Re: [hlds_linux] CSS sv_voicecodec no effect

2020-04-17 Thread Asher Baker
You need to turn off sv_use_steam_voice for sv_voicecodec to have any
effect.

Using Steam's voice compression is probably better though.

~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear


On Fri, Apr 17, 2020 at 9:00 PM Nate D  wrote:

> In 2017, Valve added the vaudio_celt codec to CSS and TF2 (which is what
> CSGO uses) to improve voice quality in CSS and TF2. However, I have set
> sv_voicecodec to vaudio_celt but it is not having any noticeable effect.
> I've tried putting it in the server.cfg and in the startup parameters, and
> rebooted after changing, but to no effect.
>
> I also tried vaudio_celt_high which apparently is in TF2 at least (not
> sure if it's supposed to be in CSS also) but that also had no effect.
>
> Is there an extra trick here that I'm unaware of? Or perhaps a file
> missing on my CSS Linux dedicated server? I don't see any vaudio files in
> the bin folder.
>
> Thank you,
>
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Re: [hlds_linux] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-19 Thread Asher Baker
It *is* supported, you just have to use the Steam runtime...


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Wed, Mar 16, 2016 at 11:05 AM, Giovanni Harting <
chefeification...@gmail.com> wrote:

> Since jessie is stable for a while now I consider this perfectly
> understandable, not supporting oldstable isn't a big hit in my
> opinion.
>
> 2016-03-16 10:41 GMT+01:00 Ross Bemrose :
> > Debian 8 ("jessie") should be OK, though.  It uses glibc 2.19.
> >
> >
> > On 3/16/2016 5:39 AM, Saint K. wrote:
> >>
> >> Looks like debian users need to upgrade;
> >>
> >> x@mrblue:~$ ldd --version
> >> ldd (Debian EGLIBC 2.13-38+deb7u10) 2.13
> >>
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar
> Levin
> >> Sent: Wednesday, March 16, 2016 6:15 AM
> >> To: hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] Heads Up: Minimum Requirements Changing for
> >> Linux TF2 and SDK2013 Dedicated Server
> >>
> >> On 2016-03-16 05:06, Ross Bemrose wrote:
> >>>
> >>> Judging from previous errors, GLIBC 2.17 is the minimum.
> >>> That means Debian 7 isn't compatible, nor is CentOS/RedHat 6 or below.
> >>
> >> So how about Ubuntu 12.04 LTS that were supposed to be targeted? It
> seems
> >> to be running GLIBC 2.15.
> >>
> >> oskar@omega:~$ ldd --version
> >> ldd (Ubuntu EGLIBC 2.15-0ubuntu10.13) 2.15 Copyright (C) 2012 Free
> >> Software Foundation, Inc.
> >> This is free software; see the source for copying conditions.  There is
> NO
> >> warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR
> PURPOSE.
> >> Written by Roland McGrath and Ulrich Drepper.
> >>
> >> oskar@omega:~$ /lib/x86_64-linux-gnu/libc.so.6 GNU C Library (Ubuntu
> >> EGLIBC 2.15-0ubuntu10.13) stable release version 2.15, by Roland
> McGrath et
> >> al.
> >> Copyright (C) 2012 Free Software Foundation, Inc.
> >> This is free software; see the source for copying conditions.
> >> There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A
> >> PARTICULAR PURPOSE.
> >> Compiled by GNU CC version 4.6.3.
> >> Compiled on a Linux 3.2.75 system on 2016-02-16.
> >> Available extensions:
> >>   crypt add-on version 2.1 by Michael Glad and others
> >>   GNU Libidn by Simon Josefsson
> >>   Native POSIX Threads Library by Ulrich Drepper et al
> >>   BIND-8.2.3-T5B
> >> libc ABIs: UNIQUE IFUNC
> >> For bug reporting instructions, please see:
> >> .
> >>
> >> oskar@omega:~$ lsb_release -a
> >> No LSB modules are available.
> >> Distributor ID:Ubuntu
> >> Description:Ubuntu 12.04.5 LTS
> >> Release:12.04
> >> Codename:precise
> >>
> >> --
> >> Best regards
> >> Oskar Levin
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >>
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> >
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Re: [hlds_linux] [hlds] Disconnect: Your client has failed to reply to a query in time. Please reconnect or restart your game.

2015-04-22 Thread Asher Baker
Failing to reply to a cvar query has absolutely nothing to do with failing
to validate authentication.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

On Wed, Apr 22, 2015 at 4:59 PM, Nomaan Ahmad n0man@gmail.com wrote:

 To disable these checks you can change cvar smac_validate_auth to 0.

 On 22 April 2015 at 16:55, Robert Styler style...@googlemail.com wrote:

  http://smac.sx/wiki/doku.php?id=clientprotection
  smac_validate_auth
  Looking at the translations, it has the following:
  SMAC_FailedToReply
  {
  en Your client has failed to reply to a query in time. Please
 reconnect
  or restart your game
  }
 
  On 22 April 2015 at 16:51, Weasels Lair wea...@weaselslair.com wrote:
 
   If it is SMAC-related, it is not showing-up in the SMAC.log file.
   On Apr 22, 2015 1:53 AM, Robert Styler style...@googlemail.com
  wrote:
  
I thought this was caused by a SMAC plug in?
Seems to have cleared-up for me personally at the moment.  Just seems
  to
come in waves, and go away mysteriously - like MIB's after a UFO
   sighting.
   
On Tue, Apr 21, 2015 at 6:11 PM, E. Olsen ceo.eol...@gmail.com
  wrote:
   
 Yep, between that and the An issue with your computer is blocking
  the
VAC
 system. that was knocking tons of players off yesterday (not sure
   about
 today), and players have been getting dumped from servers in
 droves.


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Re: [hlds_linux] Mandatory TF2 update released

2014-09-12 Thread Asher Baker
To *host* an IRC server, yes, because they're a common target of DDoS
attacks - nothing to do with exploits or people using IRC clients.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

On Fri, Sep 12, 2014 at 9:14 PM, Weasels Lair wea...@weaselslair.com
wrote:

 Against my hosting providers TOS anyway.  From what I understand, that is
 getting to be common-practice.

 On Fri, Sep 12, 2014 at 1:05 PM, Matthias InstantMuffin Kollek 
 proph...@sticed.org wrote:

  lol
  You should actually click on the results and read them...
 
 
  On 12.09.2014 21:54, Weasels Lair wrote:
 
  Just google IRC bonets, etc.  Not something I am interesting in.  and
  probably off-topic for this list anyway.
 
  On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com
  wrote:
 
   I'm not sure where you got the idea that IRC is full of exploits, as
 the
  protocol has been around since before Half-Life was even conceived. You
  will get a more up-to-date and detailed explanation of the current
  issues if you join the MM:S IRC channel. The maintainers of that
 project
  set that channel up for this purpose.
 
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Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM

2014-04-29 Thread Asher Baker
It's a server-affecting issue and was initially discussed here - he's
also replying to a message posted on the list by a Valve staff member,
so saying it's the wrong place is pretty silly.

Sent from my iPhone

 On 29 Apr 2014, at 11:05, Peter Lindblom i...@teaterljud.se wrote:

 I think your on wrong list!

 This maillist is for hlds-Linux info and Q.

 Peter


 Kyle Sanderson skrev 2014-04-29 08:32:
 Hi Eric,

 Unfortunately on at least 5 systems we've confirmed CS:S still has
 this broken. Today I zero'd all of my drives and reinstalled Windows
 (unfortunately). On my brand-new system, this still bails out after
 64M. Can we get this completely reverted?

 Regards,
 Kyle.

 On Mon, Apr 28, 2014 at 9:17 AM, Eric Smith er...@valvesoftware.com wrote:
 This was a client-only update, so there won’t be anything for servers to 
 download.  The update was released for CS:S clients last week with the 
 other games, so they should be working.

 -Eric


 From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh Stratton
 Sent: Saturday, April 26, 2014 3:50 AM
 To: Half-Life dedicated Linux server mailing list; Eric Smith
 Subject: Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and 
 HL2:DM

 Hey Eric,
 Are you sure that this was pushed for CS:S? No client updates were pushed 
 and my servers don't have any updates available for them to download. I'm 
 still getting the same error when attempting to download compressed .bsp 
 files.
 - Josh

 On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith 
 er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
 We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that should 
 fix the decompression problems clients are having with large .bsp files 
 being downloaded from servers.

 -Eric


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Re: [hlds_linux] Client updates released for TF2, CS:S, DoD:S, and HL2:DM

2014-04-29 Thread Asher Baker
An update for L4D2 was released 4 hours ago.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Wed, Apr 30, 2014 at 12:14 AM, monte i...@pwn.sk wrote:

 Whatever that client-only update was, made my l4d2 server
 out-of-date.. Or did l4d2 got some unannounced update just now?


 On Tue, 29 Apr 2014 22:03:29 +, Eric Smith wrote:

 We've released a client-only update to fix the problem. Thanks for
 reporting it.

 -Eric


 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Monday, April 28, 2014 11:33 PM
 To: Half-Life dedicated Linux server mailing list; Eric Smith
 Cc: Tony Paloma
 Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
 DoD:S, and HL2:DM

 Hi Eric,

 Unfortunately on at least 5 systems we've confirmed CS:S still has
 this broken. Today I zero'd all of my drives and reinstalled Windows
 (unfortunately). On my brand-new system, this still bails out after
 64M. Can we get this completely reverted?

 Regards,
 Kyle.

 On Mon, Apr 28, 2014 at 9:17 AM, Eric Smith er...@valvesoftware.com
 wrote:

 This was a client-only update, so there won’t be anything for servers to
 download.  The update was released for CS:S clients last week with the
 other games, so they should be working.

 -Eric


 From: spa...@gmail.com [mailto:spa...@gmail.com] On Behalf Of Josh
 Stratton
 Sent: Saturday, April 26, 2014 3:50 AM
 To: Half-Life dedicated Linux server mailing list; Eric Smith
 Subject: Re: [hlds_linux] Client updates released for TF2, CS:S,
 DoD:S, and HL2:DM

 Hey Eric,
 Are you sure that this was pushed for CS:S? No client updates were
 pushed and my servers don't have any updates available for them to
 download. I'm still getting the same error when attempting to download
 compressed .bsp files.
 - Josh

 On Fri, Apr 25, 2014 at 2:45 PM, Eric Smith er...@valvesoftware.com
 mailto:er...@valvesoftware.com wrote:
 We've released client updates for TF2, CS:S, DoD:S, and HL2:DM that
 should fix the decompression problems clients are having with large .bsp
 files being downloaded from servers.

 -Eric


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Re: [hlds_linux] CSGO status output format change?

2014-03-14 Thread Asher Baker
Those tools use A2S_PLAYERS not the status command, which has indeed been
gimped to only show a Max Players entry by default (our current leading
theory is that someone delivered a case of free drugs to the CS:GO team,
considering the rest of the query protocol changes that happened).

There is a convar to fix it, but I don't know it off the top of my head,
I'm sure someone will reply with it soon, or you can look at the recent
update notes.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Mar 14, 2014 at 10:36 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 Has the output formatting of the 'status' command changed in the most
 recent build or two? I think it started happening with the second most
 recent patch.

 All of my status tools (Sourcebans, HLStatsX:CE, LGSL, and our management
 panel) have started reporting #/26 players (should be /24 since it has 2
 hidden slots) with the only actual player entry being 'Max Players',
 suggesting that parsing of the response is failing.

 Running on CentOS6 64 bit.
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Re: [hlds_linux] server problem - sv consistently low

2014-03-13 Thread Asher Baker
Try setting the RDTSC_FREQUENCY envar to 'disabled' before starting the
server.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Thu, Mar 13, 2014 at 10:19 PM, Stefan `Sec` Zehl s...@42.org wrote:

 Hi,

 I've been trying to set up a TF2 server on FreeBSD (using the linux
 emulation). I got it running easily, but when trying to play on it, it
 stutters/lags horribly. When enabling net_graph 4 I can see that the
 sv: value is hovering at around 18, and every few seconds it shortly
 drops to 1 or 2.

 Checking the cpu usage, it shows the machine still at 90% idle.

 Can anyone help me figure out where the problem actually lies, and if
 it's fixable?

 Thanks,
 Sec
 --
 When in doubt, invent a chinese proverb.

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Re: [hlds_linux] New possible server exploit?

2014-03-02 Thread Asher Baker
That crash is in CTeamplayRoundBasedRules::ShouldCreateEntity(char const*)

I checked Throttle for any other crashes with this signature (hoping to get
a stacktrace), but I couldn't find any.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Sun, Mar 2, 2014 at 2:58 PM, Kevin s...@serveredirect.com wrote:

 From your graph it seems like you are on NFO, the best action to take
 would of been getting a network snapshot while the server was being taken
 down.


 On 3/2/2014 5:12 AM, Mitchell Huang wrote:

 Thanks for the suggestions. Although we are more concerned about making
 sure everyone including Valve is aware that a new server exploit might be
 in the wild.

 And besides, every time we have to deal with AKARaccoon he just comes back
 with a new dynamic IP. We'd rather just have this exploit patched than
 have
 to deal with him repeatedly.

 We are not 100% sure this is an exploit but based on his Reddit account
 history he seems to be very good at creating hacks. He is also
 apparently the creator of MVMBot which is a bot that adds people to an
 MVM game and aimbots everything so they win.

 He seems to know what he's doing and like every other hacker, comes off as
 a narcissistic self righteous asshole. He's probably subscribed to this
 mailing list too so AKARaccoon if you're reading this: go fuck yourself
 :-)

 On Sunday, March 2, 2014, ics i...@ics-base.net wrote:

  Drop packets from his ip with iptables. See if he can do any crashing
 after that.

 -ics

 Mitchell Huang kirjoitti:

  Late Saturday night (2014-03-02), AKARaccoon (
 http://steamcommunity.com/id/AKARaccoon,
 http://www.reddit.com/user/AKARacooon, IP 70.192.16.230) joined our
 server
 on alts and started aimbotting. After we banned a couple of his
 accounts,
 he said, at 01:07:41 EDT:


 Hey faggot, I don't like being kicked. Server goes down for you now.
 3


 The server then immediately crashed and was unreachable. Initially, we
 assumed it was a DDoS, however the network logs showed nothing out of
 the
 ordinary.


 Server network graph (times are in PDT): http://i.imgur.com/Otip5JW.png


 Very normal network logs for a TF2 server... no more than 5Mbit traffic
 the
 entire time.

 There is also nothing unusual in the SRCDS logs. No RCON login attempts
 or
 anything out of the ordinary.


 After the first crash, he reconnects as BAN ME NOW FAGGOT
 (STEAM_0:1:84052152) and says:


 CRSAH

 I crashed the server.

 Faggot admins wanna try and ban me.

 Lol, no.

 I always win.

 Faggots.


 We then kicked and banned him again at 01:11:10 EDT, and the server
 again
 crashed within a couple of minutes of his ban. After shutting down all
 connections to the server and looking through our logs, we found
 suspicious
 segfaults coinciding with the server crashes:


 Mar  2 01:08:09 ny kernel: [593389.393517] srcds_linux[19195]: segfault
 at
 5b ip ed2b8b4a sp ffcb85c0 error 4 in
 server_srv.so[eccab000+65c000]
 Mar  2 01:09:30 ny kernel: [593470.670819] srcds_linux[20799]: segfault
 at
 3ed ip ed2e3b4a sp ff822540 error 4 in
 server_srv.so[eccd6000+65c000]
 Mar  2 01:12:26 ny kernel: [593646.211683] srcds_linux[20828]: segfault
 at
 60 ip ed21fb4a sp ff862270 error 4 in
 server_srv.so[ecc12000+65c000]


 It looks as if he exploited something in server_srv.so to make the
 server
 crash. We run SRCDS on Linux (Debian stable). We are not sure if windows
 servers are also affected.


 We also found a similar post related to him on the Lotus Clan forums
 dated
 Feb 18 where players mentioned that he crashed the server after
 aimbotting.
 However, we doubt it's related to the achievement manager spam the first
 poster mentions:


 http://forums.gamingterritory.com/topic/28821-ban-request-
 akaraccoon-server-crashing-god/


 Thoughts?
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Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-07 Thread Asher Baker
The huge problem here is that server plugins can't reliably set their own
tags without risking breaking the server browser completely, as there is a
really low character limit on the tags field - and overflowing it isn't
handled safely at all. SourceMod has natives to set tags for exactly this
reason, but they had to be disabled due to the issues because every plugin
wanted to advertise itself with a tag. Server operators have to set their
own tags, as they're the only one that can know which are the more
important ones to keep when the limit is hit.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Feb 7, 2014 at 9:05 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 It's probably because server owners haven't properly configured their
 servers for this update yet.

 I think that it would be easier if a modded tag were added, and that way
 popular gameplay mods like VSH and Randomizer could set that by default so
 that these servers don't automatically appear on QuickPlay.


 On Fri, Feb 7, 2014 at 4:01 PM, 1nsane 1nsane...@gmail.com wrote:

  At least it's stock gameplay. So it surely is fine. Maybe needs a few
 more
  engineers for better balance.
 
  Now the randomiser, vsh, and TDM (carts deleted in hightower) servers I'm
  being sent to surely are not supposed to be part of quickplay.
 
 
  On Fri, Feb 7, 2014 at 3:23 PM, Valentin G. nextra...@gmail.com wrote:
 
   This really can not be the intentioned or desired gameplay:
   http://i.imgur.com/xQBp6fG.jpg
  
   On Fri, Feb 7, 2014 at 6:20 AM, Kyle Sanderson kyle.l...@gmail.com
   wrote:
If anyone's on a semi-stable game and wants in on the action:
https://github.com/KyleSanderson/SteamWorks may hold what you're
looking for.
   
https://forums.alliedmods.net/showthread.php?p=2096599#post2096599
   
Kyle.
   
On Thu, Feb 6, 2014 at 6:20 PM, Andrew DeMerse ademe...@gmail.com
   wrote:
It looks like opting into the steam beta has broken favorites and
   history
in TF2.Is anyone else experiencing this?
   
   
On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote:
   
Awesome. Testing is good.Thanks for the heads up.
   
   
On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith 
 er...@valvesoftware.com
wrote:
   
 We're still testing the next TF2 update, so it will not be
 released
   until
 tomorrow.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
   Dunn
 Sent: Wednesday, February 05, 2014 4:01 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life
   dedicated
 Linux server mailing list (hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming
  soon

 TF quickplay changes: next TF update.
 Ability to create gameserver accounts via WebAPI: Available now.
 Ability to login TF server to your account: next TF update.
 Steam client beta capable of storing favorites keyed by account
 and
 migrating favorites: within a week or so.
 All steam clients are capable of storing favorites keyed by
  account:
   No
 ETA.  (Probably a few weeks at most.)

 We are expecting the next TF update to be tomorrow.  Hopefully
   everybody
 who has been a TF server operator for any length of time knows
 that
   this
is
 a hope, not a promise.




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 )
 

Re: [hlds_linux] [hlds] Important changes to TF2 coming soon

2014-02-07 Thread Asher Baker
The huge problem here is that server plugins can't reliably set their own
tags without risking breaking the server browser completely, as there is a
really low character limit on the tags field - and overflowing it isn't
handled safely at all. SourceMod has natives to set tags for exactly this
reason, but they had to be disabled due to the issues because every plugin
wanted to advertise itself with a tag. Server operators have to set their
own tags, as they're the only one that can know which are the more
important ones to keep when the limit is hit.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Feb 7, 2014 at 9:05 PM, thesupremecommander 
thesupremec...@gmail.com wrote:

 It's probably because server owners haven't properly configured their
 servers for this update yet.

 I think that it would be easier if a modded tag were added, and that way
 popular gameplay mods like VSH and Randomizer could set that by default so
 that these servers don't automatically appear on QuickPlay.


 On Fri, Feb 7, 2014 at 4:01 PM, 1nsane 1nsane...@gmail.com wrote:

  At least it's stock gameplay. So it surely is fine. Maybe needs a few
 more
  engineers for better balance.
 
  Now the randomiser, vsh, and TDM (carts deleted in hightower) servers I'm
  being sent to surely are not supposed to be part of quickplay.
 
 
  On Fri, Feb 7, 2014 at 3:23 PM, Valentin G. nextra...@gmail.com wrote:
 
   This really can not be the intentioned or desired gameplay:
   http://i.imgur.com/xQBp6fG.jpg
  
   On Fri, Feb 7, 2014 at 6:20 AM, Kyle Sanderson kyle.l...@gmail.com
   wrote:
If anyone's on a semi-stable game and wants in on the action:
https://github.com/KyleSanderson/SteamWorks may hold what you're
looking for.
   
https://forums.alliedmods.net/showthread.php?p=2096599#post2096599
   
Kyle.
   
On Thu, Feb 6, 2014 at 6:20 PM, Andrew DeMerse ademe...@gmail.com
   wrote:
It looks like opting into the steam beta has broken favorites and
   history
in TF2.Is anyone else experiencing this?
   
   
On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote:
   
Awesome. Testing is good.Thanks for the heads up.
   
   
On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith 
 er...@valvesoftware.com
wrote:
   
 We're still testing the next TF2 update, so it will not be
 released
   until
 tomorrow.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
   Dunn
 Sent: Wednesday, February 05, 2014 4:01 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life
   dedicated
 Linux server mailing list (hlds_linux@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] Important changes to TF2 coming
  soon

 TF quickplay changes: next TF update.
 Ability to create gameserver accounts via WebAPI: Available now.
 Ability to login TF server to your account: next TF update.
 Steam client beta capable of storing favorites keyed by account
 and
 migrating favorites: within a week or so.
 All steam clients are capable of storing favorites keyed by
  account:
   No
 ETA.  (Probably a few weeks at most.)

 We are expecting the next TF update to be tomorrow.  Hopefully
   everybody
 who has been a TF server operator for any length of time knows
 that
   this
is
 a hope, not a promise.




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 http://steamcommunity.com/id/thesupremecommander
 )
 

Re: [hlds_linux] Servers spamming ads

2013-11-01 Thread Asher Baker
Numerous people have attempted to contact the advertising provider used by
the common plugins doing this, they generally don't respond, but when they
do, they state that it's fine - which is why the plugin is still available
on AlliedModders, albeit unapproved .


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Nov 1, 2013 at 5:23 PM, dan needa...@ntlworld.com wrote:

 On 01/11/2013 16:57, 1nsane wrote:

 That's not Pinion. Pinion limits the amount of ads you can show to prevent
 such a thing from happening.
 It's something like one ad every 30 minutes.

 But there's alternatives so who knows what kind of crap is being loaded
 in the background. Especially if it's hidden.


 Well, if it were legit advertising companies (stop laughing at the back)
 who think they are paying for people who have seen or watched adverts,
 then the server
 owners are committing fraud against those companies.

 Your best tack then might be to talk to the advertisers and maybe they
 will take
 their money and leave, or possibly even report it if they are upset enough.

 But, you know, if it's traditional spam advertising, for illegal
 prescription medications
 and stuff to make your doodle bigger they probably don't care too much,
 they
 don't expect high hit rates and they obviously aren't going to report crime
 when they are doing it themselves.

 --
 Dan.


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Re: [hlds_linux] Update tf2 not work

2013-10-20 Thread Asher Baker
There is no error there, that's all expected output.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Sun, Oct 20, 2013 at 7:00 PM, babaj ba...@mczone.ru wrote:

 Update tf2 not work. Friday does not work. after the upgrade.

 FreeBSD and linux.

 Error:
 Connection to Steam servers successful.
Public IP is xxx.xxx.xxx.xxx.
 Assigned anonymous gameserver Steam ID [].
 VAC secure mode is activated.
 Connection to game coordinator established.
 tf_server_identity_account_id not set; not logging into registered account
 L 10/19/2013 - 18:50:17: tf_server_identity_account_id not set; not logging
 into registered account
 Received 1872932 bytes item schema version C3C66B05 direct data; update is
 queued.


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Re: [hlds_linux] CSS dedicated server with GRE tunnel?

2013-08-05 Thread Asher Baker
This stuff happens when help desk software gets added to the list,
there have been a few occasions of it over the years and it's
generally resolved quickly. It's got nothing to do with the archives
(of which the official one isn't fully public fwiw).

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Aug 5, 2013 at 1:56 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 Why the F is this connected to the hlds_linux :S

 I got another mail from them with my registration information for their 
 site...
 looked at the whois of teamspeak.com and teamspeakusa.com and these where 
 different so I assume they are not the real ones.

 Its annoying enough that all the mails get on some archive(s) with all the 
 email address fully public so you get spammed to death due to that. Should be 
 some privacy laws broken there. I don't mind archives, but don't put the mail 
 addresses public so any crawler can read them.





 From: TeamSpeak Piracy pir...@teamspeakusa.com
To: mreeu...@yahoo.com
Cc: hlds_linux@list.valvesoftware.com
Sent: Monday, 5 August 2013, 13:23
Subject: [#DIS-245-79266]: Re: [hlds_linux] CSS dedicated server with GRE 
tunnel?



Mart-Jan Reeuwijk,

Thank you for contacting us. This is an automated response confirming the 
receipt of your ticket. One of our agents will get back to you as soon as 
possible. For your records, the details of the ticket are listed below. When 
replying, please make sure that the ticket ID is kept in the subject line to 
ensure that your replies are tracked appropriately.

   Ticket ID: DIS-245-79266
   Subject: Re: [hlds_linux] CSS dedicated server with GRE tunnel?
   Department: Piracy [English]
   Type: Issue
   Status: Open

You can check the status of or reply to this ticket online at: 
https://support.teamspeakusa.com/index.php?/Tickets/Ticket/View/DIS-245-79266

Kind regards,

TeamSpeak USA, Inc.


TeamSpeak Piracy
e-Mail: pir...@teamspeakusa.com
Visit: http://www.TeamSpeak.com
Knowledgebase: http://support.TeamSpeakUSA.com

Hours of operation for this department are Monday - Friday, 9AM to 5PM 
Pacific Time (UTC-8). We are committed to responding to your inquiry within 
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Re: [hlds_linux] [hlds] TF2: New exploit in today's update

2013-07-14 Thread Asher Baker
On Sun, Jul 14, 2013 at 9:20 AM, Erik-jan Riemers riem...@binkey.nl wrote:
 server_srv.so!ApplyUpgrade_Default(CMannVsMachineUpgrades const, CTFPlayer*, 
 CEconItemView*, int, bool) + 0x1f0
 server_srv.so!CUpgrades::ApplyUpgradeToItem(CTFPlayer*, CEconItemView*, int, 
 int, bool, bool) + 0xe7
 server_srv.so!CTFPlayer::ReapplyPlayerUpgrades() + 0x12c
 server_srv.so!CTFPlayer::ManageRegularWeapons(TFPlayerClassData_t*) + 0x648

That's caused by TF2Items fwiw, see
https://forums.alliedmods.net/showthread.php?t=220449

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Sun, Jul 14, 2013 at 9:20 AM, Erik-jan Riemers riem...@binkey.nl wrote:
 Although helpfull in some cases (Called throttle these days) you do need
 to understand what happens. I don't always get that, but I am no dev.

 The Mvm still crashes a lot compared to before, they usually die on below
 error, but that only tells me something about buying an upgrade.

 server_srv.so!ApplyUpgrade_Default(CMannVsMachineUpgrades const,
 CTFPlayer*, CEconItemView*, int, bool) + 0x1f0
 server_srv.so!CUpgrades::ApplyUpgradeToItem(CTFPlayer*, CEconItemView*,
 int, int, bool, bool) + 0xe7
 server_srv.so!CTFPlayer::ReapplyPlayerUpgrades() + 0x12c
 server_srv.so!CTFPlayer::ManageRegularWeapons(TFPlayerClassData_t*) +
 0x648
 etc etc

 Only thing I can gather from it, seems to be a server issue :)

 Where as a:

 sourcemod.2.ep2v.so!CNativeOwner::GetMarkSerial() [NativeOwner.cpp:15 +
 0x0]
 sourcemod.2.ep2v.so!ShareSystem::BindNativesToPlugin(CPlugin*, bool)
 [ShareSys.cpp:346 + 0x10]
 sourcemod.2.ep2v.so!CPluginManager::TryRefreshDependencies(CPlugin*)
 [PluginSys.cpp:1511 + 0x1b]
 sourcemod.2.ep2v.so!CPluginManager::RunSecondPass(CPlugin*, char*,
 unsigned int) [PluginSys.cpp:1475 + 0xf]
 etc etc

 Would seems to be a sourcemod issue. But that's just my simple
 understanding.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk
 Sent: zondag 14 juli 2013 10:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update

 Install the Accelerator extension for SourceMod to easily view your crash
 dumps later on.
 On Jul 14, 2013 4:06 AM, ics i...@ics-base.net wrote:

 I just ment it went down once for some reason, which now turned out to
 be stalemate related crash. Srcds boots up 10 seconds after crash on
 linux anyway but I just ment i can't look after the server all the
 time and investigate what caused the crash.

 -ics

 Jeremy Visser kirjoitti:

 On 12/07/2013, at 12:24 AM, ics i...@ics-base.net wrote:

 I run a server with process only 24/7 for now and its crashed
 atleast once today. I was at work and unable to monitor it but one
 of our admins said it went down.

 You don't auto-respawn it with systemd or upstart? :-)


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Re: [hlds_linux] Again, Policy of truth

2013-07-02 Thread Asher Baker
I think you jump to conclusions way too quickly.

On Tue, Jul 2, 2013 at 4:24 PM, DontWannaName! ad...@topnotchclan.com wrote:
 So your the ass hole that DNS attacked my servers

 Sent from my iPhone 5

 On Jul 2, 2013, at 8:16 AM, Andre Müller gbs.dead...@gmail.com wrote:

 I think not. I don't mean something like a dDoS with 50GiB inbound traffic
 (it's possible with dns-servers). It also hits the hoster, which may not
 happen! It is enough to crash thier servers maybe one time an hour with
 some bad packets, so they will loose thier ranking.

 Maybe this also really fucks up thier players and they will explore the
 blacklist function.
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Re: [hlds_linux] SteamCMD FQDNs and/or IP addresses

2013-06-12 Thread Asher Baker
It's not a security concern - there are just lots of servers and they
change often.

On Wed, Jun 12, 2013 at 8:01 PM, escapedturkey
escapedtur...@escapedturkey.com wrote:
 Thank you. That's a very good article, much appreciated. I'll do more
 investigation and see what can be done.

 It would still be helpful to know the IP addresses and FQDNs that
 SteamCMD uses for gathering knowledge and to always allow permission
 via the firewall. I do understand why they wouldn't share it if there
 is a security concern.

 On Wed, Jun 12, 2013 at 11:47 AM, Brian Engert h...@engert.us wrote:
 if your firewall is on the host there's a way to write a rule for a user
 http://www.cyberciti.biz/tips/block-outgoing-network-access-for-a-single-user-from-my-server-using-iptables.html
 while
 not as ideal it's still better then allowing all users.

 - Brian


 On Wed, Jun 12, 2013 at 12:54 PM, escapedturkey 
 escapedtur...@escapedturkey.com wrote:

 Yes, you're correct. I'll just be more flexible on port 80. I was
 hoping to tighten it down a bit more but it will cause too many
 issues.

 On Wed, Jun 12, 2013 at 10:43 AM, Doctor McKay mc...@doctormckay.com
 wrote:
  What game are you running? If it's TF2, at least, you'll need port 80
 open
  so the server can download the item schema.
 
  You should really just open port 80 outbound though.
 
 
 
  Doctor McKay
  http://www.doctormckay.com
  mc...@doctormckay.com
 
 
  On Tue, Jun 11, 2013 at 1:06 PM, escapedturkey 
  escapedtur...@escapedturkey.com wrote:
 
  Just about all games have symlinks for large files, etc,.  I've been
  doing this for awhile. I do appreciate the advice. It is always good
  to read and discuss methodologies. I have experimented with a lot of
  different methods. In my opinion, it's better to provide redundant and
  localized sources for content distribution than a single hub; ex
  provide a pool of storage for said content per machine, for local
  users, while distributing the updates across the machines.  This is a
  user managed service that strongly supports legal modification and
  open source development.
 
  For Valve games, since there are a lot files that get unique updates,
  it doesn't make sense to overly complicate it with symlinks. They do
  take up a lot of space, but it doesn't matter these days because
  storage capacity is very large, fast, and inexpensive; I use RAID 10
  with BBU on the systems and make regular backups.
 
  For Steam, I prefer to let the client perform the updates via the
  supportive scripting and customized control panel. Some clients may
  not want to update at a given time, and it's preferable not to force
  anything on them. SteamCMD works fine as integrated into the scripting
  and control panel. It has worked perfectly for years with regular
  Steam.
 
  Back on topic:
 
  All I want to know are the FQDN or IP addresses to exclusively allow
  SteamCMD access. I prefer to block as much as possible and only open
  what is needed; knowledge is power.
 
  Thank you. =)
 
  On Tue, Jun 11, 2013 at 9:26 AM, Andre Müller gbs.dead...@gmail.com
  wrote:
   If you don't have a CDN solution for your gameservers (worst thing),
 you
   can use a caching proxy in a local net in your datacenter. So you can
  close
   in- and outbound traffic on port 80 for external sources and allow
  traffic
   on port 80 for your local net in your datacenter. Additionally you
 will
   save incomming traffic, because your proxy is caching the content on
 one
   server with big disk space.
  
   The other way is, to distribute your serverfiles with a server over
 all
   your gamehosts e.g. with rsync or a cluster fs/bockdevice (glusterfs,
  drbd
   or other). Your scripts can push the files to your customer
 gameservers
  or
   you use symlinks.
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  https://www.escapedturkey.com/helpdesk
 
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Re: [hlds_linux] [hlds_announce] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-29 Thread Asher Baker
That thread is over 5 years old, SetEntProp has had an array index
parameter for over a year now.
And yes, you're likely to get better help over on AlliedModders.

On Mon, Apr 29, 2013 at 8:01 PM, pilger pilger...@gmail.com wrote:
 Lack of knowledge, mainly. I never quite got how these Ents and Props
 functions work. Maybe this is the time to dig more into it.

 Guess something like

 SetEntProp(GetPlayerWeaponSlot(p, i), Prop_Send, m_iClip1, 200);
 SetEntData(p, ammoOffset + (i * 4), 200); - This has to remain this way
 since it's a data table (
 https://forums.alliedmods.net/showthread.php?t=82876highlight=SetEntProp+m_iAmmo
 )


 Should work better. And it does on ther good and old hldsupdatetool server,
 but it still crashes the SteamPipe one.

 Not quite sure people are interested in Sourcemod making the SteamPipe
 server crash subject. Maybe I should move to AlliedModders to avoid
 another surge of hate and spam.


 _pilger


 On 29 April 2013 15:32, Necavi nec...@0xf.org wrote:

 I was wondering the same thing myself, SetEntProp has been around
 for...years now.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Monday, April 29, 2013 11:23
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory update released for
 TF2 SteamPipe beta; now interoperable with regular game

 Is there any specific reason why you can't use something safer like
 SetEntProp?

 Thanks,
 Kyle.
 On 29 Apr 2013 11:18, pilger pilger...@gmail.com wrote:

  Ah, still no luck.
 
  Getting a crash when the plugins do stuff like this:
 
  SetEntData(GetPlayerWeaponSlot(p, i), clipOffset, 200);
   SetEntData(p, ammoOffset + (i * 4), 200);
  
 
  _pilger
 
 
  On 29 April 2013 15:01, Ondřej Hošek ondra.ho...@gmail.com wrote:
 
   On Mon, Apr 29, 2013 at 7:22 PM, pilger pilger...@gmail.com wrote:
By the looks
(http://forums.alliedmods.net/showthread.php?t=213838)
   we'll
have to wait for the official update to get it all working right.
Or
  have
you managed to get it to work!?
  
   That thread is specifically about TF2Items. Since it seems to be a
   rather popular plugin, I have also generated new game data for it
   [1], but I've heard that it doesn't solve the issues for all people,
   so try it at your own risk.
  
   Also, I'm not intimately familiar with the landscape of non-bundled
   gamedata-requiring SourceMod plugins, so please, if you find out
   that a widely-used plugin needs new game data, bug me on the issue
 tracker.
   [2]
  
   [1]
  
  https://github.com/RavuAlHemio/sourcemod-beta-gamedata/blob/master/tf2
  /tf2items-steampipe-beta.txt
  
   [2] https://github.com/RavuAlHemio/sourcemod-beta-gamedata/issues
  
   Cheers,
   ~~ Ondra / Ravu al Hemio
  
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Re: [hlds_linux] Gearbox crash on startup

2013-04-16 Thread Asher Baker
On 16 Apr 2013, at 05:10, Ook ooksser...@zootal.com wrote:
 1) steamcmd does not run on older distros/kernels because of the glibc 
 version indicated above.
 2) steamcmd does not run on these older Socket A Athlon processors (or my 
 kernel needs to be compiled selecting the Athlon as the cpu type)?

Alfred stated that part of this round of updates would be dropping
support for older GLIBC versions (and thus older distros), so even if
SteamCMD wasn't dying, HLDS would. Your 2nd issue is likely the same,
maybe Valve is finally compiling with SSE2 enabled - not that I can
see how it would help SteamCMD, but it would be a nice boost for the
engine itself. You might want to look at the flags listed in
/proc/cpuinfo.

Sent from my iPhone

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Re: [hlds_linux] Gearbox crash on startup

2013-04-16 Thread Asher Baker
On Tue, Apr 16, 2013 at 4:44 PM, Ook ooksser...@zootal.com wrote:
 movq is supposed to be an MMX instruction, and this cpu supports MMX so I'm
 not sure why it is dying here. It may be that what the dissembler calls
 movq is in fact be an SSE2 instruction, and the cpu chokes on it because
 of that.

There are separate MMX and SSE2 variants of it, and the fact it's
using the xmm registers means that it is indeed the SSE2 one.

http://ref.x86asm.net/coder32.html#x0F78

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Asher Baker
The best (and much easier than re-purposing the server id's) solution here
would be for the server browser to save hostnames instead of IP addresses,
it would also be handy if the client made use of SRV records.
This way it's making use of standards, rather than fighting against them.

On Sat, Apr 6, 2013 at 10:26 PM, Ruben Lopes ruben_d_lo...@hotmail.comwrote:

 I would like to leave my opinion here for Valve to consider.Probably all
 of us server admins know the frustration with having to change our servers
 IP's either because of a migration, changing from a unreliable hosting,
 datacenter change, etc...We also know that even though we can connect and
 add a hostname to favorites ir doesn't update if the IP changes (at least
 the last time I checked) and it should, for the obvious reasons mentioned
 above. So that change I think it's been overdue and I can see no good
 reason for it not being like that since day one. That way, players who
 connect through the hostname wouldn't even notice that the IP changed. But
 even with that, the people who added Current server to favorites only
 added the current IP of the server.
 So, even better than that would be to have a aditional server id system
 that could be used to keep track of servers, so that a specific serverID
 would always point to the server IP:Port of the server that has that
 specific tf_server_identity_account_id in the config. Then, players could
 connect to that serverID that would also be automatically be updated in the
 favorites if the IP:Port changed. With that, when a server has to change
 IP, no player would lose track of that great server that mysteriously
 disapeared from their favorites and server administrators wouldn't have to
 flood every of their players that they can reach telling that the IP of
 their server(s) changed while seeing that effort in vain while losing part
 of the players that never came back.I've been through that, and other
 probably have too. So this would be a favorable update for everyone. Hope I
 can see something done about this soon.
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-06 Thread Asher Baker
Hence the point about SRV records, which eliminate anyone apart from the
host having to care what port the server is on.

On Sat, Apr 6, 2013 at 10:46 PM, Ruben Lopes ruben_d_lo...@hotmail.comwrote:

  The best (and much easier than re-purposing the server id's) solution
 here
  would be for the server browser to save hostnames instead of IP
 addresses,
  it would also be handy if the client made use of SRV records.
  This way it's making use of standards, rather than fighting against them.

 Just remember that the port should be saved somehow, in case it port
 changes too. Otherwise the job would be left half-done and this would be
 useless again if one had to change port's.
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Re: [hlds_linux] srcds (TF2) segfaulting on launch

2013-03-20 Thread Asher Baker
Your command line seems to be missing a map argument, make sure you're
specifying one.

You could also try running the server directly in GDB:
LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH gdb --args ./srcds_linux
-game tf +map ctf_well (or whatever map you want) should be the
absolute minimum, but I'm writing this from memory.

On Wed, Mar 20, 2013 at 5:24 PM, Calvin Judy rok...@summit-gaming.com wrote:
 Alright, try reupdating with -verify_all.

 - Original Message - From: Brian br...@doublejump.eu
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, March 20, 2013 1:21 PM

 Subject: Re: [hlds_linux] srcds (TF2) segfaulting on launch


 The dump files in /tmp/dump are all from 2012 so I don't think they are
 related to this problem unfortunately.


 On Wed, Mar 20, 2013 at 5:18 PM, Calvin Judy
 rok...@summit-gaming.comwrote:

 Try looking in the /tmp directory.



 - Original Message - From: Brian br...@doublejump.eu
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Sent: Wednesday, March 20, 2013 1:15 PM
 Subject: Re: [hlds_linux] srcds (TF2) segfaulting on launch


  srcds@vs2435:~$ gdb ./srcds_i686 core

 GNU gdb (GDB) 7.1-ubuntu
 Copyright (C) 2010 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later
 http://gnu.org/licenses/gpl.*
 *html http://gnu.org/licenses/gpl.html


  This is free software: you are free to change and redistribute it.

 There is NO WARRANTY, to the extent permitted by law.  Type show
 copying
 and show warranty for details.
 This GDB was configured as x86_64-linux-gnu.
 For bug reporting instructions, please see:

 http://www.gnu.org/software/**gdb/bugs/http://www.gnu.org/software/gdb/bugs/
 ...
 Reading symbols from /home/srcds/srcds_i686...done.
 BFD: Warning: /home/srcds/core is truncated: expected core file size =
 18948096, found: 2211840.
 [New Thread 5080]
 Cannot access memory at address 0xf77588f0
 (gdb)


 /home/srcds/core file -- http://doublejump.eu/crashdump


 On Wed, Mar 20, 2013 at 5:09 PM, Brian br...@doublejump.eu wrote:

  I'm afraid I don't see any dump files, where would they be?


 No addons (was using Metamod/SM/SOAP DM but renamed addon folder), also
 did a clean install.


 On Wed, Mar 20, 2013 at 4:51 PM, Calvin Judy
 rok...@summit-gaming.com*
 *wrote:

  Can you upload the crash dump somewhere, it may provide more insight.

 Are
 you running any addons/modications? If so, does it start without them?
 - Original Message - From: Brian br...@doublejump.eu
 To: hlds_linux@list.**valvesoftwa**re.com http://valvesoftware.com
 hlds_linux@list.**valvesoftware.com
 hlds_linux@list.valvesoftware.com
 

 
 Sent: Wednesday, March 20, 2013 11:44 AM
 Subject: [hlds_linux] srcds (TF2) segfaulting on launch


  Hi,


 My TF2 server was out of action for a couple of weeks because it was
 failing to update, and giving Server is running older version of
 protocol
 on connect. I managed to get it to update with ./steam -command
 update
 rather than using the -autoupdate flag, but now it won't start at
 all.

 Details:

 -----


 srcds@vs2435:~$ ./steam -command update -game tf -dir orangebox/
 -verify_all

 ...

  HLDS installation up to date.



 srcds@vs2435:~$ cd orangebox/
 srcds@vs2435:~/orangebox$ ./srcds_run -game tf -dir . -debug
 Auto detecting CPU
 Using SSE2 Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 Segmentation fault (core dumped)
 BFD: Warning: /home/srcds/orangebox/core is truncated: expected core
 file
 size = 18948096, found: 2211840.
 Cannot access memory at address 0xf776e8f0
 Cannot access memory at address 0xff8ee4ec
 /home/srcds/orangebox/debug.cmds:3: Error in sourced command
 file:

 Cannot access memory at address 0xf776e8f0
 email debug.log to li...@valvesoftware.com
 Tue Mar 19 00:27:44 GMT 2013: Server restart in 10 seconds
 Tue Mar 19 00:27:53 GMT 2013: Server Quit

 Debug.log:
 CRASH: Tue Mar 19 00:27:44 GMT 2013
 Start Line: ./srcds_i686 -game tf -dir . -debug
 [New Thread 4582]
 #0  0x in ?? ()
 No symbol table info available.
 End of Source crash report

 -----


 Not a very revealing debug log file!

 I have:
 installed build-essentials (according to some facepunch/gmod thread)
 done an aptitude upgrade in case glibc  was out of date or something
 deleted orangebox/bin, installrecord, clientrecord and re-verified
 reinstalled srcds in a different folder (still same error on launch.

 None of these seem to have worked.

 Advice appreciated!

 Cheers,
 Brian
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Re: [hlds_linux] srcds (TF2) segfaulting on launch

2013-03-20 Thread Asher Baker
It does indeed appear to be a very old version of the engine,
srcds_i686 doesn't exist anymore, replaced by a generic srcds_linux.

On Wed, Mar 20, 2013 at 8:54 PM, Brian br...@doublejump.eu wrote:
 I have tried deleting the .steam directory too! :P


 On Wed, Mar 20, 2013 at 8:51 PM, Ross Bemrose rbemr...@gmail.com wrote:

 It may actually be Steam/ClientRegistry.blob or
 .steam/ClientRegistry,blob that needs to be deleted.  I know someone
 mentioned back in 2010 that deleting the entire .steam directory and
 re-running the updater fixed this exact problem.

 On Wed, Mar 20, 2013 at 4:49 PM, Brian br...@doublejump.eu wrote:
  Floyd,
 
  I use ./steam -command update -game -tf -dir, after extracting steam with
  hldsupdatetool.bin and chmod +x
 
  Ross,
 
  Pretty sure I've tried those steps, but might as well give it another
 go...
 
  Thanks everyone for the responses so far.
 
 
  On Wed, Mar 20, 2013 at 8:36 PM, Rudy Bleeker rblee...@gmail.com
 wrote:
 
  On Wed, Mar 20, 2013 at 9:19 PM, Brian br...@doublejump.eu wrote:
   Checking/Installing 'Linux Source HLDS' version 98
 
  That can't be right, that should be 'OB Linux Dedicated Server'
  version 206. What command do you use to update your server?
 
 
 
  --
  Idleness is not doing nothing. Idleness is being free to do anything.
- Floyd Dell
 
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Re: [hlds_linux] [BUG] SteamCMD on Linux autoupdate blocker

2013-02-21 Thread Asher Baker
https://en.wikipedia.org/wiki/Rubber_duck_debugging

On Thu, Feb 21, 2013 at 11:14 PM, Alfred Reynolds
alf...@valvesoftware.com wrote:
 rubber duck the problem ? That is a new one on me



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric G. Wolfe
 Sent: Thursday, February 21, 2013 3:12 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [BUG] SteamCMD on Linux autoupdate blocker

 Yeah, I get that 'steam' is an old part of the HldsUpdateTool.  I was
 trying to rubber duck the problem and point out this should probably
 call steamcmd.sh, instead of the legacy steam binary.

 Also, thanks Doctor for your awesome auto_steam_update plugin :)

 On 02/21/2013 05:29 PM, Doctor McKay wrote:
 'steam' is the name of the old HldsUpdateTool binary. I'm going to assume
 that SteamCMD autoupdate functionality hasn't been implemented yet.


 Doctor McKay
 http://www.doctormckay.com
 mc...@doctormckay.com


 On Thu, Feb 21, 2013 at 5:11 PM, Eric G. Wolfe 
 eric.wo...@marshall.eduwrote:

 In trying out SteamCMD with the Team Fortress 2 Beta, a clean install
 seems to be missing something which would allow auto-update to function
 correctly.  Perhaps I am missing something obvious, or doing something
 wrong.  So I'll document my setup to reproduce.

 I restarted the TF2 Beta server after the update was shipped last night
 via `_restart` on the console.  It shuts down the server, but just comes
 back up saying Master Server Requesting Restart, and never actually
 updating the server.  Isn't the dedicated server supposed to auto-update
 via steamcmd, or is auto-update not implemented?  I blew away the whole
 install and re-installed from scratch to see if I could reproduce the
 problem.

 # adduser steamcmd
 $ su - steamcmd
 $ mkdir ~/bin
 $ wget 
 http://media.steampowered.com/**client/steamcmd_linux.tar.gzhttp://media.steampowered.com/client/steamcmd_linux.tar.gz
 $ cd ~/bin  tar zxvf ../steamcmd_linux.tar.gz
 $ bash -l
 $ steamcmd.sh +login anonymous +app_update 229830 validate +quit
 $ $GAME_DIR/srcds_run -autoupdate ...

 So here might be relevant output from when the TF2 Beta server is started

 Auto detecting CPU
 Using default binary: ./srcds_linux
 Server will auto-restart if there is a crash.
 WARNING: Failed to locate steam binary.
 WARNING: Could not locate steam binary:, ignoring.

 Which is from Line #300 of srcds_run, and clearly shows `which steam`.
   Now, I don't know if this should be looking for `steamcmd.sh`, `steam.sh`,
 or the old `steam` binary which hldsupdatetool downloads.  Running `find
 -type f -iname steam` returns nothing in this cleanly installed steamcmd
 managed home directory.

 If a `steam` binary is needed, which I expect provides auto-update
 functionality.  Why hasn't steamcmd downloaded that `steam` binary and put
 it into this managed directory?  If that is not the case, where did I go
 wrong?

 --
 Eric G. Wolfe
 Senior Linux Administrator,
 IT Infrastructure Systems
 --**
 Marshall University Computing Services
 Drinko Library 428-K
 One John Marshall Dr.
 Huntington, WV 25755
 Phone: 304.942.3970
 Email: eric.wo...@marshall.edu

 You will be recognized and honored as a community leader.


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

2013-02-20 Thread Asher Baker
Game content isn't platform specific, only the engine. So you'll have
the DLL/SO files for the game (server.dll / server.so in /game/bin),
but not the engine (all of the others in /bin).

On Wed, Feb 20, 2013 at 5:29 PM, David Fountain savsi...@gmail.com wrote:
 Didn't Stan cmd download the game for all os' when I dl csgo I have .dll
 and .so domes

 SavSin
 On Feb 20, 2013 9:22 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 I'm pretty sure you cannot currently use SteamCMD to download an app for
 another target OS.

 I'll pass along that feature request.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
 Sent: Tuesday, February 19, 2013 9:11 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

 HLDSUpdateTool lets you specify the OS.

 On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
  As far as I can tell, no.  It downloads the server for the OS you're
  currently using.
 
  Which is the same as how hldsupdatetool works.
 
 
  On 2/19/2013 11:26 PM, pilger wrote:
 
  I'm curious if it will be possible to download a Windows version on a
  Linux environment. Is that possible now with other games that already
  use the SteamCMD? Will it be possible with TF2 and other games?
 
  On 20 February 2013 00:52, Kyle Sanderson kyle.l...@gmail.com wrote:
 
  Was the pure not working bug ever fixed in later engines (L4D*)? or
  will this be introduced as a regression into the orangebox and CS:S
 branches?
  :s
 
  Thanks,
  Kyle.
 
 
  On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
The orangebox engine games (Team Fortress 2, Counter
  Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being
  upgraded to SteamPipe.
 
Steam's
 
  new-and-improved content delivery system.  SteamPipe is currently
  used by most games on Steam.
 
  ** **
 
  This change will impact server operators in at least two
  significant
 
  ways:
 
  
 
  ** **
 
  *** **You will use steamcmd instead of the HLDSUpdateTool to
  install/update the server.
 
  *** **The conversion will entail significant changes to the
 way
  the files appear in the local filesystem on the server and client.
  The client no longer uses GCF files.  Instead, most assets are
  packed up into VPK, and those VPKs are the same on the server and
  the client.  The
 
  server
 
  no longer uses 1000's of loose files.
 
  ** **
 
  We're using the TF beta to test these changes and identify the
  bugs, and give everybody a chance to make sure their favorite mod
  or plugin will
 
  work
 
  in the new system.
 
  ** **
 
  Everybody is encouraged to download the TF beta!
 
  ** **
 
  We've prepared an FAQ that discusses the details of the change and
 
  answers
 
  the questions we anticipate:
 
  https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491*
  ***
 
  ** **
 
  Please report gameserver related bugs in this mailing list.
 
  ** **
 
  Client bugs can be reported through this mailing list, or in the TF
  beta
  forum.
 
  http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
  ** **
 
  Thanks for your help, and happy testing!
 
  ** **
 
  (And remember, playtime in the beta counts towards item drops in
  the release game.)
 
  ** **
 
  - Fletch
 
  ** **
 
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Re: [hlds_linux] SteamPipe and multiple servers

2013-02-20 Thread Asher Baker
You don't need to use mm_pluginsfile or have separate SM binaries,
just using sm_basepath to load distinct SM content and sharing the
binaries (as you are with MM:S anyway) will work just fine (just make
sure you keep them in-sync version wise).

On Wed, Feb 20, 2013 at 10:01 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
 I solve this by doing:

 ./srcds_run +ip ${IP} -game tf +exec autoexec_${SERVER}.cfg +mm_pluginsfile
 addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
 addons/sourcemod_${SERVER} +map $map

 Fake autoexec per server by forcing it to +exec at startup.
 autoexec_server.cfg sets sv_logsdir to logs_server
 +mm_pluginsfile contains addons/sourcemod_server/bin/sourcemod_mm
 +sm_basepath gives each server its own addons/sourcemod_server dir

 Shared configs from SM plugins that end up in cfg/sourcemod/ can be a minor
 problem.

 Overall it works well enough IME.  Better than having N copies of the game!

 I've seen some folks use union filesystems to achieve a similar outcome.


 On 21/02/2013 8:28 AM, Ross Bemrose wrote:

 TF2 already has the +servercfgfile option to change the server's config
 file, just not its autoexec.cfg.

 Running from a single install isn't recommended because they share the
 logs and cfg directories.  cfg is still an issue because map-specific
 configs and SourceMod plugin configs are stored there.

 On 2/20/2013 4:19 PM, Steven Haigh wrote:

 Hi guys,

 I'm wondering if SteamPipe will have the ability to have a single
 install of TF2 run multiple servers just by specifying a different
 config file?

 At the moment, the only way I've managed to stop hlds tripping over
 itself is to have a complete install per server instance - but this is
 highly inefficient

 Something like:
 ./hlds --config ~/configs/server-1.cfg
 ./hlds --config ~/configs/server-2.cfg

 This would make running multiple servers on the same system *MUCH*
 more admin friendly Especially if they updated automatically
 without tripping over themselves



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

2013-02-19 Thread Asher Baker
HLDSUpdateTool lets you specify the OS.

On Wed, Feb 20, 2013 at 4:47 AM, Ross Bemrose rbemr...@gmail.com wrote:
 As far as I can tell, no.  It downloads the server for the OS you're
 currently using.

 Which is the same as how hldsupdatetool works.


 On 2/19/2013 11:26 PM, pilger wrote:

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

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

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

 Thanks,
 Kyle.


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

   The orangebox engine games (Team Fortress 2, Counter Strike:Source,
 Day
 of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.

   Steam’s

 new-and-improved content delivery system.  SteamPipe is currently used
 by
 most games on Steam.

 ** **

 This change will impact server operators in at least two significant

 ways:

 

 ** **

 **· **You will use steamcmd instead of the HLDSUpdateTool to
 install/update the server.

 **· **The conversion will entail significant changes to the way
 the files appear in the local filesystem on the server and client.  The
 client no longer uses GCF files.  Instead, most assets are packed up
 into
 VPK, and those VPKs are the same on the server and the client.  The

 server

 no longer uses 1000’s of loose files.

 ** **

 We’re using the TF beta to test these changes and identify the bugs, and
 give everybody a chance to make sure their favorite mod or plugin will

 work

 in the new system.

 ** **

 Everybody is encouraged to download the TF beta!

 ** **

 We’ve prepared an FAQ that discusses the details of the change and

 answers

 the questions we anticipate:

 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 ** **

 Please report gameserver related bugs in this mailing list.

 ** **

 Client bugs can be reported through this mailing list, or in the TF beta
 forum.

 http://forums.steampowered.com/forums/forumdisplay.php?f=1038

 ** **

 Thanks for your help, and happy testing!

 ** **

 (And remember, playtime in the beta counts towards item drops in the
 release game.)

 ** **

 - Fletch

 ** **

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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-13 Thread Asher Baker
And all the fun that goes with it, like Source games truncating Steam
names in the middle of multibyte characters because no one thought to
make sure they took the same lengths.

On Thu, Feb 14, 2013 at 12:58 AM, Alfred Reynolds
alf...@valvesoftware.com wrote:
 What Anthony said.

 (in theory it shouldn't matter, the beauty of utf8 is that most std string 
 functions just work with it).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Anthony 
 Stoyanov
 Sent: Wednesday, February 13, 2013 4:55 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 You really should ask that question on alliedmods :)

 On 14.2.2013 г. 02:53 ч., Ejziponken - wrote:
 Cool!
 Will the utf8 affect plugins? Like advertiseplugins?

 From: alf...@valvesoftware.com
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 14 Feb 2013 00:40:52 +
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 One more beta update before this becomes the public version tomorrow, 
 changes are:

 - enabled utf8 chat for say and say_team commands
 - don't create a SAVE/ folder on server launch



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, February 11, 2013 1:20 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv demos being corrupted
 - fixed downloading of custom sprays from users
 - increased max rate to 100k (sv_min/maxrate still apply and defaults for 
 them are unchanged)
 - changed timing function to call clock_gettime(), this should cause more 
 stable frame rates


 As a reminder the plan is to make this the public release later this week, 
 and that update will be required.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, February 08, 2013 3:03 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv being unable to record demos under Linux
 - fixed dedicated servers listing as a listen server
 - (partially) fixed hltv listing on the master servers (you need a client 
 update plus we need to do a server update to totally fix this)



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, February 07, 2013 10:41 AM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv failing to launch


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred 
 Reynolds
 Sent: Friday, February 01, 2013 2:07 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 We have released an update to this beta. This update includes 1.6 server 
 changes so you should update.

 Fixes include:
 - Fixed failing to launch on old OS distributions (I am looking at you 
 FreeBSD emu layer)
 - Fixed flashbang causing mp_fadetoblack to be ignored



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, January 31, 2013 1:39 PM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have released an update to this beta. This update includes some good CS 
 1.6 server changes so you should update.

 Fixes include:
 - Fixed rotating objects stopping after some period in a map
 - Fixed potential upload exploit that let a client put a new file on your 
 server (they could not touch/replace existing files)
 - Fixed respawn bug in CS 1.6 if you died from drowning


 I've got more CS 1.6 fixes planned, we are keeping track of the bugs over 
 at https://github.com/ValveSoftware/steam-for-linux/issues so report things 
 you want fixed (and features 

Re: [hlds_linux] daily restarrt manually

2013-02-12 Thread Asher Baker
Because like Windows, it prefers a Steam Client's steamclient library.
Valve purposefully don't ship one with SteamCMD to avoid this being a
problem, and have posted this information on the list a couple of
times.

Sent from my iPhone

On 12 Feb 2013, at 10:30, Erik-jan Riemers riem...@binkey.nl wrote:

 So why does steam look here:

 126a5000-126a6000 rw-p  00:00 0
 [heap]
 126a6000-126a8000 rwxp  00:00 0
 [heap]
 126a8000-12a46000 rw-p  00:00 0
 [heap]PreMinidumpCallback: updating dump comment
 dlopen failed trying to load:
 /home/lz/.steam/sdk32/steamclient.so
 with error:
 /home/lz/.steam/sdk32/steamclient.so: cannot open shared object file: No
 such file or directory
 Looking up breakpad interfaces from steamclient
 Calling BreakpadMiniDumpSystemInit

 When there is one in orangebox/bin/steamclient.so too. If its looking at
 the wrong libs during crash/restart this could be a cause too no? This is a
 tf2 server, i dont know any better then that .steam/sdk32 comes with the
 new steamcmd tool.


 2013/2/11 Steven Haigh net...@crc.id.au

 On 12/02/2013 1:39 AM, Essay Tew Phaun wrote:

 If we're talking about the 100% CPU hang then I recently got a gdb log of
 it and sent it to MikeS. I'm on CentOS 6.3.


 Yep, thats the one...


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Re: [hlds_linux] daily restarrt manually

2013-02-12 Thread Asher Baker
It's not causing any harm other than the extraneous error message.

On Tue, Feb 12, 2013 at 12:17 PM, Erik-jan Riemers riem...@binkey.nl wrote:
 I can understand it prefers it, but i dont have it installed. I am assuming
 it should not search then for those files, hence giving me perhaps these
 errors or other stuff. If there is something i need to change for this then
 shed some light because i am lost in the mayhem ;)


 2013/2/12 Asher Baker asher...@gmail.com

 Because like Windows, it prefers a Steam Client's steamclient library.
 Valve purposefully don't ship one with SteamCMD to avoid this being a
 problem, and have posted this information on the list a couple of
 times.

 Sent from my iPhone

 On 12 Feb 2013, at 10:30, Erik-jan Riemers riem...@binkey.nl wrote:

  So why does steam look here:
 
  126a5000-126a6000 rw-p  00:00 0
  [heap]
  126a6000-126a8000 rwxp  00:00 0
  [heap]
  126a8000-12a46000 rw-p  00:00 0
  [heap]PreMinidumpCallback: updating dump comment
  dlopen failed trying to load:
  /home/lz/.steam/sdk32/steamclient.so
  with error:
  /home/lz/.steam/sdk32/steamclient.so: cannot open shared object file: No
  such file or directory
  Looking up breakpad interfaces from steamclient
  Calling BreakpadMiniDumpSystemInit
 
  When there is one in orangebox/bin/steamclient.so too. If its looking at
  the wrong libs during crash/restart this could be a cause too no? This
 is a
  tf2 server, i dont know any better then that .steam/sdk32 comes with the
  new steamcmd tool.
 
 
  2013/2/11 Steven Haigh net...@crc.id.au
 
  On 12/02/2013 1:39 AM, Essay Tew Phaun wrote:
 
  If we're talking about the 100% CPU hang then I recently got a gdb log
 of
  it and sent it to MikeS. I'm on CentOS 6.3.
 
 
  Yep, thats the one...
 
 
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Re: [hlds_linux] Cached MOTDs

2013-01-21 Thread Asher Baker
Steam's HTTP stuff is very agressive about caching, if those headers
weren't there originally, it may be a while before it even decides to
revalidate.

On Tue, Jan 22, 2013 at 1:43 AM, Carl aidsf...@gmail.com wrote:
 Can you add the following headers:

 Expires: Mon, 26 Jul 1997 05:00:00 GMT
 Pragma: no-cache
 Cache-Control: post-check=0, pre-check=0
 Cache-Control: no-store, no-cache, must-revalidate




 On 1/21/2013 5:34 PM, DontWannaName! wrote:

 It has no cache, which I changed to today. Yet I go ingame and it is
 still cached.


 Connection: close[CRLF]
 User-Agent: Web-sniffer/1.0.44 (+http://web-sniffer.net/)[CRLF]
 Accept-Encoding: gzip[CRLF]
 Accept:
 text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8[CRLF]
 Accept-Language: en-US,en;q=0.5[CRLF]
 Accept-Charset: ISO-8859-1,UTF-8;q=0.7,*;q=0.7[CRLF]
 Cache-Control: no-cache[CRLF]
 Referer: http://web-sniffer.net/[CRLF][CRLF]

 Image has Cache-Control:no-store, no-cache, must-revalidate, max-age=0



 On Mon, Jan 21, 2013 at 5:26 PM, Carl aidsf...@gmail.com wrote:

 What are the caching settings on the url that is served?

 Could you dump the http headers from the url in question?


 On 1/21/2013 2:55 PM, DontWannaName! wrote:

 No the URL has been the same. I simply update a png within the HTML. I
 even turned off server side caching. I bet if I changed the source file
 it
 would just refresh the cache then I'd have to do it next time.

 I like to update my motd a lot.

 Sent from my iPhone 5

 On Jan 21, 2013, at 2:18 PM, cmun...@cameronmunroe.com wrote:


 Did you change the url in the motd.txt of changed the physical page?


 On , DontWannaName! wrote:

   F5 is not a fix for casual players...

 Sent from my iPhone 5

 On Jan 21, 2013, at 2:18 PM, Steven Haigh

 net...@crc.id.au wrote:

 On 22/01/2013 9:09 AM, DontWannaName!
 wrote:
 For some reason my motd keeps getting cached ingame. I

 have changed it yet it loads the cached version in the browser.
 There's

 obviously no F5 ingame and I want clients to see the new version. The
 URL shows correctly out of game. Is this some setting in WebKit?
 Yeah. Valve seem to break the MOTD code every few releases Good QA
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Re: [hlds_linux] Engine error: ED_Alloc: no free edicts

2013-01-04 Thread Asher Baker
That's a goldsrc param.

On Fri, Jan 4, 2013 at 9:26 PM, edman747 edman...@gmail.com wrote:
 have you tried command line? -num_edicts 3072

 On 1/4/13, Erik-jan Riemers riem...@binkey.nl wrote:
 I have these too from time to time..

 I assume you are running non-stock maps? (or funky mods) that's mostly the
 case, but nothing much we can do about it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
 Phaun
 Sent: donderdag 3 januari 2013 3:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Engine error: ED_Alloc: no free edicts

 Another one today, from same server.

 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 8 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 7 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 6 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 5 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 4 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 3 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 2 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 1 free
 edict remaining.
 L 01/02/2013 - 19:48:47: Warning: free edicts below threshold. 0 free
 edicts remaining.
 L 01/02/2013 - 19:48:47: Engine error: ED_Alloc: no free edicts

 On Wed, Jan 2, 2013 at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Hit again today and crashed a server..

 L 01/02/2013 - 16:04:17: Engine error: ED_Alloc: no free edicts

 Not a big deal I guess, keep adding hats/effects.


 On Mon, Dec 24, 2012 at 7:07 AM, Saul Rennison
 saul.renni...@gmail.comwrote:

 He meant the edict limit isn't reached gradually, it's usually hit on
 round reset.

 On Monday, December 24, 2012, Erik-jan Riemers wrote:

  For the time that i used them, they worked fine to change the level
  though. You can see in the logs free eddicts remaining 8, till 1/0
 then
  it just changes the map. It doesn't come to a round reset it just
  goes poof without a warning to the next map.
  It was never gradually, it was almost instantly. But result may
  vary :-)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com javascript:;
  [mailto:hlds_linux-boun...@list.valvesoftware.com javascript:;]
  On Behalf Of Kyle Sanderson
  Sent: maandag 24 december 2012 7:05
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Engine error: ED_Alloc: no free edicts
 
  Unfortunately those convars aren't helpful, maybe if you're
  gradually reaching the limit they may work. Something like a round
  reset will
 still
  totally crash the server.
 
  Thanks,
  Kyle.
 
 
  On Sun, Dec 23, 2012 at 3:54 PM, Erik-jan Riemers
  riem...@binkey.nl
 javascript:;
  
  wrote:
 
   The ones I was talking about..
  
   sv_lowedict_action 0 - no action, 1 - warn to log file, 2 -
   attempt to restart the game, if applicable, 3 - restart the map,
   4 - go to the next map sv_lowedict_threshold 8 - When only this
   many edicts are free, take the action specified by
 sv_lowedict_action.
  
   I've even seen idle servers crash on low eddicts (cannot get any
   more tiny map / low eddicts then an idle map)
  
   But for instance, saxton hale servers are my nr 1 troublemaker
   when it comes to the most amounts.. (heavy mods and such)
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com javascript:;
   [mailto:hlds_linux-boun...@list.valvesoftware.com javascript:;]
   On
  Behalf Of Essay
   Tew Phaun
   Sent: zondag 23 december 2012 17:59
   To: Half-Life dedicated Linux server mailing list
   Subject: [hlds_linux] Engine error: ED_Alloc: no free edicts
  
   Just had a crash with this and I don't ever remember having a
   crash because of running out of edicts before. Anyone else
   experience this lately?
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 --


 Kind regards,
 Saul Rennison
 

Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-29 Thread Asher Baker
Valve have plenty of dedicated software engineers.

I happen to really enjoy ctf_turbine :( (it's also nice and
lightweight for debugging plugins).

On Sat, Dec 29, 2012 at 1:44 PM, dan needa...@ntlworld.com wrote:
 On 28/12/2012 16:33, ics wrote:

 Just wanted to say that Valve does care about server owners - but only
 when it's suitable for their timeframe/timetable or it is required
 (something big going on). Some of you are still in fanboyism stage, some
 are willing to work issues with Valve and some are past that, stopped
 caring. Personally  i bump between the last two options. It's just that
 priorities do not match, which is also natural.


 Well no, it's just acknowledging what Valve are good at and what they
 aren't.

 Valve write games. They're very good at that. As good as anyone else, if not
 better.

 But they hire musicians and artists and creative people and get them to
 cross train to write code.

 You wouldn't get in an aeroplane if Gabe made an announcement at E3 that
 they were writing the software for one, would you?
 I bet that would put a terrorist off of catching the flight.

 If our lives depended on TF2's stability, Valve would be up on charges :-)

 But they don't. It's just a game. We get the updates - and as I've pointed
 out on the list at Halloween, sometimes those updates suck and sometimes
 they don't.
 In general, and perhaps over the long term, we win (as clients I mean) but
 crashes and bugs are just part of the suckage.

 So, you just have to live with it.  And, be reasonable, it's Christmas. It
 stands to reason issues were not going to get fixed over the festive period.
 (Most of the list I saw really had little to do with server owners in any
 case. It's stuff that affects people that play TF2 rather than people trying
 to make money from running servers)

 Equally, of course, being a company full of creative people they recognise
 and reward creative people in their community. Hence the blessed are the map
 makers stuff.
 If you want to make money with TF2, be creative. If you're not creative,
 find some other way to make money and just enjoy playing computer games.

 Right now TF2 is crashing more often than Stevie Wonder did in his first
 Formula one race, but there are shedloads of games for under a fiver on
 Steam - surely you can find something to fill the time until they
 fix it?

 Personally I think the map initiative should fill us all with hope. Why?
 Because if anyone can make money for developing ctf_turbine then anyone can
 make money making maps. Watching that map make money is a better miracle
 than any religion will tell you about, even at Christmas. And it's a miracle
 that's not made up :-)

 Happy Christmas.

 --
 Dan


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Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-28 Thread Asher Baker
On Fri, Dec 28, 2012 at 8:17 AM, Cameron Munroe
cmun...@cameronmunroe.com wrote:
 #Current (New) server lock ups that provide no crash running the newest
 sourcemod. (Seems to be with high effects, possibly running out of the table
 space?)

That was our bug, we backed out the change causing it yesterday.

 #New Proxy Updated still not here

Considering the state of steamcmd, you wouldn't want it.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

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Re: [hlds_linux] Engine error: ED_Alloc: no free edicts

2012-12-23 Thread Asher Baker
If you enjoy inexplicable crashes.

On Sun, Dec 23, 2012 at 7:37 PM, Nomaan Ahmad n0man@gmail.com wrote:
 Try this Metamod Source plugin:
 https://forums.alliedmods.net/showthread.php?t=186830

 On 23 December 2012 19:27, Erik-jan Riemers riem...@binkey.nl wrote:

 I have it from time to time, even on stock maps. It is something I cannot
 fix , there is no real fix for it either.

 There is however a setting that you can say that if it occurs, it will
 restart the server or change maps (to get back to normal) cannot recall
 the settings 1.2.3. but I usually set it to changelevel so that if it
 occurs its better than having all the clients enduring a crash.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
 Phaun
 Sent: zondag 23 december 2012 17:59
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Engine error: ED_Alloc: no free edicts

 Just had a crash with this and I don't ever remember having a crash
 because of running out of edicts before. Anyone else experience this
 lately?
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Re: [hlds_linux] Engine error: ED_Alloc: no free edicts

2012-12-23 Thread Asher Baker
On Sun, Dec 23, 2012 at 7:56 PM, Nomaan Ahmad n0man@gmail.com wrote:
 You should update it Asher :P

It's method is fundamentally unstable, it can't be fixed. It works
by bypassing the timeout on edict reuse, allowing them to be
reallocated before the engine considers it safe.

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Re: [hlds_linux] Running a Halloween Server

2012-11-15 Thread Asher Baker
The only thing in this thread that doesn't belong on the list is your
whining about it not belonging on the list.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Nov 16, 2012 at 1:41 AM, HWDOMD hwd...@gmail.com wrote:

 Better yet, take it off the mailing list because it's not here to give you
 an audience. You want the attention you feel you deserve? Take your
 grandstanding bullshit to the forum, I'm sure they'll even pitch in.

 Maybe it's time the Valve folks started laying the hammer down on some of
 you people.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Thursday, November 15, 2012 5:33 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Running a Halloween Server



 Then create a filter in your email and stop blaming us for the
 conversation. Hell make another email account just for this email list.


 On , PolyQuad wrote:

  You are definitely not alone on this
 
 
 -Original Message-
  From:
 hlds_linux-boun...@list.valvesoftware.com
 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of HWDOMD
 
 Sent: Thursday, November 15, 2012 4:48 PM
  To: 'Half-Life dedicated
 Linux server mailing list'
  Subject: Re: [hlds_linux] Running a
 Halloween Server
 
  Can this discussion be held somewhere else? Like
 the forum, where it's
  supposed to be?
 
  This isn't the place for it
 and I'm getting a little sick of having my inbox
  filled with your
 petty bullshit back and forth about nothing. I'm pretty
  sure I'm not
 alone in this.
 
  -Original Message-
  From:
 hlds_linux-boun...@list.valvesoftware.com
 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
 
 Sent: Thursday, November 15, 2012 4:04 PM
  To: Half-Life dedicated
 Linux server mailing list
  Subject: Re: [hlds_linux] Running a
 Halloween Server
 
  On 15/11/2012 20:21, Rudy Bleeker wrote:
 
  I
 hope I speak for most people when I say that I don't see the problem
 here. If you don't like to play King of the Hill, then don't play on
 servers with KOTH maps in their rotation.
 
  I do like to play KOTH
 occasionally. It's not the worse game mode put it
  that way.
 
  But
 on the map they changed that you couldn't really do that. I think the
 
 first Halloween event did koth - and did it in such a way that running
 
 around killing people generally worked - in fact, was made part of it
 -
  hence yes, to me it would have made more sense to pick a different
 game mode
  this time but it was moot anyway given the, imo bad decision
 to make these
  bonuses like uber and crits apply to both teams.
 
 
 But I've already said that and I'm not repeating everything because
 you
  didn't read it :-)
 
  Again, things were not really free, that's
 a misnomer (perhaps it's worth
  noting that if Valve's whole modus
 operandi is to take feedback from its
  customers, and you think you're
 not paying for anything then you should
  realise that this just means
 you aren't their customer.
 
  Hence if you really are speaking for
 most people none of what we say
  counts, does it? :-)
 
  They are
 developing and updating their games to cater for the people that do
 
 pay. Hence one of my points, I'd much prefer - I'd far prefer - a game
 that
  had something I wanted to buy in it and that was therefore
 targeted at
  people who want to play it rather than people who clearly
 don't.
 
  You can't keep saying it's free, when all you're really
 saying is other
  people are paying for TF2, not us, and Valve change
 the game to get their
  money rather than ours
 
  I cannot (as I also
 think I pointed out too) really play the game as I
  always have -
 that's another point I made (although for a while, shortly
  after F2P,
 as I said on this list at the time, TF2 was actually far, far
  better
 than it ever was, even at launch in 2007 when it was new and fresh.
 
 
 Perhaps simply because of the numbers and the myriad servers to pick
 from
  and in spite of the general TF2 communities rather asinine and
 ugly reaction
  to the new players - and their continuing use of the
 term F2P to be
  derogatory.
 
  It's even more ironic that you keep
 parroting how the game is free
  given the rather hostile reaction
 
 a lot of F2P people received because they supposedly hadn't paid.
 
 
 Evidently, it's not the most logical community in existence.
 
  In a
 lot of ways sheer numbers hid the worst issues with the changes they
 
 made prior to the game going F2P and I suppose MvM has just made them
 
 obvious again, whilst being, imo, nowhere near as good as it could have
 been
  in terms of difficulty and skill required and in terms of the
 number of
  people needed to play it.
 
  For years I've have 2 PCs
 here, with 2 copies of many of Valve games.
  Now we've got 3 - and yes
 it sucks that
  most 

Re: [hlds_linux] Server Crashes

2012-11-11 Thread Asher Baker
I'd suggest trying https://forums.alliedmods.net/showthread.php?t=146644

Regards,
Asher

On Sun, Nov 11, 2012 at 8:28 PM, Harsh Baid harshbai...@gmail.com wrote:

 So i just subscribed to the lis, so i am really not caught up on anything
 linux servers, recently i switched from windows to linux on my system to
 host my servers because i had been hearing a lot of things about linux
 servers from my friends in the community. Started up my servers and
 installed sourcemod/metamod on all of em. Then the servers started
 crashing, there is no specific thing that triggers the server crash, it
 jsut randomly crashes and it is not the same with every server. So far i
 only had 2/5 of my servers crash and at random times which is really weird.
 Any idea what is going on, oh and i am pasting the last outputs from my
 console before the crash:

 L 11/10/2012 - 18:55:23: Muffy the Soup Brewer16STEAM_0:1:55481944
 entered the game
 L 11/10/2012 - 18:55:35: [serverhop.smx] Server :27015 is down: socket
 error 6 (errno 111)
 L 11/10/2012 - 18:55:41:  GenesisDawn15STEAM_0:1:33202923Red
 committed suicide with world (attacker_position 5133 -7708 -5623)
 L 11/10/2012 - 18:55:42: Narwhals Demise14STEAM_0:1:50699148Blue
 committed suicide with world (attacker_position -1601 4889 -5)
 DataTable warning: (class tf_ragdoll): Out-of-range value (-4066.824463) in
 SendPropFloat 'm_vecRagdollVelocity', clamping.
 L 11/10/2012 - 18:55:44: thug ass turtle17STEAM_0:0:27096073
 connected, address 96.29.182.61:27005
 Client thug ass turtle connected (96.29.182.61:27005).
 L 11/10/2012 - 18:55:44: thug ass turtle17STEAM_0:0:27096073 STEAM
 USERID validated
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20121110185548_1.dmp
 success = yes
 response:  CrashID=bp-f50289f0-e3b5-45a8-9ffe-a82912121110

 PreMinidumpCallback: updating dump comment
 ./exec_ratedtrade.run: line 372: 12542 Segmentation fault  (core
 dumped) $HL_CMD

 warning: Can't read pathname for load map: Input/output error.
 email debug.log to li...@valvesoftware.com
 Sat Nov 10 18:56:16 EST 2012: Server Quit
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Re: [hlds_linux] Mystery update that broke Linux servers?

2012-11-06 Thread Asher Baker
They already pushed another update to fix it, make sure you remove any
silly workarounds you employed.

On Wed, Nov 7, 2012 at 2:04 AM, Weasel wea...@weaselslair.com wrote:

 I got hit by the same thing, symbolic link of old new to new .so file worked 
 to bring 1 of my (CentOS) servers up - but sans mods of course.
 No official word from Valve yet on at least acknowledging the issue?
 Just catching up on today's/last-night's thread, but I didn't see any Valve 
 responses in there.
 Maybe I missed it.  :-)

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Re: [hlds_linux] Traceray Crash

2012-11-04 Thread Asher Baker
That list is actually just the ones before the Halloween update, as
the Halloween update changed the binary name.

See 
http://crash.limetech.org/related.php?symbol=engine_srv.so%21CEngineTrace%3A%3AClipRayToVPhysics%28Ray_t+const%26%2C+unsigned+int%2C+ICollideable%2A%2C+studiohdr_t%2A%2C+CGameTrace%2A%29+%2B+0xe9
for ones post-Halloween.


On Mon, Nov 5, 2012 at 3:21 AM, Dr. McKay li...@doctormckay.com wrote:
 I'm not sure if this is already known or not, but I didn't see it anywhere in 
 the mailing lists and it hasn't been fixed yet. There appears to be a problem 
 in the physics code in TF2 regarding tracerays, as the server crashes 
 sometimes when they're used. See also: http://goo.gl/sSfdk

 I've had to disable most of the plugins on my server to get it to stop 
 crashing. It's not a plugin issue, but rather an issue with plugins calling 
 code built into the game that is now buggy.

 This started after the Halloween update.


 Dr. McKay
 http://www.doctormckay.com
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Re: [hlds_linux] Sourcemod STILL not working for me but it is for everyone else

2012-10-27 Thread Asher Baker
Freezes on plugin loading is caused by SELinux being enabled and
srcds_linux not being granted execstack and execheap.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Sun, Oct 28, 2012 at 12:34 AM, Anders Olsson bran...@hotmail.com wrote:
 Use latest and it will work!

 Metamod  1.10.0-devV
 Sourcemod 1.5.0-dev+3675





 -Ursprungligt meddelande- From: Giovanni Harting
 Sent: Sunday, October 28, 2012 1:31 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Sourcemod STILL not working for me but it is for
 everyone else


 Witch version do you use? Working is latest sm dev snapshot and metamod
 1.10 dev snapshot

 2012/10/28 Benedict Glover neobened...@hotmail.co.uk


 Since Alliedmodders isn't giving me any responce, I'd like to know how
 everyone has managed to get sourcemod working but me. I've tried
 everything, but it will always lock up whenever it tries to load any
 plugin
 (and all I want atm is the ones that come with it). I've tried recompiling
 the plugins from the scripting folder, tried the windows plugins, but it
 keeps hanging on:
 L 10/28/2012 - 01:27:48:  Mapchange to koth_lakeside_event
 

 Sourcemod loads fine with no plugins in the plugins folder, however as
 soon as I put one in and try to load it it just freezes.


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Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread Asher Baker
Twice that block has been removed, twice we've been attacked again.

On Sat, Oct 27, 2012 at 12:32 AM, Bruno Garcia garcia.bru...@gmail.com wrote:
 On top of that, AlliedMods out of nowhere completely blocked Argentinian
 ISPs.
 I believe it's because botnets targeted to their site. It's been blocked
 for years, and alliedmods is a great deal to the community.
 Sometimes I find forum threads that are helpful but I can't really access
 them.

 On Fri, Oct 26, 2012 at 8:30 PM, Bruno Garcia garcia.bru...@gmail.comwrote:

 Does a community seriously have to create a reverse engineered engine to
 code plugins due to the fact that the company didn't update their sdk ?
 This should be done through official channels.
 We have to thank the steam community is so big.


 On Fri, Oct 26, 2012 at 3:40 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 The AlliedModders copy of the sdk that's always kept up to date enough
 for plugins will be updated in just a bit.

 http://hg.alliedmods.net/**hl2sdks/hl2sdk-ob-valvehttp://hg.alliedmods.net/hl2sdks/hl2sdk-ob-valve


 On 10/26/2012 2:39 PM, Bruno Garcia wrote:

 Fletcher,

 When is the Source SDK going to be updated for Orange Box?
 You should *seriously *consider that.


 Take care,
 -

 On Fri, Oct 26, 2012 at 1:40 PM, AnAkIn anakin...@gmail.com wrote:

  Any reason for that interface to still exist on Windows?

 2012/10/26 Fletcher Dunn fletch...@valvesoftware.com

  The symbol disappeared not because it was hidden, but because that
 interface doesn't even exist any more.  To use the same allocator that

 the

 engine uses, just call malloc and friends.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of AnAkIn
 Sent: Friday, October 26, 2012 8:01 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF beta has been updated

 I could fix tier1 and mathlib and got my plugin to load on TF2 Beta.
 Fixed libs:
 http://tftrue.redline-**utilities.net/libs/http://tftrue.redline-utilities.net/libs/

 It needs you to have -DNO_MALLOC_OVERRIDE in your Linux makefile.
 You might also need to link against libtier0_srv.so and
 libvstdlib_srv.so
 in your makefile.
 Make sure you remove the other libraries (choreoobjects, dmxloader,
 particles, tier2, and tier3 as they still have the g_pMemAlloc symbol,

 and

 shouldn't be needed for your plugin to work.


 2012/10/26 AnAkIn anakin...@gmail.com

  Ok, I just tried and there are much more modifications to do to get
 tier1_486.a to compile with NO_MALLOC_OVERRIDE.


 2012/10/26 AnAkIn anakin...@gmail.com

  That should do it:
 1) Set NO_MALLOC_OVERRIDE in your project, you can remove
 memoverride.cpp and tier0/memdbgon.h includes
 2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in
 tier1 project and rebuild it.

 2012/10/26 bottige...@gmail.com bottige...@gmail.com

 I just checked the newest beta, and it appears to be missing the

 symbol g_pMemAlloc from tier0_srv.so while it is present in
 tier0.so.
 I believe all plugins currently rely on this and must be recompiled
 to be compatible with the new changes.

 How do I get the newest SDK to recompile? Whenever I try to click
 Create a Mod in Source SDK for Team Fortress 2, it says Support for
 creating total conversions are not available using this engine
 versions.

 On Thu, Oct 25, 2012 at 9:03 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:

 Just to be clear...

 The update will be sometime tomorrow.  Hopefully in the morning.
 By

 which I mean Pacific-Northwest-Valve-Time morning.  By which I mean
 we hope it will be out in the morning but might not be.

 We will not be updating the beta again before then.  The binaries

 currently in the beta have the same filenames and level of included
 symbol data as the binaries that we will release tomorrow.  Putting
 the symbols back in was the main reason we updated the beta.  If a
 plugin works with those binaries, it is highly likely that it will
 work with the real binaries tomorrow.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Ross Bemrose

 Sent: Thursday, October 25, 2012 8:39 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF beta has been updated

 Well, given Valve time, we'll probably have until mid-afternoon

 Pacific tomorrow.

 On 10/25/2012 11:38 PM, Robert Paulson wrote:

 How much time do we have between the unstripped beta and the
 stable

 release?

 On Thu, Oct 25, 2012 at 8:34 PM, Ross Bemrose
 rbemr...@gmail.com

 wrote:

 Like previously predicted, this server binary update will
 accompany the TF2 Halloween update tomorrow.

 Hopefully this doesn't cause other 

Re: [hlds_linux] Whole Server dropping out - Steam down?

2012-10-23 Thread Asher Baker
Nothing is wrong with SMAC, the Steam backend isn't validating clients
- so SMAC is kicking them as they could have spoofed details.

On Tue, Oct 23, 2012 at 8:10 PM, Marcus Tribuser tr...@gmx.at wrote:
 Am 23.10.2012 21:00, schrieb Marcus Tribuser:


 Your client has failed to authorize in time.  Please reconnect or restart
 your game

 just found out after some googleing its a SMAC Problem, so i deactiveted the
 plugin and everything is fine now


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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Asher Baker
I believe Valve have already acknowledged it as an issue in the past.
It happens when the server loses connection to Steam, which causes it
to switch transport protocols - and the UDP one doesn't respect the
bind address.
Other than block the problematic one, forcing it to toggle back to the
other, there isn't really anything you can do.

On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote:
 Have you tried setting ip this_servers_ip_address in the server
 specific config file? server6.cfg in this case. I do this and haven't
 seen this issue so far.

 On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote:
 Sorry forgot the mention my start line.  I do use +ip and -port.   Below is
 my startline:


 /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1
 /home/XXX/srcds/railbait/orangebox/nemrun  -threads 1 -timeout 3 -pidfile
 rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234
 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay
 +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath
 addons/sourcemod_6 -onbootcmd './bootnotify.sh 6'  -debug -corefile
 'cores/rb6_%Y%m%d%H%M%S.core'


 On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote:

 You should use option +ip instead of -ip and assing -port. On the original
 post, you haven't got that specified on the startline.

 -ics

 16.10.2012 7:33, Chris Oryschak kirjoitti:

 This has been a known issue for quite sometime.  Myself along with other
 mailing list members have brought it up in the past.
 The past week it seems to of gotten a lot worse.  Today alone i've had to
 fix the problem on two separate occasions.

 *The details:*

 I have a dedicated server with 4 IP address' assigned to it. Each server
 instance I run has it's own unique IP Address with the default port for
 each instance (27015)

 Now randomly the server will lose it's assigned IP address and reassign
 itself one of the other IP's that are available.  The problem with this is
 the moment it occurs the server drops from the master server list.  It's
 no
 longer visible on the internet.

 When type status in the console this is what I get, i've
 bolded/underlined the problem area:


 version : 1.2.3.3/22 5079 secure
 *udp/ip  : 142.54.178.234:27015  (public ip: 142.54.178.238)*

 account : logged in
 map : cp_dustbowl at: 0 x, 0 y, 0 z

 Another---**--
 version : 1.2.3.3/22 5079 secure
 *udp/ip  : 142.54.178.237:27015  (public ip: 142.54.178.238)*

 account : logged in
 map : plr_hightower at: 0 x, 0 y, 0 z


 I just finished fixing 4 servers on the same box with this bug/issue.
  It's
 starting to become quite annoying having servers drop off the master
 server
 list and require a server restart to fix.  I get servers going from full
 to
 empty when this happens and it requires my intervention to fix.

 Server details:

 :~$ uname -a
 Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010
 x86_64 GNU/Linux

 :~$ lsb_release -a
 No LSB modules are available.
 Distributor ID: Ubuntu
 Description:Ubuntu 10.10
 Release:10.10
 Codename:   maverick


 I brought this issue up August 14 2012:
 http://www.mail-archive.com/**hlds_linux@list.valvesoftware.**
 com/msg68496.htmlhttp://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html

 and I know someone else has (just cant find the post).


 Fletcher please please fix this problem!
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 --
 Idleness is not doing nothing. Idleness is being free to do anything.
   - Floyd Dell

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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Asher Baker
It wont be, just put more load on both the client and server.

On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad n0man@gmail.com wrote:
 I didn't try that but how will this be beneficial for a fastdl?

 On 5 October 2012 02:58, Cameron Munroe cmun...@cameronmunroe.com wrote:

 Has anyone tried https on a fastdl and does it work? Tf2?

 Sent from my android device.

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Re: [hlds_linux] Still receiving Netchannel: failed reading message net_SetConVar from IP error

2012-10-04 Thread Asher Baker
On Thu, Oct 4, 2012 at 11:57 PM, Matt l drt...@live.com wrote:
 Disabling Sourcemod seems to make it go away, but having it on at all will 
 cause it regardless of whats installed with it.

That's not possible, the error is caused by overflowing a stringtable,
SourceMod alone doesn't add anything to any stringtables.

What was fixed a few updates ago was the game adding too much to the
sound precache table (it had all the MvM sounds outside of MvM mode),
which was causing even a tiny amount added by plugins to cause an
overflow - it's likely you're just precaching too much.

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Asher Baker
On Mon, Sep 10, 2012 at 3:35 PM, ics i...@ics-base.net wrote:
 Presumably it's all there in the SDK and i have to say it's an awesome
 feature.

The file transfer stuff is, the plugin is using an (likely now very
short lived, I'd be surprised if it made the end of the week) exploit
to take the actual screenshot.

On Mon, Sep 10, 2012 at 3:35 PM, ics i...@ics-base.net wrote:
 Presumably it's all there in the SDK and i have to say it's an awesome
 feature. If i would have to guess, Valve propably uses same thing on VAC as
 extra proof of cheating.

 No one wouldn't even be alarmed if they didn't know such feature exists on
 this plugin or on the server they play on. I tested this yesterday and
 already got 1 cheater caught. Besides, it only takes screenshots. No desktop
 shots, just ingame footage.

 -ics

 10.9.2012 16:47, Drogen Viech kirjoitti:

 What the hell? Servers can tell the client to take screenshots *and*
 tell them to upload them to the server? Whatever happened about
 privacy?

 2012/9/8 lwf l...@rocketblast.com:


 http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387

 This is absolutely brilliant, great job! Now just imagine having
 something like Greenlight to go through those...

 I'm not even going to bother asking you to open source it but please,
 at least consider releasing a stable version with that doesn't open
 connection (no auto-update or reports to you or anywhere else, no
 offense) and has no undocumented features (now or later). I'd really
 like to use this, we should have had this long ago.

 On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote:

 Hi,

 As Valve is too lazy to do anything about hacks, I started working
 back in January on a plugin that can detect:
 - POTENTIAL triggerbotters
 - Prediction hacks (crit hacks/no spread hacks)
 - An anti-speedhack bypass exploit

 Triggerbots:
 To make it clear as some people I gave it to didn’t understand, the
 detection is kind of “heuristic” (I won’t explain in detail, if I do
 then the cheat coders will bypass it in no time), so it’s not because
 someone got detected that he is surely cheating. It’s just a tool to
 help you find people that can potentially cheat and you can just check
 the STV demos then to confirm that they cheat or not.

 The most detections for a single person in the less timespan you will
 find in the log, the more likely he is using a triggerbot.

 Prediction hacks:
 I guess this is what will interest most people on this list, it
 detects the crit hacks that does 100% crits all the time which is an
 engine exploit which has been added into many hacks lately. It's also
 used for various no spread/low spread hacks.

 The detections get printed to a log called TriggerBotDetections.log in
 tf/ (and are also sent to me) on EVERY MAP change or when all players
 have disconnected from the server. It’s important to note this
 otherwise you could loose all the detections (especially if your
 server automatically restarts every night). There is a simple reason
 for this: writing in a file while you play can cause lags, especially
 if someone is getting detected a lot.

 Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip

 --
 Best regards,
 AnAkIn

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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-09-10 Thread Asher Baker
It's a server plugin, not a client plugin.
It's using ClientCommand + an exploit to execute jpeg, then
INetChannel::RequestFile to upload it.

On Mon, Sep 10, 2012 at 8:08 PM, Bruno Garcia garcia.bru...@gmail.com wrote:
 This is obviously not using the screenshot command, rather the screenshot
 client function call.
 As well as the INetChannel SendFile function to upload the file.

 I wouldn't expect VALVe to update this function, this also used to upload
 spray tags to the server, and it has a very secure extension block that
 won't let you upload almost anything (Except for screenshots in this case)

 @Anakin: If I were you, I would find a way to get the stack of loaded DLLs
 to Hl2.exe and print them on a txt on the client, and then upload that to a
 server, that way you could have a handful of cheat's DLLs and block em by
 default if they are detected on the client. Anything if possible, of course.

 Take care.

 On Mon, Sep 10, 2012 at 3:29 PM, ics i...@ics-base.net wrote:

 Screenshots are saved to tf/resource and also the player will have the
 shots taken from his/her screen on the same location on his/her pc.

 -ics

 10.9.2012 21:09, Thomas K kirjoitti:

  In what folder the screenshots are uploaded to the server?

 -Ursprüngliche Nachricht- From: Ejziponken -
 Sent: Monday, September 10, 2012 7:35 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
 detection plugin


 lol need this for CS 1.6 and CSGO.. :P

  Date: Mon, 10 Sep 2012 13:19:42 -0400
 From: epichat...@litewin.net
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread) detection plugin

 Would be nice if valve added a legitimate way for server admins to grab
 screenshots if they are going to patch this exploit. Considering the
 screenshots only take an in-game image the only people to have reasons
 against it are hackers themselves.

 --EHG

 On 9/10/2012 1:04 PM, Ryan Stecker wrote:
  There's clearly a lack of understanding in this thread.
 
  The plugin simply executes 'jpeg' or 'screenshot' on the client (which
  is
  the exploit everyone is talking about), and uses the client's 
 INetChannel
  (an interface in the source engine) to have the server request the file
  from the client.
 
  It can't take a screenshot of your desktop, or steam chats, or anything
  else other than the game's screen. The jpeg command has only ever taken
  screenshots of your game.
 
  Really there's two sides of the coin on the issue of making clients 
 execute
  commands.
 
  On one side, malicious server operators could do bad things, and on the
  other, it made it possible for an anticheat to get client screenshots.
 
  I would have loved it if this plugin could have survived longer, but it
  seems like the command execution method is being fixed. I'd kill to
 get  a
  proper anticheat in source, and not the flawed disaster that is VAC.
 
  On Mon, Sep 10, 2012 at 11:58 AM, ics i...@ics-base.net wrote:
 
  http://tftrue.redline-**utilit**ies.net/anakinac.htmlhttp://utilities.net/anakinac.html
 http://**tftrue.redline-utilities.net/**anakinac.htmlhttp://tftrue.redline-utilities.net/anakinac.html
 
 
  -ics
 
  10.9.2012 19:52, Cameron Munroe kirjoitti:
 
So really it just takes a screen shot of whats on their screen and
  then
  uploads it to the game server / FTP? and then at a later time you
 look
  through them and see if someone had a wall hack on. Is there
 anything  else
  that it can detect as really a screen shot isn't useful in most
 other  hacks.
 
  On 9/10/2012 9:49 AM, ics wrote:
 
  You need to check the screenshots yourself that it picks. Makes one
  once
  in an hour.
 
  PS: cl_allowupload 0 doesn't block uploading the shot. This plugin
 is
  simply awesome tool for every server owner that wants to catch 
 wallhackers
  and such.
 
  -ics
 
  10.9.2012 19:46, Cameron Munroe kirjoitti:
 
  Asher? Can you give us an example, or some info on the subject.
 
  On 9/10/2012 9:31 AM, Drogen Viech wrote:
 
  I assume you have to go through all of them on your server, the no
  spread and trigger bot detection is fully automatic, other 
 heuristic
  detections are printed to your console
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  No, I mean how would you use this to detect if someone is
  cheating?
 
 
  On 9/10/2012 9:23 AM, Drogen Viech wrote:
 
  It takes a screenshot randomly, only anakin knows when (he said
  every
  10 or so minutes)
  He's using some really fucked up kind of exploit - not even the
  following config will prevent it from taking screenshots:
 
  http://pastebin.com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=**Xr39hrys
 http://pastebin.**com/raw.php?i=Xr39hryshttp://pastebin.com/raw.php?i=Xr39hrys
 
 
  2012/9/10 Cameron Munroe cmun...@cameronmunroe.com:
 
  So how does this work?
 
  It takes a 

Re: [hlds_linux] Client crash cause of server settings?

2012-09-06 Thread Asher Baker
I've seen this a few times, it's always been random though.
Even retrying the same server generally works fine.

On Thu, Sep 6, 2012 at 3:31 PM, Frank ad...@gamerscrib.net wrote:
 Anyone else seeing this issue with their client or hearing about it from
 others when they try to connect to your servers?



 I tried one of mine and sure enough got this error after HL2.exe just
 stopped working.



 Problem signature:

   Problem Event Name: BEX

   Application Name: hl2.exe

   Application Version: 0.0.0.0

   Application Timestamp:  50410b74

   Fault Module Name:StackHash_2264

   Fault Module Version: 0.0.0.0

   Fault Module Timestamp:  

   Exception Offset:   46876b14

   Exception Code: c005

   Exception Data:  0008

   OS Version:  6.1.7601.2.1.0.256.48

   Locale ID:   1033

   Additional Information 1:   2264

   Additional Information 2:   2264db07e74365624c50317d7b856ae9

   Additional Information 3:   875f

   Additional Information 4:   875fa2ef9d2bdca96466e8af55d1ae6e

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Re: [hlds_linux] Crash on restart with latest update

2012-09-05 Thread Asher Baker
Probably caused by an outdated install of MetaMod:Source and a plugin
that hooks the quit or _restart commands.

On Wed, Sep 5, 2012 at 7:05 PM, Tony Paloma to...@valvesoftware.com wrote:
 Looks like a problem caused by SourceMod. SourceMod guys feel free to prove 
 me wrong.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Wednesday, September 05, 2012 10:32 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Crash on restart with latest update

 One of my TF2 servers hung last night when a _restart was issued.  I had to 
 kill the process and manually restart.

 Here's what was dumped to the console:
 http://pastebin.com/b07ggugu

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Re: [hlds_linux] Server crash on every _restart?

2012-08-22 Thread Asher Baker
* Been like that since exactly June 12th.

On Wed, Aug 22, 2012 at 7:02 AM, ics i...@ics-base.net wrote:
 Been like that for years.

 -ics

 - Alkuperäinen viesti -
 I just set up two new TF2 servers...

 It seems that every time I run a _restart command via the console, the
 server crashes and restarts after 10 seconds. While I don't really mind
 as the end result is the same, does anyone know why this happens?

 --
 Steven Haigh

 Email: net...@crc.id.au
 Web: http://www.crc.id.au
 Phone: (03) 9001 6090 - 0412 935 897
 Fax: (03) 8338 0299

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Re: [hlds_linux] Test linux steam binaries

2012-08-22 Thread Asher Baker
Thank you so much for finally getting these out.

On Wed, Aug 22, 2012 at 7:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 If you are crashing on level change or server shutdown, and would like to 
 help test updated steam binaries that contain the fix, please download them 
 from here:

 http://media.steampowered.com/apps/440/linux_steam_bins.zip

 and put them in the game/bin folder.

 Please report if they cause any new problems.

 If all goes well, we'll release them in an official update soon.
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Re: [hlds_linux] Test linux steam binaries

2012-08-22 Thread Asher Baker
No, happens to at least all Source 2009 servers.

On Wed, Aug 22, 2012 at 9:53 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The binaries are not specific to TF, but the problems it was intended to 
 address might be.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Collin Howard
 Sent: Wednesday, August 22, 2012 12:57 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Test linux steam binaries

 ohh, I missed that app id in the link. it didnt occur to me what it 
 represnted.



 
  From: martin v velt...@gmail.com
 To: Collin Howard my_azz...@yahoo.com; Half-Life dedicated Linux server 
 mailing list hlds_linux@list.valvesoftware.com
 Sent: Wednesday, August 22, 2012 3:38:02 PM
 Subject: Re: [hlds_linux] Test linux steam binaries


 @Collin Howard
 app440 is tf2 not hl 1.6


 2012/8/22 Collin Howard my_azz...@yahoo.com

 was this for 1.6 hlds?





 From: Valtteri Kiviniemi kiviniemi.valtt...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Wednesday, August 22, 2012 3:29:19 PM
Subject: Re: [hlds_linux] Test linux steam binaries


Hi,

Thank you! I can confirm that the server is now shutting down cleanly. I'm
usin clean install without any plugins.

- Valtteri

2012/8/22 wave thew...@thewaveserver.com

 Thanks Fletch, quit now shutsdown cleanly! (without sourcemod, at least)

 On Wed, Aug 22, 2012 at 1:20 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
  If you are crashing on level change or server shutdown, and would like
 to help test updated steam binaries that contain the fix, please download
 them from here:
 
  http://media.steampowered.com/apps/440/linux_steam_bins.zip
 
  and put them in the game/bin folder.
 
  Please report if they cause any new problems.
 
  If all goes well, we'll release them in an official update soon.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 --
 Sent from your mom's iPad

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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Asher Baker
That link was in Nick's first reply to you.

On Tue, Aug 21, 2012 at 9:03 PM, dreamde...@dsrclan.com
dreamde...@dsrclan.com wrote:
 I'll retract my bit about not being able to find it as the continued search
 found it listed under the wiki but absent in other places.



 http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



 So others don't have to waste time looking for the link and information.




 On August 21, 2012 at 4:01 PM dreamde...@dsrclan.com 
 dreamde...@dsrclan.com
 wrote:



 So what are the advantages of SteamCMD for linux? Does InterWave's site have
 the
 necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
 re-setup my server? I ask because I've already checked and there is zero
 documentation on the changes.

 I'm glad the environment I have here locally doesn't require change 
 management
 or dedicated maintenance windows because Valve seems to be jacking everyone
 these days.  I feel bad for the GSP's with the additional overhead they are
 having to incur with all the pushes as of late.



 As a side note, SteamCMD leaves a lot to be desired for a command line
 perspective.  Registering a server is one thing but if you do it from your
 main
 account, every time the server updates you will be knocked off of steam.  
 It's
 either that or create multiple accounts and multiple scriptlets to manage 
 your
 servers.  This is NOT efficient.


 With the amount of money that I've spent with Valve personally, it's tempting
 to
 tell them to take a flying leap and close my account.  Their reliability for
 item servers, cloud and now servers has diminished over the last year to an
 unreliable level.  Daily patching which breaks servers consistently is not
 acceptable.  unpublished changes are not acceptable.  Thats as bad as not
 doing
 input validation when writing a program or website! It's also as bad as lazy
 programming where the mentality of not writing streamlined, efficient, 
 modular
 code used to be prevalent.




 
  Today's Topics:
 
 1. Re: Mandatory TF2 update released (martin v)
 2. Re: Nuclear Dawn Issue (Rudy Bleeker)
 3. Re: Nuclear Dawn Issue (Nicholas Hastings)
 4. Re: Mandatory TF2 update released (doc)
 5. Re: Mandatory TF2 update released (Essay Tew Phaun)
 6. Re: Mandatory TF2 update released (Frank)
 7. Re: Mandatory TF2 update released (Michael Ojeda)
 
 
  --
 
  Message: 2
  Date: Tue, 21 Aug 2012 21:12:11 +0200
  From: Rudy Bleeker rblee...@gmail.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Nuclear Dawn Issue
  Message-ID:
  
  cacdn3lx_cr6wsx+yo4hzxewwgkpxqfqmccyklanzagcxdjh...@mail.gmail.com
  Content-Type: text/plain; charset=UTF-8
 
  Nicholas, do you mean to say Nuclear Dawn will be removed from the
  hldsupdatetool, and on Linux too? It would be a shame since I'm
  running a Nuclear Dawn server but still don't like steamcmd very much.
 
 
  On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
  nicho...@interwavestudios.com wrote:
   We've contacted Valve. It should be removed from the hldsupdatetool list
   shortly to avoid future confusion.
  
  
   On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
  
   That is the issue.
  
   -verify_all and -autoupdate are still using hldsupdatetool until you
   download the newer server version with steamcmd. After that, you will
   have
   the updated srcds_run script that utilizes steamcmd for future updating.
  
   On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:
  
  
   Even if that is the issue, -verify_all combined with -autoupdate forces
   a
   check
   of all files on the server which shows return codes of being fully up 
   to
   date.
 So either way, it's something valve needs to look at and resolve 
   since
   it's
   their master servers complaining about it not being up to date.
  
  
  
  
   On August 21, 2012 at 2:04 PM Cameron Munroe 
   cmun...@cameronmunroe.com
   wrote:
  
   Sometimes the patch doesn't get applied.
  
   Sent from my android device.
  
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Asher Baker
 You actually have to set maxplayers to 32 to host MvM (to make room for all 
 the bots).

Any chance of seeing the hard-limit raised well above the current 33
(to 65)? And just soft-limited to the current values.

This would allow lots of room for experimentation in the future.

On Tue, Aug 14, 2012 at 6:00 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for all 
 the bots).  That's why the mode is expensive CPU-wise, to not only simulate 
 all those players but run their AI logic as well.  We'll have more details on 
 the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I 
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all sorts 
 of things.  Our approach to experimentation in MvM will be the same as in 
 PvP: we encourage it, provided that players are opting in to any major 
 deviations from the vanilla experience.  Our servers will all be configured 
 vanilla, and the matchmaking will enforce the 6 player limit, and the server 
 browser will be the primary means for players to find those sorts of 
 customizations.  What will the most interesting customizations be?  What will 
 the standard tags be used that we request server operators to set in order to 
 help players find the modifications they want or avoid the ones they don't 
 like?  We can't know that yet.  That's something we expect you guys and your 
 players to figure out.

 I will hazard a guess that raising the player count well above 6 would be 
 detrimental the experience.  There ratio of humans to bots would be off and 
 the human defending team would not have enough challenge.  (As an extreme 
 example: imagine a 32-player server where everybody is defending an there are 
 no bots.)  Exactly how far it can be raised above 6 without totally breaking 
 the game is speculation of course.  I think a smart server operator will 
 start out with the server configured relatively vanilla, and then watch how 
 the game unfolds and listen to their players, and try to make smart decisions 
 about which areas to experiment, rather than assuming the same sorts of 
 adjustments your community prefers in PvP will automatically apply to this 
 mode.  A fun co-op mode with more than six players is likely to require 
 entirely new missions.  (The mission decides the pattern of enemy robots that 
 come at you.)  We have purposefully made it easy for players to create their 
 own missions.  (It's a lot easier than creating a whole new map!)  But if you 
 play with more than six players, with the missions we've made, I think the 
 balance will be way off.

 - Fletch

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Tuesday, August 14, 2012 4:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Will we be able to restrict a MvM server to people in the steamgroup only, 
 like in L4D2?

 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
 [fletch...@valvesoftware.com]
 Sent: 14 August 2012 08:52
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
 server mailing list (h...@list.valvesoftware.com)
 Subject: Re: [hlds] TF MvM hosting questions

 MvM matchmaking will be restricted to 6 players at launch.

 The matchmaking also supports joining games in progress to fill an empty 
 slot, in which case of course the current map will not be changed.

 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
 Sent: Monday, August 13, 2012 11:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Is MvM matchmaking going to be limited to 6 players or was the 6 players 
 join, map changes logic just an indicator of server behavior to expect?
 - Reply message -
 From: Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com)
  
 hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com,
  Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) 
 h...@list.valvesoftware.commailto:h...@list.valvesoftware.com
 Subject: [hlds] TF MvM hosting questions
 Date: Tue, Aug 14, 2012 06:39

 Here are some answers to questions regarding hosting MvM servers:

 * Players can join your server through any means they can join PvP games: the 
 server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
 * To 

Re: [hlds_linux] Random CPU Spikes

2012-07-30 Thread Asher Baker
 Hmm, that's odd that a logged in elsewhere error would be thrown.

It was the wrong enum, error 6 means the client cancelled the ticket,
i.e. they quit the game or left the server.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Jul 30, 2012 at 11:38 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
 Hmm, that's odd that a logged in elsewhere error would be thrown.  Is there
 a unique identifier assigned to each server when handshaking with Steam?
 Perhaps if the server lost connection to Steam long enough for this
 identifier to be reset when a new handshake occurs it would look like all
 users are on two different servers simultaneously.


 On 30.07.2012 14:14, Saul Rennison wrote:

 k_EDenyInvalid = 0,
 k_EDenyInvalidVersion = 1,
 k_EDenyGeneric = 2,
 k_EDenyNotLoggedOn = 3,
 k_EDenyNoLicense = 4,
 k_EDenyCheater = 5,
 k_EDenyLoggedInElseWhere = 6,
 k_EDenyUnknownText = 7,
 k_EDenyIncompatibleAnticheat = 8,
 k_EDenyMemoryCorruption = 9,
 k_EDenyIncompatibleSoftware = 10,
 k_EDenySteamConnectionLost = 11,
 k_EDenySteamConnectionError = 12,
 k_EDenySteamResponseTimedOut = 13,
 k_EDenySteamValidationStalled = 14,
 k_EDenySteamOwnerLeftGuestUser = 15,


 Kind regards,
 *Saul Rennison*




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Re: [hlds_linux] [hlds] Random CPU Spikes

2012-07-30 Thread Asher Baker
http://hg.opensteamworks.org/open-steamworks/src/9568f0a60d7c/Open%20Steamworks/UserCommon.h#cl-43

Sent from my iPhone

On 31 Jul 2012, at 01:46, Saul Rennison saul.renni...@gmail.com wrote:

 Oops, sorry everyone! Is the real enum public?

 On Tuesday, July 31, 2012, Asher Baker wrote:

 Hmm, that's odd that a logged in elsewhere error would be thrown.

 It was the wrong enum, error 6 means the client cancelled the ticket,
 i.e. they quit the game or left the server.

 ~
 Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


 On Mon, Jul 30, 2012 at 11:38 PM, Russell Smith
 ve...@tinylittlerobots.us javascript:; wrote:
 Hmm, that's odd that a logged in elsewhere error would be thrown.  Is
 there
 a unique identifier assigned to each server when handshaking with Steam?
 Perhaps if the server lost connection to Steam long enough for this
 identifier to be reset when a new handshake occurs it would look like all
 users are on two different servers simultaneously.


 On 30.07.2012 14:14, Saul Rennison wrote:

 k_EDenyInvalid = 0,
 k_EDenyInvalidVersion = 1,
 k_EDenyGeneric = 2,
 k_EDenyNotLoggedOn = 3,
 k_EDenyNoLicense = 4,
 k_EDenyCheater = 5,
 k_EDenyLoggedInElseWhere = 6,
 k_EDenyUnknownText = 7,
 k_EDenyIncompatibleAnticheat = 8,
 k_EDenyMemoryCorruption = 9,
 k_EDenyIncompatibleSoftware = 10,
 k_EDenySteamConnectionLost = 11,
 k_EDenySteamConnectionError = 12,
 k_EDenySteamResponseTimedOut = 13,
 k_EDenySteamValidationStalled = 14,
 k_EDenySteamOwnerLeftGuestUser = 15,


 Kind regards,
 *Saul Rennison*




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Re: [hlds_linux] HLDSUpdatetool Malfunction - Downloads Content over and over again

2012-07-28 Thread Asher Baker
Uh, nope.

On Sun, Jul 29, 2012 at 4:16 AM, bRAINKILLA brainki...@gmx.de wrote:
 Wrong Mailinglist - this is Gold-Engine !

 Am 29.07.2012 03:48, schrieb Bruno Garcia:
 On Sat, Jul 28, 2012 at 7:47 PM, Stephan Jauernick 
 i...@stephan-jauernick.de wrote:

 Hi,

 I got the problem that my hldsupdatetool downloads some stuff over and
 over again.

 Here you got a short excerpt from my Logs:

   4:0590.52%  downloading ./hl2/models/pigeon.vvd
   4:0591.59%  downloading ./hl2/models/police_animations.ani
   4:0592.37%  downloading ./hl2/models/police_animations.mdl
   4:0593.17%  downloading ./hl2/models/police_ss.ani
   4:0593.28%  downloading ./hl2/models/police_ss.mdl
   4:0593.32%  downloading ./hl2/models/seagull.dx90.vtx
   4:0593.40%  downloading ./hl2/models/seagull.mdl
   4:0593.42%  downloading ./hl2/models/seagull.phy
   4:0593.47%  downloading ./hl2/models/seagull.vvd
   4:0593.70%  downloading ./hl2/models/shield_scanner.dx90.vtx
   4:0593.79%  downloading ./hl2/models/shield_scanner.mdl
   4:0594.08%  downloading ./hl2/models/shield_scanner.vvd
   4:0594.25%  downloading ./hl2/models/stalker.dx90.vtx
   4:0594.34%  downloading ./hl2/models/stalker.mdl
   4:0594.55%  downloading ./hl2/models/stalker.vvd
   4:0594.69%  downloading ./hl2/models/synth.dx90.vtx
   4:0594.96%  downloading ./hl2/models/synth.mdl
   4:0595.50%  downloading ./hl2/models/synth.vvd
   4:0595.73%  downloading ./hl2/models/vortigaunt.dx90.vtx
   4:0595.98%  downloading ./hl2/models/vortigaunt.mdl
   4:0696.03%  downloading ./hl2/models/vortigaunt.phy
   4:0696.34%  downloading ./hl2/models/vortigaunt.vvd
   4:0697.68%  downloading ./hl2/models/vortigaunt_anims.ani
   4:0697.94%  downloading ./hl2/models/vortigaunt_anims.mdl
   4:0698.19%  downloading ./hl2/models/vortigaunt_gestures.ani
   4:0698.37%  downloading ./hl2/models/vortigaunt_gestures.mdl
   4:0698.42%  downloading ./hl2/models/vortigaunt_postures.ani
   4:0698.45%  downloading ./hl2/models/vortigaunt_postures.mdl
   4:0698.75%  downloading ./hl2/models/vortigaunt_slave.dx90.vtx
   4:0699.04%  downloading ./hl2/models/vortigaunt_slave.mdl
   4:0699.09%  downloading ./hl2/models/vortigaunt_slave.phy
   4:0699.55%  downloading ./hl2/models/vortigaunt_slave.vvd

   4:06 Checking/Installing 'Base Source Shared Sounds' version 4

   4:06 [80.239.194.134:27030] Reusing connection
   4:06 [80.239.194.134:27030] Sending login message...
   4:0799.75%  downloading ./hl2/sound/npc/sniper/echo1.wav
   4:0799.79%  downloading ./hl2/sound/npc/sniper/reload1.wav
   4:0799.99%  downloading ./hl2/sound/npc/sniper/sniper1.wav
   4:07100.00%  downloading
 ./hl2/sound/weapons/pistol/pistol_reload1.wav

 I run it with -verify_all and on each run it downloads these and other
 files over and over again.

 Do others of you got the same problem?

 The affected machine is a virtual machine(XEN-pv) running debian lenny x64.

 Sincerely,
 Stephan



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Re: [hlds_linux] Problem launching with custom vphysics

2012-07-09 Thread Asher Baker
You're using hl2sdk-ob-valve rather than hl2sdk-ob, right?

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Jul 9, 2012 at 6:15 PM, Matthew McNamara
matthewnamar...@gmail.com wrote:
 I'm trying to compile a custom vphysics module for Linux  Mac, and while
 everything compiles and runs fine under OS X, srcds_linux has been giving
 me errors every step of the way.
 It's a community rewrite of vphysics based on Bullet rather than Havok, the
 code is available here: https://github.com/Jcw87/Gmod-vphysics

 Currently I'm getting this error when starting the server for tf or gmod:
 System (MDLCache004) failed during stage CONNECTION
 And in case it helps, I'm using GCC 4.6, Bullet 2.80 and the updated OB SDK
 from AlliedMods.
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Re: [hlds_linux] CELT Voice Codec

2012-06-29 Thread Asher Baker
TF2 has used it by default for months now.

Sent from my iPhone

On 29 Jun 2012, at 18:31, doc drga...@gmail.com wrote:

 So I've heard through the grapevine Dota2 got a sweet new voice codec,
 which got me thinking if that is planned on moving our way anywhere down
 the line? Our way being TF2.
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Re: [hlds_linux] Map Command

2012-06-29 Thread Asher Baker
It's actually causing a crash for some people, not just the intended
function of reinitializing the server.

See the other thread about Valve's missuse of ptheads causing a crash
on shutdown, it's hitting the same bug.

My 3rd party crash reporting system has received hundreds of crash
dumps from this issue since it was introduced in the engine update on
the 12th of June, it must be positively overrunning Valve's own.

It's also worth noting that at least one TF2 server, without plugins,
is hitting it from map changes caused by the timelimit running out.

Sent from my iPhone

On 29 Jun 2012, at 09:56, Jonah Hirsch crazydog...@gmail.com wrote:

 That's how map is designed...sorta. It will basically stop and restart the
 server on the new map.
 ---
 Jonah Hirsch



 On Thu, Jun 28, 2012 at 9:55 PM, Cameron Munroe
 cmun...@cameronmunroe.comwrote:

 Map command crashes servers Wonderful

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Re: [hlds_linux] TF2 crash during shutdown

2012-06-26 Thread Asher Baker
The bigger problem is, the same issue is being hit on map change as
well for some servers.

On Tue, Jun 26, 2012 at 4:20 PM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:
 The libtier0_s.so library has a function named ThreadIsThreadIdRunning. The
 code looks like this:

 bool ThreadIsThreadIdRunning(pthread_t threadid) {
        return pthread_kill(threadid, 0) == 0;
 }

 The problem is that during server shutdown the function is called few times
 with 0 as threadid and this causes a Segmentation Fault if the system uses
 some glibc/eglibc implementations. For example the implementation from
 eglibc 2.11.2 (used by Debian Squeeze) looks like this:

 int pthread_kill(pthread_t threadid, int signo) {
    struct pthread *pd = (struct pthread *) threadid;

    if (DEBUGGING_P  INVALID_TD_P (pd))
        return ESRCH;

    pid_t tid = atomic_forced_read (pd-tid);
    etc...
 }

 The function expects that thread's ID is actually a pointer and the
 validation is enabled only for debug builds. Calling the function with
 0/NULL as first argument will always result in a crash.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
 Riemers
 Sent: Tuesday, June 26, 2012 10:48 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 crash during shutdown

 I run debian 6 on 2 boxes, they run fine. I have 1 box with debian 5 and
 its experiencing these crashes on shutdown too. So it might sound like a
 lib issue or similar. This has happened after the update from 12 june. Also
 on
 http://crash.limetech.org/related.php?symbol=libpthread-2.7.so+%2B+0xacb6you
 can see more of these things happening (and also when it started, same
 date)

 2012/6/26 Peter Reinhold peter_va...@reinhold.dk

 On 19.06.2012 03:47, Invalid Protocol wrote:

  But I'm talking about a clean/vanilla server that runs only for few
 seconds.
 I know that a server may crash during shutdown if runs for few days, but
 except this rare cases I usually didn't had any problems until now.
 Probably


 This started happening to me as well, I think it was 2 patches ago, before
 that I've seen (almost) nothing but clean exits.


 /Peter


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Re: [hlds_linux] Overflow attack to Source servers

2012-06-15 Thread Asher Baker
Commands are just packaged into the regular game packets, you couldn't
filter them out specifically with a firewall without it processing the
whole packet.

String matching also wouldn't work as the data is bit (rather than
byte) aligned.

Sent from my iPhone

On 15 Jun 2012, at 17:49, David Parker dpar...@utica.edu wrote:

 I should clarify...  Using an iptables rule like that assumes that the status 
 request packets are always the same size, and they are a different size than 
 the normal game data packets.  You can also do string matching within packets 
 using iptables (if you have the appropriate modules installed), but on a game 
 server, that would probably add so much processing overhead it's not even 
 worth it.

- Dave

 On 06/15/2012 12:40 PM, David Parker wrote:
 I guess one way Valve could solve this would be to change the way status 
 works on the client.  They could have the server send server-state 
 information to the clients at some interval, like once per second, or 
 perhaps each time something changes (player joins or leaves, map changes, 
 etc.) and then have the status command on the client just read its most 
 recent data.  That would prevent status requests from hitting the server at 
 all.  It adds some overhead compared to the real-time request/reply method, 
 but it eliminates the need to process each status request that comes in.

 Or, if the incoming status packets are always the same size, you could 
 also use iptables to rate-limit them (just replace N with the packet size in 
 bytes):

 iptables -A INPUT -p udp -m length --length N -m limit --limit 3/s -j ACCEPT

 (Note: I didn't test this iptables rule, I just slapped it together as a 
 demonstration)

- Dave

 On 06/14/2012 03:06 PM, Alvaro Gutierrez Lorenzo wrote:
 I don't think it's still a popular attack, since it is only useful when you 
 can't ban in an effective way the attacker (e. g. Free-to-Play scheme). I 
 dont think it's a widely known attack, on my case it was just a single 
 person who was attacking all our servers, as we verified comparing IPs.

 What I would suggest you to do is to have SMAC (Sourcemod anti-cheat) 
 command monitor plugin running, and from time to time (or everytime find 
 there are lag issues) check this plugin's logs (called cmd_[date].log, 
 under the Sourcemod's log directory) to see if someone is attacking you by 
 this means. It's easy to spot even without actually opening the log file, a 
 usual day log will not grow over 1MB while when you have been attacked the 
 log will easily reach 300Mb (I've seen 3Gb log files on my server because 
 of this). Inside it looks like thousands of lines stating
 [date]: Console0ConsoleConsole executes: status during a single 
 second.

 If you ever spot this attack, then you could take this measure to stop it. 
 Meanwhile, I would not take much care, since it's easy and quick to solve 
 (thanks to the people on this mailing list, thank you all again ;) ).

 El 14/06/2012 20:46, doc escribió:
 Kind of a scary thread, I do a lot of terrible data collection on my own
 server/website using the status command and I'd hate to have to alias it
 to nothing to avoid problems like this.

 Is this something I assume is important enough to look into?

 On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez Lorenzo
 rugnor.maj...@gmail.com  wrote:

 It worked perfectly! Simple attack, simple solution.
 Never thought of this ways, now it seems so obvious XD
 I made plugins and searched for the most strange ways of solving it, yet
 it was single-line simple ^^

 Well, it disables status, but that's a minimal sacrifice (SMAC provides a
 secure alternative also, so there's no problem at all).
 I will spread this through the servers I know: each and every one is
 victim of this issue, that makes over a dozen grateful servers
 communities, many thanks ^^

 I've checked this happens without any mods, so some official attention on
 this would be the perfect happy ending, but this workaround solves the
 problem so everything fine!

 El 13/06/2012 4:04, 1nsane escribió:

  While not a good solution at all. Have you tried aliasing status to
 nothing?

 alias status

 This will obviously disable the status command entirely. But perhaps it
 won't kill the server then?

 On Tue, Jun 12, 2012 at 7:49 PM, Alvaro Gutierrez Lorenzo
 rugnor.maj...@gmail.com   wrote:

  Sorry for the double mail, I just though that if the fix for that
 removed the cooldown time for status, there would be no protection over
 this command, making possible this attack.
 Invalid Protocol mentionned this protection on an earlier mail.

 Is it a silly idea? I've never experienced such cooldown protection, 
 that
 would explain why.


 El 13/06/2012 1:31, Joe Brown escribió:

  This was used (and may still be) in hacks as a way to stop admins from
 using the status command to see your STEAMID in the client console.
 Spamming it like that blocked all clients connected to the server from
 being able 

Re: [hlds_linux] CVEngineServer::GetEntityCount Static Value.

2012-06-02 Thread Asher Baker
It appears to be working fine here in TF2.

It returns the number of allocated edicts, i.e. the max number you
need to loop up to and check if they're valid to get all valid edicts,
it's an optimisation over using MAX_EDICTS directly.

It will only increase during the course of a map, which is why the
Early Warning system has an option to restart the map, as that's
when edicts get reallocated and the count reset.

Regards,
Asher

On Sat, Jun 2, 2012 at 11:25 AM, Saul Rennison saul.renni...@gmail.com wrote:
 A suggested hack would to be to manually iterate from [0-MAX_EDICTS) and
 count all edicts which aren't free.

 On Saturday, June 2, 2012, Kyle Sanderson wrote:

 GetEntityCount appears to be static for the duration of a round in both
 CS:S and CS:GO. This creates a lot of issues for the new changes to
 Ed_Alloc (In Source 2009) and the Early Warning system as it doesn't
 function because the internal variable is never updated. As this is appears
 to be in the engine, I'm guessing it's not actually working in Every Source
 game. Can anyone confirm in other games? Any suggested hacks?

 This is fairly easy to verify. Call GetEntityCount, destroy, or buy some
 new weapons, call GetEntityCount again and watch The Count remain static.

 Thanks,
 Kyle.
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Re: [hlds_linux] Reconnect to steam command?

2012-04-09 Thread Asher Baker
It's about 5% of the work to just inject a disconnected callback into
the queue :P

~
Their heads are green, and their hands are blue,
      And they went to sea in a Sieve. - Edward Lear



On Mon, Apr 9, 2012 at 5:52 AM, hlds h...@gmx.com wrote:
 There is no command for this.

 It can be done with a plugin, but is a lot of work and it must be fixed
 almost everytime Valve updates steamclient.so library (is stripped, so
 signatures must be used for everything). The idea is to call
 CCMinterface::ConnectionDisconnected method with k_EResultIOFailure error
 code, to force the server to reconnect to another CM in few seconds. This is
 tricky because the call must be made from a thread managed by steamclient.so
 library, not from server's main thread. For Windows probably is same thing.

 There's a manual solution too: find the port used by server for talking with
 CM server (usually is 26901, but only if is not already used) and use the
 firewall to block the communication. In few seconds you'll see that the
 server loses connection with Steam servers. Then remove the firewall rule
 and the server will reconnect back in few seconds, probably to a different
 CM server, maybe using a different protocol (TCP instead UDP).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 bottige...@gmail.com
 Sent: Monday, April 09, 2012 3:52 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Reconnect to steam command?

 Is there a command to reconnect to Steam?

 Sometimes a server will lose connection to the item server or
 quickplay, and it will not reconnect until the server is rebooted.
 Changing maps does not help.

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Re: [hlds_linux] The policy of truth is still in effect

2012-02-29 Thread Asher Baker
We won't enable the tag-setting natives in SourceMod again until this
is fixed, it's too easy for every plugin out there to add a tag and
clobber the existing ones.
This makes it overly complex for SourceMod plugin authors to comply
with the new policies on tags (such as the 2 plugins for modifying
respawn times mentioned in this thread).

On Wed, Feb 29, 2012 at 3:06 PM, dan needa...@ntlworld.com wrote:
 On 29/02/2012 14:41, Kyle Sanderson wrote:

 Instead of overflowing (which is what was happening before in 2010?), tags
 are overwritten (or clobbered) and hard limited to 127 characters.


 That hardly classes as completely broken, especially in the context.

 You don't need to put the source code to the plugin in the tags, nor talk
 about your experiences during WW2. They're just there to say whether you've
 changed the rules or not and to let people filter the results in that
 regard.
 --
 Dan.


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Re: [hlds_linux] Connection to Steam servers lost

2012-02-22 Thread Asher Baker
http://hg.opensteamworks.org/open-steamworks/src/tip/Open%20Steamworks/EResult.h#cl-25

On Wed, Feb 22, 2012 at 3:58 PM, ics i...@ics-base.net wrote:
 Now that the error messages show up in console more than before,  I was
 wondering what exactly are the error numbers on the end of such message?
 What do they mean?

 Many of this: Connection to Steam servers lost.  (Result = 3)
 One like this: Connection to Steam servers lost.  (Result = 20)

 -ics

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Re: [hlds_linux] No Steam Logon - massive lag

2012-02-20 Thread Asher Baker
Was this only happening when DNS requests timed out completely, or
also when the resolvers were just being slow?

SourceMod's webternet extension's (which is only used for the gamedata
updater, which is only checked on map change) copy of libcurl is
compiled without c-ares support, and from the looks of the
documentation could get borked if a DNS request times out and SIGPIPE
never gets to it. The 3rd party cURL extension could have the same
issue, can't check the compile options from my phone.

SteamTool's HTTP functions all go through Valve's stuff, so I'll trust
they've not borked that implementation.

And the only other option for networking from SourceMod plugins, the
Sockets extension, backs onto boost::asio. So who knows. Again, can't
look into the code enough at the moment.

If you're sure it was caused by a plugin, the best bet is probably to
track down what's being used for networking in the problematic
plugins. This would make it a lot simpler to fix the problem.

Regards,
Asher.

Sent from my iPhone

On 20 Feb 2012, at 20:21, Laurenz Ruprecht laurenz.rupre...@zmx.at wrote:

 Sometimes the DNS request will fail and this will cause a murder lag on your
 server. It is like a sleep-function in your plugin, that means the CPU does
 not calculate anything (freezes) and the connections of the players to the
 server will fail with this messages.

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Re: [hlds_linux] Full Steam Ahead

2012-02-18 Thread Asher Baker
On Sat, Feb 18, 2012 at 5:39 PM, dan needa...@ntlworld.com wrote:
 p2p is a waste of time - most end users have download bandwidth more than
 upload and the only reason people started using it is because they are
 stealing stuff with it.
Yes but there are lots of users, a lot of users with a little upload
bandwidth would provide a nice boost alongside Valve's content
servers.

 It's obviously incompatible with playing multiplayer games.
There are lots of games on Steam that aren't MP, and lots of users
stay logged into Steam when not playing games. It's an invalid point.

 Besides, downloading new ISOs of Ubuntu is extremely dumb in the first place.
And you're an extremely negative person, did P2P downloading run over your dog?

 Do people still upgrade linux like that?
Probably not, but a lot of people install it that way.

On Sat, Feb 18, 2012 at 5:39 PM, dan needa...@ntlworld.com wrote:
 On 18/02/2012 12:41, E3pO wrote:

 Maybe a reputation system could be put into place and allow users to seed
 their files to other users. imagine if every single steam client was set
 to
 seed You computer finds the closest connections and downloads at
 whatever they have their cap setup for. If playing a game have it set low
 or not on.


 Yeah I think you realised the problem half way through the design :)

 p2p is a waste of time - most end users have download bandwidth more than
 upload and the only reason people started using it is because they are
 stealing stuff with it.

 It's obviously incompatible with playing multiplayer games.
 --
 Dan.


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Re: [hlds_linux] Resetting all CVARs to default

2012-02-08 Thread Asher Baker
Give http://privatepaste.com/997dc1ebe9 a shot, you can just use the web
compiler http://sourcemod.net/compiler.php to compile it.
Disclaimer: It's untested, it might not work, it might murder you. About
all I did is make sure it compiled.

On Wed, Feb 8, 2012 at 9:45 AM, Peter Reinhold peter_va...@reinhold.dkwrote:

 Hi all,

 Once again, a rookie-admin question, but is there a command (or SourceMOD
 plugin) that resets all CVARs to their default state, if restarting the
 server isn't an easily implementable solution?


 /Peter

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Re: [hlds_linux] Another high profile trader/admin hijacked.

2012-01-22 Thread Asher Baker
Agreed, this was not a very sane change if that's the case.

Sent from my iPhone

On 22 Jan 2012, at 16:53, Ryan Stecker voidedwea...@gmail.com wrote:

 That would make it a quite frightening change,
 and I believe email confirmation should always be required.

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Re: [hlds_linux] please lock maxplayers

2012-01-03 Thread Asher Baker
Nope, monitoring and disabling malicious customers is the best
solution. There are plenty of ways to change maxplayers.

autoexec.cfg has plenty of legitimate uses.

On 3 Jan 2012, at 11:35, Drogen Viech drogenvi...@googlemail.com wrote:

 I'm a total newbie at linux, but couldn't you have crownjobs running,
 querying servers and sending e-mails to customer support if customers
 changed maxplayers to something too high? Just saying, chmodding
 autoexec.cfg to 444 and disallowing chmod is the better solution of
 course

 2012/1/3 Ulrich Block ulbl...@gmx.de:
 Also you can move, chmod and edit files with serveplugins. It is not hard to
 replace a file with antother using sourcemod. To prevent such a behavior the
 user also should not be able to change the chmod.

 Am 03.01.2012 10:00, schrieb Emil Larsson:

 Yup, you can probably just simple do chmod 444 autoexec.cfg and it's
 basically solved. Or chmod 744 autoexec.cfg and then change ownership
 with chown to someone that isn't the customer.

 I admit though, autoexec.cfg is a useful configuration to edit so it's
 probably better still to be able to lock the playercount if you lease
 servers.

 2012/1/3 Björn Rohlénbjorn.roh...@gmail.com

 ...or just don't let your customers edit autoexec.cfg?

 2012/1/3 Andre Müllergbs.dead...@gmail.com

 You can change the cvar maxplayers before the game starts.
 When you put this two lines in your autoexec.cfg the maxplayers cvar is
 overwritten and fixed (tested with css):

 maxplayers 64
 map de_dust

 Maybe Valve can lock maxplayers, when it is set with -maxplyers in the
 start command.
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Re: [hlds_linux] Server Reputation

2011-11-25 Thread Asher Baker
On Fri, Nov 25, 2011 at 11:11 AM, Jeff Sugar jeffsu...@gmail.com wrote:
 Going back to the topic at hand: Good question as to what it is tied to.
 One would think the IP would be at least partially involved, maybe it's
 stored by both in case only the IP or only the token changes. I imagine
 they want to make it difficult for servers which are legitimately doing
 poorly (blacklisted or in the red due underhanded methods) to just wipe the
 slate clean and begin the cycle again.

Master server reputation (what this plugin shows) pre-dates the
registration system, it's purely based on IP (and possibly port, bans
are IP-only though).

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Re: [hlds_linux] See server reputation

2011-10-25 Thread Asher Baker
The reputation displayed by that plugin (and others like it) isn't the
same as the one used in the server registration system.

On Tue, Oct 25, 2011 at 3:47 PM, ics i...@ics-base.net wrote:
 If you really want to know, load up this plugin
 http://didrole.com/server_reputation/ and type show_server_reputation but
 remember that it doesn't matter if you have 30 000 or 1 million rep. All you
 need is active player base to get server up and running as it should be and
 get extra free slots filled with matchmaking players.

 -ics

 25.10.2011 14:48, Loïc PERY kirjoitti:

 ics, how did you see those numbers ?

 i got that for my server:
 Standing: Good. Trend: Slightly Upward
 think its good ?

 what are levels for standing and trend ?

 2011/10/25 icsi...@ics-base.net

 3 servers of mine havent shown anything than downward fast and 1 other
 slightly upward and one time downward fast for it too.

 I can see much more from actual values and how the servers are populated
 than cl_gameserver_list command. For example most of the servers gain
 1500-2000 rep per week, one averaging 4000, the most popular one.

 Valve never put the rep value default command because they are not
 interested much about which servers have most but instead of taking bad
 servers off from the good ones. The bad being fake slots etc. For me the
 value is just extra fun and interesting to look at. Much more better stat
 is
 how full your servers are and how long does one player stay on it by
 average.

 -ics

 - Alkuperäinen viesti -
    To show a server reputation use cl_gameserver_list client command,

 actual reputation value does not matter, instead of that you should
 check the trend status.

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Re: [hlds_linux] Forum vs. email list

2011-10-25 Thread Asher Baker
There are a few (probably very few, but we exist) people that need
to monitor the list, and are perfectly capable of posting relevant
replies, that don't run servers.

The current system is fine, people that are being acidic to the
quality of the list just need to be removed.

On Tue, Oct 25, 2011 at 11:32 PM, msleeper mslee...@ismsleeperwrong.com wrote:
 Unless they do something like requiring a server token ID when signing
 up for the list, there's no possible way for them to enforce this. It
 would be great if they did/could, but it would never happen.

 On Tue, Oct 25, 2011 at 6:20 PM, Rob Liu robl...@gmail.com wrote:
 I have another suggestion.  Maybe limit the mailing list to server operators
 only?

 On Wed, Oct 26, 2011 at 9:46 AM, kama k...@pvp.se wrote:



 On Tue, 25 Oct 2011, Michael wrote:

  There actually is a [hlds_announce] list for just that propose but its
  fallen out of use I don't believe I've seen anything sent on it in over a
  month now.

 Last message was only a couple of days ago.

 Oct 21 Tony Paloma [hlds_announce] Team Fortress 2 Update Released

 Since I am responding I can let my vote be on the mailing list.

 Forums are bound to fail with all the noise that resides within them.
 Mailinglists with filters are easier to handle. And as some have told
 before. All different mailinglists are gathered on one spot instead of
 scattered over the internet, which means that there is an easier way to
 keep up with the information.

 I believe I am currently following aprox 30 mailinglists, all followed
 withing one site.

 /Bjorn

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Re: [hlds_linux] [hlds] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread Asher Baker
On Thu, Jul 28, 2011 at 9:00 PM, ics i...@ics-base.net wrote:
 There is already a plugin which will tell a server reputation if someone is 
 interested about theirs http://didrole.com/server_reputation/

That was for the old master-server based system, the quickplay scoring
uses the Game Coordinator, and afaik, the scores are not linked.
Also, from what I've been told the request that plugin uses no-longer
operates, but that could just have been user-error, I haven't tested
it myself.

Asher.

On Thu, Jul 28, 2011 at 9:00 PM, ics i...@ics-base.net wrote:

 I don't think Valve wants to tell us which is the most best server but 
 instead what are good servers and what are bad. If your servers are full most 
 time of the day, you are doing things right. If they are empty, something 
 somewhere is wrong. The data you want could be usefull in those cases but not 
 when servers are packing.

 There is already a plugin which will tell a server reputation if someone is 
 interested about theirs http://didrole.com/server_reputation/

 -ics

 28.7.2011 22:17, msleeper kirjoitti:

 Could we get some further detail on exactly what the scoring/trend
 stuff in the console output means? A couple of my servers are
 generally reporting as Slightly Downwards and yet they're full most
 of the day. I'm assuming this just means they're near the top of the
 list where things are constantly being shuffled, and that downwards
 does not translate to your server's score sucks.

 Could we expect to see more tools to determine our servers' rankings
 in the future? I don't mean a command to tell us Ranked  / 
 or something in those sort of terms, but just some way of letting us
 know if we're doing things right with our server to retain players and
 keep a high score.

 Is there any plans to add anything to the server's registered Steam
 ID's community page? A TF2 server op badge or something?

 On Thu, Jul 28, 2011 at 12:19 PM, Fletcher Dunn
 fletch...@valvesoftware.com  wrote:

 Hello all.



 An update earlier this week contained an adjustment to the scoring bonus we
 give to Valve servers for quickplay servers.  There is still a bonus when
 inexperienced players are searching.  However, the bonus decreases as they
 gain play hours, and it drops to zero at around 20 hours of play time.
 (Don't take the specific numbers too literally, all the details are subject
 to tweaking, of course.)



 Our goals with these changes are:

 * Ensure that new players have the vanilla TF2 experience.

 * Integrate experienced players into the regular community, help them
 discover the diversity, and let them find the experience they want.



 Your servers are competing with Valve servers on an equal footing for
 quickplay customers.  In fact, my guess --- although I don't really have any
 data to back this up --- is that directing the noobs towards the Valve
 servers actually gives them a disadvantage.



 Your humble servant,

 Fletch

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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Asher Baker
Yes, one identity per server.
It's even explained in that FAQ.

On Thu, Jun 23, 2011 at 11:46 PM, clad iron cladi...@gmail.com wrote:
 maybe i'm not understanding correctly.
 Say i have 5 servers, does  cl_gameserver_create_identity have to be run 5
 times getting a new id each time?

 i ran it once and pasted the info into each server.cfg

 On Thu, Jun 23, 2011 at 6:38 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 Perhaps a dumb question, but you created three different identities, ya?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
 Sent: Thursday, June 23, 2011 3:33 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

 note to valve.
 i setup
 tf_server_identity_account_id n
 tf_server_identity_token x

 a few weeks ago on 3 servers, but when checking the status on it with
 cl_gameserver_list it only shows 1 server added.
 The above cvars are in the server.cfg

 On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName!
 ad...@topnotchclan.comwrote:

  Thanks for the headsup, cant wait for the update!
 
  On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com
  wrote:
 
   We're preparing to release a mandatory Team Fortress 2 update this
   afternoon. This update includes a new matchmaking system for
   clients. To learn how you can use this to drive traffic to your
   server(s) follow this
   link:
  
  
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
  
   We have also put together a FAQ with extra info.  You can check it
   out
   here:
  
  
   -Eric
  
  
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Asher Baker
On Wed, May 11, 2011 at 3:46 PM, Nephyrin Zey nephy...@doublezen.net wrote:
 replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very talkative - 
 being able to hear the game chatter as its going on would be an awesome 
 feature. I can understand why it's stripped by default, but a var to enable 
 it would be epicwin


I think this is just a technical limitation due to the change to using
Steam for voice.
It used to be that the server just rebroadcast the voice data coming
in from the clients, and since demos are basically just saved network
packets, the voice data was stored. You could easily test this by
turning off sv_use_steam_voice for a bit and seeing if voice is in the
reply recordings.
This is pretty much just guesswork based on what I know about the old
voice chat system and the new one, if I'm correct though it would mean
that voice isn't recorded into SourceTV recordings as of the hatless
update either.

Asher.

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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Asher Baker
Cool, thanks for the clarification Tony.

/me adds fixing VoiceHook to the to-do list.

On Wed, May 11, 2011 at 11:40 PM, Tony Paloma drunkenf...@hotmail.com wrote:
 The voice data is still broadcast in the same way now that it is using Steam
 to decode them. It's just when it reaches the client, it uses Steam
 interfaces to decompress instead of IVoice interfaces and Speex.  I have the
 Steam voice stuff disabled in my servers and do not recall hearing voice in
 replays.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
 Sent: Wednesday, May 11, 2011 4:33 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Replay feature requests

 On Wed, May 11, 2011 at 3:46 PM, Nephyrin
 Zey nephy...@doublezen.net wrote:
 replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very
 talkative - being able to hear the game chatter as its going on would
 be an awesome feature. I can understand why it's stripped by default,
 but a var to enable it would be epicwin


 I think this is just a technical limitation due to the change to using Steam
 for voice.
 It used to be that the server just rebroadcast the voice data coming in from
 the clients, and since demos are basically just saved network packets, the
 voice data was stored. You could easily test this by turning off
 sv_use_steam_voice for a bit and seeing if voice is in the reply recordings.
 This is pretty much just guesswork based on what I know about the old voice
 chat system and the new one, if I'm correct though it would mean that voice
 isn't recorded into SourceTV recordings as of the hatless update either.

 Asher.

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Re: [hlds_linux] Garrysmod broken?

2011-04-15 Thread Asher Baker
This is the same error that's required MM:S, SM, and all other C++
plugins to need to be recompiled for Linux after today's update.
Seems like someone at Valve should have given Garry a heads up :P

Asher.

On Sat, Apr 16, 2011 at 12:10 AM, Brian Simon bluebriansi...@gmail.com wrote:
 Did you try playing with the permissions a bit? It's possible that user does
 not have read/execute access to server.so

 On Fri, Apr 15, 2011 at 12:41 PM, Simon Gunton - INX-Gaming.co.uk 
 si...@inx-gaming.co.uk wrote:

 [gs13382@INX-236-221 orangebox]$ ./start.garrysmod
 [gs13382@INX-236-221 orangebox]$ Auto detecting CPU
 Using default binary: ./srcds_linux
 Server will auto-restart if there is a crash.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
  failed to dlopen /home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so
 error=/home/gs13382/srcds_l/orangebox/garrysmod/bin/server.so: undefined
 symbol: _Unwind_Resume
 ./srcds_run: line 372:  6893 Segmentation fault      $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log to
 help
 with solving this problem
 Fri Apr 15 18:28:52 BST 2011: Server restart in 10 seconds



 Getting that off a fresh install with verify all, on two different boxes.

 Simon

 Simon Gunton
 Support Analyst
 INX-Gaming.com
 EMail: si...@inx-gaming.co.uk
 Support: http://support.inx-network.com/
 Tel: 01733 687699

 This e-mail and any attachments are confidential. If you are not the
 intended recipient, please contact the sender. Please then delete the email
 and do not disclose the contents to anyone.

 Any views or opinions presented in this email or its attachments are solely
 those of the author and do not necessarily represent those of INX-Network
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-16 Thread Asher Baker
On Wed, Mar 16, 2011 at 5:39 PM, Claudio Beretta
beretta.clau...@gmail.com wrote:

 TF2Items

:D

~
Their heads are green, and their hands are blue,
      And they went to sea in a Sieve. - Edward Lear


On Wed, Mar 16, 2011 at 5:39 PM, Claudio Beretta
beretta.clau...@gmail.com wrote:

 I have been running one tf2 server through wine for the last 3 hours, and so
 far tickrate has never gone below 60 even on pl_goldrush and
 pl_frontier_final at 32 players.
 Metamod, Sourcemod, Stripper, TF2Items, SDK Hooks and CBaseServer
 plugins/extensions seem to be working fine.
 Both top and rcon stats report srcds.exe using up to 120% CPU
 The only problem so far, apart from the awkwardness of running the windows
 version of a program that has a native linux implementation, is that
 srcds.exe is using 3.2 GB of swap. I still have to investigate this, also
 because I have a total 2 GB of swap :)


 On Tue, Mar 15, 2011 at 2:48 PM, Claudio Beretta
 beretta.clau...@gmail.comwrote:

  TL;DR version: are there magic command line parameters or convars that
  enable multithreading for srcds games on linux? Or anything that might
  prevent the gameserver from using more than one core?
 
  Long version:
  I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit
  because I needed iptables to filter all the incoming attacks so
  popular in these days.
  The hardware remained the same: Xeon w3520 (server version of i7 920),
  12 GB RAM, 2x80 GB Intel x25-M SSD.
  The problem I'm encountering is that when any 32 slots server gets
  full, the server fps (measured from rcon stats and net_graph 4) drop
  below acceptable levels. They may even reach 20-30 fps, and much less
  when there are bots playing. This obviously affects the tickrate, and
  players experience rubber banding and bad hit detection.
  Both top and rcon stats say that the CPU usage never goes over 100% (1
  core).
  On windows rcon stats reported up to 150%, and sysinternals process
  explorer confirmed that the gameserver was using up to 19% of the
  whole system (which means approximately 1.5 cores, since this box has
  4+4 cores thanks to hyperthreading). On windows, fps were stable, and
  only in a couple of maps the tickrate would drop below 66.
  I've tried several kernels: the stock centos one
  (2.6.18-194.32.1.el5), a couple provided by my host via netboot
  (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a
  realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel
  were the best regarding to fps jitter, but they did't improve at all
  the low fps when the server is full.
  Playing with taskset to set the affinity of the process has no visible
  effects, same thing with nice and chrt. Also tried disabling all
  addons and using a 3 lines server.cfg (sv_log 0; hostname;
  rcon_password) but still no effect worth mentioning.
 
  I've come to the conclusion that srcds on linux can use at most one
  core. I hope I'm wrong, since it would mean I'm stuck at running 32
  slots servers at tickrate 33 despite having good hardware.
  How you guys manage to run 32 slots srcds servers on linux?
  Thanks
  Claudio
 
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Re: [hlds_linux] Metamod / SourceMod sites?

2011-01-20 Thread Asher Baker
On Thu, Jan 20, 2011 at 7:12 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 I suspected for some time that all 3 sites were actually on the same
 machine...


You say that like it's a bad thing :3 and, why wouldn't they be?
3 minimal sites with a shared forum, hardly gonna need
a separate dedicated server for each.

Asher.
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-01-04 Thread Asher Baker

 - Fixed an exploit that allowed servers to circumvent the restrictions on
 commands they're allowed to force clients to issue.


:D
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Re: [hlds_linux] errors since recent L4D2 update

2010-11-01 Thread Asher Baker
A2 and B1 (since you didn't number them 1 - 5 -.-) is due to your
server crashing on shutdown, there could be a load of causes for this
but it is probably a server plugin that doesn't clean up properly when
unloaded. A2 is specifically because your server is having issues with
the breakpad reporting system and uploading the crash dump to Valve.

B2i (the ConVarRef) is pretty generic and there are varying amounts of
ConVarRef issues on all the Source engine versions, nothing to worry
about.

B2ii is also a common error, just a side effect of the way the
SteamWorks stuff is loaded as of late, and why Steam shows that you
are running the dedicated server as a game (if Steam is running on the
same computer, yes it's odd this happens on Linux as well, bleh
valvecode).

Asher.

On Thu, Oct 21, 2010 at 2:39 PM, realdreams dream...@gmail.com wrote:
 Hi,

 After recent update I see some new errors in console.

 1.
 GameData: Too many missions installed, not advertising for mission *
 I have never seen this before. It sounds like a recent update limits
 the maximum missions a server can advertise, any fix for this? My
 server has 60+ missions.

 2.Failed to send http request to http://crash.steampowered.com/submit,
 error: Failed to open/read local data from file/application
 success = no
 error:  Failed to open/read local data from file/application

 I dont knwo what's causing this error. Any idea?

 And
 These 2 have been there for quite a while.
 1.*.vpk was never closed
   Is this a problem?
 2.
 ConVarRef test_progression_loop doesn't point to an existing ConVar
 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running
 instance of Steam, or a local steamclient.dll.

 I think it's bug but never get fixed tho it doesnt really hurt anything?


 Thanks.


 --
 Console output since rcon quit:

 L 10/21/2010 - 03:27:06: [META] Loaded 0 plugins (2 already loaded)
 L 10/21/2010 - 03:27:06: Preventing spawning
 L 10/21/2010 - 03:27:07: server_message: quit
 L 10/21/2010 - 03:27:07: Log file closed
 L 10/21/2010 - 03:27:07: server_message: restart
 L 10/21/2010 - 03:27:07: Log file closed.
 #Reference Count for Material __particlesdepthwrite (1) != 0
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_005.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_005.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_000.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_000.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_003.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/update/pak01_003.vpk was
 never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc2/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc2/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc2/pak01_001.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc2/pak01_001.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_046.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_046.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc1/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2_dlc1/pak01_000.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/addons/Outbreak.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/addons/Outbreak.vpk
 was never closed
 File 
 /home/left4dead/l4d2-server2/left4dead2/left4dead2/addons/SolemnBlackout.vpk
 was never closed
 File 
 /home/left4dead/l4d2-server2/left4dead2/left4dead2/addons/SolemnBlackout.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_008.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_008.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_009.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_009.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_010.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_010.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_002.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_002.vpk
 was never closed
 File /home/left4dead/l4d2-server2/left4dead2/left4dead2/pak01_001.vpk
 was never closed
 File 

Re: [hlds_linux] New TF2 Crash Exploit?

2010-10-12 Thread Asher Baker
Valve are aware and have stated that a patch is almost complete and
should be out within the next day or two.

Source: email replies pasted in an IRC channel by trustworthy people. :P

On Wed, Oct 13, 2010 at 1:39 AM, doc drga...@gmail.com wrote:
 Apparently 2with 2 scouts you can crash a tf2 server now? One drinks
 bonk while another sits point blank and tries to hit them with a
 sandman baseball, and close to instantly it crashes.

 http://www.youtube.com/watch?v=_gvWeqbcVKo

 I know by posting this here I run the risk of having kids go out and
 crash more but how or why does this happen? Is there an easy fix?

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[hlds_linux] (no subject)

2010-10-03 Thread Asher Baker
http://www.piazzamatteotti.it/mas5.html

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Re: [hlds_linux] (no subject)

2010-10-03 Thread Asher Baker
Yep, sorry about that.
Hopefully sorted now.

On Mon, Oct 4, 2010 at 11:02 AM, Harry Strongburg harry.h...@harry.lu wrote:
 On Mon, Oct 04, 2010 at 09:14:25AM +0700, Asher Baker wrote:
 snip

 asherkin's gmail account must have been accessed without his permission,
 or someone spoofed the From header. Whatever the case is, don't click
 the link obviously, it's just pill scams. I am ashamed I had to say
 that.

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Re: [hlds_linux] Is -nobreakpad working for anyone?

2010-09-20 Thread Asher Baker
They broke -nobreakpad in one of the latest steamworks library updates
(that added automatic crash handling to all apps using it). The best
way to debug is to just run the server directly in GDB, something
like:
gdb --args srcds_linux normal startup line

Make sure 'ulimit -c' is set to 'unlimited' and then run
'generate-core-file' to get a regular core dump (or just debug in GDB
directly if you know how).

Trying to debug the new *.dmp files removes the advantages of
debugging on Linux as they are stripped of all symbols. If you want to
open one anyway, most debuggers that can handle Windows *.mdmp files
will deal with them.

On Tue, Sep 21, 2010 at 6:52 AM, Kyle Sanderson kyle.l...@gmail.com wrote:

 I cannot seem to generate core dumps anymore. I've set -nobreakpad in
 my Startup line for SRCDS (CS:S specifically), however Break Pad seems
 to initialize anyway. I'm having issues tracking down crashes, along
 with debugging third party and my own addons. My server is also
 failing to restart on crashes, which could be related to this issue if
 it's just me having it. Also, if anyone knows how to debug the new
 .dmp files, by all means give me a shout.

 Thanks,
 Kyle.

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Re: [hlds_linux] Counter-Strike: Source Beta Updated

2010-09-09 Thread Asher Baker
They are just flipped.
Click the second for ammo purchasing details.


On Fri, Sep 10, 2010 at 7:50 AM, Dave Williams
m...@noquestionsasked.co.uk wrote:
 The ammo purchasing details are where exactly? The link I clicked (and
 yes it was the first of the two) took me to the bug list for inferno and
 train.

 Jason you might wanna check that and repost it.

 M3PH

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
 Sent: 10 September 2010 00:30
 To: 'Half-Life dedicated Linux server mailing list';
 'h...@list.valvesoftware.com'
 Subject: [hlds_linux] Counter-Strike: Source Beta Updated

 A required update to the Counter-Strike: Source is now available.  The
 specific changes include:

 - Fixed a bug where the player crouching/standing animations were
 delayed until after (from the player's local viewpoint).
 - Changed the way that scope zooming works so that it is no longer
 affected by client-server latency, and zooming begins immediately for
 the local player. This fixes an issue that would give an advantage to
 lower ping players and penalize higher ping players.
 - Fixed animation problem caused by aborting bomb plant by switching
 weapons (crab walk).
 - Crosshairs now have customizable size, thickness, and color:
        - cl_crosshairsize specifies the size of the crosshair in pixels
 at 640x480 resolution
        - cl_crosshairthickness specifies the thickness of the crosshair
 in pixels at 640x480 resolution
        - The crosshair now scales proportionately for all screen
 resolutions. This replaces the old scaling behavior, and the cvar
 cl_crosshairscale is no longer used. Players can revert to old crosshair
 behavior by setting cl_legacy_crosshair_scale to 1.
        - Setting cl_crosshaircolor to 5 enables the use of custom
 crosshair colors, specified by cvars cl_crosshaircolor_r,
 cl_crosshaircolor_g, and cl_crosshaircolor_b.
        - The default of cl_crosshairuseapha has been changed to 1.
 Alpha blending makes the crosshair much more visible on new HDR maps,
 and it is recommended that existing players enable this setting manually
 or through the options interface (Multiplayer-Crosshair
 appearance-Translucent).
        - Cvar cl_legacy_crosshair has been renamed to
 cl_legacy_crosshair_recoil for consistency.
 - Fixed inverted translucency preview on crosshair configuration panel.
 - Removed the ability for players to temporarily stand on and jump from
 thrown grenades and jumping players. Legacy behavior can be enabled by
 setting sv_enableboost to 1.
 - Fixed issue with players stacking on ladders. Players are no longer
 prevented from moving off a ladder when they are in contact with a
 player beneath them.
 - Fixed UI issue causing Steam dialog boxes to be unreadable over
 certain backgrounds.
 - Fixed a bug which allowed players to move the bomb with +use when
 sv_turbophysics was enabled.
 - Fixed a bug that caused crosshair to expand when attempting to fire an
 empty gun or when holding trigger on pistols.
 - Players are no longer kicked for team killing during
 mp_spawnprotectiontime if mp_autokick is not enabled.
 - Fixed a bug which caused incorrect FoV on zoomed sniper rifles after
 reload.
 - Fixed FoV on wide-screen display modes.
 - Fixed a bug which caused incorrect zoom for a spectator watching a
 player with a sniper rifle.
 - Fixed a crash that could occur if a player disconnected shortly after
 attacking a bot.
 - Bomb icon now has priority over dominated/dominating icon on
 scoreboard.
 - Deathcam now allows a short period of camera movement (matching pre-OB
 behavior) when a player dies.
 - Bots now use distinct Terrorist and Counter-Terrorist icons on the
 scoreboard, voice indicators, end of match, and freeze panel.
 - The round clock on the spectator UI is now replaced with a bomb icon
 after the C4 has been planted.
 - Fixed a bug which caused models to occasionally appear non-animating
 when cl_minmodels and low violence mode were both enabled.
 - Fixed the Buy Menu not taking into account the discounted price for
 Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet.
 - Fixed cases where flashbang was not visible but still blinded the
 player.
 - Reduced blindness amount when looking away from a flashbang.
 - Made smoke grenades block flashbangs.
 - Changed the way ammo purchasing works.  Details are here:
 http://forums.steampowered.com/forums/showthread.php?t=1406537
 - Made another pass on fixing bugs and exploits in de_inferno.  Details
 are here: http://forums.steampowered.com/forums/showthread.php?t=1428239
 - Added a checkbox to the Options-Audio dialog to control muting the
 audio when the game window is in the background.
 - Fixed crash in custom maps using the trigger_camera entity.
 - Fixed a crash that could occur if a player disconnected shortly after
 attacking a bot

 Jason


 ___
 

Re: [hlds_linux] hlds_linux Digest, Vol 31, Issue 12

2010-09-05 Thread Asher Baker
It is nothing to worry about, there are quite a few extraneous
'errors' upon starting SRCDS.

On Sun, Sep 5, 2010 at 3:43 PM, Johannes Tamm johannest...@hot.ee wrote:
 Hello!

 I created my server,
 but problem.

 [S_API FAIL] SteamAPI_Init() failed; unable to
 update local steamclient. Continuing with current version
 anyway.

 Can you help me?

 I wait for answer.



 
 Lemmiksaade ununes? Lisa saatele meelespea!
 Minukava.ee
 www.minukava.ee
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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-04 Thread Asher Baker
I spoke to Nephyrin about it in IRC.

The way nemrun's update daemon works is it registers a fake server on
the master by sending a challenge packet, then it waits up to 3
seconds to receive a out-of-date response, which is exactly what the
server itself does.
It's no harder to spoof it to nemrun than it is to spoof to the server
(and therefore SteamTools).
According to Neph it'll be a lot of work to spoof it in either case anyway.

~
Their heads are green, and their hands are blue,
      And they went to sea in a Sieve. - Edward Lear



On Sat, Sep 4, 2010 at 11:27 PM, Eric Riemers riem...@binkey.nl wrote:
 Nemrun uses it's own daemon to check for updates, based on that it will 
 update. I don't see how you can spoof a master request restart on a daemon 
 that does not listen..

 Afaik nemrun does not have that issue.

 On 4 sep. 2010, at 12:12, Alon Gubkin alon.gub...@gmail.com wrote:

 Is there any way to do this without looking for that packet?

 On Sat, Sep 4, 2010 at 6:42 AM, Asher Baker asher...@gmail.com wrote:
 Nemrun looks for the exact same packet that triggers the
 MasterRequestRestart message in the console and the
 Steam_RestartRequested forward in SteamTools.


 On Sat, Sep 4, 2010 at 9:15 AM, Eric Riemers riem...@binkey.nl wrote:

 http://forums.alliedmods.net/showthread.php?t=133651

 where one refers to spoofing of a master server request, and refers to
 nemrun as the correct sollution. (which i agree)

 On Thu, 2 Sep 2010 20:22:45 -0700, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 There's a work around using the SourceMod Extension SteamTools
 http://forums.alliedmods.net/showthread.php?t=129763

 Cheers,
 Kyle.

 On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser pe...@wingless.org wrote:

  Every time Valve releases an update, I get a MasterRequestRestart but
  hlds
 never restarts itself and updates. Is there any remedy for this?

 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.


 -Peter

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

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon
 passwords.

 Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-03 Thread Asher Baker
Nemrun looks for the exact same packet that triggers the
MasterRequestRestart message in the console and the
Steam_RestartRequested forward in SteamTools.


On Sat, Sep 4, 2010 at 9:15 AM, Eric Riemers riem...@binkey.nl wrote:

 http://forums.alliedmods.net/showthread.php?t=133651

 where one refers to spoofing of a master server request, and refers to
 nemrun as the correct sollution. (which i agree)

 On Thu, 2 Sep 2010 20:22:45 -0700, Kyle Sanderson kyle.l...@gmail.com
 wrote:
  There's a work around using the SourceMod Extension SteamTools
  http://forums.alliedmods.net/showthread.php?t=129763
 
  Cheers,
  Kyle.
 
  On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser pe...@wingless.org wrote:
 
   Every time Valve releases an update, I get a MasterRequestRestart but
   hlds
  never restarts itself and updates. Is there any remedy for this?
 
  MasterRequestRestart
  Your server will be restarted on map change.
  Your server will be restarted on map change.
  MasterRequestRestart
  Your server will be restarted on map change.
  Your server will be restarted on map change.
  MasterRequestRestart
  Your server will be restarted on map change.
  Your server will be restarted on map change.
 
 
  -Peter
 
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed a server crash caused by spamming the server with invalid rcon
  passwords.
 
  Team Fortress 2:
  - Fixed a bug in the Steamworks internal stats reporting.
 
  Jason
 
 
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