aware of people caught in his honeypot.. Lame I know, but fun non the less. :| :/ :\ :| :D On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Msleeper didn't realize that there people outside of the United States such as... Britain, Romania, Canada, etc that are subscribed to this list. I'm just happy they've gotten the bandwidth requirements down, Kyle On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com wrote: Wait a minute, it is Friday here after all. In your face msleeper! On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote: It's Friday 2h51. 2009/8/14 Midnight mido...@gmail.com Seems someone doesn't have a job and doesn't know what day it is. Join the crowd. msleeper wrote: Today is Thursday, hope this helps. On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: They probably just entered their test server all wearing the viking helmet and thus quickly decided that testing is for the weak and releasing a major update on a Friday is not only a good idea, it's the most manly thing a manly man can do. On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote: Just one tiny question, are you really testing the maps? Because i just want to say overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime since i tried the koth mode. 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com hey thanks valve for letting the sourcemod/addons communities know about all the stuff you changed. =] On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote: Ok as usual my fixes aren't applied. If you wanna get a better info you can search for ulimit in srcds_run, an change the value to 3 for example. Then You'll have an output like that : Auto detecting CPU Using AMD Optimised binary. Enabling debug mode Server will auto-restart if there is a crash. Console initialized. ./srcds_run: line 352: 2902 Bus error (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. Error while mapping shared library sections: /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format: File format not recognized. Error while reading shared library symbols: /srv/rab3/orangebox/tf/bin/server_i486.so: can't