[hlds_linux] Legality of accepting old protocol 47 clients to Steam hlds server ?

2017-01-18 Thread Daniel Petre
Hello, i have e-mailed Valve yesterday but still no response regarding 
this issue:


We have a small gaming community where few volunteers want to put 
together a Steam Counterstrike 1.6 dedicated linux server and they 
insist running the dproto plugin (that allows old protocol 47 clients) 
is legal while i doubt there is the case.


Can we find the legal official stand point regarding this dual protocol 
server possibility?


Thanks!

--
Daniel Petre
Unified Services, RCS & RDS (Pitești)


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[hlds_linux] All old server tokens invalidated by new CSGO System?

2015-10-13 Thread Daniel Barreiro
So there's a mess in the CSGO_Servers list right now as Valve introduced an
update which will be enforcing login tokens and disabling anonymous login.
It only applies to CSGO but looking at my account page, all of my old
server tokens are gone. Am I just blind or did all tokens get wiped by this?
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Re: [hlds_linux] TF2 Mandatory update release

2015-07-02 Thread Daniel Barreiro
Probably to unfuck the contracts

On Thu, Jul 2, 2015 at 9:24 PM, HD ad...@gamerscrib.net wrote:

 Ok another update just hit clients - what was that for?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, July 02, 2015 5:17 PM
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds_linux] TF2 Mandatory update release

 We've released the Gun Mettle update. The new version number is 2860750.

 The update notes can be found here:
 http://www.teamfortress.com/post.php?id=17400

 -Eric



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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2015-04-01 Thread Daniel Barreiro
Are you seriously saying that the reason they did it was for the sole
reason of not doing things the community wants?

I for one like the smaller download.

On Wed, Apr 1, 2015 at 1:53 PM, Paul ubyu@gmail.com wrote:

 Why not? They seem to be doing anything else except what some of the
 community would like them to be doing at the moment sadly.

 On 1 April 2015 at 18:50, Gordon Reynolds thisisgordonsem...@gmail.com
 wrote:

  Why wouldn't it be to save space?
 
  On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds 
  thisisgordonsem...@gmail.com wrote:
 
  
  
   On Wed, Apr 1, 2015 at 10:44 AM ics i...@ics-base.net wrote:
  
   Can you elaborate why the sudden change of wav to mp3? Certainly not
 to
   save space?
  
   Latest update seems to have broken sounds in cp_foundry. It's quite
 calm
   there...
  
   Failed to load sound ambient_mp3\cp_harbor\machinery_in_lp_02.mp3,
   file probably missing from disk/repository
   Failed to load sound ambient_mp3\cp_harbor\indoor_lp_01.mp3, file
   probably missing from disk/repository
   Failed to load sound ambient_mp3\fire\fire_small_loop1.mp3, file
   probably missing from disk/repository
  
   -ics
  
   Eric Smith kirjoitti:
We've released a mandatory update for TF2. The notes for the update
  are
   below. The new version  number is 2698188.
   
   
   
-Eric
   
   
   

   
- Fixed the Strange Dalokohs Bar not counting food eaten
- Fixed a client crash related to the material system
- Fixed a client crash related to the control point HUD
- Fixed a server crash related to the Robot Destruction game mode
- Fixed name changes not being applied to all panels
- Fixed a bug with tournaments ending early if the previous round
  ended
   in a stalemate
- Fixed the Australium Scattergun using the fire material
- Fixed not seeing the particle effects for weapons and cosmetic
 items
   in the player model panels
- Added Gamers Assembly 2015 medals
- Added a no hat style for the Batter's Helmet
- Updated more sound files to use .mp3 format instead of .wav
- Updated nav_check_stairs to be marked as a cheat
- Updated Mann Co. Store prices for foreign currencies to current
 USD
   equivalents
- Updated the localization files
- Mannpower update
- Updated grapple model and player animations
- Fixed not hearing some of the powerup sounds
- Removed ctf_foundry from the default map cycle to focus on
 gathering
   information on the remaining maps
- Knockout: reduced melee damage multiplier
- Knockout: max health buff has been reduced for the Heavy and for
 the
   Demoman with a shield or decapitating sword equipped
- Grapple: increased base damage for attaching to a player and
   increased bleed damage while attached
   
   
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2014-11-04 Thread Daniel Barreiro
- Fixed maps not loading correctly in the SFM tool

SFMers over in Open Source Filmmaker are a bit confused. Why is this in a
TF2 update log and what is it referring to?

On Tue Nov 04 2014 at 6:09:09 PM Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version number is 2474792.

 -Eric

 -

 - Added the 'Tomb Raider' tag to the item import tool
 - http://www.teamfortress.com/post.php?id=14855
 - Added The Kritz or Treat Canteen to the Halloween 2014 Community Bundle
 - Players who previously purchased the bundle have automatically
 been granted the item
 - Fixed a client crash that could happen while the server was changing maps
 - Fixed the Teleport spell not appearing in Helltower
 - Fixed rare spells appearing in regular Helltower spellbook pick-ups
 - Fixed disguised Spies not displaying the correct health value to enemies
 - Fixed the Engineer not playing the proper response rules while using the
 Golden Frying Pan
 - Fixed the Sniper getting stuck with a zoomed FOV after taunting while
 zooming
 - Fixed maps not loading correctly in the SFM tool
 - Fixed a bug in the Workshop import tool related to frame count
 calculation for taunts that were exported from the SFM tool
 - Fixed the Demoman not riding in the correct bumper car position when
 holding two-handed melee weapons
 - Disabled auto team-balance while players are in hell on Helltower and
 Carnival of Carnage
 - Updated bumper cars to deal damage when hitting players not in bumper
 cars
 - Updated the Necro Smasher so Strange parts and Halloween Spells can be
 applied to it
 - Updated the equip_region for the Iron Fist
 - Removed the smoke effect from the Tiny Texan
 - Updated the Rescue Ranger so players no longer block its ability to
 pick-up buildings from a distance
 - Updated sd_doomsday_event
 - Fixed a bug where Merasmus's curses would trigger during the
 bumper car minigames
 - Fixed players using the tiny-melee-only curse to get outside of
 the playable area of the map
 - Fixed a bug with the Eureka Effect and with teleporters where
 players could escape being teleported to the bumper car minigames
 - Reduced duration of the Monoculus spell from 15 seconds to 8
 seconds
 - Fixed players being able to construct buildings in the spawn
 areas
 - Fixed Engineers not being able to build if a Merasmus curse is
 enabled while they were carrying a building
 - Updated Merasmus's curses to remove all projectiles and sentry
 gun ammo when teleporting players to the middle of the map



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Re: [hlds_linux] Mandatory TF2 update released

2014-08-21 Thread Daniel Barreiro
Alfred, you said that it shouldn't break anything with admin/bans/etc but
it appears to have.


On Thu, Aug 21, 2014 at 6:49 PM, Frank ad...@gamerscrib.net wrote:

 This change has broken so many things that I don't even know where to
 begin who in their right mind decided to do this without any warning
 what so ever needs to have their head examined!!


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon
 Reynolds
 Sent: Thursday, August 21, 2014 6:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 Today's Team Fortress 2 update says goodbye to the good old SteamIDs
 (STEAM_0:1:15160181) and says hello to AccountIDs ([U:1:30320363]).

 Sadly, this change breaks all things depending on SteamIDs (SourceMod,
 custom ban systems, donator slots, rank systems, etc.)

 https://twitter.com/SteamDB/status/502586107754999810
 https://twitter.com/SteamDB/status/502586146623619074


 On Thu, Aug 21, 2014 at 2:52 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We've released a mandatory update for TF2. The notes for the update
  are below. The new version number is 2369699.
 
  -Eric
 
  -
 
  - Fixed rockets colliding with other projectiles and getting stuck in
  the world
  - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
  Power Up Canteen
  - Fixed the Demoman not being able to equip The Grandmaster
  - Fixed a bug where Professional Killstreak items were being displayed
  as Specialized
  - Market Listings for Specialized Killstreak kits for the following
  items have been removed and will need to be relisted
  - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
  Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
  - Fixed character audio being cut short when characters clap during
  the Conga taunt
  - Unusual taunts that are tradable can now be listed on the Steam
  Community Market
  - The Classic can now accept Enemies Gibbed strange parts
  - The Manmelter can now accept Allies Extinguished strange parts
  - Added mp_spectators_restricted server convar
  - Prevents players on Red/Blue from joining team
  Spectator if it would exceed mp_teams_unbalance_limit
  - Updated the HTML display in the MOTD to use shared Steam browser
  control
  - Updated the materials for The Dalokohs Bar
  - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
  The Pencil Pusher, and Antlers
  - Updated the localization files
  - Updated pl_cactuscanyon
  -Stage 1
  - Reworked the geometry of the back
  stairwell route leading to the final cap
  -Stage 3
  - New design of back yard underpass area
  - Added new building and route near
  the underpass
  - New geometry for Red battlements and
  spawn exit by the first cap
  - Added new exit from Red spawn
  leading to the raised middle rock outcrop by the barn
  - Reworked Red spawn exit by capture
  point
  2
  - Removed rocks and added a new
  structure by the final cart push
  - Cart now takes longer to pass
  through the building at the end of
  - Adjusted spawn times
  - Adjusted Health and ammo packs
 
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-06 Thread Daniel Barreiro
This is one thing I can't stand about the mailing list.

VALVE FIX THIS IT'S BROKEN WE DON'T LIKE IT

*valve releases fix V1*

VALVE THIS FIX IS BAD IT FIXED THE PROBLEM BUT WE DON'T LIKE IT

*valve releases fix V2*

VALVE WHY DID YOU PUT RESTRICTIONS IN PLACE THAT SOLVE THE ISSUES WE WERE
COMPLAINING ABOUT NOW WE CAN'T DO WHAT WE WANT

Seriously.  You guys expect them to be able to fix the problems without
changing anything else. I for one think these changes are a good idea. I'm
running 3 servers with consistent player counts. I've had no major drops in
traffic since the change. Quickplay didn't do much for me as most of my
traffic comes from my playerbase. Just build up a community and you wont
need to depend on quickplay.  Can't fill 15 servers? Cut back to 10 you can
fill. Don't complain to Valve that there are servers changing the gameplay
in ways you don't like and then when they restrict that complain that now
you can't change the gameplay. You may be changing it to a lesser amount,
but still. How are they supposed to restrict it for the bad servers yet
allow the good servers to do the same things to a lesser extent?


On Thu, Feb 6, 2014 at 6:31 AM, Nomaan Ahmad n0man@gmail.com wrote:

 Dear VALVe,

 Thank you for implementing GameServer Accounts. Please sync CSS too.
 Thanks!
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Re: [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Daniel Barreiro
Thank you so much!  I hope these clarified rules get enforced.


On Wed, Feb 5, 2014 at 7:11 PM, The Wave thew...@thewaveserver.com wrote:

 Definitely looking forward to the gameserver accounts! Off to https post...


 On 2/5/2014 6:03 PM, Rikard Bremark wrote:

 This is great news!
 I asked Alfred about such a feature a year ago and he said it was under
 development but didnt know when it was due to release!
 I am really happy that you guys have put an effort in it and are now
 releasing it!

 Good Job!
 --
 //Rikard 'Zapy' Bremark
 Warzone Short Valley

 On 2014-02-06 00:52, Fletcher Dunn wrote:

 There are some changes coming that TF2 server operators should know
 about.

 CHANGES TO QUICKPLAY
 ---

 The next TF2 update will make two changes to quickplay:

 * Show servers button.  This runs the ordinary quickplay search, but
 instead of joining the server with the highest score, it presents the user
 with an ordered list of about 20 servers and lets them pick.  This gives
 players much of the convenience of quickplay by finding servers with a good
 ping and players on them, but also an easy way to express a preference over
 the map, server community, etc.
 * We've added an advanced options page that allows players to opt into
 the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
 and instant respawn.

 There are no more scoring penalties for maxplayers or rule changes; your
 server either matches their search criteria or it doesn't.

 At this time, we are keeping the default quickplay option to Valve
 servers.  However, note that if a player wants to find a server with any of
 the supported modifications, then they must land on a community server,
 since Valve servers do not run with these settings.

 We've updated the quickplay policy to more clearly specify what sorts of
 server modifications are allowed in quickplay:
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 STEAM GAMESERVER ACCOUNTS
 -

 Gameserver accounts are now a Steam feature.  The feature is currently
 in beta.

 Using a steam gameserver account provides one important advantage right
 now: client favorite lists are keyed by the Steam account if present.  This
 means that you can move your server to another IP address, and clients who
 have your server in their favorites or history will follow you to your new
 location.

 CREATING AN ACCOUNT:

 Creating an account is currently only possible via WebAPI. (Remember,
 this feature is currently in beta.  We'll add a nicer interface for this
 soon.)  Make a HTTPS POST request to the following URL:
 https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

 The POST arguments should be:
appid=440 (for Team Fortress)
key=your WebAPIKey

 your WebAPIKey is the WebAPI key associated with the user account that
 will own the server accounts. See http://steamcommunity.com/dev for how
 to get one of these. (WARNING: Make sure and keep this key secret.  This
 key is an authentication token in some respects and makes it possible to do
 certain actions on your behalf.  Don't feed the key into anybody's nice
 convenient web page that automates this.  With your WebAPI key they could
 impersonate you for some actions.  If you don't want to go through the pain
 of making a WebAPI call, just wait until we have a nicer interface
 implemented.)

 The output of the WebAPI will be the (permanent) SteamID of your
 gameserver, and a login token.  The login token is a random string of text
 that allows you to actually login to your account.

 You can view a list of the servers owned by a user account by making a
 HTTPS GET call to:
 https://api.steampowered.com/IGameServersService/
 GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/
 IGameServersService/GetAccountList/v0001/?key=%3cyourkey

 LOGGING IN TO YOUR ACCOUNT (TF only for now):

 Once you have a gameserver login token, you can specify your login
 credentials on a Source engine server by executing this console command
 sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam
 gameserver account and when you are logging in anonymously.  (The ordinary
 gameserver login that has always been used.)

 Remember, for now you will need to login to both your Steam gameserver
 account and also your TF account.  The two accounts are not related.  The
 TF account is the one that determines quickplay eligibility, and the Steam
 one does favorites migration.  Eventually we will remove the TF accounts
 and only use Steam gameserver accounts.

 HOW FAVORITES MIGRATION WORKS:

 In the next few days we will release an updated Steam Client beta that
 knows how to migrate favorites.  On the client, each favorite has an
 IP:port and a gameserver account.  The account might be empty --- that will
 of course be the case for all previously existing 

Re: [hlds_linux] SteamCMD Left 4 Dead appid?

2013-11-13 Thread Daniel .
https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers
Am 13.11.2013 19:39 schrieb Ross Bemrose rbemr...@gmail.com:

 So, now that HLDSUpdateTool has been killed off, I went to install an L4D
 server to test a plugin.

 However, attempting to install appid 510 on Linux (510 is the Left 4 Dead
 Dedicated Server on the Steam Application IDs wiki page) as a logged in
 user gives me this error:
 ERROR! Failed to install app '510' (Invalid platform)

 Logging in as anonymouse didn't work at all.

 Since the L4D server is available for Linux, what is the CORRECT appid for
 it?  While we're at it, can we get the other missing Valve appids, such as
 Alien Swarm Dedicated Server for Windows?

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Re: [hlds_linux] SteamCMD Left 4 Dead appid?

2013-11-13 Thread Daniel .
Try 222840
Am 13.11.2013 20:47 schrieb Ross Bemrose rbemr...@gmail.com:

 L4D isn't on that list.

 On 11/13/2013 2:13 PM, Daniel . wrote:

 https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers
 Am 13.11.2013 19:39 schrieb Ross Bemrose rbemr...@gmail.com:

  So, now that HLDSUpdateTool has been killed off, I went to install an L4D
 server to test a plugin.

 However, attempting to install appid 510 on Linux (510 is the Left 4 Dead
 Dedicated Server on the Steam Application IDs wiki page) as a logged in
 user gives me this error:
 ERROR! Failed to install app '510' (Invalid platform)

 Logging in as anonymouse didn't work at all.

 Since the L4D server is available for Linux, what is the CORRECT appid
 for
 it?  While we're at it, can we get the other missing Valve appids, such
 as
 Alien Swarm Dedicated Server for Windows?

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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Daniel Barreiro
http://motdgd.com/terms-of-service/
http://ads.elitepowered.com/?page_id=176

Copying another company's ToS and modifying it very slightly isn't very
respectable business practice either.


On Thu, Nov 7, 2013 at 4:18 PM, Guardian Cipher guardiancip...@gmail.comwrote:

 Isn't it illegal to advertise clients on your website that aren't actually
 your clients? http://servers.elitepowered.com/

 I highly doubt you have Valve as a client.


 On Thu, Nov 7, 2013 at 4:11 PM, 1nsane 1nsane...@gmail.com wrote:

  I agree with this. If not for him we wouldn't be having this issue now.
 
 
  On Thu, Nov 7, 2013 at 3:25 PM, Todd Pettit pettit.t...@gmail.com
 wrote:
 
   Ab, this whole thing is pretty much directly YOUR FAULT! You brazenly
 ran
   fake clients on 100+ servers (again) to spoof quickplay into sending
 you
   players. The update before last had a change specifically made to ban
  YOUR
   servers. The simpler solution would to of banned you and your kin from
   steam forever.
  
   You are not fooling anyone. Everyone knows you as a complete scammer.
  
   -T
  
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Daniel .
I never had validate in my update script. This started to happen after
the second last updated.
But thanks for the custom folder hint.
Am 02.11.2013 08:56 schrieb Erik-jan Riemers riem...@binkey.nl:

 then dont set validate in your tf.txt script when updating, and the
 replay.cfg should go in your custom folder..

 And again, the time they fixed the issues compared to last year we should
 not be complaining.


 2013/11/2 Daniel . srcdsl...@gmail.com

  Why is every server restart validating the install, redowloading updates
  and removing the replay.cfg file since the update yesterday?
  Has any one else noticed this?
 
 
  2013/11/2 Frank ad...@gamerscrib.net
 
   Every year is the same thing, we spend 2-3 days if not longer thru
  several
   updates to fix issues from this and other large updates like it. Never
 in
   the last few years have they ever extended the event just for this
  although
   I agree I believe they should. Issue I have with just even asking is
 the
   event itself was delayed way too long and too close to Halloween (which
  is
   now gone). The Xmas update IMO should be released no later than the 2nd
   week
   of December to at least give the holiday feel as with most of us we
 can't
   wait for the 25th to come and go - at least that is how I feel, too
 much
   holiday food will kill anyone.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno
   Garcia
   Sent: Friday, November 01, 2013 10:04 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Mandatory TF2 update released
  
   Eric,
  
   Due to issues with the server and client binaries these past two days:
   shouldn't the Halloween event be extended for 2 or 3 more days to
   compensate
   the users?
  
   Sincerely,
   Bruno
  
  
  
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Re: [hlds_linux] Servers spamming ads

2013-11-01 Thread Daniel Barreiro
My guess is what he's referring to is the Traffic2Cash plugin.

This plugin will open a ton of advertisements in the background using the
MOTD browser without every displaying the MOTD in game. This crashes
clients and has other issues as well.


On Fri, Nov 1, 2013 at 1:06 PM, daniel.jokiaho daniel.joki...@gmail.comwrote:

 Its not hidden. All motd info are in plain text in your local game folder
 as a temporary file. It dissapeares when you disconnect.


 Skickat från min Samsung Mobil

  Originalmeddelande 
 Från: 1nsane 1nsane...@gmail.com
 Datum:
 Till: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Rubrik: Re: [hlds_linux] Servers spamming ads

 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.


 On Fri, Nov 1, 2013 at 12:53 PM, dan needa...@ntlworld.com wrote:

  On 28/10/2013 16:21, Nick F. wrote:
 
  Will anything be done about the servers that spam ads? Does anyone look
 at
  in game reports anymore?
 
 
  Just block pinion.gg at your router or dns or whatever providers they
 use
  if
  they've expanded beyond pinion.
 
  Valve seem to think pinion are their partners so I doubt they'll do
  anything.
 
  Makes little sense in my opinion because if ctf_turbine can generate
 money
  with stamps then I'm sure valve could find a better way of monetising
  running a server
  in exchange for giving players some worthless digital tat.
 
  MvM tickets weren't a bad idea. Sell a multiplayer ticket and
  if you win a round you get a sprogget, collect 20 sproggets and you get a
  wedge. 10 wedges gives you a token. Craft 5 tokens into a statue part.
 
  With all 3 statue parts collected you get a golden ticket to enter a
  master server to
  play for the main prize.
 
  Win the round on the master server and you get a special 'TF2
 multiplayer
  trading card which can be sold on the market
  for as much as 5 pence.
 
  Now, valve simply share a portion of the 5p generated by selling the
  trading card amongst the servers you played on to collect the
  3000 items needed to create the golden ticket. They can use the £3000 for
  the tickets
  to pay the community members who create the sproggets, wedges, tokens and
  statue parts as well as
  the winning trading cards and unusual hats.
 
  Hats? Yep, one in a thousand golden tickets will win an unusual hat -
  unique to this game mode.
  In this case, because there's no 5p generated, Valve send the server
  owners a picture of the winning user wearing the hat.
 
  --
  Dan
 
 
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-01 Thread Daniel Barreiro
My 6 updated and are launching fine.


On Fri, Nov 1, 2013 at 5:59 PM, Calvin Judy evo...@gmail.com wrote:

 No issues here. (debian)

 - Original Message - From: Todd Pettit pettit.t...@gmail.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Sent: Friday, November 01, 2013 5:56 PM
 Subject: Re: [hlds_linux] Mandatory TF2 update released



  Servers all down and will not launch. Will post results soon.

 - Original Message -
 From: Eric Smith er...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com) hlds_linux@list.
 **valvesoftware.com hlds_linux@list.valvesoftware.com, Half-Life
 dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
 h...@list.valvesoftware.com, 
 'hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com'
 (hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com)
 hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com
 
 Sent: Friday, November 1, 2013 5:42:50 PM
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 1982480.

 -Eric

 --

 - Fixed a dedicated server crash related to players becoming ghosts in
 hell
 - Fixed a dedicated server crash related to spellbooks and switching
 weapons
 - Updated materials for the following items: Caffeine Cooler, Tartan
 Spartan, Carrion Companion, Sackcloth Spook, and the Pin Pals


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Re: [hlds_linux] Mandatory TF2 update released

2013-11-01 Thread Daniel .
Why is every server restart validating the install, redowloading updates
and removing the replay.cfg file since the update yesterday?
Has any one else noticed this?


2013/11/2 Frank ad...@gamerscrib.net

 Every year is the same thing, we spend 2-3 days if not longer thru several
 updates to fix issues from this and other large updates like it. Never in
 the last few years have they ever extended the event just for this although
 I agree I believe they should. Issue I have with just even asking is the
 event itself was delayed way too long and too close to Halloween (which is
 now gone). The Xmas update IMO should be released no later than the 2nd
 week
 of December to at least give the holiday feel as with most of us we can't
 wait for the 25th to come and go - at least that is how I feel, too much
 holiday food will kill anyone.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno
 Garcia
 Sent: Friday, November 01, 2013 10:04 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 Eric,

 Due to issues with the server and client binaries these past two days:
 shouldn't the Halloween event be extended for 2 or 3 more days to
 compensate
 the users?

 Sincerely,
 Bruno



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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Daniel Barreiro
Never run any bots, all of my servers were full yesterday and are
completely dead last night until now.
Only change was the update.
One of the servers wasn't registered until this event (converted it from a
custom server temporarily just to get a 24/7 helltower server for the
week), so it was a brand new ID.


On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

 None of my servers are running any sort of bots, and they all dropped
 quickplay traffic completely last night.

 Can you double check to verify this update didn't create an additional
 issue, as it sure does look like something is wrong.

 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.


 - Original Message - From: Fletcher Dunn 
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Cc: h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


  We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage.  This could change
 traffic patterns.

 -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 Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here... seeing the same issue on 12servers all where full
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:

  Server was full last night before update..but no one has been on since
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24
  constant before the update has seen all of its traffic vanish even
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: Upward
   Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! 
  Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic just
   vanished.
  
  
   - Original Message - From: Lambda
   lambdace...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
   valvesoftware.com 
   hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com
 
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  
Same here, i checked the quickplay status and it went from Good
   to
  Bad
   out of a sudden, funny thing is that the client command to list
   the identities and the status says that they're all good but upon
   server launch it says that its Bad
  
  
   2013/10/31 Calvin Judy evo...@gmail.com
  
http://i.imgur.com/bejbG1m.png
  
   There has been a significant drop in quickplay traffic on our
   servers
  as
   well.
  
  
   - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
  
   To: Half-Life dedicated Linux server mailing list  
 hlds_linux@list.
  **
   valvesoftware.com 
   hlds_linux@list.**valvesoftwa**re.comhttp://valvesoftware.com
 
  hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 
   
   Sent: Thursday, October 31, 2013 11:13 AM
   Subject: [hlds_linux] Is sv_tags event247 broken after the  
 update?
  
  
  
I noticed Halloween servers running plr_hightower_event are no
 longer
  
   receiving quickplay traffic after the last update.
   Is anyone else having the same issue? Normal servers seem
 unaffected.
  
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 archives,
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Daniel Barreiro
http://tf2stats.net/map/plr_hightower_event
TF2stats is reporting over 2300 servers running the map and about 17,500
people playing it. That's about 7.6 players per server. If Valve only put
up 76 servers, they are not the ones taking the traffic. It's the loads of
community owners trying to get the traffic. Looking at the server list,
there are a ton of clans that all put up 25+ servers running the map, all
running ads. Even someone in this mailing thread stated that none of their
18 servers were getting traffic.
I don't want to turn this into an ad debate, but it appears to me that
there are a lot of people out there just hoping to profit off of the
traffic from the update.

I'm also seeing a ton of 32/33 slot servers using dynamic slot hiding to
get them full with quickplay and then up it to get more people.

On Thu, Oct 31, 2013 at 1:58 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 If the existence of the valve servers is the sole cause of the massive
 decrease in traffic to communities... It poses a rather large issue for
 those communities.
 It means that the sheer number of valve's quickplay-eligible servers is
 outshadowing _many_ communities (as judging by the messages in this thread),
 and the server market is being over-saturated to the point where
 communities basically have a hard time getting a foothold unless there is
 an established playerbase
 that is large enough to sustain the server with very little traffic influx.

 Ultimately, it means communities likely won't bother with event servers as
 a result of no traffic anyway... and this will rebound very rapidly in the
 opposite direction.
 I thought the entire goal of quickplay was to help get traffic _to_
 communities and help players discover them (for those that keep their
 servers within a set of parameters)... not keep all the traffic for Valve
 servers.

 I realize this sounds pretty scathing , but it is something I think we (as
 community server operators) need to be seriously aware of - for the day
 that no more communities exist to keep the hat market up, will be the day
 TF2 truly dies :D



 
  From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 2:30:23 PM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


 There were no Valve event servers running until last night.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Never run any bots, all of my servers were full yesterday and are
 completely dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a
 custom server temporarily just to get a 24/7 helltower server for the
 week), so it was a brand new ID.


 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

  None of my servers are running any sort of bots, and they all dropped
  quickplay traffic completely last night.
 
  Can you double check to verify this update didn't create an additional
  issue, as it sure does look like something is wrong.
 
  ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
 
 
  - Original Message - From: Fletcher Dunn 
  fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.** valvesoftware.com
  hlds_linux@list.valvesoftware.com
  Cc: h...@list.valvesoftware.com
  Sent: Thursday, October 31, 2013 12:32 PM
 
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
   We recently fixed a bug that has been giving servers running bots an
  unfair and unintended quickplay scoring advantage.  This could change
  traffic patterns.
 
  -Original Message-
  From: hlds_linux-bounces@list.**valvesoftware.com
 hlds_linux-boun...@list.valvesoftware.com[mailto:
  hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
  alvesoftware.com]
  On Behalf Of Marco Padovan
  Sent: Thursday, October 31, 2013 8:52 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
  Same here... seeing the same issue on 12servers all where full
  yesterday :)
 
 
  On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
  wrote:
 
   Server was full last night before update..but no one has been on
  since
  the update.
 
  Thankfully I am not the only one with this issue!
 
 
  On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
  thesupremec...@gmail.com wrote:
 
   Seeing problems on my end

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Daniel Barreiro
The Valve servers may affect the traffic, but not as much as it's been
affected. It's the over saturation of servers in general, especially from
the clans that put up 25+ event servers hoping for traffic.
Skial is running 16, Saigns is running 30, etc.
Yes the 76 Valve put up will affect the traffic, but there seems to be more
to this honestly. The past 2 days have been 24/7 traffic, suddenly it
plummets for a ton of people. Part of it may be more servers have been put
up, but the fact everyone started having issues after the update seems to
point to something else.


On Thu, Oct 31, 2013 at 2:20 PM, Calvin Judy evo...@gmail.com wrote:

 Absolutely, I don't see any reason to keep my event servers up now.

 http://i.imgur.com/bejbG1m.png

 This is pretty disappointing.


 - Original Message - From: Bjorn Wielens uniac...@yahoo.ca

 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 1:58 PM

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


 If the existence of the valve servers is the sole cause of the massive
 decrease in traffic to communities... It poses a rather large issue for
 those communities.
 It means that the sheer number of valve's quickplay-eligible servers is
 outshadowing _many_ communities (as judging by the messages in this thread),
 and the server market is being over-saturated to the point where
 communities basically have a hard time getting a foothold unless there is
 an established playerbase
 that is large enough to sustain the server with very little traffic influx.

 Ultimately, it means communities likely won't bother with event servers as
 a result of no traffic anyway... and this will rebound very rapidly in the
 opposite direction.
 I thought the entire goal of quickplay was to help get traffic _to_
 communities and help players discover them (for those that keep their
 servers within a set of parameters)... not keep all the traffic for Valve
 servers.

 I realize this sounds pretty scathing , but it is something I think we (as
 community server operators) need to be seriously aware of - for the day
 that no more communities exist to keep the hat market up, will be the day
 TF2 truly dies :D



 __**__
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com) h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 2:30:23 PM
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


 There were no Valve event servers running until last night.

 -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 Daniel Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Never run any bots, all of my servers were full yesterday and are
 completely dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a
 custom server temporarily just to get a 24/7 helltower server for the
 week), so it was a brand new ID.


 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

  None of my servers are running any sort of bots, and they all dropped
 quickplay traffic completely last night.

 Can you double check to verify this update didn't create an additional
 issue, as it sure does look like something is wrong.

 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.


 - Original Message - From: Fletcher Dunn 
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.** valvesoftware.com
 hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com
 
 Cc: h...@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM

 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?


 We recently fixed a bug that has been giving servers running bots an

 unfair and unintended quickplay scoring advantage. This could change
 traffic patterns.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesoftware.com
 hlds_linux-**bounces@list.v
 alvesoftware.com]
 On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here

Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-22 Thread daniel jokiaho
So valve have changed that behavior on profiles? Before even if a 
profile was private you could see if a user was vac banned.


On 2013-10-22 05:29, Doctor McKay wrote:

Unfortunately, that data isn't available if the user's profile is set to
private, so you'd have to blanket-ban everyone with a private profile,
otherwise cheaters could just set their profile to private.


Dr. McKay
www.doctormckay.com


On Mon, Oct 21, 2013 at 4:46 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:


Hmm, think with a steam API check one can find if one has the actual game
on their account or not, so a plugin to check if the account owns the
game should be a easy check to do, and server owners can then decide what
they want with such (ban, kick, kick when near full, w/e).





From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Linux server mailing list 

hlds_linux@list.valvesoftware.com

Sent: Monday, 21 October 2013, 17:46
Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.


It did happen. There was a noticeable increase in hackers, especially on
servers that don't have admins on all the time. Such as valve's own.

Also if all this is such a non-issue then how come valve banned steam
family sharing accounts from using competitive matchmaking in CS:GO?

They have stats on how many players are reported/banned on their other

free

to play games. And so they took preemptive action here as well.
This way griefers/hackers won't be able to mess with everyone's

competitive

standing without actually buying the game.


On Sun, Oct 20, 2013 at 5:21 AM, dan needa...@ntlworld.com wrote:


On 20/10/2013 00:23, Kyle Sanderson wrote:


Considering this is the first weekend where the beta was opened up,

it's

only going to get worse.


Unlikely, if TF2 is a good measure. The predicted doom and gloom didn't
really happen.

--
Dan


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Re: [hlds_linux] Noclip exploit

2013-09-11 Thread Daniel .
Still not fixed but https://forums.alliedmods.net/showthread.php?t=225765


2013/9/8 ics i...@ics-base.net

 I do hope Valve will fix this within the next 24 hours instead of later
 next week.

 -ics

 lwf kirjoitti:

  Banned two (different pairs of) players today doing this today.

 https://www.youtube.com/watch?**v=Bjf4YpOOeWwhttps://www.youtube.com/watch?v=Bjf4YpOOeWw

 Is there a simple way to disable coaching, or some other workaround yet?
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Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers?

2013-07-31 Thread daniel jokiaho
Also the same with the nosteam servers floating around. Why is tag 
nosteam, and no steam even searchable?


On 2013-07-31 23:28, D Bauhmz wrote:

Hate to be pushy and seem impatient but these servers have been reported
for a few weeks now.


- 173.234.142.122
- 209.22.16.210
- 174.34.172.202
- 173.208.108.250
- 173.208.123.42
- 108.61.31.154

That's taken from this reddit post
http://www.reddit.com/r/tf2/comments/1j6r6x/the_fake_player_problem/

I just counted and it appears there are 92 servers doing this. ElitePowered
(http://community.elitepowered.com) is the community behind all of these
blank hostname servers.

You can verify this through the MOTD. Here is an image of the relevant part
from the MOTD source:

http://i.imgur.com/nikM45b.png

I know one could potentially fake this by creating an elitepowered account
with Pinion, but elitepowered has already been known to do this sort of
thing. They bought out thebattlegrounds after they got delisted for doing
this too.

What is Valve doing about this? If servers can make all this money off
running multiple advertising networks on their server with fake clients for
months before Valve acts then I see no reason why more communities
shouldn't be doing it.

Here is a screenshot of all the servers in the server browser:

http://i.imgur.com/0H8Ifs2.png

If you want to verify this, join one of the 16/24 servers and view the
output of status/ping. Or you can just watch the obvious bots posing as
humans and tricking Quickplay.
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Re: [hlds_linux] VAC and hl2dm

2013-05-28 Thread Daniel Barreiro
Well I guess I've been out of the loop for a while.  Last time I discussed
VAC in depth was back with Gmod and Garry's VACventure with Baconbot
(2010-2011).  Back then it was still engine ban.



On Tue, May 28, 2013 at 6:21 AM, Jeff Sugar jeffsu...@gmail.com wrote:

 Indeed.

 That said, if you'd like to block anyone who has been VAC banned,
 regardless of the game on which it occurred, there's a SourceMod plugin to
 achieve that, located here:
 http://forums.alliedmods.net/showthread.php?t=80942

 You can choose to have them kicked, banned, or just log the event in case
 you want to give them the benefit of the doubt, but have them on file if at
 some point you suspect them of cheating and want to know or something like
 that

 -Atreus

 On Tue, May 28, 2013 at 1:18 AM, Netshroud netshr...@gmail.com wrote:

  So after this, then?
 
 http://forums.steampowered.com/forums/showpost.php?p=22782122postcount=10
 
  On 28/05/2013, at 1:00 PM, ics i...@ics-base.net wrote:
 
   There is no orangebox anymore. All games are separate builds, but still
  are build from same source code. Bans are per game, not per engine. I'm
 not
  sure when this happened but it's beem 2-3 years already.
  
   -ics
  
   Daniel Barreiro kirjoitti:
   I think that if it's Orange Box (TF2, CSS, etc) you're banned for
   Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
   separate.
  
  
   On Mon, May 27, 2013 at 5:58 PM, 1nsane 1nsane...@gmail.com wrote:
  
   Well this is what valve has to say about vac bans:
   https://support.steampowered.com/kb_article.php?p_faqid=589
  
   It doesn't really say if bans are per game or not.
  
   But it does say that if you get banned from any previous source
 engine
  game
   you will lose all your tf2 items.
  
  
   On Mon, May 27, 2013 at 5:05 PM, Netshroud netshr...@gmail.com
  wrote:
  
   I thought that was only post-Left4Dead that games were treated
   individually, but previous games such as those you listed were still
  in
   groups. When did the change to individual-game bans include
  pre-Left4Dead
   Source games?
  
   On 27/05/2013, at 10:18 PM, ics i...@ics-base.net wrote:
  
   Yes. If you get VAC banned, bans apply only to that particular
 game.
  No
   longer if you get banned in CS Source, you won't get banned in
  DOD:Source
   and HL2DM like in the previous years.
   -ics
  
   Mart-Jan Reeuwijk kirjoitti:
   ehm, afaik, with the introduction of Portal 2 they made all new
  valve
   titles individual VAC bans, for otherwise they can't sell new games
 to
   those accounts...
  
  
   
   From: Daniel Barreiro smelly.feet.you.h...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Monday, 27 May 2013, 6:49
   Subject: Re: [hlds_linux] VAC and hl2dm
  
  
   It's banned by engine.
  
   If you're banned from TF2 you're banned from Source games
  (excluding
   gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
   you're
   banned from Mw2 you're banned from Mw2, etc
  
  
   On Sun, May 26, 2013 at 9:53 PM, Foo Bar fooba...@gmail.com
  wrote:
  
   Oh, right.  Good point - thanks.
  
  
  
   On Sun, May 26, 2013 at 6:49 PM, Frank ad...@gamerscrib.net
   wrote:
   VAC banned could be for another game, from the way I understand
  it
   is if
   you
   are VAC banned for say TF2 you can still play CS:S and so on.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
 Of
   Foo
   Bar
   Sent: Sunday, May 26, 2013 9:48 PM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] VAC and hl2dm
  
   Hello!
  
   Today I observed a player connected and playing in a HL2DM
 server
   with
   VAC
   enabled, but the player is listed on
 http://www.vacbanned.com/as
   being
   banned.
  
   This has me wondering if VAC is really supported in HL2DM?  I
  sort
   of
   remember hearing that VAC wasn't really supported by hl2dm but
   it's a
   very
   vague recollection.
  
   Thanks
  
   [foo] bar
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Re: [hlds_linux] VAC and hl2dm

2013-05-27 Thread Daniel Barreiro
Ah.  I missed that update.  Thanks.


On Mon, May 27, 2013 at 8:18 AM, ics i...@ics-base.net wrote:

 Yes. If you get VAC banned, bans apply only to that particular game. No
 longer if you get banned in CS Source, you won't get banned in DOD:Source
 and HL2DM like in the previous years.

 -ics

 Mart-Jan Reeuwijk kirjoitti:

  ehm, afaik, with the introduction of Portal 2 they made all new valve
 titles individual VAC bans, for otherwise they can't sell new games to
 those accounts...



  __**__
 From: Daniel Barreiro 
 smelly.feet.you.have@gmail.**comsmelly.feet.you.h...@gmail.com
 
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Sent: Monday, 27 May 2013, 6:49
 Subject: Re: [hlds_linux] VAC and hl2dm


 It's banned by engine.

 If you're banned from TF2 you're banned from Source games (excluding
 gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if you're
 banned from Mw2 you're banned from Mw2, etc


 On Sun, May 26, 2013 at 9:53 PM, Foo Bar fooba...@gmail.com wrote:

  Oh, right.  Good point - thanks.



 On Sun, May 26, 2013 at 6:49 PM, Frank ad...@gamerscrib.net wrote:

  VAC banned could be for another game, from the way I understand it is
 if
 you
 are VAC banned for say TF2 you can still play CS:S and so on.

 -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 Foo Bar
 Sent: Sunday, May 26, 2013 9:48 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] VAC and hl2dm

 Hello!

 Today I observed a player connected and playing in a HL2DM server with

 VAC

 enabled, but the player is listed on http://www.vacbanned.com/ as
 being
 banned.

 This has me wondering if VAC is really supported in HL2DM?  I sort of
 remember hearing that VAC wasn't really supported by hl2dm but it's a

 very

 vague recollection.

 Thanks

 [foo] bar
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Re: [hlds_linux] VAC and hl2dm

2013-05-27 Thread Daniel Barreiro
I think that if it's Orange Box (TF2, CSS, etc) you're banned for
Orangebox, but if it's a modified engine (L4D, CSGO, etc) than it's
separate.


On Mon, May 27, 2013 at 5:58 PM, 1nsane 1nsane...@gmail.com wrote:

 Well this is what valve has to say about vac bans:
 https://support.steampowered.com/kb_article.php?p_faqid=589

 It doesn't really say if bans are per game or not.

 But it does say that if you get banned from any previous source engine game
 you will lose all your tf2 items.


 On Mon, May 27, 2013 at 5:05 PM, Netshroud netshr...@gmail.com wrote:

  I thought that was only post-Left4Dead that games were treated
  individually, but previous games such as those you listed were still in
  groups. When did the change to individual-game bans include pre-Left4Dead
  Source games?
 
  On 27/05/2013, at 10:18 PM, ics i...@ics-base.net wrote:
 
   Yes. If you get VAC banned, bans apply only to that particular game. No
  longer if you get banned in CS Source, you won't get banned in DOD:Source
  and HL2DM like in the previous years.
  
   -ics
  
   Mart-Jan Reeuwijk kirjoitti:
   ehm, afaik, with the introduction of Portal 2 they made all new valve
  titles individual VAC bans, for otherwise they can't sell new games to
  those accounts...
  
  
  
   
   From: Daniel Barreiro smelly.feet.you.h...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
   Sent: Monday, 27 May 2013, 6:49
   Subject: Re: [hlds_linux] VAC and hl2dm
  
  
   It's banned by engine.
  
   If you're banned from TF2 you're banned from Source games (excluding
   gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if
  you're
   banned from Mw2 you're banned from Mw2, etc
  
  
   On Sun, May 26, 2013 at 9:53 PM, Foo Bar fooba...@gmail.com wrote:
  
   Oh, right.  Good point - thanks.
  
  
  
   On Sun, May 26, 2013 at 6:49 PM, Frank ad...@gamerscrib.net
 wrote:
  
   VAC banned could be for another game, from the way I understand it
  is if
   you
   are VAC banned for say TF2 you can still play CS:S and so on.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Foo
  Bar
   Sent: Sunday, May 26, 2013 9:48 PM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] VAC and hl2dm
  
   Hello!
  
   Today I observed a player connected and playing in a HL2DM server
  with
   VAC
   enabled, but the player is listed on http://www.vacbanned.com/ as
  being
   banned.
  
   This has me wondering if VAC is really supported in HL2DM?  I sort
 of
   remember hearing that VAC wasn't really supported by hl2dm but
 it's a
   very
   vague recollection.
  
   Thanks
  
   [foo] bar
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Re: [hlds_linux] VAC and hl2dm

2013-05-26 Thread Daniel Barreiro
It's banned by engine.

If you're banned from TF2 you're banned from Source games (excluding
gmod),if you're banned from CS 1.6 you're banned from GoldSRC, if you're
banned from Mw2 you're banned from Mw2, etc


On Sun, May 26, 2013 at 9:53 PM, Foo Bar fooba...@gmail.com wrote:

 Oh, right.  Good point - thanks.



 On Sun, May 26, 2013 at 6:49 PM, Frank ad...@gamerscrib.net wrote:

  VAC banned could be for another game, from the way I understand it is if
  you
  are VAC banned for say TF2 you can still play CS:S and so on.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Foo Bar
  Sent: Sunday, May 26, 2013 9:48 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] VAC and hl2dm
 
  Hello!
 
  Today I observed a player connected and playing in a HL2DM server with
 VAC
  enabled, but the player is listed on http://www.vacbanned.com/ as being
  banned.
 
  This has me wondering if VAC is really supported in HL2DM?  I sort of
  remember hearing that VAC wasn't really supported by hl2dm but it's a
 very
  vague recollection.
 
  Thanks
 
  [foo] bar
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[hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
Is anyone else FPS issues with steampipe servers? I had one that ran at
66.67 constantly and it keeps dropping to 10 now that i upgraded it to
Steampipe.
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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
Sourcemod might actually be affecting it as it's not officially supported


On Thu, Apr 25, 2013 at 7:24 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Oops.  Fixed.  I mean we have good performance investigation tools on
 **windows**.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Thursday, April 25, 2013 4:22 PM
 To: hlds_linux@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com)
 Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

 Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on **WINDOWS**, we have some really
 powerful tools we can use to capture performance data and track down issues
 like this.  The process to get setup is a bit involved and requires
 installing some software on the server.  If anybody is having performance
 problems of any kind and is willing to do a little work to investigate
 them, send me an email and I'll get you setup.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, when I
 created a server via console e.g.: map cp_dustbowl. Sometimes everything
 was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:
  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
  We also get freezes for about a second at a time (which is when the 9
  happens). There's definitely something wrong that was introduced into
  the engine, as you're seeing it as well with TF2 (well, I'm assuming
  you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
  Is anyone else FPS issues with steampipe servers? I had one that ran
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded it
  to Steampipe.
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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
I tried that command you supplied but it doesn't seem to be doing anything.
Am I missing a step?


On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 I tried the vprof tools but have no idea what the profile is supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

 Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really
 powerful tools we can use to capture performance data and track down issues
 like this.  The process to get setup is a bit involved and requires
 installing some software on the server.  If anybody is having performance
 problems of any kind and is willing to do a little work to investigate
 them, send me an email and I'll get you setup.


 -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 AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, when I
 created a server via console e.g.: map cp_dustbowl. Sometimes everything
 was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

 We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when the 9
 happens). There's definitely something wrong that was introduced into
 the engine, as you're seeing it as well with TF2 (well, I'm assuming
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com** wrote:

  Is anyone else FPS issues with steampipe servers? I had one that ran
 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it
 to Steampipe.
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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
Works now.  Where should I post what I got?
http://pastebin.com/kkVGcuzc


On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler to
 start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most of
 them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really
 powerful tools we can use to capture performance data and track down
 issues
 like this.  The process to get setup is a bit involved and requires
 installing some software on the server.  If anybody is having
 performance
 problems of any kind and is willing to do a little work to investigate
 them, send me an email and I'll get you setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, when I
 created a server via console e.g.: map cp_dustbowl. Sometimes
 everything
 was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when the 9
 happens). There's definitely something wrong that was introduced into
 the engine, as you're seeing it as well with TF2 (well, I'm assuming
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it
 to Steampipe.
 ___

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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler to
 start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most of
 them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really
 powerful tools we can use to capture performance data and track down
 issues
 like this.  The process to get setup is a bit involved and requires
 installing some software on the server.  If anybody is having
 performance
 problems of any kind and is willing to do a little work to investigate
 them, send me an email and I'll get you setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesoftware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, when I
 created a server via console e.g.: map cp_dustbowl. Sometimes
 everything
 was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when the 9
 happens). There's definitely something wrong that was introduced into
 the engine, as you're seeing it as well with TF2 (well, I'm assuming
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it
 to Steampipe.
 ___

 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Daniel Barreiro
Well the server has 512 MB of ram allotted to it which has been fine in the
past.  Let me go check how much it's using


On Thu, Apr 25, 2013 at 8:19 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Is your system under any memory pressure?  If we added a bunch of memory
 usage, and it starts paging, of course that could cause really spiky
 behavior.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Thursday, April 25, 2013 5:16 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com)
 Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

 Thanks.  It looks like AI / physics is taking a really long time for some
 reason.  If anybody Windows users want to get setup with some performance
 tracing software, I can dig into the problem in more detail.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, April 25, 2013 5:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I should probably note I was using bots as the fps only drops once I hit
 10+ players


 On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

  Works now.  Where should I post what I got?
  http://pastebin.com/kkVGcuzc
 
 
  On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.org
 wrote:
 
  vprof toggles profiling on/off.  That triggers the built-in profiler
  to start/stop collecting data.  You can also use vprof_on and vprof_off.
 
  vprof_generate_report  will dump the report to console.
 
  I guess you can use condump to save it to a file.
 
  There's a whole bunch of vprof_* commands but I don't know what most
  of them do...
 
  https://developer.**valvesoftware.com/wiki/List_**
  of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
  re.com/wiki/List_of_TF2_console_commands_and_variables
 
 
 
  On 26/04/2013 9:45 AM, Daniel Barreiro wrote:
 
  I tried that command you supplied but it doesn't seem to be doing
  anything.
  Am I missing a step?
 
 
  On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
  gumby_li...@mooh.org
  wrote:
 
   I tried the vprof tools but have no idea what the profile is
  supposed to
  look like.
 
  Should we be posting profiler output to this list (or to GitHub
 issues)?
 
 
  On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
 
   Are all of these problems peculiar to Linux?
 
  Has anybody tried using the engine's vprof tools (i.e.
  vprof_dump_spikes)
  to investigate where the time is going?
 
  If anybody is having these problems on Linux, we have some really
  powerful tools we can use to capture performance data and track
  down issues like this.  The process to get setup is a bit involved
  and requires installing some software on the server.  If anybody
  is having performance problems of any kind and is willing to do a
  little work to investigate them, send me an email and I'll get you
  setup.
 
 
  -Original Message-
  From:
  hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
  .com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **[mailto:
  hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
  tware.com
  hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
  st.valvesoftware.com
  **]
  On Behalf Of AXVOID
  Sent: Thursday, April 25, 2013 4:16 PM
  To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
  valvesoftware.com hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] FPS issues on Steampipe
 
  I'm in the client steampipe  had problems with the game speed,
  when I created a server via console e.g.: map cp_dustbowl.
  Sometimes everything was incredible fast, like move speed etc.
 
  Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 
   We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
  We also get freezes for about a second at a time (which is when
  the 9 happens). There's definitely something wrong that was
  introduced into the engine, as you're seeing it as well with TF2
  (well, I'm assuming you're talking about TF2).
 
  Thanks,
  Kyle.
 
 
  On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro 
  smelly.feet.you.h...@gmail.com wrote:
 
Is anyone else FPS issues with steampipe servers? I had one
  that ran
 
  at
  66.67 constantly and it keeps dropping to 10 now that i upgraded
  it to Steampipe.
  ___
 
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
  *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
  mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b

Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2013-04-23 Thread Daniel Barreiro
Thanks a ton eric.


On Tue, Apr 23, 2013 at 7:23 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a new engine_srv.so file. The plug-in problem should be
 fixed if you sync your servers again.

 -Eric

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread Daniel Barreiro
I actually just brought a gamemode server up with a very CPU intensive
gamemode (racing) and it runs a LOT better than last time I tried.  CPU
usage is up a bit but it performs a lot better.


On Tue, Apr 9, 2013 at 9:47 AM, Doctor McKay mc...@doctormckay.com wrote:

 Mine don't appear to be pegging the CPU, but I don't have a number from
 prior to the update to compare them to. http://privatepaste.com/0baea5e23c

 I also haven't gone in-game on my servers since the update, but I haven't
 had any players complaining about lag.



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


 On Tue, Apr 9, 2013 at 9:14 AM, Yun Huang Yong gumby_li...@mooh.org
 wrote:

  On 4/04/2013 10:08 AM, Eric Smith wrote:
 
  - Improved performance of Linux dedicated server binaries
 
 
  Has anyone seen an *increase* in CPU usage since the most recent (3rd/4th
  April) update?
 
  My players have been complaining of lag and upon investigation the
 network
  is fine and it appears to be a CPU issue.  I took a look at my graphite
  graphs and found that there appears to be have been an increase in CPU
  usage since the update:
 
  https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png
 
  Note: due to server being in Australia the update was released in the
 flat
  gap between 04/04 and 04/05 on the graph, being ~10am local time.
 
  Running on Ubuntu 11.10 64 bit.
 
  The server has been running for ~6 months with the same setup and during
  the period shown the # of players has been roughly the same.  The machine
  runs 3 servers - 2x24p and 1xMvM.
 
  Excuse the gaps in the data - the server is fine, there was network
 issues
  with the graphite collector machine causing monitoring data to be lost.
 
  cheers,
  yun
 
 
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  please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread Daniel Barreiro
That would explain why that specific gamemode runs a lot better.  It
depends heavily on VPhysics.


On Tue, Apr 9, 2013 at 10:26 AM, Ryan Stecker voidedwea...@gmail.comwrote:

 I believe that particular changelog is referencing vphysics improvements.
 Previously certain code in vphysics wasn't being compiled with any
 optimizations in linux, and now they've been enabled. I can't speak for any
 other changes that may have been done, however.
 On Apr 9, 2013 8:13 AM, Yun Huang Yong gumby_li...@mooh.org wrote:

  On 4/04/2013 10:08 AM, Eric Smith wrote:
 
  - Improved performance of Linux dedicated server binaries
 
 
  Has anyone seen an *increase* in CPU usage since the most recent (3rd/4th
  April) update?
 
  My players have been complaining of lag and upon investigation the
 network
  is fine and it appears to be a CPU issue.  I took a look at my graphite
  graphs and found that there appears to be have been an increase in CPU
  usage since the update:
 
  https://dl.dropbox.com/u/**8110989/tf2/cpu-usage-post-**20130404.png
 https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png
 
  Note: due to server being in Australia the update was released in the
 flat
  gap between 04/04 and 04/05 on the graph, being ~10am local time.
 
  Running on Ubuntu 11.10 64 bit.
 
  The server has been running for ~6 months with the same setup and during
  the period shown the # of players has been roughly the same.  The machine
  runs 3 servers - 2x24p and 1xMvM.
 
  Excuse the gaps in the data - the server is fine, there was network
 issues
  with the graphite collector machine causing monitoring data to be lost.
 
  cheers,
  yun
 
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread Daniel Barreiro
motd command existed


On Wed, Apr 3, 2013 at 7:28 PM, Ross Bemrose rbemr...@gmail.com wrote:

 Last time I checked, there's no way for a client to request to see the
 MOTD again.  Not without the server's intervention, and that was just
 blocked...


 On 4/3/2013 7:26 PM, DontWannaName! wrote:

 I think it's a good idea. Servers have no business opening motd windows
 on clients that do not request them. It makes sense to do it for match made
 players who are usually newer.

 Spam: Verb
 Send the same message indiscriminately to (large numbers of recipients)
 on the Internet.

 Sent from my iPhone 5

 On Apr 3, 2013, at 4:17 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

  Similar to the removal of /me. Taking out good features for the actions
 of
 the malicious. How about you just punish those doing it. What's the
 report
 a server feature for, anyway?


 On Wed, Apr 3, 2013 at 7:11 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  - Prevent game servers from opening the MOTD panel more than once if the

 player connected through matchmaking or quickplay

 Pathetic.

 Thanks,
 Kyle.


 On Wed, Apr 3, 2013 at 4:08 PM, Eric Smith er...@valvesoftware.com
 wrote:

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

 -Eric

 --

 Team Fortress 2
 - Prevent game servers from opening the MOTD panel more than once if
 the
 player connected through matchmaking or quickplay
 - Added new promo items
 - Fixed a bug where dispensers sapped by a Red-Tape Recorder would
 continue to heal players
 - Fixed buildings destroyed by the Red-Tape Recorder not always

 displaying

 a death notice
 - Fixed a bug in Mann Vs. Machine related to carrying buildings and
 using
 the Upgrade Buildings canteen
 - Fixed the guitar sound not always playing when taunting with the Neon
 Annihilator
 - Fixed missing cloak effect for the Wanga Prick
 - Fixed the Bat Outta Hell using the Red team arms skin while on the
 Blue
 team
 - Fixed custom cursors in VR mode
 - Fixed Hydra input in VR mode
 - Improved performance of Linux dedicated server binaries



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Re: [hlds_linux] Source engine games Steampipe conversion schedule

2013-04-01 Thread Daniel Barreiro
Thanks Fletch!


On Mon, Apr 1, 2013 at 2:00 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Hello!

 Here is the expected schedule for the conversion of Source engine games to
 SteamPipe:

 Day of Defeat: Source: already happened
 Half-life 2: Deathmatch: Wednesday, April 3 (DAY AFTER TOMORROW)
 Counter-Strike: Source: Tuesday, April 16
 Team Fortress 2: Tuesday, April 23

 Our goal is to repeat the process that we used with the Day of Defeat:
 Source switchover last week.  The beta dedicated server (The SteamPipe
 version of the dedicated server) is actually the exact same server
 installation that will host the clients after the switchover.  We will try
 to avoid releasing a dedicated server update near the time of the client
 switchover, so that SteamPipe dedicated servers can be up and ready, and as
 clients switchover to SteamPipe, those dedicated servers will be ready to
 host them.

 One note concerning the TF2 beta.  As you probably know, it's currently a
 separate app.  (The TF2 beta client is App ID 520 and the TF2 beta
 dedicated server is AppID 229830.)  About a week before the TF2 switchover,
 we'll initiate a beta process identical to the one used for the other
 games.  We'll release the Steampipe version of the official dedicated
 server (App ID 232250) and an opt-in client beta available from the betas
 tab for the regular Team Fortress 2 application (App ID 440).  This beta
 client will have all the same content as the regular game, will talk to the
 same item server as the regular client, and will have all the same items in
 your backpack.  It will be running App ID 440, not 520.  The only
 difference is that it will be using the new file system with VPK files, it
 will have a different PatchVersion in the steam.inf file, and will only be
 able to connect to SteamPipe servers.  To avoid confusion between the two
 different types of TF2 betas, at that time we will deactivate the beta
 client app 520 and dedicated server app 229830.  We'll have further details
 on this process when we release the official dedicated server.

 If you have questions that are not answered by this FAQ, now is the time
 to ask!
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

 Thanks,
 Fletch
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Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider question

2013-03-06 Thread Daniel Barreiro
I used to run a 32 slot Deathrun server on TF2 for 6 months with perfect
fps even when full.  I ran it on a 5$ VDS.(Xen)
Specs were one 2.53 GHZ core, 512 MB ram, 10 Mbps upload.
I would go with a VDS solution (like Xen) over a VPS with shared resources.


On Wed, Mar 6, 2013 at 8:18 AM, Nomaan Ahmad n0man@gmail.com wrote:

 Most hosts would probably suspend his vps for CPU time. They have other
 customers too on same machine. And good luck with server FPS. :)

 Worst thing one can do is run srcds on OVZ.
 Xen and KVM might be better.

 On 6 March 2013 13:11, Saint K. sai...@specialattack.net wrote:

  It's implied in your message.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad [
  n0man@gmail.com]
  Sent: 06 March 2013 14:10
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider
  question
 
  Ofcourse it works fine... never said otherwise...
 
  On 6 March 2013 13:06, Saint K. sai...@specialattack.net wrote:
 
   Bollocks, we run our servers in VMware and it works just fine.
  
   Saint K.
   
   From: hlds_linux-boun...@list.valvesoftware.com [
   hlds_linux-boun...@list.valvesoftware.com] on behalf of Nomaan Ahmad [
   n0man@gmail.com]
   Sent: 06 March 2013 14:04
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Bandwidth/cpu requirements and VPS provider
   question
  
   Stop running srcds on vps... :/
  
   On 6 March 2013 13:01, Dimitris Zarras feuga...@ceidwarfare.net
 wrote:
  
Hi there and sorry if this has already been asked.
   
I'm about to change my VPS provider from infinitetech.eu to
  contabo.com.
First of all I'd like to know if anyone has ever worked with
  contabo.com
and what do you think of them. Would you recommend them to me?
   
The other thing I'd like to ask concerns the bandwidth/cpu
 requirement
of a srcds instance. On a dual core (@3.2GHz each core) VPS with a
10Mbps port and 8GBs of RAM how many gameservers will I be able to
  host?
RAM-wise I know that I won't have any problems, but CPU-wise and
   Port-wise?
   
Thanks in advance.
   
   
Eg. If you have another VPS provider with a datacenter in Europe
(preferably in The Netherlands or Germany) to recommend I'm all ears.
   
--
Dimitris Zarras (feugatos)
CEID Warfare | CS:GO, TF2 | ceidwarfare.net
   
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2013-02-22 Thread daniel nilsson jokiaho

After update.

I cant start my client. Game is not available.

Eric Smith skrev 2013-02-22 19:41:

We've released mandatory updates for Team Fortress 2, Day of Defeat: Source, 
and Half-Life 2: Deathmatch. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to rendering models
- Fixed a client crash related to audio in the web browser
- Fixed servers crashing with the error message Overflow error writing string table 
baseline
- Fixed a missing material when setting mat_viewportscale to anything other 
than 1
- Fixed windowed mode under certain window managers for the Linux version
- Improved performance for the Linux version

Team Fortress 2
- Added new promo items
- Fixed buildings not always being downgraded at the same rate by the Red-Tape 
Recorder
- Fixed not hearing the sound for the Shred Alert taunt while playing Mann Vs. 
Machine
- Fixed players spamming the Shred Alert taunt in spawn rooms by changing their 
loadout presets
- Fixed giant robots sometimes getting stuck in Mann Vs. Machine
- Fixed a problem where traders that send in-game trade requests would receive the error 
message The other player is currently busy trading with someone else when the 
problem was actually related to Steam Guard settings

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

2013-02-22 Thread daniel nilsson jokiaho

Not new no.

But when server and client are updated. And almost 1 hour are passed it 
should work.  Note server and client was updated...



Frank skrev 2013-02-22 20:03:

You must be new here..

Give it time and it will work - this is common after updates.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of daniel
nilsson jokiaho
Sent: Friday, February 22, 2013 2:01 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

After update.

I cant start my client. Game is not available.

Eric Smith skrev 2013-02-22 19:41:

We've released mandatory updates for Team Fortress 2, Day of Defeat:

Source, and Half-Life 2: Deathmatch. The notes for the updates are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a client crash related to rendering models
- Fixed a client crash related to audio in the web browser
- Fixed servers crashing with the error message Overflow error writing

string table baseline

- Fixed a missing material when setting mat_viewportscale to anything

other than 1

- Fixed windowed mode under certain window managers for the Linux version
- Improved performance for the Linux version

Team Fortress 2
- Added new promo items
- Fixed buildings not always being downgraded at the same rate by the

Red-Tape Recorder

- Fixed not hearing the sound for the Shred Alert taunt while playing Mann

Vs. Machine

- Fixed players spamming the Shred Alert taunt in spawn rooms by changing

their loadout presets

- Fixed giant robots sometimes getting stuck in Mann Vs. Machine
- Fixed a problem where traders that send in-game trade requests would

receive the error message The other player is currently busy trading with
someone else when the problem was actually related to Steam Guard settings

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Re: [hlds_linux] [hlds] FW: CS:GO workshop maps and dedicated servers

2013-02-06 Thread Daniel .
L4D2 dedicated servers need this feature as well

2013/2/7 Ido Magal i...@valvesoftware.com

 I posted to hlds and hlds_linux because the csgo list serv was down and we
 needed to get the word out. :)

 From: Ross Bemrose [mailto:rbemr...@gmail.com]
 Sent: Wednesday, February 06, 2013 9:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Ido Magal; 'hlds_linux@list.valvesoftware.com'
 Subject: Re: [hlds] FW: CS:GO workshop maps and dedicated servers

 Since you posted this to hlds and hlds_linux in addition to csgo_servers,
 will this feature eventually be added to other games too?

 On 2/6/2013 10:45 PM, Ido Magal wrote:

 From: Ido Magal
 Sent: Wednesday, February 06, 2013 5:30 PM
 To: csgo_serv...@list.valvesoftware.commailto:
 csgo_serv...@list.valvesoftware.com
 Subject: CS:GO workshop maps and dedicated servers

 Hi,

 tomorrow we plan to launch the CS:GO Maps Workshop.


 1.   We've started working on the wiki here:
 https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators

 It would be helpful if people read through it and posted questions and
 helped us cover the basics by tomorrow.



 2.   We're moving the _SE maps from the depot into the workshop. You
 can either squirrel them away before they get deleted or use them directly
 from the workshop, which is what we recommend.



 In order to do that you will need to

 a.   Learn how to launch your server with a workshop collection
 instead of a mapgroup.

 b.  Learn how to create collections so you can recreate your mapgroup
 and get your server up and running asap.

 What is a Collection? A collection is essentially a mapgroup ( or mapcycle
 ) of Workshop maps that is editable and sharable through the Maps Workshop.


 Thanks.





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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-25 Thread Daniel .
I'm getting segmentation faults, unable to start the server even with mm
and sm disabled

Segmentation fault (core dumped)

 BFD: Warning: /ndawn/core is truncated: expected core file size =
 238780416, found: 1200128.

 Cannot access memory at address 0xf77e08f0

 Cannot access memory at address 0xec7de2ec

 /ndawn/debug.cmds:4: Error in sourced command file:

 Cannot access memory at address 0xf77e08f0

 email debug.log to i...@interwavestudios.com


2013/1/25 Nicholas Hastings nicho...@interwavestudios.com

 We've released a mandatory update to Nuclear Dawn. The notes for the ND
 Update 6.9.1 are below.

 Nuclear Dawn update 6.9.2

  - Added new contest winner map, Coast!
  - Fixed grenade and R.E.D. damage going through some solids after update
 6.9.
  - Fixed Deep Blue achievement not tracking.
  - Fixed Iron sight viewmodel disappearing when switching to and away from
 Weapon Stabilizer gizmo.
  - Fixed weapon selection not closing when Support uses class special key
 to change weapon.
  - Fixed crash when importing more than one spray image in the game
 Options.
  - Fixed text on some commander action tooltips getting cut off when
 moving between action buttons.
  - Fixed file corruption issues with dedicated server Workshop download
 support.
  - Updated linux srcds_run script to use anonymous login for SteamCMD when
 updating.
  - Fixed various recent crash issues with some of the Authoring Tools.
  - Updated in-game and Authoring Tools Wiki links.

 --
 Nicholas Hastings
 Developer

 InterWave Studios
 www.interwavestudios.com 
 http://www.interwavestudios.**comhttp://www.interwavestudios.com
 

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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-25 Thread Daniel .
Yep, works now.
Thanks for the fast fix.
Am 25.01.2013 16:10 schrieb Nicholas Hastings 
nicho...@interwavestudios.com:


 This should now be fixed if you run the update once more. Again, this is
 only required for linux servers.

 Nicholas Hastings 
 mailto:psychonic@alliedmods.**netpsycho...@alliedmods.net
 
 Friday, January 25, 2013 9:46 AM
 It seems that this is an issue affecting only linux servers. We're
 looking into it and hope to have a fix shortly.


 Daniel . mailto:srcdsl...@gmail.com
 Friday, January 25, 2013 9:44 AM
 I'm getting segmentation faults, unable to start the server even with mm
 and sm disabled

 Segmentation fault (core dumped)

 BFD: Warning: /ndawn/core is truncated: expected core file size=

 238780416, found: 1200128.

 Cannot access memory at address 0xf77e08f0

 Cannot access memory at address 0xec7de2ec

 /ndawn/debug.cmds:4: Error in sourced command file:

 Cannot access memory at address 0xf77e08f0

 email debug.log to i...@interwavestudios.com


  2013/1/25 Nicholas 
 Hastingsnicholas@**interwavestudios.comnicho...@interwavestudios.com
 

  We've released a mandatory update to Nuclear Dawn. The notes for the ND
 Update 6.9.1 are below.

 Nuclear Dawn update 6.9.2

   - Added new contest winner map, Coast!
   - Fixed grenade and R.E.D. damage going through some solids after
 update
 6.9.
   - Fixed Deep Blue achievement not tracking.
   - Fixed Iron sight viewmodel disappearing when switching to and away
 from
 Weapon Stabilizer gizmo.
   - Fixed weapon selection not closing when Support uses class special
 key
 to change weapon.
   - Fixed crash when importing more than one spray image in the game
 Options.
   - Fixed text on some commander action tooltips getting cut off when
 moving between action buttons.
   - Fixed file corruption issues with dedicated server Workshop download
 support.
   - Updated linux srcds_run script to use anonymous login for SteamCMD
 when
 updating.
   - Fixed various recent crash issues with some of the Authoring Tools.
   - Updated in-game and Authoring Tools Wiki links.

 --
 Nicholas Hastings
 Developer

 InterWave Studios
 www.interwavestudios.comhttp:**//www.interwavestudios.http://www.interwavestudios.
 **comh**ttp://www.interwavestudios.comhttp://www.interwavestudios.com
 **
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 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 

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 Nicholas Hastings 
 mailto:nicholas@**interwavestudios.comnicho...@interwavestudios.com
 
 Friday, January 25, 2013 7:22 AM
 We've released a mandatory update to Nuclear Dawn. The notes for the ND
 Update 6.9.1 are below.

 Nuclear Dawn update 6.9.2

  - Added new contest winner map, Coast!
  - Fixed grenade and R.E.D. damage going through some solids after update
 6.9.
  - Fixed Deep Blue achievement not tracking.
  - Fixed Iron sight viewmodel disappearing when switching to and away
 from Weapon Stabilizer gizmo.
  - Fixed weapon selection not closing when Support uses class special key
 to change weapon.
  - Fixed crash when importing more than one spray image in the game
 Options.
  - Fixed text on some commander action tooltips getting cut off when
 moving between action buttons.
  - Fixed file corruption issues with dedicated server Workshop download
 support.
  - Updated linux srcds_run script to use anonymous login for SteamCMD
 when updating.
  - Fixed various recent crash issues with some of the Authoring Tools.
  - Updated in-game and Authoring Tools Wiki links.


 --
 Nicholas Hastings
 Developer

 InterWave Studios
 www.interwavestudios.com 
 http://www.interwavestudios.**comhttp://www.interwavestudios.com
 

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Re: [hlds_linux] Invisible players and/or airblast hack?

2012-12-11 Thread daniel nilsson jokiaho
I can verify that players can be totaly invisible. Start/stop a 
recording with one button like this for example.



bind HOME record test; stop -- ofc you can 
change home to what you like more.



ics skrev 2012-12-11 19:54:
He was correct, it's not a cheat. Sometimes HUD is different from your 
team, wrong color. Sometimes players or parts of them go invisible. 
Starting demo record and stopping it will fix it.


-ics

11.12.2012 20:24, The Mighty Gerbil kirjoitti:
Sorry forgot to edit the subject line so I am re-sending the question 
I just asked XD.


I was on a pub yesterday and witnessed either...

An invisible Pyro running in front of a Demo reflecting multiple 
rockets I shot at the Demo.

or
It could of been the Demo reflecting the rockets.

When I posed the question if anyone else was seeing it or if it was a 
hack and one player indicated it was a known client issue that fails 
to render players. I just want to know if he was being honest and the 
bug exists or if he was feeding me a line and it was a hack. Either 
way it seems like a pretty major issue to have. Thank you.


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Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

2012-11-20 Thread Daniel Barreiro
I run multiple servers with no bots, not even replay and it happens on a
regular basis.

It mainly happens on my Gamemode server (which happens to be windows).
 Might be a plugin causing it though.

My trade server (linux) has this problem sometimes, and it has no bots.


On Tue, Nov 20, 2012 at 3:52 AM, Russell Smith ve...@tinylittlerobots.uswrote:

 If it's a pathfinding issue wouldn't that require bots to be on the server
 to trigger it?  My PvP server has no bots present, besides the replay bot.


 On 11/19/2012 1:38 PM, Fletcher Dunn wrote:

 It's some pathfinding code that is not specific to any particular game
 mode.  However, it could be invoked in a way that only happens (or happens
 with much greater frequency) in MvM.  The server I am investigating was one
 of our MvM servers, and several of our MvM servers seem to be stuck with
 this problem.  So although there's no guarantee, I think it seems likely
 that it's the same problem.

 -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 Russell Smith
 Sent: Monday, November 19, 2012 11:34 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100% CPU.

 Thanks for the update Fletcher.

 Is this issue you reproduced game mode specific?  Some people are only
 seeing this on MvM servers, but I have seen it happen once recently on one
 of my PvP servers as well.

 On 19.11.2012 10:53, Fletcher Dunn wrote:

 Just a note to acknowledge this issue.

 I believe that I have reproduced it.  (At least, I have reproduced a
 very similar issue.  Server enters an infinite loop, ceases ticking,
 doesn't respond to rcon, etc).  I'm working on understanding the cause
 now and hopefully will have an update for you soon when it will be
 fixed.

 -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 1nsane
 Sent: Saturday, November 17, 2012 7:39 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Servers still getting stuck, freezing, 100%
 CPU.

 I can confirm I am having this issue too.


 On Sat, Nov 17, 2012 at 9:47 AM, Sampson Rogers
 kritskring...@gmail.com**wrote:

  Seems this issue remains. I'm having to restart roughly 2 or 3
 servers a week due to this.

 http://i.imgur.com/9qWYK.jpg?1
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Re: [hlds_linux] [hlds] Broken linux update

2012-11-05 Thread Daniel .
Thanks Michael, that worked!

2012/11/6 Kyle Sanderson kyle.l...@gmail.com

 Thanks for the backup Binaries!

 Kyle.


 On Mon, Nov 5, 2012 at 6:36 PM, Frank ad...@gamerscrib.net wrote:

  Let's hope this update coming thru will help server issues with the
 Client
  overflow problem I've reported - this is coming thru both Linux and
 Windows
  servers - once it starts doing this to clients nobody else can get into
 the
  servers without a map reset at least.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  wickedplayer494 .
  Sent: Monday, November 05, 2012 9:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Broken linux update
 
  And in case anyone's confused (questions like what update?), here's
 info
  relevant for server admins that I was also going to repost:
 
  - Sizes being reported vary from 50-70 MB
 
  - Omolong of Facepunch (
 
 
 http://facepunch.com/showthread.php?t=1221466p=38334809viewfull=1#post3833
  4809
  ) said he got a HL2:DM update before-hand, with norse77 of reddit (
 
 
 http://www.reddit.com/r/tf2/comments/12pbxy/tf2_and_possibly_other_source_en
  gine_games_update/c6x0t4o)
  verifying, though I'm not sure if admins got the HL2: DM update though
 
  Context of the message quoted:
 
  On Mon, Nov 5, 2012 at 8:19 PM, Matteo wingblac...@gmail.com wrote:
 
   Is anyone having problems getting the Linux dedicated to run after
   this update?
 
 
  On Mon, Nov 5, 2012 at 8:30 PM, Michael Tharp
  g...@partiallystapled.comwrote:
 
   (crossposting because this probably only affects linux operators)
  
   On 11/05/2012 09:21 PM, Jim Fasoline wrote:
  
   Matteo- yes, I'm experiencing the error that gtxi of reddit pointed
   out in wickedplayer494's response. Seems to be looping on that
   Failed to open dedicated.so message, but I need to look into it
 more.
  
  
   Looks like a regression:
$ strings tf-20121103.0/orangebox/srcds_**linux |grep dedicated
   dedicated_srv.so  $ strings tf-20121106.0/orangebox/srcds_**linux
   |grep dedicated dedicated.so
  
   Of course dedicated.so no longer exists since the Halloween update.
   Strongly recommend Linux operators do not apply tonight's optional
  update.
  
   If you've already applied the update and need a bailout, drop this
   into your orangebox dir (TF2 only) -- it's from the previous version:
   http://partiallystapled.com/~**gxti/srcds_linuxhttp://partiallystaple
   d.com/~gxti/srcds_linux
  
   You may need to chmod a+rx it after downloading.
  
   -- m. tharp
  
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Re: [hlds_linux] TF2 vs Garrysmod orangebox (@valve please fix) still...

2012-10-28 Thread Daniel .
Like Prithu said, use a separate -dir for each game

2012/10/28 Marcel hlds_li...@vermasslt.de

 On 28.10.2012 12:15, Prithu Parker wrote:

 Valve does not maintain Garry's mod, and the binaries should by nature
 be expected to be different. Make a separate installation for Garry's mod.


 Well yeah. That would be the best.

 Btw. my garrysmod server currently just crashes with a segmentation fault
 on startup. Although it's a vanilla brand new installation.

 Updated with:
 ./steam -command update -game garrysmod -verify_all -dir .srcds_l

 The debug.log is not really promising:


 $ ./srcds_run -debug -game garrysmod +map gm_construct

 Auto detecting CPU
 Using default binary: ./srcds_linux
 Enabling debug mode
 Server will auto-restart if there is a crash.
 Using breakpad minidump system
 Using breakpad crash handler

 Console initialized.
 ./srcds_run: line 372: 14047 Segmentation fault  (core dumped) $HL_CMD
 cat: hlds.13998.pid: No such file or directory
 email debug.log to li...@valvesoftware.com



 --**
 CRASH: Sun Oct 28 12:38:53 CET 2012
 Start Line: ./srcds_linux -debug -game garrysmod +map gm_construct
 End of Source crash report
 --**


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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Daniel Barreiro
In the US I'm filling within 30 seconds

On Sat, Oct 27, 2012 at 11:26 AM, Giovanni Harting 
chefeification...@gmail.com wrote:

 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

  I just put online 2 additional 24slots servers in europe and they were
  *instantly* filled...
 
  looks like I can keep putting them online and they keep getting filled
  seconds after I get them started...
 
  what's the situation in Europe? :O
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-27 Thread Daniel Barreiro
The problem is, the way it works.


How the models work is it has a skin, and a separate model.  The skin turns
the model green, and parts transparent., and then the game parents
a separate model to the main model.  This isn't possible because of the
mishap a few years ago where servers sold valve's stuff, and then valve
blocked it.

On Sat, Oct 27, 2012 at 7:04 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 Try the TF2 ModelManager plugin that's used for playing as robots. it may
 work in combo with what you're doing.

 Do let us know if it works.


 
  From: Daniel Barreiro smelly.feet.you.h...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Saturday, October 27, 2012 7:45:01 PM
 Subject: Re: [hlds_linux] Optional Team Fortress 2 update released

 Thanks Eric.  Can't wait for the lag to be fixed.

 On a side note, would it be possible to make it so plugins could force the
 zombie skins?  We're trying to do it for Super Zombie Fortress.  We called
 the attributes with TF2items, and it makes the skin go zombie, but the
 scout_zombie.mdl is not appearing, so we have a green scout with
 transparent body parts.

 On Sat, Oct 27, 2012 at 6:42 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're still investigating the lag problems that have been reported.
 
  -Eric
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Pieter-bas
 Ronner
  Sent: Saturday, October 27, 2012 3:41 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional Team Fortress 2 update released
 
  Eric,
 
  We have also some lag problems since the last patch. is this also a bug
 in
  tf2?
 
  2012/10/28 Eric Smith er...@valvesoftware.com
 
   We've released an optional (for dedicated servers) update for Team
   Fortress 2. The notes for the update are below.
  
   -Eric
  
   --
  
   Source Engine Changes (TF2, DoD:S, HL2:DM)
   - Fixed a regression in the Mac's minimum system check
  
   Team Fortress 2
   - Added new audio lines for Merasmus to use when he attacks
   - Fixed a Linux dedicated server crash related to Mann vs. Machine mode
  
  
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Re: [hlds_linux] MvM servers crash after update

2012-10-26 Thread Daniel .
Same here, server hang up with 100% CPU usage.
Last console entries:

Lobby  instanced on this server in state SERVERSETUP
  Map: 'mvm_coaltown_event'
  Mission: 'mvm_coaltown_event'
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding reservation for lobby member [U:1:52477052].
Adding reservation for lobby member [U:1:74785496].
Adding reservation for lobby member [U:1:83756438].
Adding reservation for lobby member [U:1:67658381].
Adding reservation for lobby member [U:1:8086639].
Adding reservation for lobby member [U:1:47750247].
Invalid wave number
L 10/27/2012 - 06:04:50: World triggered Round_Start
L 10/27/2012 - 06:04:50: World triggered Round_Setup_Begin


2012/10/27 Joel Zhang know.thine.en...@gmail.com

 Exactly the same problem here, but not running MM or SM
 On Oct 26, 2012 7:56 PM, doc drga...@gmail.com wrote:

  Confirming as well. Gentoo, PvP server is working (was crashing for
 mystery
  reasons, took SM/MM off and now it seems not crashing?) and MvM
 crashes
  at the same instance no matter the SM/MM status. When you pick a class
 the
  process pegs at 100% CPU and nothing happens.
 
  On Fri, Oct 26, 2012 at 5:38 PM, Giovanni Harting 
  chefeification...@gmail.com wrote:
 
   Can confirm this
  
   2012/10/27 Peter Reinhold peter_va...@reinhold.dk
  
After updating to the latest version, all our MvM servers crash when
someone wants to play on them, with the following error
   
--
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding reservation for lobby member [U:1:17749981].
Adding reservation for lobby member [U:1:51188].
Adding reservation for lobby member [U:1:33267178].
Adding reservation for lobby member [U:1:26332760].
Adding reservation for lobby member [U:1:48277855].
Adding reservation for lobby member [U:1:70214207].
Invalid wave number
L 10/27/2012 - 02:31:58: World triggered Round_Start
L 10/27/2012 - 02:31:58: World triggered Round_Setup_Begin
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
Invalid Where argument 'spawnbot_scattered'
Unknown attribute 'Where' in WaveSpawn definition.
--
   
Some of them don't get to the Where argument errors, but crash after
Round_Setup_Begin
   
All servers are vanilla, no meta/sourcemod or anything on them.
   
   
/Peter
   
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Re: [hlds_linux] Running a Halloween Server

2012-10-26 Thread Daniel .
http://forum.i3d.net/hlds-valve-linux-newsletter/194636-hlds_linux-quickplay-settings-tf2-halloween.html

2012/10/27 Maavrik maav...@maavrik.com

 Hello all,

 Forgive me if I missed the e-mail, but what do I need to know if I'm going
 to put up a Halloween event server?  Is it just as easy as setting the map,
 or are there some extra commands involved.

 Thanks,
 -Maavrik

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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Daniel .
https://forums.alliedmods.net/showpost.php?p=1826527postcount=2184

2012/10/27 Cameron Munroe cmun...@cameronmunroe.com

 Alright I can confirm that the two Dev builds for Sourcemod and Metamod
 work, as well as tf2items.


 However where is sdkhooks? I have looked around and cant find it.


 On 10/26/2012 8:30 PM, Steven Sumichrast wrote:

 I have this running on over a dozen Debian boxes right now:

 meta version
 Metamod:Source version 1.10.0-dev
 Build ID: 809:6375d8da3383-dev
 Loaded As: Valve Server Plugin
 Compiled on: Oct 26 2012
 Plugin interface version: 15:14
 SourceHook version: 5:5
 http://www.metamodsource.net/
 sm version
   SourceMod Version Information:
  SourceMod Version: 1.5.0-dev+3672
  SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.5.0-dev+3672)
  SourcePawn API: v1 = 4, v2 = 4
  Compiled on: Oct 26 2012 17:12:55
  Build ID: 3672:90afa8e17110
  http://www.sourcemod.net/
 My gamedata was auto-updated to resolve some crashing.

 On Fri, Oct 26, 2012 at 10:28 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

  MM:S  1.10.0-hg809  and  SM  1.5.0-hg3675 are working just fine.

 If you have issues with plugins loaded, it's from a third-party plugin or
 extension.


 On 10/26/2012 11:26 PM, Cameron Munroe wrote:

  Which version?

 On 10/26/2012 8:26 PM, Benedict Glover wrote:

  Not for me on linux they don't. Fresh install, freezes like I said on
 that mapchange thing.



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

2012-10-18 Thread Daniel .
Shouldn't it be --dports 27017,27019 ?

2012/10/16 Kyle Sanderson kyle.l...@gmail.com

 Yup.

 iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT
 --reject-with icmp-port-unreachable

 Huge thanks to Ryan for his Windows rules (and discovering the solution).
 This statement seems to work fine for me. You can probably define it even
 more by specifying the process and or user. It's a shame no one at Valve
 sees this as a problem... We weren't listed for a while there.

 Thanks,
 Kyle.


 On Tue, Oct 16, 2012 at 8:41 AM, Chris Oryschak ch...@oryschak.com
 wrote:

  Do you have the iptables rule to accomplish this.
  If this has no side effect to the users and forces it UDP every time.
  I'd
  be much happier to go this route as a resolution.
 
  Chris
 
  On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker voidedwea...@gmail.com
  wrote:
 
   As a slight correction, it's the TCP connection which doesn't respect
 the
   bind IP.
  
   The workaround is to block outgoing TCP connections on port 27017, this
   forces the server to use a UDP connection to steam.
  
   On Tue, Oct 16, 2012 at 10:34 AM, martin v velt...@gmail.com wrote:
  
This is well know issue. When your machines IP is different from the
gameservers IP and when your gameserver lost connection to steam.
 When
gameserver is connecting to steam servers it sends machines main IP
 and
   not
the attached server ip.
   
The worst part is that when someone joins your server and you want to
   check
game info on friends it shows the wrong ip and doasn't detect a
   gameserver
where this person is playing.
   
http://forums.alliedmods.net/showthread.php?t=183574 - my thread on
  this
issue.
   
Only way to repair this is to restart gameserver.
   
2012/10/16 Asher Baker asher...@gmail.com
   
 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 

Re: [hlds_linux] Quickplay not activating?

2012-10-14 Thread Daniel .
I've noticed a heavy drop in quickplay traffic even before the new MvM
content update.
My servers fill up very late and empty out early always around the same
time.
It's like at 20:00 (08 pm) the servers get kicked out of the quickplay pool
and they just empty out, they still show as registered though.

2012/10/14 1nsane 1nsane...@gmail.com

 Also don't forget that Valve's recent update added more MVM content. This
 made some players go play on valve's Mann Up or community MVM servers.



 On Sat, Oct 13, 2012 at 10:07 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

  Yeah I've noticed it has been slower lately but I figured it may just be
  slower and not a problem with Quickplay. I thought about making a post
 here
  on it but I know that Quickplay discussions offend certain people here.
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Re: [hlds_linux] Disable disconnect

2012-10-13 Thread daniel nilsson jokihao

Then i test my carma :)

Release those map fixes you have to

On 2012-10-13 17:32, Eric Smith wrote:

We'll fix it in the next update.

-Eric


On Oct 13, 2012, at 7:47 AM, ics i...@ics-base.net wrote:


Looks like the reason why it broke is from TF2. Atleast Mann VS Machine now 
asks if you want to leave or not when disconnect it hit. The change of this 
feature broke it in DODS.

-ics

12.10.2012 1:47, Kyle Sanderson kirjoitti:

They presumably moved the disconnect function to the IEngineClient
interface. Each game has to re-implement the disconnect command, which has
only been done in TF2. Regardless, this is broken in HL2:DM as well. Kind
of scared to ask for a CS:S sync to get that Mac FastDL fix :p

Thanks,
Kyle.

On Thu, Oct 11, 2012 at 10:10 AM, ics i...@ics-base.net wrote:


Duh, of course you can join to other servers or quit the game from menu
too. I should think more. Still, missing disconnect is a odd thing.

-ics

11.10.2012 20:05, ics kirjoitti:

  So, you cannot leave a server unless you use the alias workaround or kill

the game in task manager? What kind of stupidity is that? Has to be a bug.

-ics

11.10.2012 19:34, spendenanmich kirjoitti:


I got a little workaround:
alias disconnect connect .


Am 11.10.2012 18:21, schrieb spendenanmich:


It's not an engine-bug, since the disconnect command was only removed
in DoD:S and not in CS:S or TF2. It came with the latest update which was
client-side only (the disconnect-command still excists in the server-side
cvar list, even after an update)

So it's just the DoD:S-client where the disconnect-command got removed.
I just wonder why.



Am 10.10.2012 21:33, schrieb daniel nilsson jokihao:


Now i tested on a good server and yes... hmm

this the coming dods update is not what i wanted :(

On 2012-10-10 21:23, Nicholas Hastings wrote:


The last engine update removed the disconnect command which the
DoD:S gameui (menu) still uses to disconnect from a game.

On 10/10/2012 3:20 PM, daniel nilsson jokihao wrote:


Earlier today i was on one server that had disabled the use of in
game button disconnect. The only thing you could to to quit was to
forcefully kill your client.

Game: day of defeat source



How is that possible?


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[hlds_linux] Disable disconnect

2012-10-10 Thread daniel nilsson jokihao
Earlier today i was on one server that had disabled the use of in game 
button disconnect. The only thing you could to to quit was to forcefully 
kill your client.


Game: day of defeat source



How is that possible?



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Re: [hlds_linux] Disable disconnect

2012-10-10 Thread daniel nilsson jokihao

Then why does it only work to disconnect on certain servers and not all?


On 2012-10-10 21:23, Nicholas Hastings wrote:
The last engine update removed the disconnect command which the 
DoD:S gameui (menu) still uses to disconnect from a game.


On 10/10/2012 3:20 PM, daniel nilsson jokihao wrote:
Earlier today i was on one server that had disabled the use of in 
game button disconnect. The only thing you could to to quit was to 
forcefully kill your client.


Game: day of defeat source



How is that possible? 





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Re: [hlds_linux] Disable disconnect

2012-10-10 Thread daniel nilsson jokihao

Now i tested on a good server and yes... hmm

this the coming dods update is not what i wanted :(

On 2012-10-10 21:23, Nicholas Hastings wrote:
The last engine update removed the disconnect command which the 
DoD:S gameui (menu) still uses to disconnect from a game.


On 10/10/2012 3:20 PM, daniel nilsson jokihao wrote:
Earlier today i was on one server that had disabled the use of in 
game button disconnect. The only thing you could to to quit was to 
forcefully kill your client.


Game: day of defeat source



How is that possible? 





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Re: [hlds_linux] Crash on restart with latest update

2012-09-05 Thread daniel nilsson jokihao
I have 4 servers and it is only my servers with sourcemod that chrashes 
when using _restart


On 2012-09-05 20:05, Tony Paloma 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] Set default server.cfg filename

2012-08-29 Thread Daniel
Use [mapname].cfg if you wanna change/reset specific cvars. This file gets
executed every time you load the map (aka map or changelevel).

2012/8/29 feugatos feuga...@ceidwarfare.net

 Hi there,

 I'm trying to find out if there is a way to define the name of the cfg
 file that gets executed on a map change.
 By default it's the known server.cfg file. Is there a way to override the
 name via a command line argument and change it to something of my liking?
 (eg server_27015.cfg).
 I found the command line argument +mapchangecfgfile but it's for the
 GoldSrc engine only if I'm not mistake or at least I couldn't get it
 working on TF2 and CS:GO.
 Any help will be appreciated.

 Thanks in advance,
 Dimitrios

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[hlds_linux] InGameBrowser/MOTD-HTML-Mode Params?

2012-08-25 Thread Daniel
Hey there,

i'm currently working on a personalised MOTD for our servers, to make this
a bit more appealing. But one problem: The $_GET Method, provided by most
PlugIns (aka Webshortcuts and DynamicMOTD) isn't really save!

The question is: Are there more default-params get transmitted, that i
can tap into, than just the HTTP_USER_AGENT (i'm using that to redirect
any other browsers). For example the Steam- or Community-ID or have i rely
on those plugins?


Greetings Daniel

PS: Sorry for the kinda bad english :D
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Re: [hlds_linux] Test linux steam binaries

2012-08-23 Thread Daniel .
MvM servers are still crashing with this binaries.
On server 1 it seems to be paired with a Round_Start event and the last log
entry before the crash is always refering to item_whitelist.txt

Server 1:

L 08/23/2012 - 11:59:40: Vote succeeded RestartGame 
L 08/23/2012 - 11:59:42: World triggered Round_Start
L 08/23/2012 - 11:59:42: World triggered Round_Setup_Begin
ERROR: Replay already recording.
Item Whitelist file 'item_whitelist.txt' could not be found. All items will
be allowed.
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20120823115942_1.dmp
success = yes
response:  CrashID=bp-27f02272-776e-4bdd-b2d7-aa2402120823


L 08/23/2012 - 14:36:20: World triggered Round_Start
L 08/23/2012 - 14:36:20: World triggered Round_Setup_Begin
ERROR: Replay already recording.
Item Whitelist file 'item_whitelist.txt' could not be found. All items will
be allowed.
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20120823143620_1.dmp
success = yes
response:  CrashID=bp-a4646b92-bf28-4899-8f73-cf5c22120823


Server 2:
Obvoisly a replay crash but both server have replay (local http) enabled

L 08/23/2012 - 13:37:42: Started map mvm_coaltown (CRC
1b5569e11cb8efc7996d61b9a5f35008)
L 08/23/2012 - 13:37:42:  Mapchange to mvm_coaltown 
...
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
SoundEmitter:  adding map sound overrides from scripts/mvm_level_sounds.txt
[1384 total, 1334 replacements, 60 duplicated replacements]
SoundEmitter:  adding map sound overrides from
scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11
duplicated replacements]
SoundEmitter:  adding map sound overrides from
scripts/game_sounds_vo_mvm.txt [2197 total, 28 replacements, 0 duplicated
replacements]
SoundEmitter:  adding map sound overrides from
scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0
duplicated replacements]
Item Whitelist file 'item_whitelist.txt' could not be found. All items will
be allowed.
Invalid wave number
...
Setting sv_visiblemaxplayers to 7 for MvM
*
*  Number of files removed:245
*


PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20120823133746_1.dmp
success = yes
response:  CrashID=bp-16ffd50b-d6e9-4c3c-9c5f-7d0a92120823


2012/8/23 James Beegle lx45...@gmail.com

 Is this update intended to fix crashes on level restart votes, or only
 level loads? Because I just had my server crash a few minutes ago from a
 restart vote while using the new binaries.

 On Wed, Aug 22, 2012 at 5:50 PM, Asher Baker asher...@gmail.com wrote:

  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.

Re: [hlds_linux] TF2 clean install missing steam_appid.txt ?

2012-08-22 Thread Daniel
Add -verify_all and -retry to the command line. This will check all the
files and installs any missing files.

2012/8/22 Marco Padovan e...@evcz.tk

 Doing a clean install with:

 ./steam -command update -game tf -dir .

 results in a not working installation ( * Unable to load Steam support
 library.* / * This server will operate in LAN mode only.* errors) due to
 missing steam_appid.txt

 that file is also missing from css (cs1.6 instead appears to have it
 properly)

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Re: [hlds_linux] TF2 server crashes, SteamCMD, etc.

2012-08-22 Thread Daniel .
The PvP Server is running fine, not a single crash since the last TF2 update

*L 08/21/2012 - 21:02:20: [crashlogger.smx] Server crashed or
restarted.*- TF2 Update
*L 08/22/2012 - 05:54:46: [crashlogger.smx] Server crashed or
restarted.*- Daily Restart

The MvM Servers are still crashing ways to often, can't tell you when
exactly

*L 08/21/2012 - 21:22:38: [crashlogger.smx] Server crashed or restarted. *-
TF2 Update
*L 08/21/2012 - 21:40:34: [crashlogger.smx] Server crashed or restarted.*
*L 08/21/2012 - 23:01:48: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 05:25:36: [crashlogger.smx] Server crashed or restarted. *-
Daily Restart
*L 08/22/2012 - 09:06:09: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 09:49:34: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 09:50:00: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 12:45:23: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 15:46:51: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 16:38:46: [crashlogger.smx] Server crashed or restarted.*
*L 08/22/2012 - 16:57:59: [crashlogger.smx] Server crashed or restarted.*

2012/8/22 Weasel wea...@weaselslair.com

 Glad to hear that SteamCMD is slated to at least not require an account
 that owns the games it's hosting.  Anybody know about multiple instances
 trying to update at the same time? I normally update by scripts, which may
 run in parallel (i.e. nothing to enforce them to never run at the same
 time).  Wondering if that will be a problem.

 Regarding the previous TF2 issues my server have been experienced since
 the MvM stuff launched.  I am still getting crashes.  But, now they only
 appear to be at map-change.  What's weird, is on my primary server, I only
 run one (custom) map - which has never caused any issues like this before.
  Now, when one team finishes capping all the capture-points, it crashes,
 drops everybody - then restarts on it's own.

 Haven't had time to put much into troubleshooting.  I killed some SM
 plugins that I thought might be related, but haven't had time to disable SM
 and MM:S entirely, let it run, etc.

 Is anybody else still getting TF2 crashes during map change or cycle, or
 map-based end-round type events (capture all points, reach ctf playing-to
 threshold, etc.)?


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Re: [hlds_linux] SteamCMD alternative

2012-08-21 Thread Daniel .
Where is the password stored with the -remember_password flag?

2012/8/21 Didrole didr...@gmail.com

 
  Just to inform that I found a problem with your too. When I was testing
  it, got the following error:
 
  UpdateTool: pthread_mutex_lock.c:87: __pthread_mutex_lock: Assertion
  `mutex-__data.__owner == 0' failed.
 
  ./UpdateTool.sh: line 3: 22509 Aborted ./UpdateTool $*
 

 I've updated the linux archive with a script that should solve this error
 (at least it does on my servers).


  Does this have the ability to use gpg passwords?


 No, but if your goal is to not have your password in the cmdline try the
 -remember_password flag so you only have to put it once.

 2012/8/21 Michael Johansen michs...@live.no

 
  I love this, will try it!
 
   Date: Tue, 21 Aug 2012 08:42:53 -0500
   From: mosqu...@team-vipers.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] SteamCMD alternative
  
   Does this have the ability to use gpg passwords?
  
   On Mon, Aug 20, 2012 at 4:49 PM, Didrole didr...@gmail.com wrote:
  
Hi guys, I wasn't happy with how SteamCMD works and made an
 alternative
tool to it.
I think some of you might be interested by it so here is its URL:
http://didrole.com/UpdateTool/
I haven't tested it that much, so it may have bugs.
   
Sincerely,
Didrole
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-21 Thread Daniel
I don't really care if we as server ops get a reward or not. I'm just happy
that this is hopefully over. And we can't really blame anybody for the
issues, that stuff just happens and there is not much someone can do about
that, except start testing every patch for moths and never release anything
new, if the current stuff is stable. But i'm sure that this is not a
solution.

So just be happy that this mess is over and relax.


Happy fragging!

2012/8/21 Cameron Munroe cmun...@cameronmunroe.com

 I still like the fact that the award should be for server admins who have
 patients yet most of you have just been yelling at valve stating whens
 the update, when are you going to fix it. LOL you have no patients.


 On 8/21/2012 12:29 PM, Andrew DeMerse wrote:

 They mentioned potentially providing rewards to people who run servers a
 while ago. Haven't heard anything since.

 On Tue, Aug 21, 2012 at 3:28 PM, Michael Ojeda mojed...@gmail.com
 wrote:

  Although getting an item is highly unlikely don't forget if you
 registered
 your server, it's tied to your steam account that you were logged into
 steam at the time.
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Daniel .
Well, the reason was because I had mp_idlemaxtime set to 0.
Never had any problems with that value before but after I've increased it
it's working now.
Even the Robots got Kicked due to inactivity

2012/8/16 Daniel . srcdsl...@gmail.com

 Every client connecting gets kicked (reason Kicked due to inactivity)
 What is that all about?


 2012/8/16 Benedict Glover neobened...@hotmail.co.uk


 That's the bot/player limit reached. Make sure 32 slots.

  From: nat...@nathanwong.co.uk
  Date: Thu, 16 Aug 2012 02:40:20 +0100
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
 released
 
  I'm also getting multiple:
  CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient()
 returned
  NULL.
  At what I assume to be the start of each wave.
 
  On 16 August 2012 02:26, Benedict Glover neobened...@hotmail.co.uk
 wrote:
 
  
   I'm getting this a lot, what does it mean?
   
   L 08/16/2012 - 03:26:33: ProTurk84STEAM_0:1:54179707
 disconnected
   (reason Connection rejected by game
   )
   Dropped ProTurk from server (Connection rejected by game
   )
   
  
From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Thu, 16 Aug 2012 02:22:04 +0100
Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released
   
   
People already on it. Looks like I'll have to set up another 11...
   
 From: neobened...@hotmail.co.uk
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 16 Aug 2012 02:09:58 +0100
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released


 Yay!
 Got a server working if anyone wants to test,  94.23.39.167:27025

  From: er...@valvesoftware.com
  To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
  Date: Thu, 16 Aug 2012 01:01:26 +
  Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released
 
  We've released a mandatory update to TF2. The notes for the TF2
   update are below. There are shared engine changes that affect DoD:S
 and
   HL2:DM.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added Mann vs. Machine
  - Added Archimedes
  - Added The Soldier's Stogie
  - Added The Robro 3000
  - Updated The Helmet Without a Home to be paintable
  - Fixed some clipping issues with The Salty Dog
  - Removed player penetration from The Pomson 6000 and boosted
 the
   damage to compensate
 
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  --
  Nathan Wong
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Daniel .
Every client connecting gets kicked (reason Kicked due to inactivity)
What is that all about?

2012/8/16 Benedict Glover neobened...@hotmail.co.uk


 That's the bot/player limit reached. Make sure 32 slots.

  From: nat...@nathanwong.co.uk
  Date: Thu, 16 Aug 2012 02:40:20 +0100
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
 released
 
  I'm also getting multiple:
  CreatePlayerBot: Unable to create bot TFBot - CreateFakeClient() returned
  NULL.
  At what I assume to be the start of each wave.
 
  On 16 August 2012 02:26, Benedict Glover neobened...@hotmail.co.uk
 wrote:
 
  
   I'm getting this a lot, what does it mean?
   
   L 08/16/2012 - 03:26:33: ProTurk84STEAM_0:1:54179707
 disconnected
   (reason Connection rejected by game
   )
   Dropped ProTurk from server (Connection rejected by game
   )
   
  
From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Thu, 16 Aug 2012 02:22:04 +0100
Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released
   
   
People already on it. Looks like I'll have to set up another 11...
   
 From: neobened...@hotmail.co.uk
 To: hlds_linux@list.valvesoftware.com
 Date: Thu, 16 Aug 2012 02:09:58 +0100
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released


 Yay!
 Got a server working if anyone wants to test,  94.23.39.167:27025

  From: er...@valvesoftware.com
  To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
  Date: Thu, 16 Aug 2012 01:01:26 +
  Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
   released
 
  We've released a mandatory update to TF2. The notes for the TF2
   update are below. There are shared engine changes that affect DoD:S and
   HL2:DM.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added Mann vs. Machine
  - Added Archimedes
  - Added The Soldier's Stogie
  - Added The Robro 3000
  - Updated The Helmet Without a Home to be paintable
  - Fixed some clipping issues with The Salty Dog
  - Removed player penetration from The Pomson 6000 and boosted the
   damage to compensate
 
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  --
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread daniel nilsson jokihao

MvM ?


On 2012-08-14 08:29, Glib Tsyrklyevych wrote:

At what hour will the update come out? I am guessing it will be around 6
EST as usual?
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread daniel nilsson jokihao

So the new mode is a 6 player/slots per server game?


On 2012-08-14 07:46, Cameron Munroe wrote:
Is there anyway we can preemptively setup a server? My guess in no, 
but just asking as it seems like it will be fun.


On 8/13/2012 10:39 PM, Fletcher Dunn wrote:

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 accept matchmaking traffic, you must select which sort of 
traffic you want.  (Regular PvP traffic or MvM traffic.)  Set 
tf_mm_servermode 2 to be placed in the MvM pool.
* For MvM matchmaking, if 6 players are sent to your server to start 
a new game, it will switch to whatever map the players selected.

* You will need a TF gameserver account to accept matchmaking traffic.
* You can switch the server in and out of any matchmaking mode pool 
or back to any regular game mode at any time.
* The CPU usage for a 6 player MvM game is about the same as for a 
regular TF server.  (Yep, this mode requires significantly more CPU 
cycles per player than the PvP mode, that's an unfortunate fact.)
Given the surge of players that comes with any major release, and the 
player / server ratio of this game mode, the demand for MvM servers 
will probably be high.  We expect that a large number of players will 
want to try out the new mode, so we will be converting most of our 
servers to host MvM, and then adjust the allocation based on what 
players are playing.


I, for one, DO NOT welcome our new robot overlords!

- Fletch
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Re: [hlds_linux] Server protect attacks

2012-08-08 Thread daniel nilsson jokihao


Perhaps this work:
http://pastie.org/private/81b8r0x6ckfciqwfm9q


On 2012-08-08 19:25, Emanuel wrote:
iptables -I INPUT -p udp -m udp -m string --algo bm --hex-string 
|56| -j DROP



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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread daniel nilsson jokihao

I think your value of

sv_mincmdrate

Is to high for some players...



On 2012-08-05 21:31, Peter Reinhold wrote:

Hi all,

I know this has been up before, but since the Pyro update i've had a 
rise in comments about lag, and bad/off hit registration from players 
that have ping in the 20-30 range.


So, i've ofcourse tried tweaking settings a bit on the servers, trying 
to find out what would be causing the problems, but I am pretty 
stumped as to what I can do, and I was hoping for some help.


I've gotten some net_graph pictures from one of the players, who is on 
a 15mbit line, a ping around 30 to the server, measured in Windows, 
and they look like this, http://imgur.com/a/6gPBT


As far as I understand, a high choke is bad, and this doesn't look 
good a all.


What I can see, aside from the choke, when I compare the graph to my 
own, is that his graph is extremely spiky, while mine is smooth 
(hard to explain, I have graph points at almost every pixel, while his 
is spaced with a couple of pixels in between)


Does anyone have any pointers as to what I can do to try and alleviate 
this problem?  As mentioned, it hasn't always been this way on the 
servers (ofcourse, lag has occured for some players from time to 
time), but the guy I used above has not changed internet or anything, 
and things have simply gone from good to bad, with no apparent changes 
other than TF2 updates.


A word about the servers, they are all hosted at a colo with plenty of 
bandwidth (multi Gb), running at max 80% CPU with plenty of RAM to 
spare. (Not rented servers, this is my own iron)



/Peter

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Re: [hlds_linux] Understanding choke / tweaking for lag

2012-08-05 Thread daniel nilsson jokihao

Sorry for duplicate answers, but:
Choke is when the player can't receive all the packets that the server 
are sending.


look at your min and max cmdrate values and you can perhaps find a solution.

On 2012-08-05 21:31, Peter Reinhold wrote:

Hi all,

I know this has been up before, but since the Pyro update i've had a 
rise in comments about lag, and bad/off hit registration from players 
that have ping in the 20-30 range.


So, i've ofcourse tried tweaking settings a bit on the servers, trying 
to find out what would be causing the problems, but I am pretty 
stumped as to what I can do, and I was hoping for some help.


I've gotten some net_graph pictures from one of the players, who is on 
a 15mbit line, a ping around 30 to the server, measured in Windows, 
and they look like this, http://imgur.com/a/6gPBT


As far as I understand, a high choke is bad, and this doesn't look 
good a all.


What I can see, aside from the choke, when I compare the graph to my 
own, is that his graph is extremely spiky, while mine is smooth 
(hard to explain, I have graph points at almost every pixel, while his 
is spaced with a couple of pixels in between)


Does anyone have any pointers as to what I can do to try and alleviate 
this problem?  As mentioned, it hasn't always been this way on the 
servers (ofcourse, lag has occured for some players from time to 
time), but the guy I used above has not changed internet or anything, 
and things have simply gone from good to bad, with no apparent changes 
other than TF2 updates.


A word about the servers, they are all hosted at a colo with plenty of 
bandwidth (multi Gb), running at max 80% CPU with plenty of RAM to 
spare. (Not rented servers, this is my own iron)



/Peter

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Re: [hlds_linux] netspike.txt

2012-07-11 Thread daniel jokiaho
yes it looks like debuggin info of some sort. My two servers have those 
files to and both are 2.0Gb each


On 2012-07-11 11:20, Jesse Molina wrote:


Interesting.

This file has indeed appeared on some servers on a host which I manage.

In one case, the file is now 1.3GB in size.

I suspect Valve has noticed the same thing I noticed.

When the Pyromania update came out, I noticed that my host was using 
much more bandwidth than usual.  There seemed to be a spike happening, 
intermittently, for limited periods of time.  I observed a 30% traffic 
in/out increase for 30-60 seconds at a time.


All clients on all servers on that particular host, and all servers on 
that host, would suddenly start sending much more data, for no 
apparent reason.


I only have a 10base-T uplink on this host, so I am limited to 10Mbps. 
All four of the servers were full that day.  However, due to the 
traffic spikes, we had to shut one of them down to prevent exceeding 
the circuit limitation.  This is how the issue first came to my 
attention.


I did a tcpdump of the traffic but whatever the issue was, it was 
embedded in the game traffic itself and was being represented by all 
clients on all four servers at the exact same time.


If I was to guess, something like an authentication request or 
item-server related activity was suddenly causing all clients and the 
server to suddenly transmit much more data.  Whatever it was, it would 
have been something that affected all clients across those four 
servers on the same host.


Valve would have noticed huge spikes like this since ALL of their 
servers and clients would suddenly start transmitting 20-30% more 
traffic.


I am guessing they are trying to debug the problem by collecting 
evidence.


That's just a guess though.



Russell Smith wrote:

What is this file?  I haven't noticed it before, but it's showing up in
my tf folder.  Looks like a log of packet information being sent to
clients.

Why is this showing up now, and how can this logging be disabled?

40602.961200/2703847 Player [Player.X][7][adr:XX.XXX.XXX.XX:46611] was
sent a datagram 32 bits (4.000 bytes)
 NET_Tick
:   70 bits (   8.750 bytes)
  [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
bits (  40.375 bytes)
   [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
bits (  14.000 bytes)
[soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
bits (  21.000 bytes)
[soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
bits (   8.000 bytes)
[soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3750:weapons/blade_slice_2.wav : 214
bits (  26.750 bytes)
  [soundprecache] 3751:weapons/blade_slice_3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3752:weapons/blade_slice_4.wav : 64
bits (   8.000 bytes)
   [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
bits (  31.000 bytes)
   [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
bits (  22.000 bytes)
   [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
bits (  15.000 bytes)
   [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
bits (  19.000 bytes)
[soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
bits (  14.000 bytes)
  [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
bits (  16.000 bytes)
  [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
bits (   9.000 bytes)
[soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
bits (  29.000 bytes)
[soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
bits (  16.000 bytes)
 [soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
bits (   7.000 bytes)
  [soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
bits (  23.000 bytes)
 [soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
bits (  12.000 bytes)
 [soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
bits (  28.000 bytes)
 [soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3769:vo/sword_hit01.wav : 158
bits (  19.750 bytes)
 [soundprecache] 3770:vo/sword_hit02.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3771:vo/sword_hit03.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3772:vo/sword_hit04.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3773:vo/sword_hit05.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3774:vo/sword_hit06.wav 

[hlds_linux] Quickplay Standing: Bad

2012-06-30 Thread Daniel G
So after the Pyro update Sourcemod was broken so I've disabled it, started
the server and went to work thinking everything is fine.
When I came back home I noticed everyone trying to connect to the server
got Kicked by Console the whole damn day.
I had to reinstall TF2 to fix this but now my server shows as Standing:
Bad.
I wonder how long it will take to get the Standing: Good status back?
Actually with a Bad status quickplay seems to have no effect at all.
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Re: [hlds_linux] Quickplay Standing: Bad

2012-06-30 Thread Daniel G
It's not because I've reinstalled, it's because the server kicked every
player by console trying to connect to the server for a whole friggin day
until I reinstalled the server.

2012/6/30 Eli Witt eliw...@gmail.com

 Standing is tied to the key you use to auth the server. It should not
 change if you reinstall.

 On Sat, Jun 30, 2012 at 7:48 AM, Daniel G srcdsl...@googlemail.com
 wrote:

  So after the Pyro update Sourcemod was broken so I've disabled it,
 started
  the server and went to work thinking everything is fine.
  When I came back home I noticed everyone trying to connect to the server
  got Kicked by Console the whole damn day.
  I had to reinstall TF2 to fix this but now my server shows as Standing:
  Bad.
  I wonder how long it will take to get the Standing: Good status back?
  Actually with a Bad status quickplay seems to have no effect at all.
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-28 Thread Daniel G
Well the latest SM snapshot fixed the constant crashes on mapchange but
players get constantly kicked from the server by console, even with MM  SM
disabled.
Anyone has an Idea what could be the reason?

2012/6/28 doc drga...@gmail.com

 Latest snapshot of 1.4 works on Linux, if you're still crashing you need to
 start narrowing down the plugins that might be doing that.

 On Wed, Jun 27, 2012 at 9:51 PM, Frank ad...@gamerscrib.net wrote:

  Nope... tried both windows and Linux and no go on 1.4.4-hg3514
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Summit
  Servers LLC
  Sent: Thursday, June 28, 2012 12:45 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
 Released
 
  Just install the latest stable snapshot, it works fine.
 
 
 
 
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-28 Thread Daniel G
I've reinstalled the server and that finally fixed the Kicked by console
problem.


2012/6/28 Eric Smith er...@valvesoftware.com

 Yes, that should be fixed today.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
 Sent: Thursday, June 28, 2012 2:15 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

 this one also:

 http://www.youtube.com/watch?v=lE_-PO9ZBPU

 basically: stand under the platform, and the down movement pushes them
 under the map.



 
  From: Eric Smith er...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Thursday, 28 June 2012, 22:44
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
 Released
 
 Yes, we're working on an update for today. No ETA.
 
 -Eric
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, June 28, 2012 1:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
 Released
 
 Will there be a fix tonight for the map sd_doomsday? Engineers can build
 inside the spawn area glass and get people stuck there with teleports.
 Also the lift can be triggered to go up while carrying intel and touch
 the platform  dying at the same time. I can provide more detailed info
 if needed.
 
 -ics
 
 28.6.2012 23:39, Eric Smith kirjoitti:
  As far as I know, nothing has changed with mp_idlemaxtime.  Are you
 thinking about mp_idledealmethod?
 
  -Eric
 
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, June 28, 2012 11:46 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
 Released
 
  I noticed recently that mp_idlemaxtime 0 no longer never kicks players
  but instead kicks them immediately.  Make sure you don't have that
  set.
 
  On Thu, Jun 28, 2012 at 1:49 PM, Daniel G srcdsl...@googlemail.com
 wrote:
  Well the latest SM snapshot fixed the constant crashes on mapchange but
  players get constantly kicked from the server by console, even with MM
  SM
  disabled.
  Anyone has an Idea what could be the reason?
 
  2012/6/28 doc drga...@gmail.com
 
  Latest snapshot of 1.4 works on Linux, if you're still crashing you
 need to
  start narrowing down the plugins that might be doing that.
 
  On Wed, Jun 27, 2012 at 9:51 PM, Frank ad...@gamerscrib.net wrote:
 
  Nope... tried both windows and Linux and no go on 1.4.4-hg3514
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Summit
  Servers LLC
  Sent: Thursday, June 28, 2012 12:45 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
  Released
  Just install the latest stable snapshot, it works fine.
 
 
 
 
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread Daniel G
my server keeps crashing on every mapchange

2012/6/28 E3pO e...@wmclan.net

 By the way.. I just loaded latest snapshot of sourcemod and it updated
 all the gamedata for sdkhooks etc... everything is working now.

 On Thu, Jun 28, 2012 at 12:09 AM, E3pO e...@e3po.info wrote:
  By the way.. I just loaded latest snapshot of sourcemod and it updated
  all the gamedata for sdkhooks etc... everything is working now.
 
  On Thu, Jun 28, 2012 at 12:08 AM, Frank ad...@gamerscrib.net wrote:
  Yeah did that and I got all my servers up and many filled up in
 seconds...
  that was nice even filled up a new server I never used till today for
 the
  new map.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Thursday, June 28, 2012 12:06 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates
 Released
 
  Try removing addons. It seems as though something about EmitSoundToAll
 is
  causing it to crash.
 
 
 
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Re: [hlds_linux] rcon sv_pure issue

2012-05-20 Thread daniel jokiaho
I removed dblocker and the server behaves normaly. But i had sv_pure 
both in server.cfg and in autoexec.cfg. Bug in dblocker?



On 2012-05-19 12:32, Didrole wrote:

It's due to DBlocker.
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[hlds_linux] rcon sv_pure issue

2012-05-19 Thread daniel jokiaho

*rcon issue *
I have a strange issue with my installed dods server.

Mod's: dblocker
Cfg's: esl match cfg's

server.cfg has a line with sv_pure 2
autoexec.cfg has a line with sv_pure 2

How i start the server:
-game dod -autoupdate -restart -pidfile xxx.pid +map dod_anzio +ip 
xx.xx.xx.xx -port x +maxplayers 14 -condebug +tv_port 27011 -verify_all




The issue is that i get different output if i have entered the rcon 
password:


Without the rcon password and normal exec of the cvar in console outputs 
this:


   Quote: sv_pure
   
   ]sv_pure:

   If set to 1, the server will force all client files except the
   whitelisted ones (in pure_server_whitelist.txt) to match the
   server's files.

   If set to 2, the server will force all client files to come from
   Steam (and it will not load pure_server_whitelist.txt).


   The server is using sv_pure = 1.
   lss.txt allow_from_disk+check_crc
   .\... from_steam
   cfg\... allow_from_disk
   maps\... allow_from_disk
   resource\... allow_from_disk
   bin\... allow_from_disk+check_crc
   scripts\... allow_from_disk+check_crc
   


Then if i use rcon sv_pure as below i get this:
] rcon_password xxx
] rcon sv_pure

sv_pure:

If set to 1, the server will force all client files except the 
whitelisted ones (in pure_server_whitelist.txt) to match the server's 
files.


If set to 2, the server will force all client files to come from Steam 
(and it will not load pure_server_whitelist.txt).


Current sv_pure value is 2.

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Re: [hlds_linux] rcon sv_pure issue

2012-05-19 Thread daniel jokiaho
The problem i think that i should get the same message. Because of 
replication. My client are online on the server and checks the value of 
sv_pure through console. The client test with and without rcon password. 
You should get the same answer... because my and other clients should 
replicate the value of sv_pure


On 2012-05-19 12:06, Nomaan Ahmad wrote:

One is for client and the other is for server. What's the problem?

On 19 May 2012 10:58, daniel jokiahodaniel.joki...@gmail.com  wrote:


*rcon issue *
I have a strange issue with my installed dods server.

Mod's: dblocker
Cfg's: esl match cfg's

server.cfg has a line with sv_pure 2
autoexec.cfg has a line with sv_pure 2

How i start the server:
-game dod -autoupdate -restart -pidfile xxx.pid +map dod_anzio +ip
xx.xx.xx.xx -port x +maxplayers 14 -condebug +tv_port 27011 -verify_all



The issue is that i get different output if i have entered the rcon
password:

Without the rcon password and normal exec of the cvar in console outputs
this:

   Quote: sv_pure
   --**--
   ]sv_pure:

   If set to 1, the server will force all client files except the
   whitelisted ones (in pure_server_whitelist.txt) to match the
   server's files.

   If set to 2, the server will force all client files to come from
   Steam (and it will not load pure_server_whitelist.txt).


   The server is using sv_pure = 1.
   lss.txt allow_from_disk+check_crc
   .\... from_steam
   cfg\... allow_from_disk
   maps\... allow_from_disk
   resource\... allow_from_disk
   bin\... allow_from_disk+check_crc
   scripts\... allow_from_disk+check_crc
   --**--


Then if i use rcon sv_pure as below i get this:
] rcon_password xxx
] rcon sv_pure
--**--
sv_pure:

If set to 1, the server will force all client files except the whitelisted
ones (in pure_server_whitelist.txt) to match the server's files.

If set to 2, the server will force all client files to come from Steam
(and it will not load pure_server_whitelist.txt).

Current sv_pure value is 2.
--**--
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Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-04-12 Thread daniel jokiaho
But does the plugin ban or log?
On 12 Apr 2012 11:57, ics i...@ics-base.net wrote:

 It should be just that as sourcebans is plugin under sourcemod.

 -ics

 - Alkuperäinen viesti -
  Only the prediction hack detections and anti speedhack exploit could
  be banned for. What do you mean with sourcebans compatibility? Is it
  just sending a sm_ban command into the server console?
 
  Le 12 avril 2012 10:31, Thomas K tkr...@arcor.de a écrit :
   Can you make compatible with sourcebans from sourcemod?!
  
   Am 12.04.2012 um 10:13 schrieb AnAkIn . anakin...@gmail.com:
  
What kind of issues? There might be 1-2 small bugs that will be fixed
in the next update AFAIK, but the main detections work fine.
   
Le 12 avril 2012 04:22, daniel jokiaho daniel.joki...@gmail.com a
écrit :
 Any issues with dblocker?
 On 11 Apr 2012 19:49, AnAkIn . anakin...@gmail.com wrote:

  No, I don't think it will, I have not tested though.
 
  Le 11 avril 2012 19:46, Andrew DeMerse ademe...@gmail.com a
  écrit :
   I'll check it out, and let you know if I see anything weird.
  
   I assume this shouldn't conflict with SMAC?
  
   On Wed, Apr 11, 2012 at 1:37 PM, AnAkIn .
   anakin...@gmail.com wrote:
  
No, I just posted that on a competitive forum so far.
   
Le 11 avril 2012 19:36, Oskar Levin os...@dataviruset.com
a écrit :
 Ah, I see! Seems like a good plugin though :)

 Best regards
 Oskar Levin
 os...@dataviruset.com

 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För
 AnAkIn . Skickat: den 11 april 2012 19:34
 Till: Half-Life dedicated Linux server mailing list
 Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit
 hack/No spread) detection plugin

 It doesn't send a mail, it's sent through HTTP.

 Le 11 avril 2012 19:31, Oskar Levin
 os...@dataviruset.com a écrit :
  It would be nice if one could decide if it should be
  sent to somebody else or at all ;) By the way, how does
  it send mail? Connecting through port 25 seems a bit
  lazy as ISPs block that nowadays...
 
  Best regards
  Oskar Levin
  os...@dataviruset.com
 
  -Ursprungligt meddelande-
  Från: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] För
  AnAkIn . Skickat: den 11 april 2012 19:30
  Till: Half-Life dedicated Linux server mailing list
  Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit
  hack/No
  spread)
  detection plugin
 
  Yes, it was originally made for league purposes. I could
  add a cvar
  to
  disable that though.
 
  Le 11 avril 2012 19:28, Oskar Levin
  os...@dataviruset.com a écrit
  :
   Wait what? Is the log file sent to you automatically?
  
   Best regards
   Oskar Levin
   os...@dataviruset.com
  
   -Ursprungligt meddelande-
   Från: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] För
   AnAkIn . Skickat: den 11 april 2012 19:23
   Till: Half-Life dedicated Win32 server mailing list;
   Half-Life dedicated Linux server mailing list
   Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit
   hack/No spread) detection plugin
  
   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

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

2012-04-11 Thread daniel jokiaho
Any issues with dblocker?
On 11 Apr 2012 19:49, AnAkIn . anakin...@gmail.com wrote:

 No, I don't think it will, I have not tested though.

 Le 11 avril 2012 19:46, Andrew DeMerse ademe...@gmail.com a écrit :
  I'll check it out, and let you know if I see anything weird.
 
  I assume this shouldn't conflict with SMAC?
 
  On Wed, Apr 11, 2012 at 1:37 PM, AnAkIn . anakin...@gmail.com wrote:
 
  No, I just posted that on a competitive forum so far.
 
  Le 11 avril 2012 19:36, Oskar Levin os...@dataviruset.com a écrit :
   Ah, I see! Seems like a good plugin though :)
  
   Best regards
   Oskar Levin
   os...@dataviruset.com
  
   -Ursprungligt meddelande-
   Från: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
   Skickat: den 11 april 2012 19:34
   Till: Half-Life dedicated Linux server mailing list
   Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
   detection plugin
  
   It doesn't send a mail, it's sent through HTTP.
  
   Le 11 avril 2012 19:31, Oskar Levin os...@dataviruset.com a écrit :
   It would be nice if one could decide if it should be sent to somebody
   else or at all ;) By the way, how does it send mail? Connecting
   through port 25 seems a bit lazy as ISPs block that nowadays...
  
   Best regards
   Oskar Levin
   os...@dataviruset.com
  
   -Ursprungligt meddelande-
   Från: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
   Skickat: den 11 april 2012 19:30
   Till: Half-Life dedicated Linux server mailing list
   Ämne: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
 spread)
   detection plugin
  
   Yes, it was originally made for league purposes. I could add a cvar
 to
   disable that though.
  
   Le 11 avril 2012 19:28, Oskar Levin os...@dataviruset.com a écrit
 :
   Wait what? Is the log file sent to you automatically?
  
   Best regards
   Oskar Levin
   os...@dataviruset.com
  
   -Ursprungligt meddelande-
   Från: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
   Skickat: den 11 april 2012 19:23
   Till: Half-Life dedicated Win32 server mailing list; Half-Life
   dedicated Linux server mailing list
   Ämne: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No spread)
   detection plugin
  
   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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   --
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   AnAkIn
  
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Re: [hlds_linux] Sprays Lagging Server

2012-04-07 Thread Daniel G
Server Clean Up
https://forums.alliedmods.net/showthread.php?p=1023928

2012/4/7 Cameron Munroe cmun...@cameronmunroe.com

 Is there any way to have them auto removed, or a way to have them deleted
 after x period of time. =) Plugin ideas?



 On 04/07/2012 12:30 AM, doc wrote:

 You need to nuke the stuff in the tf/downloads/ folder every so often. I
 had this same issue and after these were deleted (no harm in doing so) the
 lag was magically gone!

 On Fri, Apr 6, 2012 at 10:22 PM, Cameron Munroe
 cmun...@cameronmunroe.com**wrote:

  So I have sprays enabled on my server and when people connect a massive
 lagg occurs. The lagg is over nearly in a instance. However, it still
 laggs
 the server and I was wondering if anyone knows a fix


 Thanks in advanced.

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Re: [hlds_linux] Latest HLDS broke the server FPS

2012-03-23 Thread daniel jokiaho
hmm

pingboost works for old engine or new ... tf2 also?

Sorry for off topic
On 23 Mar 2012 21:31, C Szabo sza...@hotmail.com wrote:


 Tried 2 and 3, same problem with both.

  From: h...@gmx.com
  To: hlds_linux@list.valvesoftware.com
  Date: Fri, 23 Mar 2012 22:30:19 +0200
  Subject: Re: [hlds_linux] Latest HLDS broke the server FPS
 
  As a curiosity, what pingboost do you use? None, 1, 2, 3?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  kont...@brutalcs.nu
  Sent: Friday, March 23, 2012 7:15 PM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] Latest HLDS broke the server FPS
 
  Hi. I have some problems with HLDS 5447. I get huge FPS drops (see the
  pics). I have been testning alot of stuff to see what the problem is and
 I
  seem to found it. Its the latest HLDS.
 
  I have made SEVERAL tests. I have tested version 5447 and 5006 and only
  5447 has the FPS drops. I ran the test at least five times on each
 version
  and get FPS drops everytime on 5457 and never on 5006.
 
  Tested:
  With and without AmxmodX/Metamod
  With and without Players
  Diffrent kernels and settings (Debian 5 64bit)
 
  Hardware:
  Chip: Intel 5500 Chipset
  CPU: Dual Intel Xeon X5650 (12M Cache, 2.66 GHz, 6.40 GT/s Intel QPI)
  Minne: 12GB DDR3
  Hårddisk: 2x250GB, SATA, 3.5-in, 7.2K RPM (raid1)
  Nätverkskort: Broadcom NetXtreme II 5709 Dual Port 1GbE
  Bandbredd: Gigabit
 
 
 
  5006:
  http://www.fpsmeter.org/graph/graph.php?id=154291
  http://www.fpsmeter.org/graph/graph.php?id=154289
  http://www.fpsmeter.org/graph/graph.php?id=154288
 
 
  5447:
  http://www.fpsmeter.org/graph/graph.php?id=154292
  http://www.fpsmeter.org/graph/graph.php?id=154287
  http://www.fpsmeter.org/graph/graph.php?id=154285
  http://www.fpsmeter.org/graph/graph.php?id=154284
  http://www.fpsmeter.org/graph/graph.php?id=154281
  http://www.fpsmeter.org/graph/graph.php?id=154280
  http://www.fpsmeter.org/graph/graph.php?id=154279
  http://www.fpsmeter.org/graph/graph.php?id=154277
  http://www.fpsmeter.org/graph/graph.php?id=154275
  http://www.fpsmeter.org/graph/graph.php?id=154273
  http://www.fpsmeter.org/graph/graph.php?id=154272
 
  Anyone with the same problems? :P
 
  / C
 
 
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Re: [hlds_linux] jump back lag ;p

2012-03-07 Thread daniel jokiaho

Perhaps clock drifting?

On 2012-03-07 14:16, Eric Riemers wrote:

Indeed it was not, cleared out any logs.. still the same. Took a while to
delete though.. :P

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: woensdag 7 maart 2012 14:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] jump back lag ;p

Isn't a log issue

-ics

7.3.2012 13:33, gamead...@127001.org kirjoitti:

Off topic because this isn't the OP's problem, but we had such an issue on

player connect which was traced to a log file written to by either sourcemod
or hlstatsx directly whenever a player joined. The log had never been
rotated and was massive. Truncating the file resolved the issue.

icsi...@ics-base.net   wrote:

I've seen this slight lag upon when player joins to TF2 server but
not every time. I've assumed that the fault is in hlstatsx that checks
the players country where he comes from and that is the cause. Does
any one of you who have the issue use hlstats or am i in the same boat

with you?

Also i'm interested to know if there is any interaction between server
and steam that might cause this when player connects to a server?

-ics


7.3.2012 12:09, Russell Smith kirjoitti:

If your issue is the same as mine, I tried running my server vanilla
with no metamod/sourcemod and still had the same problem.

On 3/7/2012 2:02 AM, Eric Riemers wrote:

In my case its all the players on the server (CS:S) .. I tested it
myself and had the same issue. Normally if just 1 or 2 scream lag
you can ignore it because it could be on their end.

I have only gotten a few complaints from players that they indeed
see a dip when a new player connected. Although this could also just
be plugin related.

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Re: [hlds_linux] No steam servers

2012-02-29 Thread daniel jokiaho
Updated no-steam serverlist. I realy wish valve could do something 
because it makes it difficult to find decent servers when it is like this.



serverblacklist
{
server
{
name DOD.LV
date 1330332742
addr 92.240.68.159:27015
}
server
{
name |ShaDow| #4 GunGame v36
date 1330332742
addr 93.157.232.59:27016
}
server
{
name DOD @ kaluga.org | Public #1 | v36 | NO-STEAM
date 1330332742
addr 86.110.172.108:27018
}
server
{
name Bruss's DoD Source Server
date 1330332742
addr 46.4.39.247:27031
}
server
{
name GamersZona Orange Server [Medic]
date 1330332742
addr 46.4.102.54:27025
}
server
{
name GamersZONA.com DOD:S Server #1
date 1330332742
addr 46.4.85.180:27025
}
server
{
name GamersZONA.com DOD:S Server #2
date 1330332742
addr 46.4.39.2:27025
}
server
{
name EvoPlay.ru DODS Public1_Classic [РусКом]
date 1330332742
addr 89.106.249.11:27034
}
server
{
name OptiZone.RU DoD:S Server v1.0.0.36
date 1330332742
addr 84.22.159.199:27015
}
server
{
name DoD:S on Yakutsk
date 1330332742
addr 88.82.172.143:27015
}
server
{
name U-Gaming DoD:S v36 Main | Max Ping 180 | FF OFF
date 1330332757
addr 77.38.159.77:27015
}
server
{
name [21games.ru]DoD:S #1
date 1330332757
addr 109.68.191.140:27015
}
server
{
name U-Gaming DoD:S v36 Secondary | Max Ping 180 | FF OFF
date 1330553590
addr 77.38.159.77:27017
}
server
{
name NovGames.RU  CSmania.RU DoD:S GunGame
date 1330553590
addr 81.9.16.188:27026
}
server
{
name U-Gaming DoD:S v36 GunGame | Max Ping 180 | FF ON
date 1330553590
addr 77.38.159.77:27016
}
server
{
name Anitalink.com Day of Defeat Source
date 1330553590
addr 188.134.8.29:27098
}
server
{
name ===|B3BOD|===Standart Public Server|66tick|HLstatsX:CE 
date 1330553590
addr 78.47.208.214:27015
}
server
{
name www.ukr-games.com | MAFIA
date 1330553590
addr 213.186.119.114:27051
}
}


On 2012-02-28 23:33, h...@kirby420.com wrote:

. How would it not matter if the servers are delisted or not


Delist them then the only people playing on them are illegals.


The point is those servers have the ability to pull legit players out of
the pool of available players for us legit admins to have on our legit
servers, if the cracked servers are delisted then legit clients won't even
see them.

So it really would make a difference.

A huge one.

No-steam master servers are irrelevant because legit clients don't know
about them, they aren't even worth mentioning.





It doesn't matter if the servers are delisted or not because the steam
underground community run their own master servers. Generally the servers
the support nonsteam clients are filled with them anyway.

But I do agree that they shouldn't be on the master list.
On Feb 29, 2012 9:21 AM,h...@kirby420.com  wrote:


How about both of you take your little flamefest to a private email?
Because none of us care.

Point is, a product is being stolen and someone with some intelligence
is
asking why aren't these servers de-listed so that the product's
integrity
is enforced?




Dont help against point 1.

and btw go and fuck yourself
On 28 Feb 2012 23:10, brendan halleyking0goi...@gmail.com  wrote:


Don't host a server then? Problem solved.
On Feb 29, 2012 9:07 AM, daniel jokiahodaniel.joki...@gmail.com
wrote:


Yes i get offended. I Have bought the game because i like it. And

now

i

have server and.

1. I get offended
I have payed for the game and they should do the same

2. I canot get those players onto my server
We do not compete on same level

3. Gameserver or etc. Whatever
Are not ranking/filtering out those crap servers by default.



On 2012-02-28 21:35, doc wrote:


While stated a bit short this is probably a real important

question.

I

care because it makes my server look not as impressive when

compared
to

their numbers. You (the person who originally brought the

complain/thread)

have to just see that you are competing on different grounds,

there

shouldn't be anything about their existance that undermines your

own.

It's a little slap-in-the-face-y to see these NOSTEAM servers

ranked

so

popularly but it's not as if people are being duped or they are

making

money hand over fist with them. There aren't a whole ton of hacked
servers,
so I imagine the few that are there are good at keeping full.

On Mon, Feb 27, 2012 at 9:08 PM, James Puckett
jamesrichardpuck...@gmail.com   wrote:

  Why do you care.

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Re: [hlds_linux] No steam servers

2012-02-28 Thread daniel jokiaho
Yes i get offended. I Have bought the game because i like it. And now i 
have server and.


1. I get offended
I have payed for the game and they should do the same

2. I canot get those players onto my server
We do not compete on same level

3. Gameserver or etc. Whatever
Are not ranking/filtering out those crap servers by default.



On 2012-02-28 21:35, doc wrote:

While stated a bit short this is probably a real important question. I
care because it makes my server look not as impressive when compared to
their numbers. You (the person who originally brought the complain/thread)
have to just see that you are competing on different grounds, there
shouldn't be anything about their existance that undermines your own.

It's a little slap-in-the-face-y to see these NOSTEAM servers ranked so
popularly but it's not as if people are being duped or they are making
money hand over fist with them. There aren't a whole ton of hacked servers,
so I imagine the few that are there are good at keeping full.

On Mon, Feb 27, 2012 at 9:08 PM, James Puckett
jamesrichardpuck...@gmail.com  wrote:


Why do you care.
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Re: [hlds_linux] No steam servers

2012-02-28 Thread daniel jokiaho
Dont help against point 1.

and btw go and fuck yourself
On 28 Feb 2012 23:10, brendan halley king0goi...@gmail.com wrote:

 Don't host a server then? Problem solved.
 On Feb 29, 2012 9:07 AM, daniel jokiaho daniel.joki...@gmail.com
 wrote:

  Yes i get offended. I Have bought the game because i like it. And now i
  have server and.
 
  1. I get offended
  I have payed for the game and they should do the same
 
  2. I canot get those players onto my server
  We do not compete on same level
 
  3. Gameserver or etc. Whatever
  Are not ranking/filtering out those crap servers by default.
 
 
 
  On 2012-02-28 21:35, doc wrote:
 
  While stated a bit short this is probably a real important question. I
  care because it makes my server look not as impressive when compared
 to
  their numbers. You (the person who originally brought the
 complain/thread)
  have to just see that you are competing on different grounds, there
  shouldn't be anything about their existance that undermines your own.
 
  It's a little slap-in-the-face-y to see these NOSTEAM servers ranked so
  popularly but it's not as if people are being duped or they are making
  money hand over fist with them. There aren't a whole ton of hacked
  servers,
  so I imagine the few that are there are good at keeping full.
 
  On Mon, Feb 27, 2012 at 9:08 PM, James Puckett
  jamesrichardpuck...@gmail.com  wrote:
 
   Why do you care.
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[hlds_linux] No steam servers

2012-02-27 Thread daniel jokiaho
Game day of defeat source, many of these servers are using the same ip 
year after year. And valve do nothing about it. Why?



serverblacklist
{
server
{
name DOD.LV
date 1330332742
addr 92.240.68.159:27015
}
server
{
name |ShaDow| #4 GunGame v36
date 1330332742
addr 93.157.232.59:27016
}
server
{
name DOD @ kaluga.org | Public #1 | v36 | NO-STEAM
date 1330332742
addr 86.110.172.108:27018
}
server
{
name Bruss's DoD Source Server
date 1330332742
addr 46.4.39.247:27031
}
server
{
name GamersZona Orange Server [Medic]
date 1330332742
addr 46.4.102.54:27025
}
server
{
name GamersZONA.com DOD:S Server #1
date 1330332742
addr 46.4.85.180:27025
}
server
{
name GamersZONA.com DOD:S Server #2
date 1330332742
addr 46.4.39.2:27025
}
server
{
name EvoPlay.ru DODS Public1_Classic [РусКом]
date 1330332742
addr 89.106.249.11:27034
}
server
{
name OptiZone.RU DoD:S Server v1.0.0.36
date 1330332742
addr 84.22.159.199:27015
}
server
{
name DoD:S on Yakutsk
date 1330332742
addr 88.82.172.143:27015
}
server
{
name U-Gaming DoD:S v36 Main | Max Ping 180 | FF OFF
date 1330332757
addr 77.38.159.77:27015
}
server
{
name [21games.ru]DoD:S #1
date 1330332757
addr 109.68.191.140:27015
}
}



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Re: [hlds_linux] No steam servers

2012-02-27 Thread daniel jokiaho
I mean why not remove those servers from server browser?
On 27 Feb 2012 19:17, Anders Olsson bran...@hotmail.com wrote:

 Ahh better to take away blacklist..

 -Ursprungligt meddelande- From: daniel jokiaho
 Sent: Monday, February 27, 2012 9:54 AM
 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] No steam servers

 Game day of defeat source, many of these servers are using the same ip
 year after year. And valve do nothing about it. Why?


 serverblacklist
 {
 server
 {
 name DOD.LV
 date 1330332742
 addr 92.240.68.159:27015
 }
 server
 {
 name |ShaDow| #4 GunGame v36
 date 1330332742
 addr 93.157.232.59:27016
 }
 server
 {
 name DOD @ kaluga.org | Public #1 | v36 | NO-STEAM
 date 1330332742
 addr 86.110.172.108:27018
 }
 server
 {
 name Bruss's DoD Source Server
 date 1330332742
 addr 46.4.39.247:27031
 }
 server
 {
 name GamersZona Orange Server [Medic]
 date 1330332742
 addr 46.4.102.54:27025
 }
 server
 {
 name GamersZONA.com DOD:S Server #1
 date 1330332742
 addr 46.4.85.180:27025
 }
 server
 {
 name GamersZONA.com DOD:S Server #2
 date 1330332742
 addr 46.4.39.2:27025
 }
 server
 {
 name EvoPlay.ru DODS Public1_Classic [РусКом]
 date 1330332742
 addr 89.106.249.11:27034
 }
 server
 {
 name OptiZone.RU DoD:S Server v1.0.0.36
 date 1330332742
 addr 84.22.159.199:27015
 }
 server
 {
 name DoD:S on Yakutsk
 date 1330332742
 addr 88.82.172.143:27015
 }
 server
 {
 name U-Gaming DoD:S v36 Main | Max Ping 180 | FF OFF
 date 1330332757
 addr 77.38.159.77:27015
 }
 server
 {
 name [21games.ru]DoD:S #1
 date 1330332757
 addr 109.68.191.140:27015
 }
 }



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Re: [hlds_linux] No Steam Logon - massive lag

2012-02-21 Thread Daniel G
Same here with a TF2 linux serevr,
Sometimes 90% of the clients will be dropped with a Client timed out
message

2012/2/21 doc drga...@gmail.com

 I've seen this happen a few times on my own server. It's kind of comical
 and when it happens I get confirmation that it's not just my server - just
 about everyone playing TF2 gets hit by this. It will drop people one by
 one, about once every second with the message of (Client timed out), but on
 the client's side they would just see HL2.exe crashing or something.

 On Tue, Feb 21, 2012 at 8:06 AM, Michael Johansen michs...@live.no
 wrote:

 
  I'm on Linux, you're on Windows, so the problems might not even be
  related. My server don't crash, it justs timeouts about all clients, and
  fucks itself up. I think I've fixed it with a iptables rule tho, I'll
 post
  it here if it works good and doesn't fuck anything up with the
  masterservers.
 
   Date: Tue, 21 Feb 2012 09:55:52 -0500
   From: ch...@oryschak.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] No Steam Logon - massive lag
  
   I'm having a similar problem where the server would drop 90% of the
   players.
   Their hl2.exe crashes and the chat displays a client timeout message.
  
   Is this similar to what you are experiencing Michael? Or are your
 clients
   just getting disconnected?
  
  
   Chris
  
  
  
   On Tue, Feb 21, 2012 at 9:47 AM, Michael Johansen michs...@live.no
  wrote:
  
   
It queries Steamcommunity.com, but nothing like MySQL queries.
   
 Date: Tue, 21 Feb 2012 09:25:44 -0500
 From: 1nsane...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] No Steam Logon - massive lag

 So clan group check does not do something like query
  steamcommunity.com?

 On Tue, Feb 21, 2012 at 2:01 AM, Michael Johansen 
 michs...@live.no
wrote:

  None of them uses MySQL or hostnames.
 
   From: laurenz.rupre...@zmx.at
   To: hlds_linux@list.valvesoftware.com
   Date: Mon, 20 Feb 2012 23:05:45 +0100
   Subject: Re: [hlds_linux] No Steam Logon - massive lag
  
   Hello Michael,
  
  
  
   what is BlackOut AdminConnect? I cannot find a download of
 this
plugin.
  
  
  
   Clan group check I need also please.
  
   Best regards,
   Lawrence
  
  
  
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Re: [hlds_linux] Respawn Countdown Loop [TF2]

2012-01-30 Thread daniel jokiaho
rcon locker
On 31 Jan 2012 06:24, Emil Larsson ail...@gmail.com wrote:

 Yup, I forgot which plugin did it but I do recall that respawn loops
 happens due to old plugins. I think it was some old outdated plugin we had
 that was for fixing a valve bug... that long been since fixed, and we just
 forgot to remove the plugin.

 On Tue, Jan 31, 2012 at 5:31 AM, E3pO e...@wmclan.net wrote:

  try removing all plugins see if it fixes the problem and then remove each
  plugin 1 by 1 to find the culprit .
  On Jan 30, 2012 8:59 PM, Tres madeinte...@gmail.com wrote:
 
   We recently changed our respawn times to Valve's default. Upon doing
 so,
  we
   started having random respawn countdown loops. The timer counts down
 to 1
   then starts over. A player can stop the loop by reselecting a class. It
   doesn't happen upon every death but approximately 25% of the time. We
 do
   have quite a few plugins. Before I do a wipe and start fresh, I thought
  I'd
   ask if anyone knows of a simple solution.
  
   Thanks!
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Re: [hlds_linux] The policy of truth is still in effect

2012-01-25 Thread daniel jokiaho
would be good to announce. Im changing ip on my servers atm and some users
would think my servers are affected.

But im changing because of other reasons.
On 25 Jan 2012 21:18, Andre Müller gbs.dead...@gmail.com wrote:

 Thier problem, not our problem!

 2012/1/25 Yuki d...@dazzozo.com

  Will this ever be officially stated outside of the mailing list? I'm sure
  there's a few server owners out there that don't follow the list and
 could
  be punished for simply not knowing.
 
 
  On 24/01/2012 20:08, Fletcher Dunn wrote:
 
  Yesterday the Team Fortress team took further action pursuant to the
  policy of truth that was announced in December of last year.  We
 delisted
  some servers that were reporting inaccurate information in
  server-browser-related communications.
 
  Our goals are for players to be able to find the server they are looking
  for quickly and easily, and for server operators to compete solely on
 the
  basis of the quality of the experience they provide.  Any plugins that
  modify server browser communications (or modify the information
 contained
  in those packets) are counter to those goals.
 
  The following guidelines are self-evident:
 
  * All of the data you report to clients and to Steam must be
  accurate.
 
  * You must use the Source engine, using the steam libraries, to
  send all server-browser-related communications.
 
  * Do not modify or manually send any packets to Steam.
 
  * Do not modify or manually send any client ping replies.
  (Those
  that convey server browser info, player counts, etc.)
 
  * Do not to set any values that are sent in these communications
  outside the legal range.
 
  * The data reported to the master server and to clients must
  match.
 
 
  If you aren't running any plugins that do any of these sorts of things,
  you can disregard this post.  If you are, please stop.  If you feel that
  you have a real reason to make these modifications to your server, then
  communicate with us and help us understand!  We'll try to work out a
  solution that fits everybody's needs.
 
  Thanks,
  The Team Fortress Team
 
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[hlds_linux] HLDS Counter-Strike Autodirect

2012-01-24 Thread Daniel Olsson
Hello!

Having problems with the Counter-Strike HLTV autodirect function. I'm
running the Counter-Strike server on Linux Debian (No gui) compiled kernel
at 1000Hz. Very nice configured server, but can't get the HLTV server to
accept Autodirect.. I've tried to run the HLTV server on both Linux and
Windows but can't get it work! Nothing's happening.

I've found out that I have to record and have a delay of at least 10
seconds, but not even with 90 seconds of delay and recording it works!

Any clues? HLTV configuration stuffs?

-- 
*Mvh
*
*Daniel Olsson*
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Re: [hlds_linux] Replay - quickplay scoring penality

2012-01-04 Thread daniel jokiaho
so when running with replay enabled i should start my server with 25 slots
or normal 24 slots.

I want to have 24 player slots and also replay.
On 4 Jan 2012 16:49, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 Welcome to the world of statements and exceptions:

 Statement x applies, with the exception for y and/or z, but those do
 not apply if w is true.

 The assignment is to put the different statements in the right slots for
 x, y, z and w. With lack of parts to fill in, those parts of the
 sentence is omitted.

 Valve is known for this, live with it.

 The wiki/dev/server w/e page was written when it was first made, and after
 that most of the times things dont get edited/updated for later additions
 anymore.



 
  From: Michael Johansen michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Sent: Wednesday, 4 January 2012, 16:12
 Subject: Re: [hlds_linux] Replay - quickplay scoring penality
 
 
 I don't troll, I state the information on the Steam website is not true.
 
  From: eliw...@gmail.com
  Date: Wed, 4 Jan 2012 10:09:17 -0500
  To: mreeu...@yahoo.com; hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Replay - quickplay scoring penality
 
  If you already know that the replay system uses sv_visiblemaxplayers and
  ignores the maxplayers value, why are you complaining?
 
  Don't complain just for complaining's sake. Valve has extremely clearly
  stated that there is exactly zero penalty for running replays, more than
  once, don't troll the mailing list.
 
 
 
 
  On Wed, Jan 4, 2012 at 9:45 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
   replay and STV take each a slot, either compensate by having more
 slots,
   or have it lower (ie: 22 player server) to keep it on the number 24
 if you
   find that important.
  
   the 1-2 more users above the 24 isn't going to hurt you much, and the
   difference is prolly neglectable. And probably these 2 are not
 counted for
   the penalty.
  
  
  
   
From: Michael Johansen michs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Sent: Wednesday, 4 January 2012, 15:41
   Subject: Re: [hlds_linux] Replay - quickplay scoring penality
   
   
   Well, why does it increase maxplayers? I think its misleading
   information, the info provided by the Steampowered support site.
   
From: psycho...@alliedmods.net
Date: Wed, 4 Jan 2012 09:40:33 -0500
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Replay - quickplay scoring penality
   
Replay and SourceTV do not count toward that limit.
   
On Jan 4, 2012, at 9:37 AM, Michael Johansen michs...@live.no
 wrote:
   

 Hi guys,
 I'm running 5 TF2 servers atm, and they all have Replay +
 QuickPlay
   enabled for the most traffic. However, having replay on (-replay in
 startup
   cmd) sets maxplayers to 25, and Steampowered's wiki says that
 INCREASING
   the maxplayers above 24 gives a small penality.How do I make replay
 not
   take up a slot and set the maxplayers to 24 as usual??
  
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Re: [hlds_linux] Left 4 Dead 1 2 servers losing Steam connection

2012-01-04 Thread daniel jokiaho
How to check easy if servers lost connection to steam?
On 4 Jan 2012 23:08, Ronny Schedel i...@ronny-schedel.de wrote:

 Check if your servers lost the connection to Steam, if so, try restarting.
 I don't think they delist L4D servers.


 -Ursprüngliche Nachricht- From: Peter Reinhold
 Sent: Wednesday, January 04, 2012 11:04 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 1  2 servers losing Steam connection

 On 04.01.2012 21:54, Ronny Schedel wrote:

  The issue was today for some hours only, now all our servers are
 filled up again. Seems to be a temporary issue today.


 Not temporary here, all my forks are still empty.


 /Peter

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Re: [hlds_linux] Policy of truth

2012-01-04 Thread daniel jokiaho
next step then.. delist nosteam servers i hope
On 4 Jan 2012 23:36, Eric Riemers riem...@binkey.nl wrote:

 Thanks for this, if I see with status - account: logged in, does this
 mean that my servers are ok, as in.. if it is delisted or anything will
 that
 show up there? Because sometimes you wonder if it is still working :)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
 Dunn
 Sent: woensdag 4 januari 2012 22:15
 To: Half-Life dedicated Linux server mailing list
 (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com)
 Subject: [hlds_linux] Policy of truth

 Today the Team Fortress team took action to bring certain server operators
 into compliance with our previously announced honest server policy.
 Examples of server modifications that resulted in this policy include:
 * Running bots and trying to make them appear that they were human players
 * Running bots and circumventing or modifying the usual mechanisms that the
 bots are advertised to the server browser
 * Running with significant gameplay modifications, such as respawn times,
 without having the proper tags on their server designed to alert quickplay
 and automated searches about those modifications.

 We have not taken action against individual servers, but rather against an
 entire related server group.  Hopefully the necessity for this policy is
 clear.  We took two different actions, depending on the severity of
 modification we found:
 * Preventing IP addresses from logging a TF gameserver account, which
 excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and Quick
 Match system) for one month.

 Finally, we would like to say thanks to the server operators who have
 continued to run honest servers, and to those who heeded our earlier
 warning
 and subsequently changed their practices.  We thank you for that.  We hope
 that our actions today show that we want to help you compete for player
 traffic on the basis of providing a good environment for players.

 Thank you,
 The Team Fortress Team


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Re: [hlds_linux] Client Cvar removed

2012-01-02 Thread daniel jokiaho
is drawothermodels removed or   disabled?
On 2 Jan 2012 19:23, ics i...@ics-base.net wrote:

 cl_drawhud 0
 hidepanel all

 -ics

 2.1.2012 19:43, Bruno Garcia kirjoitti:

 Hello and excuse me for this silly topic,

 The client cvar cl_drawothermodels seems to be removed (probably since the
 orange box update). I really need to do some demo recording and take some
 screenshots and I need to remove the hands models. Is there any other cvar
 for that?

 I would appreciate it.
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Re: [hlds_linux] Ang.: burst of sv_cheat bans

2011-12-30 Thread daniel jokiaho
For my server there have been an increase if sv_cheats 1 and aim botters
 On 30 Dec 2011 08:32, Ross Bemrose rbemr...@vgmusic.com wrote:

 From my understanding, it's also present in more recent builds of
 SourceMod Anti-Cheat (SMAC) which forked from Kigen's Anti-Cheat a while
 back.

 (Side note: I'm the author of the Name Change Punisher plugin)

 On 12/30/2011 1:08 AM, Nomaan Ahmad wrote:

 http://forums.alliedmods.net/**showthread.php?t=161320http://forums.alliedmods.net/showthread.php?t=161320

 I use that plugin to keep the name changers out.

 On 30 December 2011 06:02, cladironcladi...@gmail.com  wrote:

  nah. it's not.  i had lots of pm's of players telling me they were
 having a
 hard time get a few steam id's due to there name changing like 20 times
 in
 a couple of sec's.

 On Fri, Dec 30, 2011 at 12:48 AM, Oskar Levinos...@dataviruset.com
 wrote:

  I have also seen this on my TF2 server.
 I really would like to know if it is false positives!

 Regards
 Oskar Levin
 os...@dataviruset.com

 - Reply message -
 Från: cladironcladi...@gmail.com
 Till: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.**com hlds_linux@list.valvesoftware.com
 
 Rubrik: [hlds_linux] burst of sv_cheat bans
 Datum: fre, dec 30, 2011 06:35


 Just wanted to give a heads up to any admins that may want to keep a
 look
 out.

 I just got back from vacation and it seems there was an abnormal amount

 of

 sv_cheat violators the past couple of weeks.

 We run kac and that is what caught them.

 15 players ban for trying to run sv_cheats.
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