Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Mart-Jan Reeuwijk
Did you clear the ..\steam\steamapps\*username\team fortress 2\tf\ 's  
Materials / Models / Particles / Maps / Resource folders?  to clear out any 
residual stuff that has not all files of a downloaded custom content. If it 
happens in valve maps, then most probably some props are having replaced 
skins/models. 

Did you try to use -autoconfig parameter for 1 boot of the CLIENT? (remove it 
after starting the game once with it). To clear out any FPS config you might 
have? 

Did you try to delete the ..\steam\steamapps\*username\team fortress 2\ folder 
? to clear out any bad mishap that went wrong when updating the game itself

Did you try to: 
- exit steam
- go to your steam folder
- delete AppUpdateStats.blob
- delete ClientRegistry.blob
- start steam
- Verify your Game Cache files
- redo the point above this one.
- and check again?

If valve updates something, say skins of some models, steam/the game will auto 
delete those skins updated that are in the game folder (to let the game use the 
new stuff), but not the custom models (if those where not updated), which will 
most probably then causing these kinds of problems.

And why are we talking client issues on a server list?





 From: cladiron cladi...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com 
Sent: Thursday, 27 September 2012, 2:38
Subject: Re: [hlds_linux] Red X's still appearing
 
For Tom 
McClellan'shttps://plus.google.com/u/0/102193414965656437180?prsrc=4failed
post.
I have 2 hard drives, 1 has windows7 and 1 has windows8-dev.
I unplug 1 to plug the other in so only 1 drive is connected at a time.
The issues happens on both drives, 2 separate game servers, both run 2fort.
1 has rollthedice, the other is plain other than quick respawn.

Again, this happens on both.
Separate  harddrives, separate OS, separate game servers, same valve map.


On Wed, Sep 26, 2012 at 7:06 PM, Ryan Stecker voidedwea...@gmail.comwrote:

 The red x's *can* be a sign of missing files, but that's not the case this
 time.

 There's a legitimate issue where the ParticleEffectNames stringtable is
 getting close to full and some of the game's particles aren't precaching on
 clients because of this.

 On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com
 wrote:

  For the 9001'th time red x's mean you are missing files for your maps
  / mods. This is not a valve problem, this is a problem for the mod
  makers / map makers. if you are getting red x's on a valve map, try
  doing a clean install / disabling your ui mods.
 
  On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
   I'm 100% it's happen to me on 2fort.
   i made a comment on the other thread regarding this. I was wrong
 thinking
   it was related to a custom map.
   Lots and lots of small x's, it's usually while i'm playing as pyro and
 up
   close on the enemy.
  
  
   On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
   cmun...@cameronmunroe.comwrote:
  
   I think it is on all maps.
  
  
   On 9/26/2012 2:19 AM, Michael Johansen wrote:
  
   Hi
   I'm just wondering what I can do to fix this red X problem that's
   appearing on all my custom map servers. At first it just happened on
 my
   Surf servers, but now it does indeed seem like it happens on all the
   servers except vanilla. I have tried the extension linked to, and I
  also
   have tried the particle_manifest.txt file.
  
   http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
 
  http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
  
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Re: [hlds_linux] TF2 not starting properly

2012-09-27 Thread Martin Alstrup
You would think that, but the user running the screen and launch command has
rwx rights and owns all files.

This is really annoying me since there doesn't seem to be any obvious
reason.

 

From: Benedict Glover  mailto:neobened...@hotmail.co.uk
neobened...@hotmail.co.uk

To:  mailto:hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com

Subject: Re: [hlds_linux] TF2 not starting properly

Message-ID:  mailto:dub101-w93cce22aa676edc12fe05e0...@phx.gbl
dub101-w93cce22aa676edc12fe05e0...@phx.gbl

 

 

error:  Failed to open/read local data from file/applicationFile
permissions maybe.

 

 From:  mailto:mar...@rcz.dk mar...@rcz.dk

 To:  mailto:hlds_linux@list.valvesoftware.com
hlds_linux@list.valvesoftware.com

 Date: Tue, 25 Sep 2012 11:29:21 +0200

 Subject: [hlds_linux] TF2 not starting properly

 

 Hello,

 

 I'm hosting several TF2 servers, but after an update a couple of days
ago,

 it wouldn't update. After a clean reinstall, it updated but wouldn't
start

 properly.

 

 Seemingly everything is fine until it tries to initialize Steam
libraries

 for secure Internet server:

 

 Initializing Steam libraries for secure Internet server

 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.

 

 

 I can still join the server, but the client crashes occasionally (not
only

 for me). Also, MetaMod and SourceMod won't load.

 If I attempt to execute the etf2l_6v6.cfg used in competitive play,

 the server crashes with this message:

 

 exec etf2l_6v6.cfg

 PreMinidumpCallback: updating dump comment

 Uploading dump (in-process) [proxy '']

 /tmp/dumps/crash_20120925112641_1.dmp

 success = no

 error:  Failed to open/read local data from file/application

 

 

 Furthermore, MetaMod and SourceMod won't load.

 The box is running Debian and everything worked perfectly before this
issue.

 

 Launch-string:

 

 ~/srcds_l/srcds1/orangebox/srcds_run -game tf +ip 192.168.80.50 -port
5506 +map cp_badlands +maxplayers 16 -autoupdate 

 (The +ip command is there to fix an internal networking problem.)

 

 I scoured both the srcds.com and Steam forums to no avail. I tried a
couple

 of things, mainly setting rwx rights and ownership to the user running
srcds

 and adding the steam_appid.txt file to the orangebox directory.

 

 - Martin Alstrup

 

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Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Steve
We have had this a few times on our match servers reported by multiple
people at the same time. The servers are vanilla and its a mix of people
with custom to vanilla huds. The servers are vanilla also but a map change
normally resolves it.
On Sep 27, 2012 7:37 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 Did you clear the ..\steam\steamapps\*username\team fortress 2\tf\ 's
 Materials / Models / Particles / Maps / Resource folders?  to clear out any
 residual stuff that has not all files of a downloaded custom content. If it
 happens in valve maps, then most probably some props are having replaced
 skins/models.

 Did you try to use -autoconfig parameter for 1 boot of the CLIENT? (remove
 it after starting the game once with it). To clear out any FPS config you
 might have?

 Did you try to delete the ..\steam\steamapps\*username\team fortress 2\
 folder ? to clear out any bad mishap that went wrong when updating the game
 itself

 Did you try to:
 - exit steam
 - go to your steam folder
 - delete AppUpdateStats.blob
 - delete ClientRegistry.blob
 - start steam
 - Verify your Game Cache files
 - redo the point above this one.
 - and check again?

 If valve updates something, say skins of some models, steam/the game will
 auto delete those skins updated that are in the game folder (to let the
 game use the new stuff), but not the custom models (if those where not
 updated), which will most probably then causing these kinds of problems.

 And why are we talking client issues on a server list?




 
  From: cladiron cladi...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, 27 September 2012, 2:38
 Subject: Re: [hlds_linux] Red X's still appearing
 
 For Tom McClellan's
 https://plus.google.com/u/0/102193414965656437180?prsrc=4failed
 post.
 I have 2 hard drives, 1 has windows7 and 1 has windows8-dev.
 I unplug 1 to plug the other in so only 1 drive is connected at a time.
 The issues happens on both drives, 2 separate game servers, both run
 2fort.
 1 has rollthedice, the other is plain other than quick respawn.
 
 Again, this happens on both.
 Separate  harddrives, separate OS, separate game servers, same valve map.
 
 
 On Wed, Sep 26, 2012 at 7:06 PM, Ryan Stecker voidedwea...@gmail.com
 wrote:
 
  The red x's *can* be a sign of missing files, but that's not the case
 this
  time.
 
  There's a legitimate issue where the ParticleEffectNames stringtable is
  getting close to full and some of the game's particles aren't
 precaching on
  clients because of this.
 
  On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com
  wrote:
 
   For the 9001'th time red x's mean you are missing files for your maps
   / mods. This is not a valve problem, this is a problem for the mod
   makers / map makers. if you are getting red x's on a valve map, try
   doing a clean install / disabling your ui mods.
  
   On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
I'm 100% it's happen to me on 2fort.
i made a comment on the other thread regarding this. I was wrong
  thinking
it was related to a custom map.
Lots and lots of small x's, it's usually while i'm playing as pyro
 and
  up
close on the enemy.
   
   
On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
   
I think it is on all maps.
   
   
On 9/26/2012 2:19 AM, Michael Johansen wrote:
   
Hi
I'm just wondering what I can do to fix this red X problem that's
appearing on all my custom map servers. At first it just happened
 on
  my
Surf servers, but now it does indeed seem like it happens on all
 the
servers except vanilla. I have tried the extension linked to, and
 I
   also
have tried the particle_manifest.txt file.
   
   
 http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
  
   http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
   
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Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread Michael Johansen

The ParticleEffectNames stringtable issue is what I'm running into. No missing 
files as others say.

 Date: Wed, 26 Sep 2012 18:06:32 -0500
 From: voidedwea...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Red X's still appearing
 
 The red x's *can* be a sign of missing files, but that's not the case this
 time.
 
 There's a legitimate issue where the ParticleEffectNames stringtable is
 getting close to full and some of the game's particles aren't precaching on
 clients because of this.
 
 On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com wrote:
 
  For the 9001'th time red x's mean you are missing files for your maps
  / mods. This is not a valve problem, this is a problem for the mod
  makers / map makers. if you are getting red x's on a valve map, try
  doing a clean install / disabling your ui mods.
 
  On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
   I'm 100% it's happen to me on 2fort.
   i made a comment on the other thread regarding this. I was wrong thinking
   it was related to a custom map.
   Lots and lots of small x's, it's usually while i'm playing as pyro and up
   close on the enemy.
  
  
   On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
   cmun...@cameronmunroe.comwrote:
  
   I think it is on all maps.
  
  
   On 9/26/2012 2:19 AM, Michael Johansen wrote:
  
   Hi
   I'm just wondering what I can do to fix this red X problem that's
   appearing on all my custom map servers. At first it just happened on my
   Surf servers, but now it does indeed seem like it happens on all the
   servers except vanilla. I have tried the extension linked to, and I
  also
   have tried the particle_manifest.txt file.
  
   http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
  http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
  
   __**_
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   please visit:
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Re: [hlds_linux] orangebox bins differ (TF2 vs Garrysmod) (@valve please fix)

2012-09-27 Thread Marcel

On 27.09.2012 00:17, Andre Müller wrote:

Does Garrysmod have an own serverbasedirectory? When not and you
install tf2 and gm into one place, the binaries will be replaced.
Use different serverdirectorys for mods/games.


That's the problem which confuses everyone who thinks that orangebox is 
orangebox. But it is not.



Currently the garrysmodbeta also is VERY confusing. There seem to be 
multiple binary sets around. You can run the hldsupdatetool multiple 
times and everytime it downloads an update (don't forget the -verify_all).


Currently I see two different binary sets:

md5 57ebaa69fc0bf825d1ab131c0dee5784 of orangebox/bin/engine.so 
crashes immediately and the md5 61eb96103f1c535e02d3a76a06ac6551 makes 
the server stuck at


Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
Logging into anonymous gameserver account.

Whyever it fails to load

This is currently a real mess because nothing works like expected.


Marcel

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-09-27 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.6 are below.


Gameplay and Balance
- Slightly lowered NX300 damage output against players.
- Slightly raised Sonic Turrent damage output to balance with Flame 
Turret's extra fire damage.

- Lowered Machine Gun Turret cost to 2500.
- Commanders now get points for a critical assist if player-initiated 
artillery strike kills an enemy.
- Empire commander ability poison is now differently colored to 
distinguish between it and Consortium's.
- Commander poison ability now matches description and no longer hurts 
teammates unless friendly fire is enabled.

- Fixed NX300 not hurting teammates with friendly fire enabled.

Client
- Updated Report a Bug link.
- Added invert mouse wheel zoom option to Options panel.
- Fixed bad password connect error box using lan server error text after 
a recent update.
- Fixed a bug that allowed malicious servers to execute restricted 
console commands on players.
- Fixed a bug that allowed malicious servers to prevent players from 
executing console commands.


Server
- Added sv_allow_addon_override (default 0) to block client addon vpks 
from overriding game files.

- Added mp_winlimit cvar.
- Added sv_namechange_cooldown_seconds, to throttle clients from 
changing their name too rapidly. (Defaults to 20 seconds)

- Added check to prevent player names from containing color codes.
- setinfo console command will now reject attempts to set / change 
convars with any unusual characters

- Tweaked team balancer logic to be smarter about when and whom to move.
- Fixed some exploits where a malicious client could intentionally crash 
a server.
- Fixed typo in name of research_complete event; added research 
completion logging.
- Added rate limiting for connections and added the following convars, 
sv_max_connects_sec, sv_max_connects_window, sv_max_connects_sec_global.


Other
- Fixed being able to use some weapons (mostly throwables) while on 
ladder or sprinting.

- Fixed in-chair commanders being unable to chat at round end.
- Fixed some issues with wall and barrier collision performance.
- Fixed a bug that allowed server browser network activity to continue 
after choosing a server.

- Fixed missing effect console error when reloading Avenger.
- Fixed sv_offline console error when going into Offline Practice mode.
- Marked mem_force_flush as a cheat to prevent client exploits.
- Fixed a packet injection exploit in the client/server streams.
- Updated localizations.

Mapping / Modding
- Added numerous functions to the vscript api (see 
https://developer.valvesoftware.com/wiki/List_of_ND_Script_Functions).
- Added OnResearchUnlockedConsortium and OnResearchUnlockedEmpire 
outputs to nd_logic_custom ent.
- Added OnConditionAdded and OnConditionRemoved outputs to player. See 
wiki for value meanings.


Hydro
- Fixed commanders being able to deploy structures outside of the level 
in some areas.


Clocktower
- Fixed commanders being able to deploy structures in the parking garage.

Gate
- No longer in beta.
- Updated overview.
- Updated loading screen.

--
Nicholas Hastings
Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Mandatory TF2, DoD:S, HL2:DM updates coming

2012-09-27 Thread Eric Smith
We're working on mandatory updates for TF2, DoD:S, and HL2:DM. We should have 
them ready soon. 

-Eric


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

2012-09-27 Thread Eric Smith
We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for the 
updates are below.

-Eric

--

Shared Changes (TF2, DoD:S, HL2:DM)
- Improved the performance of the libraries used for in-game HTML display

Team Fortress 2
- Added new promo items
- Fixed hats sometimes appearing multiple times in incorrect locations when 
changing classes
- Fixed Demoman shields not reducing explosive damage in non-MvM games
- Fixed the tf_bot_add command using the same name for all of the bots when 
adding multiple bots simultaneously
- Updated the localization files
- Moved map descriptions into the localization files
   - Map descriptions will still be loaded from the maps folder first if they 
exist
- Updated Mann vs. Machine
   - Fixed a bug where players could only buy 1 upgrade at a time from the 
upgrade station
   - Fixed a bug where the Victory dialog would sometimes show during incorrect 
times


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

2012-09-27 Thread Michael Johansen

Still no fix for the red X's? Sigh.

 From: er...@valvesoftware.com
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 27 Sep 2012 21:37:05 +
 Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
 
 We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for the 
 updates are below.
 
 -Eric
 
 --
 
 Shared Changes (TF2, DoD:S, HL2:DM)
 - Improved the performance of the libraries used for in-game HTML display
 
 Team Fortress 2
 - Added new promo items
 - Fixed hats sometimes appearing multiple times in incorrect locations when 
 changing classes
 - Fixed Demoman shields not reducing explosive damage in non-MvM games
 - Fixed the tf_bot_add command using the same name for all of the bots when 
 adding multiple bots simultaneously
 - Updated the localization files
 - Moved map descriptions into the localization files
- Map descriptions will still be loaded from the maps folder first if they 
 exist
 - Updated Mann vs. Machine
- Fixed a bug where players could only buy 1 upgrade at a time from the 
 upgrade station
- Fixed a bug where the Victory dialog would sometimes show during 
 incorrect times
 
 
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[hlds_linux] nemrun v1.8.7

2012-09-27 Thread John Schoenick

http://nephyr.in/tools/nemrun/1.8.7/

The only fix from v1.8.6 is adding a socket timeout to API calls, as it 
was observed that valve's API server will happily keep a TCP socket 
alive for hours at a time without responding. :-/


- Neph

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Re: [hlds_linux] Red X's still appearing

2012-09-27 Thread cladiron
@Mart
The original mailing on this was started in a different thread. At that
point it was thought to have been a map issue, so i guess that is why it
was brought here.
On this thread it is being discussed if it's server side or client.

Regarding your message, wouldn't that be irreverent  since it's 2 separate
installs ? (if you were talking about my input)

On Thu, Sep 27, 2012 at 3:31 AM, Michael Johansen michs...@live.no wrote:


 The ParticleEffectNames stringtable issue is what I'm running into. No
 missing files as others say.

  Date: Wed, 26 Sep 2012 18:06:32 -0500
  From: voidedwea...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Red X's still appearing
 
  The red x's *can* be a sign of missing files, but that's not the case
 this
  time.
 
  There's a legitimate issue where the ParticleEffectNames stringtable is
  getting close to full and some of the game's particles aren't precaching
 on
  clients because of this.
 
  On Wed, Sep 26, 2012 at 5:22 PM, Tom McClellan tombomb...@gmail.com
 wrote:
 
   For the 9001'th time red x's mean you are missing files for your maps
   / mods. This is not a valve problem, this is a problem for the mod
   makers / map makers. if you are getting red x's on a valve map, try
   doing a clean install / disabling your ui mods.
  
   On Wed, Sep 26, 2012 at 3:12 PM, cladiron cladi...@gmail.com wrote:
I'm 100% it's happen to me on 2fort.
i made a comment on the other thread regarding this. I was wrong
 thinking
it was related to a custom map.
Lots and lots of small x's, it's usually while i'm playing as pyro
 and up
close on the enemy.
   
   
On Wed, Sep 26, 2012 at 10:06 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
   
I think it is on all maps.
   
   
On 9/26/2012 2:19 AM, Michael Johansen wrote:
   
Hi
I'm just wondering what I can do to fix this red X problem that's
appearing on all my custom map servers. At first it just happened
 on my
Surf servers, but now it does indeed seem like it happens on all
 the
servers except vanilla. I have tried the extension linked to, and I
   also
have tried the particle_manifest.txt file.
   
   
 http://forums.alliedmods.net/**showpost.php?p=1803148**postcount=57
   http://forums.alliedmods.net/showpost.php?p=1803148postcount=57
   
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