Re: [hlds_linux] Can't start TF2 toolchain beta
Thanks! I had already installed lib32stdc++6, but installing libcurl3-gnutls:i386 did the trick. It's all set now, no chroot needed. On Thu, Mar 16, 2017 at 1:17 PM, Vatican City <ad...@the-vaticancity.com> wrote: > Yeah I was just wondering why and realized I posted that in the VIP > section. My bad. Here's the important part: > > sudo apt-get dist-upgrade > > apt-get install lib32stdc++6 > apt-get install libcurl3-gnutls:i386 > > Original message From: epi <ow...@tf.heybey.org> Date: > 3/16/17 1:09 PM (GMT-05:00) To: Half-Life dedicated Linux server mailing > list <hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] Can't > start TF2 toolchain beta > That's presumably because you are logged in and have some form of > special permissions on the alliedmodders forum. Logged out users (and > unprivileged members) are not allowed to read that post. > > http://puu.sh/uLJUP/03d4b1cced.png > > On 3/16/2017 1:05 PM, Vatican City wrote: > > Works fine for me. > > Original message From: David Parker <dpar...@utica.edu> > Date: 3/16/17 12:42 PM (GMT-05:00) To: Half-Life dedicated Linux server > mailing list <hlds_linux@list.valvesoftware.com> Subject: Re: > [hlds_linux] Can't start TF2 toolchain beta > > Hmmm... I can't get to that thread for some reason (although I can get to > > others just fine). Thanks, though. > > > > On Thu, Mar 16, 2017 at 12:29 PM, Vatican City < > ad...@the-vaticancity.com> > > wrote: > > > >> https://forums.alliedmods.net/showpost.php?p=2498516=2 > >> That's what did it for me on debian 8.7 > >> Original message From: David Parker <dpar...@utica.edu > > > >> Date: 3/16/17 12:22 PM (GMT-05:00) To: Half-Life dedicated Linux > server > >> mailing list <hlds_linux@list.valvesoftware.com> Subject: [hlds_linux] > >> Can't start TF2 toolchain beta > >> Hello, > >> > >> I installed the TF2 toolchain beta on Debian 8.7 (Jessie) 64-bit, but > >> cannot get it to start. As far as I can tell, the OS meets the Steam > >> Runtime requirements. I get the following error on the console: > >> > >> - - - - - - - - - - > >> server_srv.so loaded for "Team Fortress" > >> Could not load: replay_srv.so > >> Could not load: replay_srv.so > >> > >> Looking up breakpad interfaces from steamclient > >> Calling BreakpadMiniDumpSystemInit > >> Segmentation fault (core dumped) > >> BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core > file > >> size >= 193728512, found: 1024000. > >> Cannot access memory at address 0xf778d928 > >> Cannot access memory at address 0xf778d924 > >> Python Exception Cannot access memory at > address > >> 0xffceab30: > >> debug.cmds:1: Error in sourced command file: > >> Cannot access memory at address 0xffceab30 > >> email debug.log to li...@valvesoftware.com > >> Thu Mar 16 12:16:33 EDT 2017: Server restart in 10 seconds > >> Thu Mar 16 12:16:34 EDT 2017: Server Quit > >> - - - - - - - - - - > >> > >> I installed a Steam Runtime chroot environment (amd64) and attempted > >> running it from within the chroot, but still got a similar error: > >> > >> - - - - - - - - - - > >> server_srv.so loaded for "Team Fortress" > >> Can't open /proc/meminfo (No such file or directory)! > >> > >> Unable to determine CPU Frequency. Try defining CPU_MHZ. > >> BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core > file > >> size >= 193728512, found: 1024000. > >> Cannot access memory at address 0xf7714928 > >> Cannot access memory at address 0xf7714924 > >> debug.cmds:1: Error in sourced command file: > >> Cannot access memory at address 0xff9fe280 > >> email debug.log to li...@valvesoftware.com > >> Thu Mar 16 16:13:15 UTC 2017: Server restart in 10 seconds > >> Thu Mar 16 16:13:19 UTC 2017: Server Quit > >> - - - - - - - - - - > >> > >> Any help is greatly appreciated! > >> > >> Thanks, > >> Dave > >> > >> -- > >> Dave Parker > >> Database & Systems Administrator > >> Utica College > >> Integrated Information Technology Services > >> (315) 792-3229 > >> Registered Linux User #408177 > >> ___ > >> To unsubscribe, edit your list preferences, or view
Re: [hlds_linux] Can't start TF2 toolchain beta
Hmmm... I can't get to that thread for some reason (although I can get to others just fine). Thanks, though. On Thu, Mar 16, 2017 at 12:29 PM, Vatican City <ad...@the-vaticancity.com> wrote: > https://forums.alliedmods.net/showpost.php?p=2498516=2 > That's what did it for me on debian 8.7 > Original message ----From: David Parker <dpar...@utica.edu> > Date: 3/16/17 12:22 PM (GMT-05:00) To: Half-Life dedicated Linux server > mailing list <hlds_linux@list.valvesoftware.com> Subject: [hlds_linux] > Can't start TF2 toolchain beta > Hello, > > I installed the TF2 toolchain beta on Debian 8.7 (Jessie) 64-bit, but > cannot get it to start. As far as I can tell, the OS meets the Steam > Runtime requirements. I get the following error on the console: > > - - - - - - - - - - > server_srv.so loaded for "Team Fortress" > Could not load: replay_srv.so > Could not load: replay_srv.so > > Looking up breakpad interfaces from steamclient > Calling BreakpadMiniDumpSystemInit > Segmentation fault (core dumped) > BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core file > size >= 193728512, found: 1024000. > Cannot access memory at address 0xf778d928 > Cannot access memory at address 0xf778d924 > Python Exception Cannot access memory at address > 0xffceab30: > debug.cmds:1: Error in sourced command file: > Cannot access memory at address 0xffceab30 > email debug.log to li...@valvesoftware.com > Thu Mar 16 12:16:33 EDT 2017: Server restart in 10 seconds > Thu Mar 16 12:16:34 EDT 2017: Server Quit > - - - - - - - - - - > > I installed a Steam Runtime chroot environment (amd64) and attempted > running it from within the chroot, but still got a similar error: > > - - - - - - - - - - > server_srv.so loaded for "Team Fortress" > Can't open /proc/meminfo (No such file or directory)! > > Unable to determine CPU Frequency. Try defining CPU_MHZ. > BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core file > size >= 193728512, found: 1024000. > Cannot access memory at address 0xf7714928 > Cannot access memory at address 0xf7714924 > debug.cmds:1: Error in sourced command file: > Cannot access memory at address 0xff9fe280 > email debug.log to li...@valvesoftware.com > Thu Mar 16 16:13:15 UTC 2017: Server restart in 10 seconds > Thu Mar 16 16:13:19 UTC 2017: Server Quit > - - - - - - - - - - > > Any help is greatly appreciated! > > Thanks, > Dave > > -- > Dave Parker > Database & Systems Administrator > Utica College > Integrated Information Technology Services > (315) 792-3229 > Registered Linux User #408177 > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Can't start TF2 toolchain beta
Hello, I installed the TF2 toolchain beta on Debian 8.7 (Jessie) 64-bit, but cannot get it to start. As far as I can tell, the OS meets the Steam Runtime requirements. I get the following error on the console: - - - - - - - - - - server_srv.so loaded for "Team Fortress" Could not load: replay_srv.so Could not load: replay_srv.so Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Segmentation fault (core dumped) BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core file size >= 193728512, found: 1024000. Cannot access memory at address 0xf778d928 Cannot access memory at address 0xf778d924 Python Exception Cannot access memory at address 0xffceab30: debug.cmds:1: Error in sourced command file: Cannot access memory at address 0xffceab30 email debug.log to li...@valvesoftware.com Thu Mar 16 12:16:33 EDT 2017: Server restart in 10 seconds Thu Mar 16 12:16:34 EDT 2017: Server Quit - - - - - - - - - - I installed a Steam Runtime chroot environment (amd64) and attempted running it from within the chroot, but still got a similar error: - - - - - - - - - - server_srv.so loaded for "Team Fortress" Can't open /proc/meminfo (No such file or directory)! Unable to determine CPU Frequency. Try defining CPU_MHZ. BFD: Warning: /usr/local/srcds_1/tf2/core is truncated: expected core file size >= 193728512, found: 1024000. Cannot access memory at address 0xf7714928 Cannot access memory at address 0xf7714924 debug.cmds:1: Error in sourced command file: Cannot access memory at address 0xff9fe280 email debug.log to li...@valvesoftware.com Thu Mar 16 16:13:15 UTC 2017: Server restart in 10 seconds Thu Mar 16 16:13:19 UTC 2017: Server Quit - - - - - - - - - - Any help is greatly appreciated! Thanks, Dave -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 sv_shutdown behavior
Hello, I'm still seeing this behavior, with sv_shutdown not working even though the server is empty when the command is issued. Following the most recent update, I checked the console of my TF server and it's still doing this: sv_shutdown sv_shutdown command received. Server will shut down in -40800 seconds, or when it becomes empty. MasterRequestRestart Your server will be restarted on map change. Your server will be restarted on map change. Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. sv_shutdown sv_shutdown command received. Server will shut down in -41100 seconds, or when it becomes empty. MasterRequestRestart Your server will be restarted on map change. Your server will be restarted on map change. Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. Is this sv_shutdown behavior a bug? Any chance this can be fixed? - Dave On Fri, Sep 30, 2016 at 2:17 PM, David Parker <dpar...@utica.edu> wrote: > I just got back to testing this. The sv_shutdown command appears to still > be broken. If I run it in the console of an empty server, I get this: > > sv_shutdown > sv_shutdown command received. > Server will shut down in 600 seconds, or when it becomes empty. > > And then the server doesn't shut down. I didn't wait the 600 seconds, > because shouldn't it shut down immediately since the server is already > empty? I swear that's how it used to work. > > - Dave > > On Thu, Sep 29, 2016 at 3:56 PM, David Parker <dpar...@utica.edu> wrote: > >> Thanks for the suggestion. I had not set sv_shutdown_timeout_minutes, so >> it was set to the default of 360. I set it to 10 and we'll see if that >> makes a difference. Still doesn't explain why the server won't shutdown >> even though it's empty, though. >> >> - Dave >> >> On Thu, Sep 29, 2016 at 10:47 AM, Wander <wander...@gmail.com> wrote: >> >>> Have you tried setting sv_shutdown_timeout_minutes? It's how many minutes >>> it should wait to force a shutdown >>> >>> On 29 Sep 2016 4:06 p.m., "David Parker" <dpar...@utica.edu> wrote: >>> >>> > Hello, >>> > >>> > I have a script which checks for updates to TF2 and sends the >>> sv_shutdown >>> > command to my TF2 server if an update is available. This worked fine >>> for >>> > over a year, but recently TF2 has stopped shutting down like it's >>> supposed >>> > to. Instead, I see messages like this in the console: >>> > >>> > sv_shutdown >>> > sv_shutdown command received. >>> > Server will shut down in -4862700 seconds, or when it becomes empty. >>> > >>> > But the server is empty when this happens, and has been for a long >>> time. >>> > Any ideas? >>> > >>> > Thanks! >>> > Dave >>> > >>> > -- >>> > Dave Parker >>> > Database & Systems Administrator >>> > Utica College >>> > Integrated Information Technology Services >>> > (315) 792-3229 >>> > Registered Linux User #408177 >>> > ___ >>> > To unsubscribe, edit your list preferences, or view the list archives, >>> > please visit: >>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >>> > >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >>> >> >> >> >> -- >> Dave Parker >> Database & Systems Administrator >> Utica College >> Integrated Information Technology Services >> (315) 792-3229 >> Registered Linux User #408177 >> > > > > -- > Dave Parker > Database & Systems Administrator > Utica College > Integrated Information Technology Services > (315) 792-3229 > Registered Linux User #408177 > -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 sv_shutdown behavior
I just got back to testing this. The sv_shutdown command appears to still be broken. If I run it in the console of an empty server, I get this: sv_shutdown sv_shutdown command received. Server will shut down in 600 seconds, or when it becomes empty. And then the server doesn't shut down. I didn't wait the 600 seconds, because shouldn't it shut down immediately since the server is already empty? I swear that's how it used to work. - Dave On Thu, Sep 29, 2016 at 3:56 PM, David Parker <dpar...@utica.edu> wrote: > Thanks for the suggestion. I had not set sv_shutdown_timeout_minutes, so > it was set to the default of 360. I set it to 10 and we'll see if that > makes a difference. Still doesn't explain why the server won't shutdown > even though it's empty, though. > > - Dave > > On Thu, Sep 29, 2016 at 10:47 AM, Wander <wander...@gmail.com> wrote: > >> Have you tried setting sv_shutdown_timeout_minutes? It's how many minutes >> it should wait to force a shutdown >> >> On 29 Sep 2016 4:06 p.m., "David Parker" <dpar...@utica.edu> wrote: >> >> > Hello, >> > >> > I have a script which checks for updates to TF2 and sends the >> sv_shutdown >> > command to my TF2 server if an update is available. This worked fine >> for >> > over a year, but recently TF2 has stopped shutting down like it's >> supposed >> > to. Instead, I see messages like this in the console: >> > >> > sv_shutdown >> > sv_shutdown command received. >> > Server will shut down in -4862700 seconds, or when it becomes empty. >> > >> > But the server is empty when this happens, and has been for a long time. >> > Any ideas? >> > >> > Thanks! >> > Dave >> > >> > -- >> > Dave Parker >> > Database & Systems Administrator >> > Utica College >> > Integrated Information Technology Services >> > (315) 792-3229 >> > Registered Linux User #408177 >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > > > > -- > Dave Parker > Database & Systems Administrator > Utica College > Integrated Information Technology Services > (315) 792-3229 > Registered Linux User #408177 > -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 sv_shutdown behavior
Thanks for the suggestion. I had not set sv_shutdown_timeout_minutes, so it was set to the default of 360. I set it to 10 and we'll see if that makes a difference. Still doesn't explain why the server won't shutdown even though it's empty, though. - Dave On Thu, Sep 29, 2016 at 10:47 AM, Wander <wander...@gmail.com> wrote: > Have you tried setting sv_shutdown_timeout_minutes? It's how many minutes > it should wait to force a shutdown > > On 29 Sep 2016 4:06 p.m., "David Parker" <dpar...@utica.edu> wrote: > > > Hello, > > > > I have a script which checks for updates to TF2 and sends the sv_shutdown > > command to my TF2 server if an update is available. This worked fine for > > over a year, but recently TF2 has stopped shutting down like it's > supposed > > to. Instead, I see messages like this in the console: > > > > sv_shutdown > > sv_shutdown command received. > > Server will shut down in -4862700 seconds, or when it becomes empty. > > > > But the server is empty when this happens, and has been for a long time. > > Any ideas? > > > > Thanks! > > Dave > > > > -- > > Dave Parker > > Database & Systems Administrator > > Utica College > > Integrated Information Technology Services > > (315) 792-3229 > > Registered Linux User #408177 > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 sv_shutdown behavior
Hello, I have a script which checks for updates to TF2 and sends the sv_shutdown command to my TF2 server if an update is available. This worked fine for over a year, but recently TF2 has stopped shutting down like it's supposed to. Instead, I see messages like this in the console: sv_shutdown sv_shutdown command received. Server will shut down in -4862700 seconds, or when it becomes empty. But the server is empty when this happens, and has been for a long time. Any ideas? Thanks! Dave -- Dave Parker Database & Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mildy confused
I did not remove the tf_server_identity_account_id or tf_server_identity_token from my autoexec.cfg, and my server shows: steamid : [G:1:4424] (85568392920043848) account : logged in Based on our different results, it would seem that these vars still do something (although maybe being "logged in" doesn't mean anything anymore). - Dave On Fri, Jul 8, 2016 at 9:39 AM, Saint K.wrote: > Thanks for that. > > Just curious though, does the "account" bit show 'not logged in' for > everyone? > > Cheers, > > -Original Message- > From: hlds_linux-boun...@list.valvesoftware.com [mailto: > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi > Sent: Friday, July 08, 2016 3:22 PM > To: hlds_linux@list.valvesoftware.com > Subject: Re: [hlds_linux] Mildy confused > > Your server appears to be logged in. The api returns your IP when I query > it with your reported steam id. > http://puu.sh/pUANh/482fae028e.png > > On 7/8/2016 9:12 AM, Saint K. wrote: > > Thanks for your reply. > > > > If you type "status" at your server, what does it show? I tried > > setting sv_setsteamacocunt at multiple places, but it keeps returning > > this; > > > > steamid : [G:1:1870] (85568392920041294) > > account : not logged in (No account specified) > > > > The not logged in message confuses me. > > > > Cheers, > > > > -Original Message- > > From: hlds_linux-boun...@list.valvesoftware.com > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of epi > > Sent: Friday, July 08, 2016 2:51 PM > > To: hlds_linux@list.valvesoftware.com > > Subject: Re: [hlds_linux] Mildy confused > > > > I haven't seen any official materials on the subject, but there was a > message on the list earlier that seemed to indicate that tf_server_identity > commands were no longer functional. I'd be willing to bet that casual mode > only requires sv_setsteamaccount. > > > > On 7/8/2016 8:48 AM, Saint K. wrote: > >> Hey guys, > >> > >> I am mildly confused on what should be configured these days for the > system that used to be named "quickplay". > >> > >> Does this still apply? > >> > >> 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. > >> > >> Do I both need to set tf_server_identity_account_id and > sv_setsteamaccount, or should sv_setsteamaccount be enough? > >> > >> I tried to find the updated wiki on this but I seem to be unsuccessful. > >> > >> Cheers, > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > >> > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF server error
I did not try that, but it's a good idea. Someone else also pointed me to some posts about this in the FoF forum, and the dev acknowledged the issue and has reverted the change which caused it. I should have checked there first, totally didn't think of that. Thanks! On Fri, May 20, 2016 at 11:07 AM, ics <i...@ics-base.net> wrote: > Tried -nowatchdog parameter? > > -ics > > David Parker kirjoitti: > >> Hello, >> >> I'm running a Fistful of Frags server on Debian 8 64-bit. Just in the >> last >> day or two, it has started having a problem where the server prints the >> following lines in the console and then hangs, right after it has finished >> starting a new round: >> >> WatchDog! Server took too long to process (probably infinite loop). >> Host_Error: WatchdogHandler called - server exiting. >> >> SRCDS does not actually crash and restart, it just hangs. The logs show >> that the server will run several rounds and then this happens randomly. >> The first time this happened, it was accompanied by a backtrace which I >> have posted here: >> >> http://pastebin.com/mhG40kyX >> >> It has happened twice since, but the last two times it has just been the >> WatchDog and Host_Error messages, without any sort of trace. Is anyone >> else seeing this? Does anyone know what's causing it? >> >> Thanks! >> Dave >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FoF server error
Hello, I'm running a Fistful of Frags server on Debian 8 64-bit. Just in the last day or two, it has started having a problem where the server prints the following lines in the console and then hangs, right after it has finished starting a new round: WatchDog! Server took too long to process (probably infinite loop). Host_Error: WatchdogHandler called - server exiting. SRCDS does not actually crash and restart, it just hangs. The logs show that the server will run several rounds and then this happens randomly. The first time this happened, it was accompanied by a backtrace which I have posted here: http://pastebin.com/mhG40kyX It has happened twice since, but the last two times it has just been the WatchDog and Host_Error messages, without any sort of trace. Is anyone else seeing this? Does anyone know what's causing it? Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages
Hello, This is usually caused by an attack which simply floods the server with queries (usually A2S_INFO). This happened on one of my servers a few months ago (running on Linux), and the offending IP address was owned by NFO. I contacted them and had a good discussion with a few of the NFO guys. It turned out that someone in Russia was doing this to a lot of servers, and spoofing the NFO IP as the source. They said it wasn't the first time this had happened, but they were very helpful in diagnosing the issue and figuring out what was happening. I simply used a firewall rule to block the source IP, and the messages stopped immediately. Hope this helps. - Dave On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net < supp...@boomgaming.net> wrote: > Hello Everyone, > > I've searched the web on this but can't find the specific answers I'm > looking for so I'm coming to my fellow server operators for a little > guidance. I'm hoping some of you have seen or experienced what I'm writing > about below. > > I still love and use HLSW to watch the logs of my servers constantly. More > and more often now I'm seeing messages similar to the ones below flooding > my console (the IP addresses and ports change but the messages are the > same): > > 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was > blocked for exceeding rate limits > > My initial research says that these are attacks on my servers but I'm no > so sure that's correct. I'm running my TF2 and CSS servers on my own > Windows 2008 Dedicated server and when I see these messages, I immediately > add them to a Windows Firewall rule I have to block any and all traffic > from these IPs before the server even sees it. What's interesting is that I > still see these messages even though they get added to the firewall's block > list. Eventually they stop but a litle while later, I get messages like it > from other IPs. Sometimes I can go a day or two without any, and other days > I get as many as 15 IPs doing this. > > I want to note that I don't see any significant performance hits on the > servers when this occurs but I'd like to know more about these messages as > they specifically relate to a game server. Based upon the content of the > message, I assume these mean something bad is being blocked. > > What I find even more interesting is that many of the offending IPs that > are doing this are the specific IP addresses and ports from other game > servers, In the case of the one above, it belongs to a CS 1.6 server in > Russia. Why would another game server box be attempting to connect to my > servers on the same port it's being hosted on? > > This problem has grown in frequency over the past few months. Prior to > that, I don't remember seeing these messages at all in console. > > Can anyone give me some background on what these mean and what they're > about? Also, any idea why they Windows Firewall doesn't block their traffic > completely when I add them to the scope of the Firewall wall so they don't > appear in the console logs? > > Thanks for reading and Happy Monday, > Mike Vail > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages
That's exactly what the president of NFO said it was: a reflection attack. He said someone was firing a huge amount of queries at game servers using the spoofed NFO IP as the source, and the server which really had that IP address was receiving all of the query responses, even though it never sent the requests. Unfortunately for the customer with that IP, it had practically crippled the server at that point. - Dave On Mon, Jan 18, 2016 at 9:49 PM, Weasels Lair <wea...@weaselslair.com> wrote: > Yep. An unfortunate downside to UDP-based applications is there is no > "session" to manage. All packets are kind of "fire and forget". Very easy > to spoof. Not that you can't spoof TCP too, but then the conversation > falls apart with no reliable way to respond back. > > I'm this case, it would be categorized as a sort of reflection attack, > since it's intended obviously to make effected systems take the knee-jerk > reaction of blocking or reporting NFO as a bad player - when I'm fact the > traffic isn't really coming from them. > > I just switched to them as a host, and love it so far. > On Jan 18, 2016 6:37 PM, "David Parker" <dpar...@utica.edu> wrote: > >> Hello, >> >> This is usually caused by an attack which simply floods the server with >> queries (usually A2S_INFO). >> >> This happened on one of my servers a few months ago (running on Linux), >> and the offending IP address was owned by NFO. I contacted them and had a >> good discussion with a few of the NFO guys. It turned out that someone in >> Russia was doing this to a lot of servers, and spoofing the NFO IP as the >> source. They said it wasn't the first time this had happened, but they >> were very helpful in diagnosing the issue and figuring out what was >> happening. >> >> I simply used a firewall rule to block the source IP, and the messages >> stopped immediately. >> >> Hope this helps. >> >> - Dave >> >> On Mon, Jan 18, 2016 at 7:34 PM, supp...@boomgaming.net < >> supp...@boomgaming.net> wrote: >> >>> Hello Everyone, >>> >>> I've searched the web on this but can't find the specific answers I'm >>> looking for so I'm coming to my fellow server operators for a little >>> guidance. I'm hoping some of you have seen or experienced what I'm writing >>> about below. >>> >>> I still love and use HLSW to watch the logs of my servers constantly. >>> More and more often now I'm seeing messages similar to the ones below >>> flooding my console (the IP addresses and ports change but the messages are >>> the same): >>> >>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> 11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was >>> blocked for exceeding rate limits >>> >>> My initial research says that these are attacks on my servers but I'm no >>> so sure that's correct. I'm running my TF2 and CSS servers on my own >>> Windows 2008 Dedicated server and when I see these messages, I immediately >>> add them to a Windows Firewall rule I have to block any and all traffic >>> from these IPs before the server even sees it. What's interesting is that I >>> still see these messages even though they get added to the firewall's block >>> list. Eventually they stop but a litle while later, I get messages like it >>> from other IPs. Sometimes I can go a day or two without any, and other days >>> I get as many as 15 IPs doing this. >>> >>> I want to note that I don't see any significant performance hits on the >>> servers when this occurs but I'd like to know more about these messages as &g
[hlds_linux] A2S_INFO responses from HLTV servers
Hello, I was investigating a report that CheckValve shows mangled information for HLTV servers, and I discovered that HLTV returns two response packets to an A2S_INFO query. The first response is in the old GoldSrc format (with header byte 0x6d) and the second response in the Source format (with header byte 0x49). I tested this on a few Windows-based HLTV proxies I found at random online, and also on one which I just set up on Linux. They definitely all return two responses. I'll adjust CheckValve to either ignore the first packet, or handle the old GoldSrc response format. But I'm curious, does anyone know why HLTV does this? My understanding was that the old GoldSrc response format had been completely removed and everything was using the Source format now. Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 dedicated server not logged in
Hey guys, I restarted my TF2 server this morning, and now suddenly it's showing this in the status output on the console: steamid : [G:1:4424] (STEAM-ID) account : not logged in (No account specified) Where STEAM-ID is actually the Steam ID for this server. Before the restart, it always showed as being logged in to a valid account. I still have sv_setsteamaccount in my autoexec.cfg, and tf_server_identity_account_id and tf_server_identity_token set in my server.cfg. None of this has changed since the last restart. I have restarted it a few times now, and also ran a changelevel just to make sure a new map had loaded, but still no luck. Anyone know why the server is suddenly showing not logged in (No account specified)? TF2 version in the status output is 2863548/24 2863781 secure. Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 dedicated server not logged in
It does, thanks! Odd, I've had those lines in server.cfg for a long time and it's always worked just fine. I remember that I had to move sv_setsteamaccount to autoexec.cfg to make it work, but that was it. Thank you! On Mon, Jul 6, 2015 at 12:12 PM, Emil Larsson ail...@gmail.com wrote: Try putting those lines into autoexec.cfg. Does it work now? On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote: Hey guys, I restarted my TF2 server this morning, and now suddenly it's showing this in the status output on the console: steamid : [G:1:4424] (STEAM-ID) account : not logged in (No account specified) Where STEAM-ID is actually the Steam ID for this server. Before the restart, it always showed as being logged in to a valid account. I still have sv_setsteamaccount in my autoexec.cfg, and tf_server_identity_account_id and tf_server_identity_token set in my server.cfg. None of this has changed since the last restart. I have restarted it a few times now, and also ran a changelevel just to make sure a new map had loaded, but still no luck. Anyone know why the server is suddenly showing not logged in (No account specified)? TF2 version in the status output is 2863548/24 2863781 secure. Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CheckValve 2.0
I don't understand the question. The RCON part of the app creates a direct connection to your game server. Is that what you're asking? On May 24, 2015 1:26 PM, Brainkilla brainki...@gmx.de wrote: Is the Rcon transfered back to one of your servers ? Am 21.05.2015 um 21:52 schrieb David Parker: Hello! I just wanted to mention that I recently released version 2.0 of CheckValve, my HLDS/SRCDS query app for Android. If you use CheckValve, I would love to get some feedback regarding the new version. CheckValve 2.0 includes several bug fixes and code changes, as well as a few new features. One of the big additions in version 2.0 is the Chat Viewer, so I'd also like to get feedback regarding the Chat Viewer and Chat Relay from anyone who has used this feature. Feel free to send feedback to checkvalve...@gmail.com. Thanks! Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CheckValve 2.0
Well then, he's more than welcome to install the Android SDK, download the CheckValve source code from GitHub, verify that it does not steal information, compile the apk file himself and then install it. Oh, the glory of open source. - Dave On May 27, 2015 2:46 PM, dan needa...@ntlworld.com wrote: On 27/05/2015 18:59, David Parker wrote: I don't understand the question. The RCON part of the app creates a direct connection to your game server. Is that what you're asking? I believe he's suggesting that your app will steal rcon passwords -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] CheckValve 2.0
Hello! I just wanted to mention that I recently released version 2.0 of CheckValve, my HLDS/SRCDS query app for Android. If you use CheckValve, I would love to get some feedback regarding the new version. CheckValve 2.0 includes several bug fixes and code changes, as well as a few new features. One of the big additions in version 2.0 is the Chat Viewer, so I'd also like to get feedback regarding the Chat Viewer and Chat Relay from anyone who has used this feature. Feel free to send feedback to checkvalve...@gmail.com. Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Does SRCDS Win/Linux support ECC Memory?
Hi Jasper, ECC vs. standard RAM won't affect either of those problems, for better or for worse. Segmentation faults are generally caused by software bugs such as unhandled exceptions or unexpected I/O errors. Any sort of bus error would be a hardware problem, and would likely result in a server crash anyway. In general, the type of RAM you're using won't have any impact on SRCDS but ECC may be required for the CPU itself. The speed of your RAM may have some effect, but it likely won't be noticeable. The amount of RAM will certainly matter, especially if you're running multiple instances on the same server. - Dave On Wed, Jan 7, 2015 at 12:15 AM, JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com wrote: Hi Dave, thanks for the info. What about ECC Memory handling Segmentation Faults or Bus Errors since my SRCDS Servers will be on 24/7? Thanks, Jasper Sent from Windows Mail From: David Parker Sent: Wednesday, January 7, 2015 5:43 AM To: Half-Life dedicated Linux server mailing list SRCDS (and most software in general) doesn't care what type of memory you have, as long as you have enough. I believe that SRCDS *does* care about certain CPU extensions, but pretty much every modern Intel/AMD CPU will work. - Dave On Thu, Jan 1, 2015 at 2:14 AM, JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com wrote: Hi everyone, I am planning to buy a new server for my TF2 Servers but in a desktop build. Does SRCDS support ECC Memory that can only be found in Intel Xeon CPU's or should I just stick to Intel Core series CPUs? Thanks, Jasper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Does SRCDS Win/Linux support ECC Memory?
SRCDS (and most software in general) doesn't care what type of memory you have, as long as you have enough. I believe that SRCDS *does* care about certain CPU extensions, but pretty much every modern Intel/AMD CPU will work. - Dave On Thu, Jan 1, 2015 at 2:14 AM, JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com wrote: Hi everyone, I am planning to buy a new server for my TF2 Servers but in a desktop build. Does SRCDS support ECC Memory that can only be found in Intel Xeon CPU's or should I just stick to Intel Core series CPUs? Thanks, Jasper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF dedicated server crashes due to GLIBC problem
Thanks. I had Googled the issue but had not found that particular Steam Community discussion about it. I am hesitant to upgrade libc because everything else on the box is running fine, so I guess I'll just wait until there is either a patched library which can be installed locally for FoF (like the libm.so.6 solution before), or I have time to do a full OS upgrade on the box. On Thu, Dec 18, 2014 at 4:12 PM, Nicholas Hastings psycho...@alliedmods.net wrote: I recommend realizing that it's a mod, being a slave to the 2013 SDK Base engine binaries. These have the _srv versions as just a copy of the non-srv versions, per the same base makefile that is shipped with the 2013 SDK. -- Nicholas Hastings AlliedMods.net http://www.alliedmods.net Ross Bemrose mailto:rbemr...@gmail.com Thursday, December 18, 2014 4:09 PM I recommend glaring at the FOF developers until they realize that the entire point of having server_srv.so is so that servers can run older GLIBC versions. In Valve's own games, server.so is built against GLIBC 2.17, while the basically identical server_srv.so built against GLIBC 2.12 I think. Same with libvstdlib.so and libvstdlib_srv.so. epi mailto:ow...@tf.heybey.org Thursday, December 18, 2014 4:03 PM While it is possible to upgrade libc in place, there is a very real chance that you will break some older software that you are using. If you are using Debian oldstable or similarly old versions of other distros, there is a chance you will trash your entire system. I wouldn't recommend doing it unless FoF is the only thing you are using that server for. This is part of the reason that upgrading to testing from stable tends to be such a PITA. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Paul Gray mailto:lnxp...@lnxprof.net Thursday, December 18, 2014 3:28 PM On 12/18/2014 02:03 PM, David Parker wrote: Hello, Any help would be greatly appreciated. An upgrade to Debian 8 (Jessie) is planned for some point in the future, but would be a real pain to do right now. http://steamcommunity.com/app/265630/discussions/6/619574421276599382/ -cedarlug ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux David Parker mailto:dpar...@utica.edu Thursday, December 18, 2014 3:03 PM Hello, I have a 64-bit Debian 7 (wheezy) server which was running a FoF dedicated server just until one of the two recent updates broke it. FoF used to require glibc 2.15, which is not included in Debian 7 but I solved that problem using the workaround posted here: http://wiki.nomoreroominhell.com/wiki/Dedicated_Server_Setup#GLIBC_2.15_error I put that libm.so.6 file into the bin directory for FoF and then it worked. However, following one of the updates in the last few days, the FoF dedicated server now fails to start and crashes with this error: failed to dlopen /usr/local/srcds_6/fof/fof/bin/server_srv.so error=/lib32/libc.so.6: version `GLIBC_2.17' not found (required by /usr/local/srcds_6/fof/fof/bin/server_srv.so) Was the newest version compiled against a new SDK or something? Does anyone happen to know if there is a similar workaround for glibc 2.17 (i.e., another libm.so.6 file)? Any help would be greatly appreciated. An upgrade to Debian 8 (Jessie) is planned for some point in the future, but would be a real pain to do right now. Thanks! Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF dedicated server crashes due to GLIBC problem
Indeed it did! Thanks for the heads-up. I'm all set now. On Fri, Dec 19, 2014 at 12:28 PM, Paul Gray lnxp...@lnxprof.net wrote: On 12/19/2014 11:13 AM, David Parker wrote: Thanks. I had Googled the issue but had not found that particular Steam Community discussion about it. I am hesitant to upgrade libc because everything else on the box is running fine, so I guess I'll just wait until there is either a patched library which can be installed locally for FoF (like the libm.so.6 solution before), or I have time to do a full OS upgrade on the box. Today's update pushed a reversion back to glibc 2.15. -- LNX PROF -o) 314 East Gym, Dept. of Computer Science /\\ University of Northern Iowa _\_V Message void if penguin violated ... Don't mess with the penguin No one says, Hey, I can't read that ASCII attachment ya sent me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FoF dedicated server crashes due to GLIBC problem
Hello, I have a 64-bit Debian 7 (wheezy) server which was running a FoF dedicated server just until one of the two recent updates broke it. FoF used to require glibc 2.15, which is not included in Debian 7 but I solved that problem using the workaround posted here: http://wiki.nomoreroominhell.com/wiki/Dedicated_Server_Setup#GLIBC_2.15_error I put that libm.so.6 file into the bin directory for FoF and then it worked. However, following one of the updates in the last few days, the FoF dedicated server now fails to start and crashes with this error: failed to dlopen /usr/local/srcds_6/fof/fof/bin/server_srv.so error=/lib32/libc.so.6: version `GLIBC_2.17' not found (required by /usr/local/srcds_6/fof/fof/bin/server_srv.so) Was the newest version compiled against a new SDK or something? Does anyone happen to know if there is a similar workaround for glibc 2.17 (i.e., another libm.so.6 file)? Any help would be greatly appreciated. An upgrade to Debian 8 (Jessie) is planned for some point in the future, but would be a real pain to do right now. Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 is using a default MOTD
Hello, I have just converted our TF2 server to an Event 24/7 server for the Doomsday event. I have a custom MOTD for the server, and the files are called motd_uc.txt and motd_text_uc.txt. I have set motdfile and motdfile_text in server.cfg, and the running server's config shows that it is set: find motdfile motdfile = motd_uc.txt ( def. motd.txt ) game - The MOTD file to load. motdfile_text = motd_text_uc.txt ( def. motd_text.txt ) game - The text-only MOTD file to use for clients that have disabled HTML MOTDs. However, I continue to see a default MOTD when I connect to this server. It says Welcome and Happy Halloween! at the top, and then lists a bunch of maps. Is there something I'm missing? I swear the custom MOTD used to load on this server just fine. Is this due to it being an event server? Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
Awesome, thanks. Does it need to be in the cfg directory, or the tf parent directory? On Thu, Oct 30, 2014 at 11:25 AM, Robert Styler style...@googlemail.com wrote: I've found that setting it in the launch parameters makes it stick: +motdfile motd_uc.tx +motdfile_text motd_text_uc.txt On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote: Hello, I have just converted our TF2 server to an Event 24/7 server for the Doomsday event. I have a custom MOTD for the server, and the files are called motd_uc.txt and motd_text_uc.txt. I have set motdfile and motdfile_text in server.cfg, and the running server's config shows that it is set: find motdfile motdfile = motd_uc.txt ( def. motd.txt ) game - The MOTD file to load. motdfile_text = motd_text_uc.txt ( def. motd_text.txt ) game - The text-only MOTD file to use for clients that have disabled HTML MOTDs. However, I continue to see a default MOTD when I connect to this server. It says Welcome and Happy Halloween! at the top, and then lists a bunch of maps. Is there something I'm missing? I swear the custom MOTD used to load on this server just fine. Is this due to it being an event server? Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 is using a default MOTD
Thanks! On Thu, Oct 30, 2014 at 11:32 AM, Robert Styler style...@googlemail.com wrote: cfg directory On 30 October 2014 15:30, David Parker dpar...@utica.edu wrote: Awesome, thanks. Does it need to be in the cfg directory, or the tf parent directory? On Thu, Oct 30, 2014 at 11:25 AM, Robert Styler style...@googlemail.com wrote: I've found that setting it in the launch parameters makes it stick: +motdfile motd_uc.tx +motdfile_text motd_text_uc.txt On 30 October 2014 15:21, David Parker dpar...@utica.edu wrote: Hello, I have just converted our TF2 server to an Event 24/7 server for the Doomsday event. I have a custom MOTD for the server, and the files are called motd_uc.txt and motd_text_uc.txt. I have set motdfile and motdfile_text in server.cfg, and the running server's config shows that it is set: find motdfile motdfile = motd_uc.txt ( def. motd.txt ) game - The MOTD file to load. motdfile_text = motd_text_uc.txt ( def. motd_text.txt ) game - The text-only MOTD file to use for clients that have disabled HTML MOTDs. However, I continue to see a default MOTD when I connect to this server. It says Welcome and Happy Halloween! at the top, and then lists a bunch of maps. Is there something I'm missing? I swear the custom MOTD used to load on this server just fine. Is this due to it being an event server? Thanks! Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Segmentation Fault Crashing (Help needed)
Do you have gdb installed? If so, you can get a stack trace from the core file and that might help narrow down the problem. Also I would not disable breakpad if you're having this kind of issue. I doubt this is a problem, but you have -port specified twice in your command line, and are also forcing -steamport to match -port. You can probably simplify your command line: ./srcds_linux -game tf -port 27130 +ip 192.168.0.20 +maxplayers 3 +map slender_scp_087_b_v3 -autoupdate -steam_dir /home2/jasperlee -steamcmd_script /home2/jasperlee/update_tf1.txt -debug -console - Dave On Thu, Jul 10, 2014 at 8:40 AM, JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com wrote: Dear Valve, I need some help here. I have a TF2 Server that is actually pretty taxing on the server CPU. But my server CPU is not even at 50% and the server occasionally crashes with: ./srcds_run line:324 Segmentation Fault (core_dumped) $HL_CMD cat.hlds.pid no such file or directory Debug: -- CRASH: Thu Jul 10 19:52:36 SGT 2014 Start Line: ./srcds_linux -debug -console -game tf -port 27130 +map slender_scp_087_b_v3 +ip 192.168.0.20 +maxplayers 32 -port 27130 -autoupdate -steam_dir /home2/jasperlee -steamcmd_script /home2/jasperlee/update_tf1.txt -steamport 27130 -nobreakpad End of Source crash report -- extra info: CPU: Intel Core i7 3770 RAM: 16GB (8GB used the time it crashed) Game: TF2 sometimes crashes, some days it does not crash at all. May I know if you can help me resolve issue? Have been trying to resolve for the pass 5-6 months. Thanks and regards JasperLee93 -RDLoyalty Sent from Windows Mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF issue
Hi Saint K, Do you perhaps have different server configs on these servers? On my FoF server, sv_pure and sv_pure_kick_clients were both set to 1 in the default server.cfg file. I had to comment them out in the config and specify them as +sv_pure 1 +sv_pure_kick_clients 1 on the SRCDS command line in order to get the server to start. sv_client_interpolate is also set to 1 in the default server.cfg and I did not change that, but it doesn't seem to be causing any problems for me. - Dave On Mon, Jun 16, 2014 at 11:23 AM, Saint K. sai...@specialattack.net wrote: Hi, I have an issues on one of our FoF servers after the last update. It keeps spamming the logs below. It constantly creates a log file and then it closes it again, and repeats that until the end of days and it refuses to boot. Another server is working without issues. Anyone have any idea how to fix this? I am not sure where the sv_pure mode message comes from. Sv_pure is not specified in any cfg file. Cheers, Saint K. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616057.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616057.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616058.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616058.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616059.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616059.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616060.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616060.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616061.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616061.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616062.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616062.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] L4D bug: Problem with % character in RCON password
Hello, I'm running an L4D server with 4 forks on Debian 7 (64-bit), installed yesterday via SteamCMD. I think there's a bug in the code for the RCON password, because I just discovered that it doesn't handle the % character correctly. It apparently gets doubled, so a literal % becomes %%, a literal %% becomes , etc. Passwords without % work fine, even if they have other special characters. I even tried backslash-escaping the % but it didn't make a difference. Here are some examples pasted from the console: rcon_password mySecretPassword rcon_password rcon_password = mySecretPassword ( def. ) - remote console password. rcon_password my$Secret#Password! rcon_password rcon_password = my$Secret#Password! ( def. ) - remote console password. rcon_password my%Secret#Password! rcon_password rcon_password = my%%Secret#Password! ( def. ) - remote console password. rcon_password my%Secret%%Password! rcon_password rcon_password = my%%SecretPassword! ( def. ) - remote console password. rcon_password my\%Secret#Password! rcon_password rcon_password = my\%%Secret#Password! ( def. ) - remote console password. When I enter the rcon_password commands on the forked server's netconsole, I get the output above. However, on the real console of the main server, I see the correct values: #01:rcon_password = mySecretPassword #01: ( def. ) #01:rcon_password = my$Secret#Password! #01: ( def. ) #01:rcon_password = my%Secret#Password! #01: ( def. ) #01:rcon_password = my%Secret%%Password! #01: ( def. ) #01:rcon_password = my\%Secret#Password! #01: ( def. ) Regardless of password I use (with or without the doubled %), I can't connect to the server via RCON if the password contains this character. I'm pretty sure this is a recent change, because my old RCON password had the % in it and it worked fine. Also, this doesn't seem to happen on any of my servers for other games. - Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] L4D bug: Problem with % in RCON password
Hello, I'm running an L4D server with 4 forks on Debian 7 (64-bit), installed yesterday via SteamCMD. I think there's a bug in the code for the RCON password, because it doesn't handle the % character correctly. It apparently gets doubled, so a literal % becomes %%, a literal %% becomes , etc. Passwords without % work fine, even if they have other special characters. I even tried backslash-escaping the % but it didn't make a difference. Here are some examples pasted from the console: rcon_password my$Secret#Password! rcon_password rcon_password = my$Secret#Password! ( def. ) - remote console password. rcon_password my%Secret#Password! rcon_password rcon_password = my%%Secret#Password! ( def. ) - remote console password. rcon_password my\%Secret#Password! rcon_password rcon_password = my\%%Secret#Password! ( def. ) - remote console password. When I enter the rcon_password commands on a forked server's netconsole, I get the output above. However, on the console of the main server, I see the correct values: #01:rcon_password = my$Secret#Password! #01: ( def. ) #01:rcon_password = my%Secret#Password! #01: ( def. ) #01:rcon_password = my\%Secret#Password! #01: ( def. ) Regardless of which password I use (with or without the doubled %), I can't connect to the server via RCON if the password contains this character. I'm pretty sure this is a recent change, because my old RCON password had the % in it and it worked fine. Also, this doesn't happen on any of my other SRCDS servers. - Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FoF status command not working
Hello, It seems I'm not able to register for the FoF forums, so I'm posting this here in hopes that someone knows the answer. I set up an FoF dedicated server on Debian 7 64-bit. The server starts, but for some reason I can't run the status command on the console. Other commands work fine, but status simply does nothing. Any ideas? Here's an example: maps * - PENDING: (fs) fof_desperados.bsp PENDING: (fs) fof_fistful.bsp PENDING: (fs) fof_revenge.bsp PENDING: (fs) fof_robertlee.bsp status net_status Net status for host 72.237.4.36: - Config: Multiplayer, dedicated, 0 connections - Ports: Client 27005, Server 27015, HLTV 27020, Matchmaking 0, Systemlink 0 status stats CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 0.00 0.00 0.000 -1 66.6700 status Unknown command quit Mon May 12 15:26:32 EDT 2014: Server restart in 10 seconds ^CMon May 12 15:26:33 EDT 2014: Server Quit Note that every status command did nothing, although it's accepted as a valid command (there's no unknown command error). I'm also not sure why the uptime is -1 in that stats output, although I had literally just started this server, so perhaps that's what it says when 1 full minute has not passed yet. Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF status command not working
It's installed via SteamCMD on a box which is successfully running other SRCDS servers (TF2, CS:GO, L4D2) without any issues. On my first attempt to start the FoF server, I ran into an error about not having GLIBC_2.15 but I solved it by installing the libm.so.6 library as mentioned in the documentation for a different game: http://wiki.nomoreroominhell.com/wiki/Dedicated_Server_Setup#GLIBC_2.15_error Now the server starts, and everything looks normal, but there are actually two issues: 1. The status command does not work. 2. The server.cfg is apparently not getting loaded. Options which I have specified on the command line (ip, port, maxplayers, etc.) are correctly set when the server starts. However, options which are specified in the server.cfg file (hostname, motdfile, sv_contact, etc.) are not set. This seems odd to me, because I just edited a few items in the stock server.cfg delivered with the dedicated server. Any idea if that library mismatch could be causing these issues? Thanks, Dave On Mon, May 12, 2014 at 3:36 PM, Weasels Lair wea...@weaselslair.comwrote: That is really weird. I am on 64-bit Debian 8/Jessie with multi-arch enabled and not seeing anything like that. Is this dedicated server installed through SteamCMD (command-line), or from the Steam tools menu? Here my status output: pre statushostname: Weasels FoF #2: Custom music, Dual-Factions version : 1/24 0 secure udp/ip : 192.30.161.61:6313 (public ip: 192.30.161.61) steamid : [A-1:3372337152(4302)] (90090472869054464) map : fof_robertlee at: 0 x, 0 y, 0 z players : 19 humans, 0 bots (20 max) # userid nameuniqueidconnected ping loss state adr # 98 OVERLORDZETTA STEAM_0:1:15076872 29:46 1040 active 70.53.162.176:27005 # 89 SoupCan STEAM_0:0:36581218 35:00 2270 active 109.60.47.85:27005 #112 Snipahz McLeodSTEAM_0:0:42418442 16:15 930 active 76.178.207.238:27005 #118 The Redstoner STEAM_0:1:51580923 11:58 1020 active 68.9.140.242:27005 # 88 17ThCenturyDemo STEAM_0:1:25061822 38:14 990 active 76.178.192.29:27005 #136 datcrazycat STEAM_0:0:62592350 01:00 1010 active 71.82.182.253:60564 # 71 twitch.tv/grandmastercookies STEAM_0:1:44493423 44:54 1140 active 69.127.106.4:47811 #119 The Panic LimeSTEAM_0:0:33917439 10:48 1780 active 50.32.54.61:27005 #121 awloh STEAM_0:1:84721928 01:48 940 active 68.192.124.112:27005 # 72 ╨╨╨á╨╨╨ ╨╨ sun asshole STEAM_0:1:23681752 32:13 1020 active 71.72.60.55:27005 #120 MF DOOM ft. Gucci Mane STEAM_0:0:57504655 10:15 1190 active 67.240.3.182:27005 /pre On Mon, May 12, 2014 at 12:32 PM, David Parker dpar...@utica.edu wrote: Hello, It seems I'm not able to register for the FoF forums, so I'm posting this here in hopes that someone knows the answer. I set up an FoF dedicated server on Debian 7 64-bit. The server starts, but for some reason I can't run the status command on the console. Other commands work fine, but status simply does nothing. Any ideas? Here's an example: maps * - PENDING: (fs) fof_desperados.bsp PENDING: (fs) fof_fistful.bsp PENDING: (fs) fof_revenge.bsp PENDING: (fs) fof_robertlee.bsp status net_status Net status for host 72.237.4.36: - Config: Multiplayer, dedicated, 0 connections - Ports: Client 27005, Server 27015, HLTV 27020, Matchmaking 0, Systemlink 0 status stats CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 0.00 0.00 0.000 -1 66.6700 status Unknown command quit Mon May 12 15:26:32 EDT 2014: Server restart in 10 seconds ^CMon May 12 15:26:33 EDT 2014: Server Quit Note that every status command did nothing, although it's accepted as a valid command (there's no unknown command error). I'm also not sure why the uptime is -1 in that stats output, although I had literally just started this server, so perhaps that's what it says when 1 full minute has not passed yet. Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177
Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers
Hello again, Just to complete this thread, I wanted to say that clean installs of TF2, CS:S, and CS:GO fixed the problems I was having. All 3 servers started up and are running just fine. - Dave On Fri, May 2, 2014 at 5:04 PM, David Parker dpar...@utica.edu wrote: Thanks for the suggestions. At least for TF2, a clean install seems to have solved the problem. I also did a clean install of CS:S and am in the process of getting it configured, but I have high hopes that it will work, too. Strange that a full copy (tar piped through SSH) of each game's srcds directory didn't work, though. They were running on the other boxes just fine. On Fri, May 2, 2014 at 3:38 PM, pilger pilger...@gmail.com wrote: I was experiencing something like that when I tried logging two servers on the same gameserver account (by mistake). You can check that too. _pilger On 2 May 2014 16:22, Marco Padovan e...@evcz.tk wrote: I would try a clean install just to be sure if it's a configuration/files issue On Fri, May 2, 2014 at 5:14 PM, David Parker dpar...@utica.edu wrote: Just a quick update to this, I have ruled out any networking problems as far as I can tell. There are no firewall rules blocking anything to or from this server right now. A tcpdump capture during the CS:S server startup shows a lot of UDP packets being exchanged with what I assume are master servers, etc. Network traffic seems to be flowing in both directions and nothing is being blocked. On Fri, May 2, 2014 at 10:49 AM, David Parker dpar...@utica.edu wrote: Hello, I just moved my TF2 and CS:S servers from old desktops to a new server. I did not do a clean install on the new server, but rather did a full copy of the existing directories. However, when I attempt to start up either the TF2 or CS:S dedicated servers, I get this: Could not establish connection to Steam servers. (Result = 3) Could not establish connection to Steam servers. (Result = 3) The update/startup process seems to go along normally until the very end, when these messages appear. Does anyone know what the problem might be? Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers
Just a quick update to this, I have ruled out any networking problems as far as I can tell. There are no firewall rules blocking anything to or from this server right now. A tcpdump capture during the CS:S server startup shows a lot of UDP packets being exchanged with what I assume are master servers, etc. Network traffic seems to be flowing in both directions and nothing is being blocked. On Fri, May 2, 2014 at 10:49 AM, David Parker dpar...@utica.edu wrote: Hello, I just moved my TF2 and CS:S servers from old desktops to a new server. I did not do a clean install on the new server, but rather did a full copy of the existing directories. However, when I attempt to start up either the TF2 or CS:S dedicated servers, I get this: Could not establish connection to Steam servers. (Result = 3) Could not establish connection to Steam servers. (Result = 3) The update/startup process seems to go along normally until the very end, when these messages appear. Does anyone know what the problem might be? Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers
Thanks for the suggestions. At least for TF2, a clean install seems to have solved the problem. I also did a clean install of CS:S and am in the process of getting it configured, but I have high hopes that it will work, too. Strange that a full copy (tar piped through SSH) of each game's srcds directory didn't work, though. They were running on the other boxes just fine. On Fri, May 2, 2014 at 3:38 PM, pilger pilger...@gmail.com wrote: I was experiencing something like that when I tried logging two servers on the same gameserver account (by mistake). You can check that too. _pilger On 2 May 2014 16:22, Marco Padovan e...@evcz.tk wrote: I would try a clean install just to be sure if it's a configuration/files issue On Fri, May 2, 2014 at 5:14 PM, David Parker dpar...@utica.edu wrote: Just a quick update to this, I have ruled out any networking problems as far as I can tell. There are no firewall rules blocking anything to or from this server right now. A tcpdump capture during the CS:S server startup shows a lot of UDP packets being exchanged with what I assume are master servers, etc. Network traffic seems to be flowing in both directions and nothing is being blocked. On Fri, May 2, 2014 at 10:49 AM, David Parker dpar...@utica.edu wrote: Hello, I just moved my TF2 and CS:S servers from old desktops to a new server. I did not do a clean install on the new server, but rather did a full copy of the existing directories. However, when I attempt to start up either the TF2 or CS:S dedicated servers, I get this: Could not establish connection to Steam servers. (Result = 3) Could not establish connection to Steam servers. (Result = 3) The update/startup process seems to go along normally until the very end, when these messages appear. Does anyone know what the problem might be? Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Valve list server troubles?
Hello, I'm posting here hoping that someone from Valve sees it and can address the issue. I have been trying for 2 days to join the csgo_servers mailing list, but it seems that list.valvesoftware.com is unavailable. List traffic is still coming through, but the web interface for the list server is unreachable. Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CheckValve Chat Relay
There's nothing wrong with the IRC plugins, but I wanted to make something that could be run independently from the game server and any add-ons. Also, the ultimate goal is to add chat message viewing to the CheckValve app, and to do that, I needed a single protocol with a fixed message format. - Dave On Thu, Dec 19, 2013 at 11:53 PM, Doctor McKay mc...@doctormckay.comwrote: While a good point, I think the majority of providers just don't want you running IRC *servers*, while IRC clients are fine. Dr. McKay www.doctormckay.com On Thu, Dec 19, 2013 at 11:49 PM, Weasels Lair wea...@weaselslair.com wrote: I know some hosting providers (like mine) have TOS that say no IRC. Probably due to all the DDOS bot-networks out there that use IRC for bot control. On Thu, Dec 19, 2013 at 8:46 PM, Doctor McKay mc...@doctormckay.com wrote: What's wrong with the various IRC relay plugins? IRC clients are available for pretty much all platforms. Dr. McKay www.doctormckay.com On Thu, Dec 19, 2013 at 1:09 PM, David Parker dpar...@utica.edu wrote: Hello everyone, I have received a lot of feedback regarding the CheckValve app for Android, and several people have asked for the ability to view the chat messages on a server. As a first step toward fulfilling this goal, I have created the CheckValve Chat Relay, and I'm hoping to find some volunteers to test it with various games and let me know how it holds up. The Chat Relay is a Java program which receives log messages from one or more HLDS/SRCDS servers, filters out the chat messages, and relays those on to one or more clients. The Chat Relay is a pretty lightweight program; in my tests it has used about 9 MB of memory, and CPU usage has been negligible. The program itself is platform and OS independent, but currently I only have working start/stop scripts for Linux, hence why this has only been sent to hlds_linux. The Chat Relay is available with a bundled Java Runtime Environment, so if you don't have Java installed on your system, that's okay. Please note that the CheckValve app does not yet support the Chat Relay, but the downloads below include a stand-alone client which can be used to log chat messages to a file on any computer (it should work on Windows, Linux, or Mac, as long as Java is installed). The Chat Relay can be downloaded here: https://www.utica.edu/faculty_staff/dparker/checkvalve/downloads.cfm And I have written some documentation for it here: https://sites.google.com/site/checkvalveapp/documentation/chatrelay/using-the-chat-relay Feel free to e-mail me with any questions or comments, at either dpar...@utica.edu or checkvalve...@gmail.com . Thanks, Dave Parker -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] CheckValve Chat Relay
Hello everyone, I have received a lot of feedback regarding the CheckValve app for Android, and several people have asked for the ability to view the chat messages on a server. As a first step toward fulfilling this goal, I have created the CheckValve Chat Relay, and I'm hoping to find some volunteers to test it with various games and let me know how it holds up. The Chat Relay is a Java program which receives log messages from one or more HLDS/SRCDS servers, filters out the chat messages, and relays those on to one or more clients. The Chat Relay is a pretty lightweight program; in my tests it has used about 9 MB of memory, and CPU usage has been negligible. The program itself is platform and OS independent, but currently I only have working start/stop scripts for Linux, hence why this has only been sent to hlds_linux. The Chat Relay is available with a bundled Java Runtime Environment, so if you don't have Java installed on your system, that's okay. Please note that the CheckValve app does not yet support the Chat Relay, but the downloads below include a stand-alone client which can be used to log chat messages to a file on any computer (it should work on Windows, Linux, or Mac, as long as Java is installed). The Chat Relay can be downloaded here: https://www.utica.edu/faculty_staff/dparker/checkvalve/downloads.cfm And I have written some documentation for it here: https://sites.google.com/site/checkvalveapp/documentation/chatrelay/using-the-chat-relay Feel free to e-mail me with any questions or comments, at either dpar...@utica.edu or checkvalve...@gmail.com . Thanks, Dave Parker -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Overflow attack to Source servers
I guess one way Valve could solve this would be to change the way status works on the client. They could have the server send server-state information to the clients at some interval, like once per second, or perhaps each time something changes (player joins or leaves, map changes, etc.) and then have the status command on the client just read its most recent data. That would prevent status requests from hitting the server at all. It adds some overhead compared to the real-time request/reply method, but it eliminates the need to process each status request that comes in. Or, if the incoming status packets are always the same size, you could also use iptables to rate-limit them (just replace N with the packet size in bytes): iptables -A INPUT -p udp -m length --length N -m limit --limit 3/s -j ACCEPT (Note: I didn't test this iptables rule, I just slapped it together as a demonstration) - Dave On 06/14/2012 03:06 PM, Alvaro Gutierrez Lorenzo wrote: I don't think it's still a popular attack, since it is only useful when you can't ban in an effective way the attacker (e. g. Free-to-Play scheme). I dont think it's a widely known attack, on my case it was just a single person who was attacking all our servers, as we verified comparing IPs. What I would suggest you to do is to have SMAC (Sourcemod anti-cheat) command monitor plugin running, and from time to time (or everytime find there are lag issues) check this plugin's logs (called cmd_[date].log, under the Sourcemod's log directory) to see if someone is attacking you by this means. It's easy to spot even without actually opening the log file, a usual day log will not grow over 1MB while when you have been attacked the log will easily reach 300Mb (I've seen 3Gb log files on my server because of this). Inside it looks like thousands of lines stating [date]: Console0ConsoleConsole executes: status during a single second. If you ever spot this attack, then you could take this measure to stop it. Meanwhile, I would not take much care, since it's easy and quick to solve (thanks to the people on this mailing list, thank you all again ;) ). El 14/06/2012 20:46, doc escribió: Kind of a scary thread, I do a lot of terrible data collection on my own server/website using the status command and I'd hate to have to alias it to nothing to avoid problems like this. Is this something I assume is important enough to look into? On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: It worked perfectly! Simple attack, simple solution. Never thought of this ways, now it seems so obvious XD I made plugins and searched for the most strange ways of solving it, yet it was single-line simple ^^ Well, it disables status, but that's a minimal sacrifice (SMAC provides a secure alternative also, so there's no problem at all). I will spread this through the servers I know: each and every one is victim of this issue, that makes over a dozen grateful servers communities, many thanks ^^ I've checked this happens without any mods, so some official attention on this would be the perfect happy ending, but this workaround solves the problem so everything fine! El 13/06/2012 4:04, 1nsane escribió: While not a good solution at all. Have you tried aliasing status to nothing? alias status This will obviously disable the status command entirely. But perhaps it won't kill the server then? On Tue, Jun 12, 2012 at 7:49 PM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: Sorry for the double mail, I just though that if the fix for that removed the cooldown time for status, there would be no protection over this command, making possible this attack. Invalid Protocol mentionned this protection on an earlier mail. Is it a silly idea? I've never experienced such cooldown protection, that would explain why. El 13/06/2012 1:31, Joe Brown escribió: This was used (and may still be) in hacks as a way to stop admins from using the status command to see your STEAMID in the client console. Spamming it like that blocked all clients connected to the server from being able to use the status command, preventing or extending the time it takes to ban someone. Correct me if I'm wrong but I thought the was fixed in an update. Date: Wed, 13 Jun 2012 01:23:23 +0200 From: rugnor.maj...@gmail.com To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Overflow attack to Source servers That's a critical detail I forgot to mention, so sorry: RCON is port closed, so every attempt to access RCON gives a Time Out. I'm totally sure it's status, here I paste an excerpt from the SMAC log, made just by the same plugin you suggest: Sat Mar 31 14:56:34 2012: Console0ConsoleConsoleexecutes: status Sat Mar 31 14:56:34 2012: Console0ConsoleConsoleexecutes: status Sat Mar 31 14:56:34 2012:
Re: [hlds_linux] Overflow attack to Source servers
I should clarify... Using an iptables rule like that assumes that the status request packets are always the same size, and they are a different size than the normal game data packets. You can also do string matching within packets using iptables (if you have the appropriate modules installed), but on a game server, that would probably add so much processing overhead it's not even worth it. - Dave On 06/15/2012 12:40 PM, David Parker wrote: I guess one way Valve could solve this would be to change the way status works on the client. They could have the server send server-state information to the clients at some interval, like once per second, or perhaps each time something changes (player joins or leaves, map changes, etc.) and then have the status command on the client just read its most recent data. That would prevent status requests from hitting the server at all. It adds some overhead compared to the real-time request/reply method, but it eliminates the need to process each status request that comes in. Or, if the incoming status packets are always the same size, you could also use iptables to rate-limit them (just replace N with the packet size in bytes): iptables -A INPUT -p udp -m length --length N -m limit --limit 3/s -j ACCEPT (Note: I didn't test this iptables rule, I just slapped it together as a demonstration) - Dave On 06/14/2012 03:06 PM, Alvaro Gutierrez Lorenzo wrote: I don't think it's still a popular attack, since it is only useful when you can't ban in an effective way the attacker (e. g. Free-to-Play scheme). I dont think it's a widely known attack, on my case it was just a single person who was attacking all our servers, as we verified comparing IPs. What I would suggest you to do is to have SMAC (Sourcemod anti-cheat) command monitor plugin running, and from time to time (or everytime find there are lag issues) check this plugin's logs (called cmd_[date].log, under the Sourcemod's log directory) to see if someone is attacking you by this means. It's easy to spot even without actually opening the log file, a usual day log will not grow over 1MB while when you have been attacked the log will easily reach 300Mb (I've seen 3Gb log files on my server because of this). Inside it looks like thousands of lines stating [date]: Console0ConsoleConsole executes: status during a single second. If you ever spot this attack, then you could take this measure to stop it. Meanwhile, I would not take much care, since it's easy and quick to solve (thanks to the people on this mailing list, thank you all again ;) ). El 14/06/2012 20:46, doc escribió: Kind of a scary thread, I do a lot of terrible data collection on my own server/website using the status command and I'd hate to have to alias it to nothing to avoid problems like this. Is this something I assume is important enough to look into? On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: It worked perfectly! Simple attack, simple solution. Never thought of this ways, now it seems so obvious XD I made plugins and searched for the most strange ways of solving it, yet it was single-line simple ^^ Well, it disables status, but that's a minimal sacrifice (SMAC provides a secure alternative also, so there's no problem at all). I will spread this through the servers I know: each and every one is victim of this issue, that makes over a dozen grateful servers communities, many thanks ^^ I've checked this happens without any mods, so some official attention on this would be the perfect happy ending, but this workaround solves the problem so everything fine! El 13/06/2012 4:04, 1nsane escribió: While not a good solution at all. Have you tried aliasing status to nothing? alias status This will obviously disable the status command entirely. But perhaps it won't kill the server then? On Tue, Jun 12, 2012 at 7:49 PM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: Sorry for the double mail, I just though that if the fix for that removed the cooldown time for status, there would be no protection over this command, making possible this attack. Invalid Protocol mentionned this protection on an earlier mail. Is it a silly idea? I've never experienced such cooldown protection, that would explain why. El 13/06/2012 1:31, Joe Brown escribió: This was used (and may still be) in hacks as a way to stop admins from using the status command to see your STEAMID in the client console. Spamming it like that blocked all clients connected to the server from being able to use the status command, preventing or extending the time it takes to ban someone. Correct me if I'm wrong but I thought the was fixed in an update. Date: Wed, 13 Jun 2012 01:23:23 +0200 From: rugnor.maj...@gmail.com To: hlds_linux@list.valvesoftware.comhlds_linux@list.** valvesoftware.comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux
Re: [hlds_linux] Overflow attack to Source servers
Thanks for the information, I wasn't aware of that. I guess iptables is out of the question, then. On 06/15/2012 02:37 PM, Asher Baker wrote: Commands are just packaged into the regular game packets, you couldn't filter them out specifically with a firewall without it processing the whole packet. String matching also wouldn't work as the data is bit (rather than byte) aligned. Sent from my iPhone On 15 Jun 2012, at 17:49, David Parkerdpar...@utica.edu wrote: I should clarify... Using an iptables rule like that assumes that the status request packets are always the same size, and they are a different size than the normal game data packets. You can also do string matching within packets using iptables (if you have the appropriate modules installed), but on a game server, that would probably add so much processing overhead it's not even worth it. - Dave On 06/15/2012 12:40 PM, David Parker wrote: I guess one way Valve could solve this would be to change the way status works on the client. They could have the server send server-state information to the clients at some interval, like once per second, or perhaps each time something changes (player joins or leaves, map changes, etc.) and then have the status command on the client just read its most recent data. That would prevent status requests from hitting the server at all. It adds some overhead compared to the real-time request/reply method, but it eliminates the need to process each status request that comes in. Or, if the incoming status packets are always the same size, you could also use iptables to rate-limit them (just replace N with the packet size in bytes): iptables -A INPUT -p udp -m length --length N -m limit --limit 3/s -j ACCEPT (Note: I didn't test this iptables rule, I just slapped it together as a demonstration) - Dave On 06/14/2012 03:06 PM, Alvaro Gutierrez Lorenzo wrote: I don't think it's still a popular attack, since it is only useful when you can't ban in an effective way the attacker (e. g. Free-to-Play scheme). I dont think it's a widely known attack, on my case it was just a single person who was attacking all our servers, as we verified comparing IPs. What I would suggest you to do is to have SMAC (Sourcemod anti-cheat) command monitor plugin running, and from time to time (or everytime find there are lag issues) check this plugin's logs (called cmd_[date].log, under the Sourcemod's log directory) to see if someone is attacking you by this means. It's easy to spot even without actually opening the log file, a usual day log will not grow over 1MB while when you have been attacked the log will easily reach 300Mb (I've seen3Gb log files on my server because of this). Inside it looks like thousands of lines stating [date]: Console0ConsoleConsole executes: status during a single second. If you ever spot this attack, then you could take this measure to stop it. Meanwhile, I would not take much care, since it's easy and quick to solve (thanks to the people on this mailing list, thank you all again ;) ). El 14/06/2012 20:46, doc escribió: Kind of a scary thread, I do a lot of terrible data collection on my own server/website using the status command and I'd hate to have to alias it to nothing to avoid problems like this. Is this something I assume is important enough to look into? On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.com wrote: It worked perfectly! Simple attack, simple solution. Never thought of this ways, now it seems so obvious XD I made plugins and searched for the most strange ways of solving it, yet it was single-line simple ^^ Well, it disables status, but that's a minimal sacrifice (SMAC provides a secure alternative also, so there's no problem at all). I will spread this through the servers I know: each and every one is victim of this issue, that makes over a dozen grateful servers communities, many thanks ^^ I've checked this happens without any mods, so some official attention on this would be the perfect happy ending, but this workaround solves the problem so everything fine! El 13/06/2012 4:04, 1nsane escribió: While not a good solution at all. Have you tried aliasing status to nothing? alias status This will obviously disable the status command entirely. But perhaps it won't kill the server then? On Tue, Jun 12, 2012 at 7:49 PM, Alvaro Gutierrez Lorenzo rugnor.maj...@gmail.comwrote: Sorry for the double mail, I just though that if the fix for that removed the cooldown time for status, there would be no protection over this command, making possible this attack. Invalid Protocol mentionned this protection on an earlier mail. Is it a silly idea? I've never experienced such cooldown protection, that would explain why. El 13/06/2012 1:31, Joe Brown escribió: This was used (and may still be) in hacks as a way to stop admins from using the status command to see your STEAMID in the client console
[hlds_linux] TF2 server trending status
Hello, My TF2 server is registered, and each time the server starts up, I see these messages: Received auth challenge; signing into gameserver account... Game server authentication: SUCCESS! Standing: Good. Trend: Steady As far as I can tell, this is the only time I can see the server's standing and trend information. Is there a command to see this information while the server is running? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server trending status
Thanks. I don't really play TF2 that often, though, and I don't have the client installed on my work PC because I only run Linux on my computers. If the trending statistics are tied to the server, then shouldn't the command to view them be available on the server? It makes no sense to me that someone would need to start the game on a PC in order to view information about the server. Sure, it might be unusual to run a game server and not actually play the game, but still, this seems like a very poor design to me. Server commands belong on the server and client commands belong on the client. Mixing them up is just dumb. Sorry for the miniature rant. I'm just irked because this is the second time I have run into this (the first time being when I had to run the command to generate the server's ID token). - Dave On 03/16/2012 01:00 PM, Emil Larsson wrote: Start your TF2 client and use the command cl_gameserver_list in console. Make sure you do this on the account that your servers are linked to of course. :) On Fri, Mar 16, 2012 at 5:04 PM, David Parkerdpar...@utica.edu wrote: Hello, My TF2 server is registered, and each time the server starts up, I see these messages: Received auth challenge; signing into gameserver account... Game server authentication: SUCCESS! Standing: Good. Trend: Steady As far as I can tell, this is the only time I can see the server's standing and trend information. Is there a command to see this information while the server is running? Thanks, Dave __**_ 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_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
Ok, I just have to ask. What's up with: - Hcqngrq gur ybpnyvmngvba svyrf ? - Dave -Original Message- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com, Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com Sent: Tue, 14 Feb 2012 6:52 PM Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released We've released a mandatory update to Team Fortress 2. The notes for the update are below. -Eric -- Team Fortress 2 - Added Something Special For Someone Special - Added The Snapped Pupil - Added a new promo item - Updated the Heavy's sandvich so it will only resupply ammo if the owner picks it up after dropping it. This means the only way to gain health from the sandvich is by eating it. - Fixed the Red/Blue team skins not working on the Bonk Boy with the new styles - Updated the in-game trading system to use the Steam trading menus - Updated these items so they can be traded and crafted: - The Warsworn Helmet - The Bolgan - The Bolgan Family Crest - The Merc Medal - The Battle Bob - The Bushman's Boonie - Updated cp_gravelpit - Fixed z-fighting on the fan in the Red spawn building - Fixed Red Engineers building inside their spawn room - Hcqngrq gur ybpnyvmngvba svyrf ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] No Steam Logon - massive lag
It's most likely an attack and not Steam, but I bet someone from Valve could tell you pretty quickly whether or not it's related to Steam if you sent them a portion of the capture file. Not sure who you would send that to, though. Maybe li...@valvesoftware.com ? - Dave -- Dave Parker Systems Administrator Utica College (315) 792-3229 Registered Linux User #408177 - Original Message - From: Michael Johansen michs...@live.no To: hlds linux hlds_linux@list.valvesoftware.com Sent: Monday, January 30, 2012 9:34:54 AM Subject: Re: [hlds_linux] No Steam Logon - massive lag Thanks for the correct command. Anyhow, is there a way to figure out if it is infact a targeted attack or if it's Steam messing up? From: cladi...@gmail.com Date: Sun, 29 Jan 2012 22:57:02 -0500 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] No Steam Logon - massive lag Michael Johansen ✆ michs...@live.no viahttp://support.google.com/mail/bin/answer.py?hl=enctx=mailanswer=1311182 valvesoftware.com Jan 28 (2 days ago) to hlds_linux Hi, How would I find that IP? I've got root access on both the machines. Problem is, everyone lagged out on TWO machines, which is in separate datacenters and even in different countrys! if an attacker is pin-pointing you directly, all he would have to do is attack both. On Sun, Jan 29, 2012 at 12:53 PM, Joe Brown k1773r0nt3h...@hotmail.comwrote: Run tcpdump for a little: /usr/sbin/tcpdump -i eth0 -w traffic03.cap Control+C when you get enough data, download traffic03.cap to your computer, and load it up in wireshark. From: michs...@live.no To: hlds_linux@list.valvesoftware.com Date: Sun, 29 Jan 2012 17:34:17 +0100 Subject: Re: [hlds_linux] No Steam Logon - massive lag Tbh I have no idea how to find out what this is, how do I even use tcpdump to output that info? All I get from it is encrypted like with some weird chars that Notepad++ can't open.Help please. Date: Sat, 28 Jan 2012 23:57:31 +0100 From: nowa...@platinum.linux.pl To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] No Steam Logon - massive lag tcpdump of an attack on one of my servers: 18:01:58.350565 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 18 0x: 4500 002e 1dc1 7711 6a89 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 001a 0728 3342 4521 ..i(3BE! 0x0020: 6f64 7936 5341 4d50 4245 2164 6969 ody6SAMPBE!dii 18:01:58.351470 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 18 0x: 4500 002e 1dc3 7711 6a87 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 001a 0728 3342 4521 ..i(3BE! 0x0020: 6f64 7936 5341 4d50 4245 2164 6969 ody6SAMPBE!dii 18:01:58.352542 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 0 0x: 4500 001c 1dc4 7711 6a98 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 0008 d5ee ..i. 0x0020: .. 18:01:58.353050 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 18 0x: 4500 002e 1dc5 7711 6a85 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 001a 0728 3342 4521 ..i(3BE! 0x0020: 6f64 7936 5341 4d50 4245 2164 6969 ody6SAMPBE!dii 18:01:58.353988 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 18 0x: 4500 002e 1dc7 7711 6a83 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 001a 0728 3342 4521 ..i(3BE! 0x0020: 6f64 7936 5341 4d50 4245 2164 6969 ody6SAMPBE!dii 18:01:58.354937 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 18 0x: 4500 002e 1dc9 7711 6a81 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 001a 0728 3342 4521 ..i(3BE! 0x0020: 6f64 7936 5341 4d50 4245 2164 6969 ody6SAMPBE!dii 18:01:58.355887 IP 91.192.165.121.1267 x.x.x.x.27015: UDP, length 0 0x: 4500 001c 1dca 7711 6a92 5bc0 a579 E...w.j.[..y 0x0010: 04f3 6987 0008 d5ee ..i. 0x0020: .. Low bandwidth (~250 packets per second) but was severly lagging the game, all clients dropping with no steam logon. Iptables killed it but there is something seriously wrong with srcds if it can't just ignore those packets. On 2012-01-28 17:31, voice wrote: Bleh, attached an image and now its pending approval, lesson learned. Instead have a
Re: [hlds_linux] HLDS/SRCDS query app for Android
Thanks for the feedback. I'm glad people are enjoying CheckValve! I have been (very) slowly working on a new version. Some of the new features I'm trying to implement are: * Chat logging * Background service to check servers on a regular interval * Status bar alerts if a server is down * Possibly a widget My free time is pretty much gone these days, so things are moving pretty slowly. I promise I'm still working on it, though. :-) If anyone has any questions, comments, or suggestions about CheckValve, you can always e-mail them to checkvalve...@gmail.com. Thanks! Dave Parker Systems Administrator Utica College (315) 792-3229 Registered Linux User #408177 - Original Message - From: Eric Riemers riem...@binkey.nl To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, January 20, 2012 2:37:18 AM Subject: Re: [hlds_linux] HLDS/SRCDS query app for Android My tool (ssms) sends out notifications if a server is down for xx time. I am sure there is an android app to receive those messages. Could be a nice addition to the query app. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: vrijdag 20 januari 2012 4:56 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] HLDS/SRCDS query app for Android I use this app every few hours to check up on my servers ;). It would be really sweet if it included some kind of widget for the main screen that updates every so often and a notification system to alert if a server hasn't responded more then 10 checks or so. I've noticed a server can be full and responding and the next few refreshes it will look offline while other servers still show up. Such a great app ;) On Jan 19, 2012 8:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote: While I realize this thread is now over a year old, thanks for this! Kyle. On Wed, Jan 5, 2011 at 6:44 AM, clad iron cladi...@gmail.com wrote: also, i did not have to install another app for installs as mentioned. Only had to allow 3rd party apps to be installed not from within the market. On Wed, Jan 5, 2011 at 9:42 AM, clad iron cladi...@gmail.com wrote: Just downloaded this. Works good on new droidX. Those other additions you mentioned will be nice. Works good so far for monitoring. On Tue, Jan 4, 2011 at 3:34 PM, oGre o...@muppfarmen.se wrote: Brilliant! I really liked the test version you put up earlier, so I'll give this a go ASAP. Thanks! oGre 2011/1/4 David A. Parker dpar...@utica.edu: Hello! I posted to these lists back in October looking for people to test my HLDS/SRCDS query app for Android. Several people responded, and I would like to thank everyone who volunteered to test the app for their time and their feedback. This app started as a small independent study project for my computer science degree, but like most of my projects, it grew into something much larger than originally planned. Now, I'm pleased to say that the app is finally finished! It is called CheckValve, and yes, it's open source under the GPL (several people asked me if it would be). If you are interested in using it, please visit the following URL: http://sites.google.com/site/checkvalveapp I threw the website together in one night, so it is a work in progress that I hope to improve, but it gets the job done. You can get the .apk file from the Files section of the website, and you can install it on your phone using one of the free app installer apps available in the Market. Or you can use the adb tool provided with the Adnroid SDK, if you happen to have that installed. I have not yet uploaded the app to the Market, because I am cheap and I don't want to pay the $25 fee, but I'll probably do that soon. Here is a list of the changes that have been made since the original version I posted a few months ago: * Fixed a bug that caused Show Players to fail sometimes on L4D2 servers * Fixed a crash when changing the orientation of the screen while the progress dialog was showing * Fixed the player search feature * Fixed a bug that caused the server list to refresh in the background whenever the Edit button was clicked in the Manage Servers dialog * Fixed a bug that caused the server list to refresh in the background whenever the Edit Server option was selected in the context menu * Fixed a bug that caused the first
Re: [hlds_linux] NET_SendPacket ERROR: Operation not permitted
Hello, This is a complete guess, but the only thing I can think of is that a port is either blocked somewhere or not fowarded correctly. Are you behind a NAT and forwarding ports through a router? Did you try dropping any firewall rules you have and forwarding all ports (TCP and UDP) in your router to see if that fixes the problem? Take a look at this post: http://csnation.net/showthread.php?166780-New-CS-Linux-Install-can-t-see-server... Hope this helps. Dave Parker Systems Administrator Utica College (315) 792-3229 Registered Linux User #408177 - Original Message - From: PAL-18 pal...@zombiegamer.net To: hlds linux hlds_linux@list.valvesoftware.com Sent: Thursday, January 19, 2012 8:28:50 PM Subject: [hlds_linux] NET_SendPacket ERROR: Operation not permitted All my HLDS servers spam the console with this message. What is it and how do i fix it? It's odd because none of my SRCDS servers have this error. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS/SRCDS query app for Android
You're welcome! :-) -Original Message- From: Kyle Sanderson kyle.l...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thu, 19 Jan 2012 8:03 PM Subject: Re: [hlds_linux] HLDS/SRCDS query app for Android While I realize this thread is now over a year old, thanks for this! Kyle. On Wed, Jan 5, 2011 at 6:44 AM, clad iron cladi...@gmail.com wrote: also, i did not have to install another app for installs as mentioned. Only had to allow 3rd party apps to be installed not from within the market. On Wed, Jan 5, 2011 at 9:42 AM, clad iron cladi...@gmail.com wrote: Just downloaded this. Works good on new droidX. Those other additions you mentioned will be nice. Works good so far for monitoring. On Tue, Jan 4, 2011 at 3:34 PM, oGre o...@muppfarmen.se wrote: Brilliant! I really liked the test version you put up earlier, so I'll give this a go ASAP. Thanks! oGre 2011/1/4 David A. Parker dpar...@utica.edu: Hello! I posted to these lists back in October looking for people to test my HLDS/SRCDS query app for Android. Several people responded, and I would like to thank everyone who volunteered to test the app for their time and their feedback. This app started as a small independent study project for my computer science degree, but like most of my projects, it grew into something much larger than originally planned. Now, I'm pleased to say that the app is finally finished! It is called CheckValve, and yes, it's open source under the GPL (several people asked me if it would be). If you are interested in using it, please visit the following URL: http://sites.google.com/site/checkvalveapp I threw the website together in one night, so it is a work in progress that I hope to improve, but it gets the job done. You can get the .apk file from the Files section of the website, and you can install it on your phone using one of the free app installer apps available in the Market. Or you can use the adb tool provided with the Adnroid SDK, if you happen to have that installed. I have not yet uploaded the app to the Market, because I am cheap and I don't want to pay the $25 fee, but I'll probably do that soon. Here is a list of the changes that have been made since the original version I posted a few months ago: * Fixed a bug that caused Show Players to fail sometimes on L4D2 servers * Fixed a crash when changing the orientation of the screen while the progress dialog was showing * Fixed the player search feature * Fixed a bug that caused the server list to refresh in the background whenever the Edit button was clicked in the Manage Servers dialog * Fixed a bug that caused the server list to refresh in the background whenever the Edit Server option was selected in the context menu * Fixed a bug that caused the first letter of the first player's name to be missing in the Show Players results * Fixed a bug that caused the app to re-run the player search query if the phone was rotated while on the Search Results screen * Fixed a bug that caused the app to re-ping all of the servers if the phone was rotated while on the the Ping Servers screen * Made the Manage Server List, Search Results, and Ping Servers interfaces fullscreen * Added confirmation dialog for server deletion * Added the ability to move a server up or down in the list * Added progress dialogs for ping and player search * Updated the Querying Servers progress dialog so it won't show its title bar * Removed row highlighting in the player search results * Added the GPLv3 license Here is a list of things that would be cool, but are not in the app: * Drag-and-drop servers up or down in the list * RCON support * Show server chat messages * Background server checks * Alerting the user if a server is down This is juts a wish list. I hope to find time to keep working on the app, but I seem to be increasingly busy these days. I will certainly investigate and attempt to fix any reported bugs, but sadly, I can't make any promises about new features. I also would like to port it to other platforms, but again, finding the time to do it will be a challenge. But the source code is open, so if anyone has experience programming apps for other platforms and would like to port this one, please do! If you have any questions, comments, or bug reports, please feel free to send them to me. You can use this address (dpar...@utica.edu) or checkvalve...@gmail.com. Enjoy, and please let me know what you think! Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177
Re: [hlds_linux] Public IP - Private IP error follow friends servers from steam.
If it's a public server, then there shouldn't be any private IP. You should specify the public IP of the box using +ip aaa.bbb.ccc.ddd in the command line. Is you server behind a NAT? - Dave Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 - Original Message - From: Mariano Peña Ascanio ma...@nggn.net To: hlds linux hlds_linux@list.valvesoftware.com Sent: Wednesday, December 14, 2011 10:37:48 AM Subject: [hlds_linux] Public IP - Private IP error follow friends servers from steam. Hello, We have seen that the servers for Counter-Strike Source and Team Fortress 2, use a public and private ip, we have realized that the private IP is added in the start server line +ip xxx.xxx.xxx.xxx. and the public IP is the first IP assigned to the network card. version : 1.0.0.68/19 4743 secure udp/ip : xxx.xxx.xxx.32:27165 (public ip: xxx.xxx.xxx.140) +ip xxx.xxx.xxx.32 port 27065 udp/ip : xxx.xxx.xxx.32:27065 first IP assigned to the network card. (public ip: xxx.xxx.xxx.140) I think this is causing an error connecting to the server to those who want to follow other friends from steam. I believe there is another error, while playing in quickplay. Anyone knows anything about this? Do you know how to make the public and the private IP same? -- Un saludo, Mariano Peña Ascanio NoGravity S.L. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 sv_password bug
Hello, I haven't tested this in a long time, but as I recall, using sv_search_key takes your server out of matchmaking and allows it to be found by a lobby only if the lobby's creator has the same search key set in their client. However, once that person joins your server, I believe it is possible for their Steam friends to also join your server, regardless of whether or not those people have the search key set. Again, I haven't tried this in a while, but that's how I recall it working when I tried all of this before. If that's the case, then sv_password is a much better solution for making a server private. Someone reported in this thread that if you set a password on an L4D2 server, you cannot connect to the server at all. I'm just curious, do you have sv_allow_lobby_connect_only 0 in your server config? I think the default behavior is to only allow Lobby connections, and you need to explicitly set this cvar in your config in order to allow direct connections. Without it, you'll get the behavior that was described. If this is set and you still can't connect, then yeah, I would say it's a bug. - Dave Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 - Original Message - From: Mart-Jan Reeuwijk mreeu...@yahoo.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, December 2, 2011 7:28:46 AM Subject: Re: [hlds_linux] L4D2 sv_password bug A password may be used to make a game exclusive, for example to do only with friends or to have a match in a competition. There are all sorts of reasons why ppl want to do such As for choosing a map, one can grand rights to a player and use sm_map to change it or w/e. really should not be a big problem. and as I said, dont have L4D/L4D2, so no experience for me on that. But managementwise it shouldn't be a big problem at al. If passwording really is a bug, that things dont work, my reply was meant as a question if it also doesn't work in that capacity. From: Eric Riemers riem...@binkey.nl To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, 2 December 2011, 13:02 Subject: Re: [hlds_linux] L4D2 sv_password bug Cant really choose a map like that? but like others said, matchmaking can be turned of that you require a key for instance which just works fine. i've never had the need to use a sv_password though, any examples why that is a 'need' ? On Fri, 2 Dec 2011 03:13:14 -0800 (PST), Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: even if on server: sv_password fubar on client console: password fubar connect w.x.y.z:port ? (dont have l4d(2), so dont know/cannot test) From: Amer stalker...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, 2 December 2011, 3:51 Subject: Re: [hlds_linux] L4D2 sv_password bug Unfortunately you can't connect to it at all when it's password protected. It doesn't even prompt for password. It could be that the server doesn't respond to a2s packet from client when you have sv_password set. From my test running both l4d and l4d2 servers, I could confirm that this bug only exist in l4d2, but not in l4d. This is still a bug, no matter what unintentional good it brings, it needs to be fixed 2011/12/1 James Puckett jamesrichardpuck...@gmail.com: Since it takes it out of the server list aren't you achieving the same security as a password, just tell your friend or whatever to connect via console? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 sv_password bug
I brought this up a few times when L4D first came out, because I wanted to be able to password protect a server. I don't think Valve considers this a bug. They simply don't want you to use sv_password in L4D or L4D2. I think what it boils down to is that they don't want you to take a server out of the matchmaking system. They added the shared key and Steam Group stuff, and using them together you can lock a server down pretty well, but it's far more convoluted than setting a password. - Dave -Original message- From: James Botting bottswan...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thu, Dec 1, 2011 02:41:16 GMT+00:00 Subject: Re: [hlds_linux] L4D2 sv_password bug It also does this if sv_cheats 1 is set. I'm not sure if this is desired behaviour since neither of these convars are really meant to be altered for l4d2 servers. On 1 Dec 2011, at 00:42, Amer stalker...@gmail.com wrote: Hello. I noticed people had reported about this bug here before a couple of times but this bug yet to be addressed until now. It appears that when you have sv_password set, server doesn't respond to a2s queries thus causing it to appear offline in server browser like hlsw until you unset the password. Can we have someone at valve to look into this and get it fixed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Intel Turbo Boost?
I agree with Ook, one server per core is a good way to start. I run a TF2 server and CS:S server on the same core of a Core 2 Duo without any issues, but these are not high-traffic servers. Keep in mind that with L4D and L4D2, you can run forks instead of separate server instances, and you can get more servers on one box using forks. I'm curious about the 500 GB RAID 0. Assuming you mean that this is a single RAID 0 volume made up of multiple drives, I think you would be better off setting up a RAID 1 mirror with less capacity. Personally, I'm not a fan of RAID 0 because you can lose all of the data on the volume if one drive fails. - Dave Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 - Original Message - From: Ook ooksser...@zootal.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, November 16, 2011 10:58:31 PM Subject: Re: [hlds_linux] Intel Turbo Boost? I'd run one server per cpu core at first, and see how it performs. If it performs well, then try two servers per core and see if one core can run two servers. I'm sure others here have experience on multiple servers per core and can comment on how well it works. I initially ran an L4D server on an old single core Athlon XP. It ate a lot of cpu, ~50-60% IIRC, but player performance was just fine. I ran my OP4 servers on the same cpu at the same time, but OP4 servers even fully loaded might eat a total of 5% cpu, even on those older cpus. I would disable multi-threading if running one server per core, and only enable it if you want more than one server per core. I'd be curious as to how two servers per core works with and without multi-threading. On 11/16/2011 03:28 PM, PAL-18 wrote: Yeah, i figured it would cause some problems. Thing is, im planning on putting between 4 to 8 SRCDS servers on each machine (i have 2 machines). The specs are: Intel® Core™ i7-2600K Processor (8M Cache, 3.40 GHz, Multi-Threading Enabled) 500GB Raid-0 16GB Dual Sided Memory The reason why i figure i can host 4 to 8 servers is because im currently renting a dedicated server with much lower specs (2.8Ghz CPU, SATA Drive, 4GB Memory) and it can handle 3x 20 to 32 slot servers all full without any lag or performance issues). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] css update :/ ??? no post from valve?
Same here. When I logged into the console to restart the server, it looked like the connection to the Steam servers had gone up and down repeatedly in the last day or so. After the update, I consistently get the Could not establish connection to Steam servers message and no VAC. - Dave - Original Message - From: st...@simiancage.org To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, November 7, 2011 5:20:28 PM Subject: Re: [hlds_linux] css update :/ ??? no post from valve? Also now unable to vac secure server now it has been updated. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Loïc PERY Sent: 07 November 2011 21:58 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] css update :/ ??? no post from valve? Checking bootstrapper version ... Updating Installation Updating 'Counter-Strike Source Shared Content' from version 119 to version 120 12.63% downloading ./css\cstrike\bin\server.dll 33.25% downloading ./css\cstrike\bin\server.dylib 60.89% downloading ./css\cstrike\bin\server.so Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Updating 'Counter-Strike Source Dedicated Server' from version 3 to version 4 75.35% downloading ./css\bin\adminserver.dll 75.83% downloading ./css\bin\datacache.dll 77.73% downloading ./css\bin\dedicated.dll 85.67% downloading ./css\bin\engine.dll 85.90% downloading ./css\bin\inputsystem.dll 87.92% downloading ./css\bin\materialsystem.dll 88.14% downloading ./css\bin\parsifal.dll 91.61% downloading ./css\bin\replay.dll 91.78% downloading ./css\bin\scenefilecache.dll 91.97% downloading ./css\bin\shaderapiempty.dll 92.23% downloading ./css\bin\soundemittersystem.dll 92.56% downloading ./css\bin\stdshader_dbg.dll 93.04% downloading ./css\bin\stdshader_dx6.dll 93.40% downloading ./css\bin\stdshader_dx7.dll 94.13% downloading ./css\bin\stdshader_dx8.dll 95.23% downloading ./css\bin\stdshader_dx9.dll 96.32% downloading ./css\bin\studiorender.dll 96.84% downloading ./css\bin\tier0.dll 97.53% downloading ./css\bin\vgui2.dll 99.37% downloading ./css\bin\vphysics.dll 99.72% downloading ./css\bin\vstdlib.dll 100.00% downloading ./css\srcds.exe Connection Reset, WinSock Error 10054 Connection reset by peer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] About the TF2 in-game abuse reporting tool
Just out of curiosity, will there be a defined process to appeal a ban? GSPs don't always have a good way to control what their customers do, and banning an entire IP address due to one bad server could cripple innocent servers if the GSP is sharing the IP. This doesn't even apply to me. I'm just wondering what kind of resolution processes are in place. - Dave - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com Sent: Friday, October 28, 2011 2:10:21 PM Subject: [hlds_linux] About the TF2 in-game abuse reporting tool Wanted to clarify a few things about the new feature in the in-game abuse reporting tool to report game servers: * Human judgment is always used before any action is taken based on abuse report data. * The potential for malicious players (or competing game server operators) to abuse the reporting mechanism is an obvious problem that we have foreseen and taken basic measures to prevent. * We only really care about servers who receive excessive reports of abuse relative to other gameservers. This is pretty effective at canceling our the noise of uninformed or malicious users. One last reminder: we are keeping the option open to apply any bans, etc to an *IP*, not just to a game account. This is a warning to anybody setting up a throw-away server account created specifically to do malicious things. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Forum vs. email list
Hello, The last time this was brought up, it was met with an overwhelming response in favor of keeping the mailing list. This time around, the majority of responses seem to be from people who really want to keep this a mailing list, and those who would be willing to try a forum but would still prefer a mailing list. The common element here (as I see it) is that most people seem to prefer the mailing list format. Personally, I much prefer mailing lists to forums any day, for pretty much any topic. Forums are generally full of dead-end threads, stupid bump posts, and misinformation posted by random people. I work at a college, and I have discovered that about 99% of the students I encounter have no idea how to use a mailing list, and would never even try it unless they were compelled to for some reason. Forums, on the other hand, can be (and usually are) used by just about anyone. It is my firm belief that keeping this as a mailing list dramatically cuts down on the number of people posting, and increases the quality and topical knowledge of those who do post, compared to what we would get in a forum. A forum would end up having every idiot script kiddy posting in it, and we would probably see a crazy increase in the number of off-topic posts and the sometimes not-so-polite pointings to other places for the information. Basically, mailing lists *generally* tend to be used by a more mature class of people, and by people who are seriously interested in the topic of the list. Forums, even moderated ones, tend to be used by anyone who had a few spare minutes and felt like signing up. So... please keep this a list! - Dave - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com Date: Monday, October 24, 2011 8:34 pm Subject: [hlds_linux] Forum vs. email list To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com, h...@list.valvesoftware.com h...@list.valvesoftware.com I am honestly astounded by the amount of people who complain when people ask for help on help forums or mailing lists. Not everyone signs up and instantly reads everything, goes through all the archives, or spends hours researching. I'd like to use this comment as a springboard for a discussion about the format of this list. I hear that a few years ago the idea of migrating the email list to a forum was kicked around. However, at the time (is this still true today?) the users of the list didn't like the idea. it is my understanding that most server admins prefer: 1.) Receiving push notifications. 2.) Viewing the list in their email client #1 seems like a really compelling advantage (especially for announcements), while #2 seems like a personal preference, and many people have the opposite preference. A forum has several compelling advantages: 1.) Easier to search and find answers to previously asked questions 2.) Easier to follow a thread of conversation. (I personally find any email distribution list to become unreadable pretty much instantly, with all the 's and broken line breaks that everybody's mail clients and put everywhere.) 3.) Easier to modify your post if you notice a mistake or want to clarify something, rather than making a new post. 4.) Easier to delete or move posts if they are spam, rude, inappropriate, belong in the general TF2 SPUF forum, etc. 5.) Easier to ignore an entire thread that you are not interested in. Could there be some sort of forum + push notification that would satisfy what everybody wants? This list exists to serve you guys, so I'm curious what everything thinks. I *believe* most of the guys would find a forum format (perhaps with some push notification) more convenient. It would be good to get some opinions about how people prefer to consume the information on this list. Please chime in. Your humble servant, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] srcds_linux multithreaded
As far as I know, srcds is always single-threaded. L4D and L4D2 will use multiple CPUs if they are running multiple forks, but even in this configuration each individual fork will only use one CPU. - Dave - Original Message - From: Claudio Beretta beretta.clau...@gmail.com Date: Tuesday, March 15, 2011 9:49 am Subject: [hlds_linux] srcds_linux multithreaded To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com TL;DR version: are there magic command line parameters or convars that enable multithreading for srcds games on linux? Or anything that might prevent the gameserver from using more than one core? Long version: I recently changed OS from Windows 2008 64 bit to Centos 5.5 64 bit because I needed iptables to filter all the incoming attacks so popular in these days. The hardware remained the same: Xeon w3520 (server version of i7 920), 12 GB RAM, 2x80 GB Intel x25-M SSD. The problem I'm encountering is that when any 32 slots server gets full, the server fps (measured from rcon stats and net_graph 4) drop below acceptable levels. They may even reach 20-30 fps, and much less when there are bots playing. This obviously affects the tickrate, and players experience rubber banding and bad hit detection. Both top and rcon stats say that the CPU usage never goes over 100% (1 core). On windows rcon stats reported up to 150%, and sysinternals process explorer confirmed that the gameserver was using up to 19% of the whole system (which means approximately 1.5 cores, since this box has 4+4 cores thanks to hyperthreading). On windows, fps were stable, and only in a couple of maps the tickrate would drop below 66. I've tried several kernels: the stock centos one (2.6.18-194.32.1.el5), a couple provided by my host via netboot (2.6.34-something, 2.6.34-something HZ1000) and now i'm using a realtime kernel (2.6.33.7-rt29). Both 2.6.34 and the realtime kernel were the best regarding to fps jitter, but they did't improve at all the low fps when the server is full. Playing with taskset to set the affinity of the process has no visible effects, same thing with nice and chrt. Also tried disabling all addons and using a 3 lines server.cfg (sv_log 0; hostname; rcon_password) but still no effect worth mentioning. I've come to the conclusion that srcds on linux can use at most one core. I hope I'm wrong, since it would mean I'm stuck at running 32 slots servers at tickrate 33 despite having good hardware. How you guys manage to run 32 slots srcds servers on linux? Thanks Claudio ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Query problem after update
Hello, I updated my TF2 server with the optional update, and now it does not respond to A2A_PING queries at all. It's running, and it responds to A2S_INFO just fine. Is this the fix for the flood attacks? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server crash Centos 5.5
This looks like it's caused by amxmodx. Does the server run if you disable all of the plugins? - Dave -Original Message- From: Andrei Mihaita andrei.da...@gmail.com To: hlds_linux@list.valvesoftware.com Sent: Sat, 08 Jan 2011 10:19 PM Subject: [hlds_linux] Server crash Centos 5.5 I have this crash on my hlds server. i use centos 5.5x64 CRASH: Sat Jan 8 22:21:19 EET 2011 Start Line: ./hlds_i686 -game cstrike +ip 94.24.56.11 +port 27015 +sv_lan 1 +maxplayers 22 +map hns_floppytown -sys_ticrate 500 -pingboost 3 -debu$ [New Thread 11697] [New Thread 6807] [New Thread 6805] Core was generated by `./hlds_i686 -game cstrike +ip 94.24.56.11 +port 27015 +sv_lan 1 +maxp'. Program terminated with signal 11, Segmentation fault. #0 0xb5592235 in ?? () from cstrike/addons/amxmodx/modules/fakemeta_amxx_i386.so #0 0xb5592235 in ?? () from cstrike/addons/amxmodx/modules/fakemeta_amxx_i386.so #1 0x0a0b2290 in ?? () #2 0x0924 in ?? () #3 0x0f4bf7c4 in ?? () #4 0xb56199dd in ?? () from /usr/hlds/cstrike/addons/amxmodx/dlls/amxmodx_mm_i386.so #5 0x0a0b2290 in ?? () #6 0x0f4c40a4 in ?? () #7 0x0f4c40c0 in ?? () #8 0xbfedace0 in ?? () #9 0xb563a5d0 in amx_exec_jit () from /usr/hlds/cstrike/addons/amxmodx/dlls/amxmodx_mm_i386.so #10 0x0018 in ?? () #11 0xbfedacf0 in ?? () #12 0x0f4c40a4 in ?? () #13 0xbfedacd8 in ?? () #14 0x0f4bf7ae in ?? () #15 0x0f4beb3e in ?? () #16 0xb563a48a in amx_exec_jit () from /usr/hlds/cstrike/addons/amxmodx/dlls/amxmodx_mm_i386.so #17 0x0a0b2290 in ?? () #18 0x0f4be2e0 in ?? () #19 0x in ?? () No symbol table info available. FromTo Syms Read Shared Object Library 0xb7fcdb70 0xb7fcf888 Yes (*) ./hlshield.so 0x48b35a70 0x48b36aa4 Yes (*) /lib/libdl.so.2 0x48ef9210 0x48f04a74 Yes (*) /lib/libpthread.so.0 0x48b51c80 0x48c4cda0 Yes (*) /lib/libc.so.6 0x003c17f0 0x003d6e1f Yes (*) /lib/ld-linux.so.2 0xb7aa3ad0 0xb7b23b74 Yes /usr/hlds/engine_i686.so 0xb7a645f0 0xb7a72ec4 Yes ./libsteam_api_c_linux.so 0x48f86410 0x48fa1594 Yes (*) /lib/libm.so.6 0xb7a46a60 0xb7a54b4d Yes /usr/hlds/filesystem_stdio_i386.so 0xb59882a0 0xb5a0eab7 Yes (*) ./cstrike/addons/metamod/dlls/metamod_i386.so 0xb573709c 0xb5860668 Yes /usr/hlds/cstrike/dlls/cs_i386.so 0x49f71c50 0x49fed134 Yes (*) /usr/lib/libstdc++.so.6 0x49f25660 0x49f2cf34 Yes (*) /lib/libgcc_s.so.1 0xb55e35e0 0xb563d854 Yes (*) /usr/hlds/cstrike/addons/amxmodx/dlls/amxmodx_mm_i386.so 0xb7fc4be0 0xb7fc76e4 Yes (*) cstrike/addons/amxmodx/modules/fun_amxx_i386.so 0xb55bd0e0 0xb55c70b4 Yes (*) cstrike/addons/amxmodx/modules/engine_amxx_i386.so 0xb5585ac0 0xb55b0b74 Yes (*) cstrike/addons/amxmodx/modules/fakemeta_amxx_i386.so 0xb7fbcf30 0xb7fc01f4 Yes (*) cstrike/addons/amxmodx/modules/geoip_amxx_i386.so 0xb544f090 0xb5454f34 Yes (*) cstrike/addons/amxmodx/modules/nvault_amxx_i386.so 0xb5444150 0xb54498f4 Yes (*) cstrike/addons/amxmodx/modules/cstrike_amxx_i386.so 0xb53cfca0 0xb53d5e24 Yes (*) cstrike/addons/amxmodx/modules/csx_amxx_i386.so 0xb539d9f0 0xb53c83a4 Yes (*) cstrike/addons/amxmodx/modules/hamsandwich_amxx_i386.so 0xb51e7290 0xb5269114 Yes (*) cstrike/addons/amxmodx/modules/mysql_amxx_i386.so 0xb3adf5f0 0xb40735a4 Yes (*) ./steamclient.so 0xb50c23c0 0xb50e0a68 Yes (*) ./libtier0_s.so 0xb5066050 0xb509dfe0 Yes (*) ./libvstdlib_s.so 0xb4e294b0 0xb4f0aa04 Yes ./libsteamvalidateuseridtickets.so 0xb31c58e0 0xb31cc284 Yes (*) /lib/libnss_files.so.2 0xb51a4bc0 0xb51a7724 Yes (*) /lib/libnss_dns.so.2 0x48ee10e0 0x48eec074 Yes (*) /lib/libresolv.so.2 0xb51a0dd0 0xb51a1df4 Yes (*) cstrike/addons/amxmodx/modules/sockets_amxx_i386.so 0xb517c2d0 0xb5184e84 Yes (*) cstrike/addons/amxmodx/modules/regex_amxx_i386.so (*): Shared library is missing debugging information. Stack level 0, frame at 0xbfedac8c: eip = 0xb5592235; saved eip 0xa0b2290 called by frame at 0xbfedac90 Arglist at 0xbfedac84, args: Locals at 0xbfedac84, Previous frame's sp is 0xbfedac8c Saved registers: eip at 0xbfedac88 End of crash report Meta list [ 2] AMX Mod XRUN -amxmodx_mm_i386. v1.8.1.3 ini Start ANY [ 3] Fun RUN -fun_amxx_i386.so v1.8.1.3 pl2 ANY ANY [ 4] Engine RUN -engine_amxx_i386 v1.8.1.3 pl2 ANY ANY [ 5] FakeMeta RUN -fakemeta_amxx_i3 v1.8.1.3 pl2 ANY ANY [ 6] CStrike RUN -cstrike_amxx_i38 v1.8.1.3 pl2 ANY ANY [ 7] CSX RUN -csx_amxx_i386.so v1.8.1.3 pl2 ANY ANY [ 8] Ham Sandwich RUN -hamsandwich_amxx v1.8.1.3 pl2 ANY ANY [ 9] MySQLRUN -mysql_amxx_i386. v1.8.1.3 pl2 ANY ANY amxx plugins [ 1] AMXBans CoreGm 1.5 GmStaff xPawamxbans_core.am running [ 2] AMXBans MainGm 1.5 GmStaff, xPaw, ~ amxbans_main.am debug [ 3] Admin Commands 1.8.1.3746 AMXX
Re: [hlds_linux] tf2 denial of service - please do something!
I'm curious, what do you mean when you say that the iptables solution cannot be handled properly on your busy servers? Do the string checks create a lot of overhead and slow things down? I have not experienced any attacks, but I agree that this is something that needs to be solved in the engine. A cvar to limit the number of queries per second would be great. - Dave - Original Message - From: Marco Padovan evolutioncr...@gmail.com Date: Wednesday, January 5, 2011 5:42 pm Subject: [hlds_linux] tf2 denial of service - please do something! To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com I'm hosting many tf2 servers and lately we are getting a lot of denial of services... basically we got our machservers spammed with query requests till the point they time out (the machine is running properly, it's just the gameserver slowly dieing) an effective way to stop this kind of behaviour is: http://www.vanillatf2.org/2011/01/fighting-dos-attacks/ but that cannot be handled properly on boxes as busy as ours... basically with just little effort anybody is able to take down a single gameserver spamming it with query requests :( What can we do to stop that? Is there a decent plugin/official fix to get rid of this problem instead of doing packet inspection via iptables on boxes handling 1+ packets/second? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] server info query.
You need to evaluate a bitwise AND of the EDF value and the various values defined in the A2S_INFO specification. I haven't done this in PowerShell, but a quick Google search for bitwise operations makes me think that you need to use -band (bitwise AND) instead of -and, like so: if($EDF -band 0x80) { # Server's game port is included } if($EDF -band 0x10) { # Server's SteamID is included } if($EDF -band 0x40) { # Spectator port and server name are included } if($EDF -band 0x20) { # Game tag data is included } Again, I haven't actually tried this, but I think the -band may be what you're looking for. - Dave - Original Message - From: edman747 edman...@gmail.com Date: Thursday, October 28, 2010 7:32 pm Subject: Re: [hlds_linux] server info query. To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com I almost got it. There are no built in operators for bit shifting (,) in powershell v2. So it does not add two bytes well. as shown in the gameport and steamIDoutput: $EDF = $ReceiveBuffer[$i] if($EDF -and 0x80) # servers game port number is included. { $i++ [int16[]]$gameport = $receivebuffer[$i] + $receivebuffer[$i++] if($EDF -and 0x10) # The server's SteamID { [int64[]]$SteamID = $receivebuffer[$i] + $receivebuffer[$i++] + $receivebuffer[$i++] + $receivebuffer[$i++] + $receivebuffer[$i++] + $receivebuffer[$i++] + $receivebuffer[$i++] + $receivebuffer[$i++] if($EDF -and 0x01) # The steam application IDhttp://developer.valvesoftware.com/wiki/Steam_Application_IDsagain { $i++;$i++ [int16[]]$AppID2 = $receivebuffer[$i] } } } output: Type: I Protocol Version: 48 Server Name: SC Test Server -DAL- [2815] Map: datacore Game Directory: SvenCoop4 Game Description: Sven Co-op 4.6 or later AppID: 70, 77 Number of players: 0 Maximum players: 24 Number of bots: 0 Dedicated: d OS: w Password: 1 Secure: 1 Game Version: 1.1.2.1 EDF: 145 gameport: 270 SteamID: 769 AppID2: 70 Thanks, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] server info query.
I've done this in Perl and Java. What language are you using? -Original Message- From: edman747 edman...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wed, 27 Oct 2010 10:08 PM Subject: [hlds_linux] server info query. hey, I hacked out a script to monitor local or remote servers. it is kinda simple it sends a ping gets the reply then sends an info query and gets the reply. If I can figure out the rcon stuff I will add that. It loops through the received UDP packet (a 1400 byte array) to get the four variable length strings (servername, mapname, directory, description) then searches for an appid that is equal to 70. After the appid is found it increments through the byte array one byte at a time to get and format the rest of the data. ref: [URL] http://developer.valvesoftware.com/wiki/Server_queries#Source_servers_2[/URL] Having a little trouble with the extended data flag. Is anyone familiar with how to read or check the extended data? TIA, note, in the samples the AppID shows two items 70, xx the xx is the byte where the appid was found. (this varies based on the length of the server and map names) sample output: Type: I Protocol Version: 48 Server Name: Stealing jaffa cakes [trunk][2813] Map: c0a0 Game Directory: svencoop4 Game Description: Sven Co-op 4.6 or later AppID: 70, 80 Number of players: 0 Maximum players: 12 Number of bots: 0 Dedicated: d OS: w Password: 1 Secure: 0 Game Version: 1.1.2.1 EDF: 145 Type: I Protocol Version: 48 Server Name: [FR]SvenCoop4.5 AMXX(2) Rcbot Map: jumpers Game Directory: svencoop Game Description: Sven Co-op 4.5 AppID: 70, 68 Number of players: 2 Maximum players: 12 Number of bots: 2 Dedicated: d OS: w Password: 0 Secure: 1 Game Version: 1.1.2.1 EDF: 145 Type: I Protocol Version: 48 Server Name: sc4.x Test Server[2814] Map: c0a0e Game Directory: svencoop4 Game Description: Sven Co-op 4.6 or later AppID: 70, 70 Number of players: 0 Maximum players: 12 Number of bots: 0 Dedicated: d OS: w Password: 0 Secure: 0 Game Version: 1.1.2.1 EDF: 145 Type: I Protocol Version: 48 Server Name: ..::[Raspberry's H(e)aven]::[ LESS 4.07, MOAR 4.5 ]::.. Map: -HL_OpFor_SP_Portal Game Directory: svencoop Game Description: Sven Co-op 4.5 AppID: 70, 112 Number of players: 0 Maximum players: 6 Number of bots: 0 Dedicated: d OS: w Password: 0 Secure: 1 Game Version: 1.1.2.1 EDF: 144 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] KeyValues Error (L4D2)
Does anyone else see errors like these when starting up a Left 4 Dead 2 server? Is there a syntax error in one of the game's scripts? #06:(*Population*), #06:(*offset*), #06:(*church*), #06: #06:KeyValues Error: LoadFromBuffer: missing { in file scripts/population.txt I think #06 is the fork number. - Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] TF2 crash on startup after update
Hello, I just updated my TF2 server, and now it crashes on startup. Here is the output I get: Console initialized. ./srcds_run: line 348: 20166 Segmentation fault (core dumped) $HL_CMD Cannot access memory at address 0xf7f56658 Cannot access memory at address 0xfff5360c /usr/local/srcds_1/orangebox/debug.cmds:4: Error in sourced command file: Cannot access memory at address 0xf7f56658 email debug.log to li...@valvesoftware.com Mon Jul 19 21:06:15 EDT 2010: Server restart in 10 seconds Using breakpad minidump system Using breakpad crash handler Then it just keeps doing this every time it tries to auto-restart. The crash is instant upon the server starting up. I ran a backtrace on the core file but it did not seem to have any more information than what is displayed in the message. I ran the update a second time with -verify_all but it said that all of the files were up-to-date. I have disabled all plugins and the server is not configured with anything funky. Has anyone else seen this? Any ideas? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 crash on startup after update
Yeah, I always use -verify_all when I update my servers, and I ran it a second time on this one just to make sure. It said all of the files were up to date. The server was running fine before the update. Thanks, Dave - Original Message - From: Jeff Sugar jeffsu...@gmail.com Date: Monday, July 19, 2010 9:18 pm Subject: Re: [hlds_linux] TF2 crash on startup after update To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Have you made sure to do a verify all to make sure you got alll the files? The server I'm lookign at right now is windows, but it's running fine. On Mon, Jul 19, 2010 at 6:12 PM, David Parker dpar...@utica.edu wrote: Hello, I just updated my TF2 server, and now it crashes on startup. Here is the output I get: Console initialized. ./srcds_run: line 348: 20166 Segmentation fault (core dumped) $HL_CMD Cannot access memory at address 0xf7f56658 Cannot access memory at address 0xfff5360c /usr/local/srcds_1/orangebox/debug.cmds:4: Error in sourced command file: Cannot access memory at address 0xf7f56658 email debug.log to li...@valvesoftware.com Mon Jul 19 21:06:15 EDT 2010: Server restart in 10 seconds Using breakpad minidump system Using breakpad crash handler Then it just keeps doing this every time it tries to auto- restart. The crash is instant upon the server starting up. I ran a backtrace on the core file but it did not seem to have any more information than what is displayed in the message. I ran the update a second time with - verify_all but it said that all of the files were up-to-date. I have disabled all plugins and the server is not configured with anything funky. Has anyone else seen this? Any ideas? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 crash on startup after update
Thanks. I had Metamod installed because I was using BAT to define admins on the server, although I've been meaning to switch to SM for a while now. I didn't have any other plugins installed, and disabled Metamod when the crash first happened but it didn't help. I decided to reinstall the server, so right now I'm doing a clean install and we'll see if a vanilla server starts up once that's finished. Thanks, Dave - Original Message - From: Jeff Sugar jeffsu...@gmail.com Date: Monday, July 19, 2010 10:38 pm Subject: Re: [hlds_linux] TF2 crash on startup after update To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Had to check--that happens relatively often :P I'd check through your sourcemod stuff, then. Generally when there are issues, there are tons of responses about the servers not working, this is the only one I've seen thus far. On Mon, Jul 19, 2010 at 6:36 PM, David Parker dpar...@utica.edu wrote: Yeah, I always use -verify_all when I update my servers, and I ran it a second time on this one just to make sure. It said all of the files were up to date. The server was running fine before the update. Thanks, Dave - Original Message - From: Jeff Sugar jeffsu...@gmail.com Date: Monday, July 19, 2010 9:18 pm Subject: Re: [hlds_linux] TF2 crash on startup after update To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Have you made sure to do a verify all to make sure you got alll the files? The server I'm lookign at right now is windows, but it's running fine. On Mon, Jul 19, 2010 at 6:12 PM, David Parker dpar...@utica.edu wrote: Hello, I just updated my TF2 server, and now it crashes on startup. Here is the output I get: Console initialized. ./srcds_run: line 348: 20166 Segmentation fault (core dumped) $HL_CMD Cannot access memory at address 0xf7f56658 Cannot access memory at address 0xfff5360c /usr/local/srcds_1/orangebox/debug.cmds:4: Error in sourced command file: Cannot access memory at address 0xf7f56658 email debug.log to li...@valvesoftware.com Mon Jul 19 21:06:15 EDT 2010: Server restart in 10 seconds Using breakpad minidump system Using breakpad crash handler Then it just keeps doing this every time it tries to auto- restart. The crash is instant upon the server starting up. I ran a backtrace on the core file but it did not seem to have any more information than what is displayed in the message. I ran the update a second time with - verify_all but it said that all of the files were up-to-date. I have disabled all plugins and the server is not configured with anything funky. Has anyone else seen this? Any ideas? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Error in Line 341 on Startup
That's strange. In my copy of srcds_run under the orangebox directory, line 341 is the declaration of the run() function. What does a backtrace on the core file look like? To get a backtrace, just open the file in gdb like this: gdb -c core-file Where core-file is the name of the core file. Once you are in gdb, just type bt to get a backtrace. - Dave - Original Message - From: Huber Uli huber@gmx.de Date: Wednesday, July 14, 2010 4:45 pm Subject: [hlds_linux] Error in Line 341 on Startup To: hlds_linux@list.valvesoftware.com Hey Everybody, I get an Error when I startup my server ... a server.cfg is created (bases on a version before orangebox) I use the following in the orangbox folder: ./srcds_run -game cstrike +map de_dust -maxplayers 12 -debug the I get in the console the following ... what´s the reason? my system is openSuse 11 with actual patch-level Auto detecting CPU Using default binary: ./srcds_linux Enabling debug mode Server will auto-restart if there is a crash. ./srcds_run: line 341: 27512 Illegal instruction (core dumped) $HL_CMD warning: Can't read pathname for load map: Input/output error. email debug.log to li...@valvesoftware.com Wed Jul 14 22:29:35 CEST 2010: Server restart in 10 seconds ^CWed Jul 14 22:29:41 CEST 2010: Server Quit The rights to the folders a set, with root it won´t work too, there a no symbolic links in the orangebox etc. Thanks for helping ... Uli ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available
This is exactly what happens on my CS:S server when I try to change the map using the map command in the console. If I change the map using changelevel then it works fine. Are you changing the map to get SourceTV to work? That's what I was doing. If that's the case, then it's not a SourceTV problem. It's a problem with using the map command. - Dave - Original Message - From: Marc.B vg.ha...@gmail.com Date: Wednesday, July 7, 2010 9:59 am Subject: Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Short update about the relay issue. After a couple of minutes, the relay server unfreeze, display an error message, restart itself and then seems to work correctly. However, it shouldn't be that way. Here is the logs: SourceTV relay active. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll.Continuing with current version anyway. Here the server freeze for about 10 minutes and then: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * Master server communication disabled. SourceTV connection timed out. Disconnect: Disconnect by user.. Connecting to xxx.xxx..xxx:32089... Counter-Strike: Source Map: de_dust2 Players: 1 / 10 Build: 4259 Server Number: 2 SourceTV relay active. tv_status --- SourceTV Status --- Online 00:29, FPS 24.5, Version 4259 (Linux) Relay SourceTV, connect to xx.xxx.xxx.xxx:32089 Game Time 2:03:56, Mod cstrike, Map de_dust2, Players 0 Local IP xxx.xxx.xxx.xxx:28000, KB/sec In 2.3, Out 1.2 Local Slots 250, Spectators 0, Proxies 0 Total Slots 10, Spectators 0, Proxies 0 Cheers, Marc. On Wed, Jul 7, 2010 at 3:32 PM, Marc.B vg.ha...@gmail.com wrote: Hey, This update have broken the relay tv. If you connect a relay to a master, as soon as the relay is connected, it freeze and you can't do anything with it. This is a major problem for all Counter Strike Source Match Broadcasting... If this could be fixed quickly it would be much appreciated as there are many upcomming events. Cheers, Marc. On Wed, Jul 7, 2010 at 3:07 PM, h...@gmx.de wrote: maybe... but -autoupdate doesnt work here Did anyone have the same problem with -autoupdate ? Original-Nachricht Datum: Wed, 7 Jul 2010 08:58:52 -0400 Von: Miano, Steven M. steven.mi...@mybrighthouse.com An: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Betreff: Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available I'm also seeing the client crash when using the flashlight. The server seems fine so far. h...@gmx.de h...@gmx.de wrote: -autoupdate dont work anymore.. Original-Nachricht Datum: Tue, 6 Jul 2010 20:11:01 -0700 Von: Jason Ruymen jas...@valvesoftware.com An: \'Half-Life dedicated Linux server mailing list\' hlds_linux@list.valvesoftware.com, \'h...@list.valvesoftware.com\' h...@list.valvesoftware.com, \'hlds_annou...@list.valvesoftware.com \' hlds_annou...@list.valvesoftware.com Betreff: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available A required update for Counter-Strike: Source is now available. The specific changes are: - Fixed incorrect stat collection by forcing all dedicated servers to update to the new version Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ To
Re: [hlds_linux] Steam support library problem
Hello, Yes, I did copy the server config from my old CS:S directory into this one. Except for the server.cfg and motd.txt files, it is a completely default install. Start-up command line is the same as I was using for CS:S before the update: ./srcds_run -game cstrike +ip 72.237.4.31 -port 27015 +maxplayers 16 +map de_dust +sv_lan 0 -autoupdate -debug I don't think it's a permissions problem because the srcds user owns the install directory (/usr/local/srcds_2) and all of the files and directories under it. I also disabled the iptables firewall on the box temporarily because it was mentioned before that this could be caused by a connectivity problem with Valve's servers, but that did not seem to help. Thanks, Dave - Original Message - From: clad iron cladi...@gmail.com Date: Saturday, June 26, 2010 6:06 am Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * This makes me think it's a permissions issue, or a corrupt file but you said you reinstalled. As for [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. I have seen that numerous times on our tf2 servers, but they don't seem to cause any problems. On Sat, Jun 26, 2010 at 2:39 AM, bl4nk bl4n...@gmail.com wrote: What command line params are you using to start up your server? Sent from my iPod On Jun 26, 2010, at 12:37 AM, tom nikitopoulos screwtop...@gmail.com wrote: but did u put a server config in the install? On Fri, Jun 25, 2010 at 10:06 PM, David Parker dpar...@utica.edu wrote: Thanks, but that doesn't seem to be the problem. This is just plain crazy. I rebooted the box (to make sure there are no weird ghost processes running, although there did not seem to be before). Then I created a whole new directory and did a full, clean install of CS:S into the new directory from Steam. Now, the CS:S server appears to start up just fine, but it crashes if someone connects to it. If I start up the server and then change the map using map de_dust2 (or any other map name) in the console, the new map loads, but then the server hangs for about 5 minutes after this message is printed: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. During this time, I cannot type anything on the console, and the server stops responding to A2S_INFO and other queries. After about five minutes, it spits this message out to the console and then seems to be fine, except that no one can join it: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * Again, this is a clean CS:S install, but this is the third install of CS:S on this box which has had this problem. I never had any problems with CS:S on this box up until the last update. The box is also running servers for TF2, CS 1.6, and CS:CZ and those seem to be running just fine. The OS is Debian Lenny 64-bit, up-to-date. I'm at a total loss. - Dave - Original Message - From: tom nikitopoulos screwtop...@gmail.com Date: Friday, June 25, 2010 8:51 pm Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com thats a error given when server is quit isn't it? maybe a server running in background? On Fri, Jun 25, 2010 at 2:56 PM, David A. Parker dpar...@utica.edu wrote: Hello, I'm still getting the Unable to load Steam support library error on startup. I am not running any plugins and I disabled SourceTV, but the problem persists. I've been running an update with - verify_all several times each day, but it always says that the installation is up- to-date so it does not appear that anything in my installation is corrupted. Anyone have any ideas? Any help at all would be greatly appreciated. Thanks, Dave oGre wrote: Hi, I got that error last week when the Valve servers were overloaded. This was a TF2 server instance. I checked the binaries manually and moved some from a functioning installation while waiting for Valve to fix their update servers. The files that got corrupt were in the orangebox/bin directory, namely steamclient.so and libsteam_api.so
Re: [hlds_linux] Steam support library problem
A new development. For the last few days, I wasn't able to establish a client connection to my server at all after it started up. A connection would always either crash the client or crash the server immediately. However, I just restarted my server for the billionth time, and this time I was able to find it in the master list and connect to it just fine. I ran around the map for a little while with no problems. A map change on the console is what always causes the server to lock up for 5 minutes and then give the Steam support library error, so I decided to try it from the client and see what happened. I attempted to change the map via rcon (rcon map de_dust2) and it did the same thing, and my client immediately got disconnected from the server with the error Disconnect: Server shutting down. Unless some miracle patch comes out, I think my days of running a CS:S server might be over, because this update done broke it but good. :-( - Dave - Original Message - From: David Parker dpar...@utica.edu Date: Saturday, June 26, 2010 9:06 am Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Hello, Yes, I did copy the server config from my old CS:S directory into this one. Except for the server.cfg and motd.txt files, it is a completely default install. Start-up command line is the same as I was using for CS:S before the update: ./srcds_run -game cstrike +ip 72.237.4.31 -port 27015 +maxplayers 16 +map de_dust +sv_lan 0 -autoupdate -debug I don't think it's a permissions problem because the srcds user owns the install directory (/usr/local/srcds_2) and all of the files and directories under it. I also disabled the iptables firewall on the box temporarily because it was mentioned before that this could be caused by a connectivity problem with Valve's servers, but that did not seem to help. Thanks, Dave - Original Message - From: clad iron cladi...@gmail.com Date: Saturday, June 26, 2010 6:06 am Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * This makes me think it's a permissions issue, or a corrupt file but you said you reinstalled. As for [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. I have seen that numerous times on our tf2 servers, but they don't seem to cause any problems. On Sat, Jun 26, 2010 at 2:39 AM, bl4nk bl4n...@gmail.com wrote: What command line params are you using to start up your server? Sent from my iPod On Jun 26, 2010, at 12:37 AM, tom nikitopoulos screwtop...@gmail.com wrote: but did u put a server config in the install? On Fri, Jun 25, 2010 at 10:06 PM, David Parker dpar...@utica.edu wrote: Thanks, but that doesn't seem to be the problem. This is just plain crazy. I rebooted the box (to make sure there are no weird ghost processes running, although there did not seem to be before). Then I created a whole new directory and did a full, clean install of CS:S into the new directory from Steam. Now, the CS:S server appears to start up just fine, but it crashes if someone connects to it. If I start up the server and then change the map using map de_dust2 (or any other map name) in the console, the new map loads, but then the server hangs for about 5 minutes after this message is printed: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. During this time, I cannot type anything on the console, and the server stops responding to A2S_INFO and other queries. After about five minutes, it spits this message out to the console and then seems to be fine, except that no one can join it: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * Again, this is a clean CS:S install, but this is the third install of CS:S on this box which has had this problem. I never had any problems with CS:S on this box up until the last update. The box is also running servers for TF2, CS 1.6, and CS:CZ and those seem to be running just fine. The OS is Debian Lenny 64-bit, up-to-date. I'm at a total loss
Re: [hlds_linux] Steam support library problem
Thanks, I'll give that a try. Still seems like a map change using map shouldn't kill a working server, though. - Dave - Original Message - From: StevoTVR stevo...@sbcglobal.net Date: Saturday, June 26, 2010 4:56 pm Subject: Re: [hlds_linux] Steam support library problem To: hlds_linux@list.valvesoftware.com Use changelevel, not map. Using map basically restarts the server. On 6/26/2010 1:42 PM, David Parker wrote: A new development. For the last few days, I wasn't able to establish a client connection to my server at all after it started up. A connection would always either crash the client or crash the server immediately. However, I just restarted my server for the billionth time, and this time I was able to find it in the master list and connect to it just fine. I ran around the map for a little while with no problems. A map change on the console is what always causes the server to lock up for 5 minutes and then give the Steam support library error, so I decided to try it from the client and see what happened. I attempted to change the map via rcon (rcon map de_dust2) and it did the same thing, and my client immediately got disconnected from the server with the error Disconnect: Server shutting down. Unless some miracle patch comes out, I think my days of running a CS:S server might be over, because this update done broke it but good. :-( - Dave - Original Message - From: David Parkerdpar...@utica.edu Date: Saturday, June 26, 2010 9:06 am Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing listhlds_linux@list.valvesoftware.com Hello, Yes, I did copy the server config from my old CS:S directory into this one. Except for the server.cfg and motd.txt files, it is a completely default install. Start-up command line is the same as I was using for CS:S before the update: ./srcds_run -game cstrike +ip 72.237.4.31 -port 27015 +maxplayers 16 +map de_dust +sv_lan 0 -autoupdate -debug I don't think it's a permissions problem because the srcds user owns the install directory (/usr/local/srcds_2) and all of the files and directories under it. I also disabled the iptables firewall on the box temporarily because it was mentioned before that this could be caused by a connectivity problem with Valve's servers, but that did not seem to help. Thanks, Dave - Original Message - From: clad ironcladi...@gmail.com Date: Saturday, June 26, 2010 6:06 am Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * This makes me think it's a permissions issue, or a corrupt file but you said you reinstalled. As for [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. I have seen that numerous times on our tf2 servers, but they don't seem to cause any problems. On Sat, Jun 26, 2010 at 2:39 AM, bl4nkbl4n...@gmail.com wrote: What command line params are you using to start up your server? Sent from my iPod On Jun 26, 2010, at 12:37 AM, tom nikitopoulos screwtop...@gmail.com wrote: but did u put a server config in the install? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam support library problem
Thanks, but I tried it with -ip and I still got the same result. If I change the map using changelevel instead of map then this error does not happen. But if I try to restart the server using quit, restart, or _restart, then the server says it will restart in 10 seconds and just hangs, so there is something wrong. I'm just getting frustrated because it seems I'm the only one with this problem, and everything worked fine before the big update. I attached strace to the srcds_linux process, and this is what happens during the long pause and subsequent Unable to load... message: write(2, [S_API FAIL] SteamAPI_Init() fail..., 117) = 117 mmap2(NULL, 1048576, PROT_READ|PROT_WRITE|PROT_EXEC, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xf0134000 mprotect(0xf0134000, 4096, PROT_NONE) = 0 clone(child_stack=0xf02334c4, flags=CLONE_VM|CLONE_FS|CLONE_FILES|CLONE_SIGHAND|CLONE_THREAD|CLONE_SYSVSEM|CLONE_SETTLS|CLONE_PARENT_SETTID|CLONE_CHILD_CLEARTID, parent_tidptr=0xf0233bd8, tls=0xf0233bd8, child_tidptr=0xff833f6c) = 14213 socketpair(PF_FILE, SOCK_STREAM, 0, [12, 13]) = 0 send(13, \3\0\0\0\3..., 5, 0) = 5 send(13, \3\3..., 2, MSG_NOSIGNAL) = 2 select(14, [13], NULL, NULL, {180, 0} ... long pause... ) = 0 (Timeout) getppid() = 14192 open(/proc/14192/cmdline, O_RDONLY) = 14 fstat64(14, {st_dev=makedev(0, 3), st_ino=2913916240, st_mode=S_IFREG|0444, st_nlink=1, st_uid=1001, st_gid=1001, st_blksize=1024, st_blocks=0, st_size=0, st_atime=2010/06/26-17:36:30, st_mtime=2010/06/26-17:36:30, st_ctime=2010/06/26-17:36:30}) = 0 mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xf0133000 read(14, /bin/sh\0./srcds_run\0-game\0cstrike..., 1024) = 119 read(14, ..., 1024) = 0 close(14) = 0 munmap(0xf0133000, 4096) = 0 send(13, \16\0\0\0\1..., 5, 0) = 5 send(13, \4\0\0\0\0\251\4\0\0\360\0\0\0..., 13, MSG_NOSIGNAL) = 13 select(14, [13], NULL, NULL, {180, 0} ... long pause ... ) = 0 (Timeout) getppid() = 14192 open(/proc/14192/cmdline, O_RDONLY) = 14 fstat64(14, {st_dev=makedev(0, 3), st_ino=2913916240, st_mode=S_IFREG|0444, st_nlink=1, st_uid=1001, st_gid=1001, st_blksize=1024, st_blocks=0, st_size=0, st_atime=2010/06/26-17:36:30, st_mtime=2010/06/26-17:36:30, st_ctime=2010/06/26-17:36:30}) = 0 mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xf0133000 read(14, /bin/sh\0./srcds_run\0-game\0cstrike..., 1024) = 119 read(14, ..., 1024) = 0 close(14) = 0 munmap(0xf0133000, 4096) = 0 gettimeofday({1277588601, 375714}, NULL) = 0 write(1, *..., 58) = 58 gettimeofday({1277588601, 375908}, NULL) = 0 write(1, *\tUnable to load Steam support li..., 41) = 41 gettimeofday({1277588601, 376019}, NULL) = 0 write(1, *\tThis server will operate in LAN..., 46) = 46 gettimeofday({1277588601, 376129}, NULL) = 0 write(1, *..., 58) = 58 send(13, \n\0\0\0\1..., 5, 0) = 5 send(13, \4\0\0\0\0\252\4\0\0..., 9, MSG_NOSIGNAL) = 9 select(14, [13], NULL, NULL, {180, 0}) = 0 (Timeout) getppid() = 14192 open(/proc/14192/cmdline, O_RDONLY) = 14 fstat64(14, {st_dev=makedev(0, 3), st_ino=2913916240, st_mode=S_IFREG|0444, st_nlink=1, st_uid=1001, st_gid=1001, st_blksize=1024, st_blocks=0, st_size=0, st_atime=2010/06/26-17:36:30, st_mtime=2010/06/26-17:36:30, st_ctime=2010/06/26-17:36:30}) = 0 mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0xf0133000 read(14, /bin/sh\0./srcds_run\0-game\0cstrike..., 1024) = 119 ... And then the server is in LAN mode. I don't see anything that indicates a problem opening or reading any library file. It looks to me like the call to select() is blocking for network I/O and eventually times out, but I don't know why it's getting stuck there. So the error message is not even close to the truth. Does anyone know what select() is waiting for? Thanks, Dave - Original Message - From: bl4nk bl4n...@gmail.com Date: Saturday, June 26, 2010 6:02 pm Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Isn't it -ip now? Sent from my iPod On Jun 26, 2010, at 9:06 AM, David Parker dpar...@utica.edu wrote: Hello, Yes, I did copy the server config from my old CS:S directory into this one. Except for the server.cfg and motd.txt files, it is a completely default install. Start-up command line is the same as I was using for CS:S before the update: ./srcds_run -game cstrike +ip 72.237.4.31 -port 27015 +maxplayers 16 +map de_dust +sv_lan 0 -autoupdate -debug I don't think it's a permissions problem because the srcds user owns the install directory (/usr
Re: [hlds_linux] Steam support library problem
Thanks, but that doesn't seem to be the problem. This is just plain crazy. I rebooted the box (to make sure there are no weird ghost processes running, although there did not seem to be before). Then I created a whole new directory and did a full, clean install of CS:S into the new directory from Steam. Now, the CS:S server appears to start up just fine, but it crashes if someone connects to it. If I start up the server and then change the map using map de_dust2 (or any other map name) in the console, the new map loads, but then the server hangs for about 5 minutes after this message is printed: [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. During this time, I cannot type anything on the console, and the server stops responding to A2S_INFO and other queries. After about five minutes, it spits this message out to the console and then seems to be fine, except that no one can join it: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * Again, this is a clean CS:S install, but this is the third install of CS:S on this box which has had this problem. I never had any problems with CS:S on this box up until the last update. The box is also running servers for TF2, CS 1.6, and CS:CZ and those seem to be running just fine. The OS is Debian Lenny 64-bit, up-to-date. I'm at a total loss. - Dave - Original Message - From: tom nikitopoulos screwtop...@gmail.com Date: Friday, June 25, 2010 8:51 pm Subject: Re: [hlds_linux] Steam support library problem To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com thats a error given when server is quit isn't it? maybe a server running in background? On Fri, Jun 25, 2010 at 2:56 PM, David A. Parker dpar...@utica.edu wrote: Hello, I'm still getting the Unable to load Steam support library error on startup. I am not running any plugins and I disabled SourceTV, but the problem persists. I've been running an update with - verify_all several times each day, but it always says that the installation is up- to-date so it does not appear that anything in my installation is corrupted. Anyone have any ideas? Any help at all would be greatly appreciated. Thanks, Dave oGre wrote: Hi, I got that error last week when the Valve servers were overloaded. This was a TF2 server instance. I checked the binaries manually and moved some from a functioning installation while waiting for Valve to fix their update servers. The files that got corrupt were in the orangebox/bin directory, namely steamclient.so and libsteam_api.so. 2010/6/24 David Parker dpar...@utica.edu: Hello, Sorry for the flurry of e-mails today. Hopefully I'll get these issues straightened out soon and everything will work again. I just did a clean install of CS:S. It's a vanilla server with SourceTV enabled and no plugins or addons. The server starts up just fine, but then I get this on the console: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * maxplayers set to 17 (extra slot was added for SourceTV) Server logging enabled. L 06/23/2010 - 20:59:00: Log file closed Server logging data to file /usr/local/srcds_1/cstrike/logs/L0623002.log L 06/23/2010 - 20:59:00: Log file started (file /usr/local/srcds_1/cstrike/logs/L0623002.log) (game /usr/local/srcds_2/orangebox/cstrike) (version 4234) exec banned_user.cfg: file size larger than 1 MB! exec banned_ip.cfg: file size larger than 1 MB! Writing cfg/banned_user.cfg. Writing cfg/banned_ip.cfg. Unable to load Steam library. L 06/23/2010 - 20:59:00: World triggered Round_Start SourceTV broadcast active. L 06/23/2010 - 20:59:06: World triggered Round_Start Restarted the server a few times, but it happens consistently. Any ideas? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences
Re: [hlds_linux] Server lagging
Which game? - Original Message - From: Adam Bogacz adam...@poczta.fm Date: Wednesday, June 23, 2010 7:13 pm Subject: [hlds_linux] Server lagging To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com just to let you guys know, setting fps_max on linux beyond 500 laggs server badly, i experienced it on my gentoo box, setting fps_max (prev 1000) to 500 and below fixed horrible lags just my experience regards a...@thcc.pl - - Mistrzowski konkurs - wygraj nowoczesny telefon komorkowy! Sprawdz http://linkint.pl/f2745 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Changes with CS:S update
I noticed a few changes happened (at least on my server) with today's big CS:S update and thought others might like a heads-up... The ClientRegistry.blob file is no longer located in ~/.steam (that directory is now empty). The directory ~/Steam has been created and contains ClientRegistry.blob, a config for Steam, and a connection log. I'm not sure if this affects other SRCDS or HLDS servers running on the same box, because they might expect to find ClientRegistry.blob in ~/.steam and it's not there. It would probably get created again if something needed it, though. - Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CSS update broke linux server
I can confirm that it takes many, many tries. I'm attempting a clean install of CS:S in its own separate directory to see if it solves the crashes I'm experiencing. The first time I ran the update command, it downloaded all of the hl2 and orangebox stuff, but it didn't download *any* CS:S files at all. I ran the update command 9 more times (and waited about 10 minutes for it to finish each time) and it kept saying that everything was up to date. Finally, on the 10th try, it downloaded the CS:S files and created the /orangebox/cstrike folder. If your update isn't working, just keep trying. - Dave - Original Message - From: phil quinn harlequ...@hotmail.co.uk Date: Wednesday, June 23, 2010 7:31 pm Subject: Re: [hlds_linux] CSS update broke linux server To: hlds_linux@list.valvesoftware.com thanks ics Date: Thu, 24 Jun 2010 02:20:11 +0300 From: i...@ics-base.net To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] CSS update broke linux server Vanilla CSS server runs fine on me at linux. Just make sure your server is properly updated (run -verify_all many times)! Notice that the directory structure is now different. What used to be /home/user/server/cstrike/ is now /home/user/server/orangebox/cstrike/ so do not try to start it at wrong directory! Go into the orangebox. I also like to inform that latest metamod 1.8.2 and latest sourcemod snapshot works so far without crashes. The latest official release of sourcemod will not work. Use the newest snapshot. Just for FYI, other plugins that are broken: - Mani-admin - Matties Eventscripts - Erics Team Balancer - VIP mod -ics 24.4.6.2010 1:46, r...@bsk.vectranet.pl kirjoitti: Try srcds_linux, not srcds_run. -- From: Simon Cooks...@spcook.co.uk Sent: Wednesday, June 23, 2010 11:36 PM To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] CSS update broke linux server Are you running the ./srcds_run in the orangebox folder, if not chances are you are running the pre-update counter-strike source, move into the orangebox folder and try. On Wed, Jun 23, 2010 at 10:26 PM, phil quinn harlequ...@hotmail.co.ukwrote: same here, getting rather narked Date: Wed, 23 Jun 2010 14:16:32 -0700 From: bgcl...@gmail.com To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] CSS update broke linux server Hi, I've run the update tool several times but when I launch the game it says restarting for update. I've done this on multiple machines, I'm running debian lenny amd64. ./steam -command update -game Counter-Strike Source -dir . -verify_all Checking bootstrapper version ... Updating Installation Checking/Installing 'Counter-Strike Source Shared Content' version 76 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'OB Linux Dedicated Server' version 44 HLDS installation up to date CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps ./srcds_run -console +ip IP +port 27015 -game cstrike +exec server.cfg +map de_dust . . . Adding master server 216.207.205.98:27011 Adding master server 216.207.205.99:27011 L 06/23/2010 - 15:46:12: World triggered Round_Start L 06/23/2010 - 15:46:12: World triggered Round_Start MasterRequestRestart Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. MasterRequestRestart Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. Connection to Steam servers successful. VAC secure mode is activated. Is anyone else having this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ http://clk.atdmt.com/UKM/go/19780/direct/01/ Do you have a story that started on Hotmail? Tell us now ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Steam support library problem
Hello, Sorry for the flurry of e-mails today. Hopefully I'll get these issues straightened out soon and everything will work again. I just did a clean install of CS:S. It's a vanilla server with SourceTV enabled and no plugins or addons. The server starts up just fine, but then I get this on the console: * * Unable to load Steam support library.* * This server will operate in LAN mode only.* * maxplayers set to 17 (extra slot was added for SourceTV) Server logging enabled. L 06/23/2010 - 20:59:00: Log file closed Server logging data to file /usr/local/srcds_1/cstrike/logs/L0623002.log L 06/23/2010 - 20:59:00: Log file started (file /usr/local/srcds_1/cstrike/logs/L0623002.log) (game /usr/local/srcds_2/orangebox/cstrike) (version 4234) exec banned_user.cfg: file size larger than 1 MB! exec banned_ip.cfg: file size larger than 1 MB! Writing cfg/banned_user.cfg. Writing cfg/banned_ip.cfg. Unable to load Steam library. L 06/23/2010 - 20:59:00: World triggered Round_Start SourceTV broadcast active. L 06/23/2010 - 20:59:06: World triggered Round_Start Restarted the server a few times, but it happens consistently. Any ideas? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Left 2 Dead 2 Update
Didn't see anything posted to the list about it, but it looks like an update for L4D2 was released a few hours ago. http://store.steampowered.com/news/3883/ - Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Update Available
Since installing this update, I am not getting any output to the console after the initialization stuff. Nothing at all about player connections or events happening in the game. I have 3 out of 6 forks full on my server, but this is all I see on the console: #04:Connection to Steam servers successful. #01:Connection to Steam servers successful. #06:Connection to Steam servers successful. #04: VAC secure mode is activated. #03:Connection to Steam servers successful. #05:Connection to Steam servers successful. #02:Connection to Steam servers successful. #01: VAC secure mode is activated. #06: VAC secure mode is activated. #05: VAC secure mode is activated. #02: VAC secure mode is activated. #03: VAC secure mode is activated. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. Anyone else seeing this problem? Any ideas? Thanks, Dave - Original Message - From: Jason Ruymen jas...@valvesoftware.com Date: Monday, April 26, 2010 10:08 pm Subject: [hlds_linux] Left 4 Dead 2 Update Available To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com A required update for Left 4 Dead 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed addons content not loading if coop was the first game mode loaded. - Fixed versus modes sometimes using incorrect game rule settings after server hibernation. - Fixed a crash in The Parish: The Park on Linux dedicated servers. - Updated dlc1 Russian UI text. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Update Available
One more thing to note: it also seems that the netconsole is useless after this update. I can telnet to it, but I get no response from any command. sr...@srcds6:~$ telnet 0 9000 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status find ^] telnet quit Connection closed. - Dave - Original Message - From: David Parker dpar...@utica.edu Date: Monday, April 26, 2010 11:48 pm Subject: Re: [hlds_linux] Left 4 Dead 2 Update Available To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Since installing this update, I am not getting any output to the console after the initialization stuff. Nothing at all about player connections or events happening in the game. I have 3 out of 6 forks full on my server, but this is all I see on the console: #04:Connection to Steam servers successful. #01:Connection to Steam servers successful. #06:Connection to Steam servers successful. #04: VAC secure mode is activated. #03:Connection to Steam servers successful. #05:Connection to Steam servers successful. #02:Connection to Steam servers successful. #01: VAC secure mode is activated. #06: VAC secure mode is activated. #05: VAC secure mode is activated. #02: VAC secure mode is activated. #03: VAC secure mode is activated. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.dll. Continuing with current version anyway. Anyone else seeing this problem? Any ideas? Thanks, Dave - Original Message - From: Jason Ruymen jas...@valvesoftware.com Date: Monday, April 26, 2010 10:08 pm Subject: [hlds_linux] Left 4 Dead 2 Update Available To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com A required update for Left 4 Dead 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed addons content not loading if coop was the first game mode loaded. - Fixed versus modes sometimes using incorrect game rule settings after server hibernation. - Fixed a crash in The Parish: The Park on Linux dedicated servers. - Updated dlc1 Russian UI text. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS content server?
Stop the update and delete the ClientRegistry.blob file: rm -f $HOME/.steam/ClientRegistry.blob The run the update again. - Dave - Original Message - From: zeev...@bezeqint.net Date: Sunday, December 13, 2009 11:39 am Subject: [hlds_linux] HLDS content server? To: hlds_linux@list.valvesoftware.com Hello. Im trying to download dystopia mod server for more than one week. the speed is horribly slow, and the download proccess always stuck. I have also tried to update yestarday my Killing Floor server for 4 hours. My question is, can I change the content server while using HLDS (linux), like the pc steam version? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Team Fortress 2/Day of Defeat: Source Update Released
I agree, that's a very good point. It seems to me like one solution would be for them to put a folder within the srcds directory for uploads and make the engine use it. They could always create a cvar to specify a different location for uploaded files which admins could use if they wanted to override the default. Similar to how logging works right now. - Dave - Original Message - From: Jeff Sugar jeffsu...@gmail.com Date: Monday, December 7, 2009 9:37 pm Subject: Re: [hlds_linux] [hlds] Team Fortress 2/Day of Defeat: Source Update Released To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Well put, neph. On Mon, Dec 7, 2009 at 6:29 PM, Nephyrin Zey nephy...@doublezen.net wrote: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) This is sad. You can still upload/download random files as long as their extension isn't blacklisted? There's so many ways to cause problems with this... even if you switch to an extension WHITELIST there'd still be problems. Whose to say addons dont use other extensions to store settings? Or bash/apache/other services dont read certain files? Is .bashrc blocked? What if someone uses their home directory as the server root? What if someone doesn't want script kiddies uploading special_note_from_valve.readme to their server? Why not replace this interface with something that doesn't allow arbitrary file uploads/downloads with something as laughable as a extension blacklist making 'safe'. When someone finds yet another way to abuse this (I can think of two separate ways to continue to use this exploit for remote code execution) its going to come up again, years after the issues with it was first noted... - Neph On 12/07/2009 06:20 PM, Jason Ruymen wrote: Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive the updates. The specific changes include: Engine: - Added checks to prevent transferring .smx, .gcf, and .sys files between client/server - Fixed upload/download exploits with spaces in the file extension or a path separator at the beginning of the requested file (as reported on the HLDS mailing lists) Team Fortress 2: - Fixed custom particle systems inside maps causing particles to break in successive maps - Fixed a rare vphysics crash - Fixed background highlight for KOTH timers not being aligned properly in minmode - Fixed the Heavy's fists being hidden while taunting - Fixed cloaked Spies having the critboost effect on their weapon - Fixed banned clients being able to spamming a server with the joined chat text - Fixed seeing the wrong class counts if the game swapped teams while the class menu was open - Fixed Spies being able to disguise while performing a taunt - Fixed having to press the voice menu key twice if the menu timed out and closed itself last time it was open - Fixed the Confirm Delete dialog in the Items menu not handling the key correctly - Fixed dispenser not healing players at the correct rate if it's upgraded while the players are already touching the dispenser - Fixed exec'ing the .cfg file for a class change before the player has actually changed class Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] update servers down?
Did you try deleting your ClientRegistry.blob file and re-running the update? - Dave - Original Message - From: tom nikitopoulos screwtop...@gmail.com Date: Saturday, December 5, 2009 9:58 pm Subject: [hlds_linux] update servers down? To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com are the update servers down? i have connection but the update tells me failed to connect to any generaldirectoryserver ?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D/L4D2 + NAT
Hello, I haven't tried a LAN game with a dedicated server, but we are able to host LAN-only games on a client just fine. As long as the Steam accounts are friends of each other, if one client starts a game the others will see it. It seems to work fine for both L4D and L4D2 in our computer labs, which are on a LAN with 10.x.x.x IP addresses. - Dave - Original Message - From: Shane Arnold clontar...@iinet.net.au Date: Friday, November 27, 2009 1:48 am Subject: Re: [hlds_linux] L4D/L4D2 + NAT To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Hi All (VALVe Developers (Matchmaking)), Wondering if this is being looked at at all? After sorting out network issues it still definitely seems that there is something in the matchmaking/lobby code that plays havoc on LAN. I've been able to get other srcds-based servers like Team Fortress 2 to work flawlessly, so I am wondering what the problem is with L4D/L4D2? Are VALVe prepared to say that it is now impossible to run and connect to a LAN server? Is anybody else able to succesfully connect to a LAN server behind a NAT? Beginning to think it's deliberately crippled... Shane Arnold wrote: Also, with further testing, if I force the server to lan (sv_lan 1 on startup) this issue is gone altogether, which leads me to believe that L4D2 is still not playing nicely with NAT lans. Shane Arnold wrote: Steam/VAC does it's thing and rejects validation. I've given up on it for the mean time. The reason it confuses me is people can host local servers (via the windows client) using a modified AppID and it seems to work fine. Y Smith wrote: What happens if you leave the server's AppID and just change the clients'? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold Sent: Wednesday, 18 November 2009 1:06 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 + NAT I should probably mention this does not occur on a vanilla server. This is happening on a server I have modified the AppID on to 510. Please don't tell me the AppID is breaking my server :( Shane Arnold wrote: Hi All, Having issues with connections to a local NAT server. When connecting to it locally on a local IP it should work right? - Reservation cookie 18401f4925df000: reason ReplyReservationRequest Host_NewGame Host_NewGame on map c1m1_hotel ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file heaps of spam Commentary: Loading commentary data from maps/c1m1_hotel_commentary.txt. Initializing Director's script [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. Adding master server 72.165.61.136:27011 Adding master server 72.165.61.136:27014 Connection to Steam servers successful. VAC secure mode is activated. Connection on client then fails with error Session is no longer available. In the client console, I get; ] connect 172.16.1.10:27015 Connecting to public(172.16.1.10:27015) Sending UDP connect to public IP 172.16.1.10:27015 Server using 'public' lobbies, requiring pw no, lobby id 0 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015 Server approved grace request... Retrying connection to 172.16.1.10:27015, server requires lobby reservation but is unreserved. Received game details information from 172.16.1.10:27015... Then nothing... after a while (I am assuming a timeout period) I get the following happening in server console; Server waking up from hibernation spam - Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00) Server is hibernating Can someone please tell me what I am doing wrong. How can a client not connect to a simple server on the same LAN? My server startup line is; ./srcds_linux -game left4dead2 +map c1m1_hotel It's doing my head in. I suspect this is also meaning clients are unable to connect to my external IP for the same reason... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux __ Information from ESET Smart Security, version of virus signature database 4615 (20091117) __ The message was checked by ESET Smart Security.
Re: [hlds_linux] l4d autoupdate
It looks like this was silently fixed in the latest update. - Dave - Original Message - From: Adam Smith absmi...@gmail.com Date: Friday, November 27, 2009 4:21 pm Subject: Re: [hlds_linux] l4d autoupdate To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com They broke that on the update from Nov 21 http://www.mail- archive.com/hlds_linux@list.valvesoftware.com/msg55873.html It is an easy fix just change this in srcds_run DEPOT_NAME=left4dead2_demo; to DEPOT_NAME=left4dead2; On Fri, Nov 27, 2009 at 3:46 PM, Adam Bogacz adam...@poczta.fm wrote: yes, -autoupdate switch didnt worked for me too, i used hldsupdatetool to update to 2.0.0.2 ./hldsupdatetool -command update -game left4dead2 -verify_all Nikolay Shopik pisze: Hi, Since L4D update released does anybody get autoupdated? Previous updated doesn't request my server to restart so it's not updated. So it's just me or this broken? And yes I have link to steam binary. ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux - - Internetowi nie placa! Otworz Konto Direct. Kliknij http://link.interia.pl/f2448 --- --- Porozmawiaj z wró¿k± na ¿ywo! Sprawd¼ http://link.interia.pl/f246f ___ To unsubscribe, edit your list preferences, or view the list archives,please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] L4D2 and sv_steamgroup_exclusive
Hello, I'm running a vanilla L4D2 server with four public forks and two private forks which have sv_steamgroup and sv_steamgroup_exclusive set. sv_steamgroup_exclusive seems to work as intended, and matchmaking keeps my public servers full most of the time wile the group servers sit empty unless group members are using it. However, I noticed last night that if I use mm_dedicated_force_servers as a non-group user and specify the IP and port of a group server, it connects my lobby to that server. We had a 8-player lobby full of users which are not in the Steam group, but I was able to get us onto the group's server simply by specifying it. Is this a bug? Has anyone else seen this? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
I'm confused about what you mean by no versus games can be setup at the lobby. I was able to set up a versus lobby last night and then play versus on our steamgroup server just fine. The problem is that I shouldn't have been able to play on that server, since I wasn't a member of the group (and no one else in the lobby was, either). It looks like sv_steamgroup_exclusive is not being honored if the user forces a lobby to a specific server instead of using the matchmaking system. - Dave - Original Message - From: Kerry Dorsey kdor...@dorseyinc.com Date: Saturday, November 21, 2009 9:52 pm Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Our 2 exclusive servers seem to be defining tags and search_keys fine, but no versus games can be setup at the lobby. In fact, ALL versus games are being directed locally. I did mm_dedicated_force_servers on my client and set search_keys, but all connections to our servers resulted in the existing campaign already idle. Can anyone force their servers into versus mode from console? If so, I'd love to know how. Limiting sv_gametypes is not getting the job done. Reports from others also state that all versus game lobbies are being hosted locally only. Any other confirmations? Like David mentioned, last night I could force versus lobby on our machines with mm_dedicated_force_servers and search_keys. --Kerry From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux- boun...@list.valvesoftware.com] On Behalf Of David Parker [dpar...@utica.edu]sent: Saturday, November 21, 2009 9:36 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive Hello, I'm running a vanilla L4D2 server with four public forks and two private forks which have sv_steamgroup and sv_steamgroup_exclusive set. sv_steamgroup_exclusive seems to work as intended, and matchmaking keeps my public servers full most of the time wile the group servers sit empty unless group members are using it. However, I noticed last night that if I use mm_dedicated_force_servers as a non-group user and specify the IP and port of a group server, it connects my lobby to that server. We had a 8-player lobby full of users which are not in the Steam group, but I was able to get us onto the group's server simply by specifying it. Is this a bug? Has anyone else seen this? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
Sorry, I hadn't played since the update came out, and that's why I was confused about versus. Anyway, I'm not using a search key, and I haven't had any problem with public players joining our group servers. Group members usually see these servers in their list of group servers in the L4D2 menu, and I think they are able to get to them that way instead of using mm_dedicated_force_servers (I haven't asked them, though). So sv_steamgroup_exclusive seems to be enough to keep these servers out of matchmaking, but not enough to keep public people off the servers if they specificy one of the servers using the mm_dedicated_force_servers method. Does specifying a search key prevent public lobbies from connecting to the server if mm_dedicated... is used to specify the server? Thanks, Dave - Original Message - From: Kerry Dorsey kdor...@dorseyinc.com Date: Saturday, November 21, 2009 11:29 pm Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com The cvar only takes effect when the server is empty. Once players are on, pubbies can get assigned to your server via matchmaking. To block that, you need search_keys defined. Honestly, what would make the most sense is for Valve to clearly and concisely tell us how the matchmaking cvars work, including their interdependencies. The trial-n-error stuff is for the birds. --Kerry From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux- boun...@list.valvesoftware.com] On Behalf Of gulfy32 [gulf...@gmail.com]sent: Saturday, November 21, 2009 11:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive I think something is up with the sv_steamgroup_exclusive cvar. I have it set in my server.cfg, and when I launch the server, it fills immediatelywith players. Only after I kick everyone off the server does it stay empty until someone in our group does a mm force to it. I have not tried an mm force as a non-group member though. On Sat, Nov 21, 2009 at 9:28 PM, David Parker dpar...@utica.edu wrote: I'm confused about what you mean by no versus games can be setup at the lobby. I was able to set up a versus lobby last night and then play versus on our steamgroup server just fine. The problem is that I shouldn't have been able to play on that server, since I wasn't a member of the group (and no one else in the lobby was, either). It looks like sv_steamgroup_exclusive is not being honored if the user forces a lobby to a specific server instead of using the matchmaking system. - Dave - Original Message - From: Kerry Dorsey kdor...@dorseyinc.com Date: Saturday, November 21, 2009 9:52 pm Subject: Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Our 2 exclusive servers seem to be defining tags and search_keys fine, but no versus games can be setup at the lobby. In fact, ALL versus games are being directed locally. I did mm_dedicated_force_servers on my client and set search_keys, but all connections to our servers resulted in the existing campaign already idle. Can anyone force their servers into versus mode from console? If so, I'd love to know how. Limiting sv_gametypes is not getting the job done. Reports from others also state that all versus game lobbies are being hosted locally only. Any other confirmations? Like David mentioned, last night I could force versus lobby on our machines with mm_dedicated_force_servers and search_keys. --Kerry From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux- boun...@list.valvesoftware.com] On Behalf Of David Parker [dpar...@utica.edu]sent: Saturday, November 21, 2009 9:36 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] L4D2 and sv_steamgroup_exclusive Hello, I'm running a vanilla L4D2 server with four public forks and two private forks which have sv_steamgroup and sv_steamgroup_exclusive set. sv_steamgroup_exclusive seems to work as intended, and matchmaking keeps my public servers full most of the time wile the group servers sit empty unless group members are using it. However, I noticed last night that if I use mm_dedicated_force_servers as a non-group user and specify the IP and port of a group server, it connects my lobby to that server. We had a 8-player lobby full of users which are not in the Steam group, but I was able to get us onto the group's server simply by specifying it. Is this a bug? Has anyone else seen this? Thanks, Dave ___ To unsubscribe, edit your list preferences, or view
Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
If you put sv_gametypes in the config file for a fork and only specify one game type, I think that will work. - Dave - Original Message - From: Ryan Davis rdavis...@verizon.net Date: Monday, November 16, 2009 11:27 pm Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Why did you guys disable mp_gamemode versus or whatever etc. again? I can't seem to figure out how to spawn forks with certain game modes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Davis Sent: Monday, November 16, 2009 10:59 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available Much love. Have they moved that to the command line startup with the sv_gametypes? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Richard Eid Sent: Monday, November 16, 2009 10:51 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available I heard you like pastebins, so here's the console output of cvarlist: http://pastebin.com/m2a45fcbd As for the modes, if you mean sv_gametypes, your selections are: coop,realism,survival,versus,teamversus,scavenge,teamscavenge -Richard Eid On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis rdavis...@verizon.net wrote: Any ideas on new cvars and how to launch servers with the different modes? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Monday, November 16, 2009 8:13 PM To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available The Left 4 Dead 2 Dedicated Server files are now available on Steam. Use the game name left4dead2 from hldsupdatetool to download them. These are not the final set of files, so there will be another small update before the game is released. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
Did you run the update again? I ran it a few minutes ago and it updated 'left 4 dead 2 common' from version 2 to version 3 and 'left 4 dead 2 linux dedicated server' from version 1 to version 2. That might be the problem (just a guess). - Dave - Original Message - From: Joshua Smith bgcl...@gmail.com Date: Tuesday, November 17, 2009 12:12 am Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Is rcon working for anyone else? I'm able to start the server, get VAC secured no problem at console but rcon at least through hlsw is non-existent? On Mon, Nov 16, 2009 at 8:59 PM, David Parker dpar...@utica.edu wrote: If you put sv_gametypes in the config file for a fork and only specify one game type, I think that will work. - Dave - Original Message - From: Ryan Davis rdavis...@verizon.net Date: Monday, November 16, 2009 11:27 pm Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Why did you guys disable mp_gamemode versus or whatever etc. again? I can't seem to figure out how to spawn forks with certain game modes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Davis Sent: Monday, November 16, 2009 10:59 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available Much love. Have they moved that to the command line startup with the sv_gametypes? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Richard Eid Sent: Monday, November 16, 2009 10:51 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available I heard you like pastebins, so here's the console output of cvarlist: http://pastebin.com/m2a45fcbd As for the modes, if you mean sv_gametypes, your selections are: coop,realism,survival,versus,teamversus,scavenge,teamscavenge -Richard Eid On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis rdavis...@verizon.net wrote: Any ideas on new cvars and how to launch servers with the different modes? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Monday, November 16, 2009 8:13 PM To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available The Left 4 Dead 2 Dedicated Server files are now available on Steam. Use the game name left4dead2 from hldsupdatetool to download them. These are not the final set of files, so there will be another small update before the game is released. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release Date: 11/16/09 14:53:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com
Re: [hlds_linux] CS:S Crash
Hello, Let's be logical about this. If this was a general CS:S problem, then everyone would be seeing it. CS:S works for most people, so we know the application is not completely broken. If you have all incoming ports (TCP and UDP) blocked by a firewall, then the problem is most likely not being caused by anything external. So it could be a problem with your hardware (maybe bad RAM?), your operating system (maybe an incorrect version of some library?), or a bug in the game which is specific to your hardware or OS (or both). Some basic things to try (and forgive me if these were mentioned before): 1. Remove the bots from the game (does an empty server still crash?) 2. Double-check your startup command line and your config file (are there missing, incorrect, or unnecessary things in them?) Also, a few questions (again, these may have been covered already): What is you startup command line? What are the *exact* specs of your system (processor model number, etc.) What is the OS version? - Dave (Please note that I had to trim most of the previous messages from this e-mail because the message body was too big for the mailing list the first time I tried to send it). - Original Message - From: Ratman2000 ratman2...@ratmod.de Date: Saturday, November 14, 2009 5:20 pm Subject: Re: [hlds_linux] CS:S Crash To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Hello, i say it again: On my Server all Connections are Blocked (incomming) And the Server has no Plugins! Only CS:S Bots running on it! The Linux System was fresh Installed! Reinstalling the System gets no chance! So its not my Linux installation becouse i can rebuild this crash on 15 Servers (from my Beta Testers) So i can say that its an CS:S Crash! With friendly Regards Ratman2000 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] cs s parameter
This may have been a typo, but the hyphen is in the wrong place on that command line. It should be Counter-Strike Source. This command line works for me: ./steam -game Counter-Strike Source -command update -dir . - Dave - Original Message - From: Andy Giesen argie...@gmail.com Date: Tuesday, November 10, 2009 9:29 pm Subject: Re: [hlds_linux] cs s parameter To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Looks like you need s around Counter-Strike Source and a . after -dir. Like this. ./steam -command update -game Counter Strike-Source -dir . On Tue, Nov 10, 2009 at 6:26 PM, tom nikitopoulos screwtop...@gmail.com wrote: thanks,but i have tried that. i have even tried to use parenthesis but it has not worked either command line off the top of head ./steam -command update -game Counter Strike-Source -dir maybe something is messed up on my end. On Tue, Nov 10, 2009 at 1:54 PM, Nicholas Hastings nshasti...@gmail.comwrote: -game Counter-Strike Source (you can see all of these by using list for the game) tom nikitopoulos wrote: can anyone tell me the parameters for counter strike source. i have tried to download the css files using the parameter - game Counter Strike - Source and it is not working thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Demo Update Available
Hello, It looks like the autoupdate on startup is still broken. I am using -autoupdate and -steamverify but I still get the message Could not locate steam binary and then startup moves on without checking for updates. It looks like the culprit is this section of updatesingle() in srcds_run: if test -f $STEAM; then echo Updating server using Steam. DEPOT_ROOT=.. DEPOT_NAME=$GAME When this is reached, the value of $STEAM is ./steam and since the steam binary does not exist in the current directory (left4dead2_demo), the test fails. I think that changing the initial value of $STEAM to ../steam would work, but I can't test it right now because I don't want to kick all the players off my server. - Dave - Original Message - From: Jason Ruymen jas...@valvesoftware.com Date: Friday, October 30, 2009 8:55 pm Subject: [hlds_linux] Left 4 Dead 2 Demo Update Available To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com A required update is now available to the Left 4 Dead 2 Demo. Please run hldsupdatetool to receive it. The specific changes include: Left 4 Dead 2: - Fixed bug that caused dedicated servers to become unjoinable over time without a restart or heartbeat update - Fixed exploit that allowed players to end a campaign and return to the lobby without a vote - Public players are no longer matched to lobbies that are idle for a prolonged period of time. These lobbies become Friends- only lobbies - LAN servers list will now show listen server single player games as not joinable and will show game type as single player too Linux changes: - srcds_run now supports two new options -nodefaultmap and - steamverify -nodefaultmap will suppress this behavior in case you have specified a map in a config file -steamverify will add -verify_all to the steam command line option when using -autoupdate - srcds_run will now automatically add the +map option to the command line unless +map is specified Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Netcon for L4D2 demo server forks
That was the problem. I had the map specified in the server config, not the command line. Adding +map to the command line fixed the problem. Thanks! - Dave - Original Message - From: Nick Turner w...@staff.iinet.net.au Date: Tuesday, October 27, 2009 11:43 pm Subject: Re: [hlds_linux] Netcon for L4D2 demo server forks To: 'hlds_linux@list.valvesoftware.com' hlds_linux@list.valvesoftware.com I'm guessing he doesn't have the +map command in his command line. I've got 3 machines running a whole mess of forks, all responding. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Green Sent: Wednesday, October 28, 2009 11:18 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Netcon for L4D2 demo server forks I don't get that result.. I started up with -fork 10 +map c5m1_waterfront -netconport 90##: - typing broadcast map c5m1_waterfront into the console I launched from worked (note that this didn't work in l4d1 - I added code to accept commands from the console in fork mode this time). - connecting to port 9000 and typing status gave me the status of all 10 instances. - connecting to port 9001 and typing status gave me the status of instance #1. Is anyone else seeing the behavior david describes? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker Sent: Tuesday, October 27, 2009 7:39 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Netcon for L4D2 demo server forks Hello, I got the L4D2 demo server up with six forks, and I am able to use the master console just fine, but when I telnet to the netcon ports of the forks I am not able to do anything. I can type but I get no responses. Are the forked servers actually running? $ telnet 0 9000 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status #status child 0 pid : 0 map : numplayers : 0 child 1 pid : 1 map : numplayers : 0 child 2 pid : 2 map : numplayers : 0 child 3 pid : 3 map : numplayers : 0 child 4 pid : 4 map : numplayers : 0 child 5 pid : 5 map : numplayers : 0 #end ^] telnet quit Connection closed. $ telnet 0 9001 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status ^] telnet quit Connection closed. $ telnet 0 9002 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status telnet quit Connection closed. Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Netcon for L4D2 demo server forks
Hello, I got the L4D2 demo server up with six forks, and I am able to use the master console just fine, but when I telnet to the netcon ports of the forks I am not able to do anything. I can type but I get no responses. Are the forked servers actually running? $ telnet 0 9000 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status #status child 0 pid : 0 map : numplayers : 0 child 1 pid : 1 map : numplayers : 0 child 2 pid : 2 map : numplayers : 0 child 3 pid : 3 map : numplayers : 0 child 4 pid : 4 map : numplayers : 0 child 5 pid : 5 map : numplayers : 0 #end ^] telnet quit Connection closed. $ telnet 0 9001 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status ^] telnet quit Connection closed. $ telnet 0 9002 Trying 0.0.0.0... Connected to 0. Escape character is '^]'. PASS status telnet quit Connection closed. Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 server requirements
Milton, Do you happen to have any information about how the resource usage of L4D2 compares to L4D? Thanks, Dave - Original Message - From: Milton Ngan mil...@valvesoftware.com Date: Wednesday, October 21, 2009 10:41 pm Subject: Re: [hlds_linux] L4D2 server requirements To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com CPU shouldn't be much of an issue. Each game takes on average 10- 15% of a core. There are obviously spikes that go higher. 8 player games don't actually take much more CPU than a 1 player game because the server is doing less AI work. On these servers, I have between 200-300 people playing at a time. This is very similar to the player numbers we see when running TF servers, except we run far fewer TF instances on the same hardware. Memory is still an important factor, because if you run out of RAM, then you will swap and your games will hitch due to I/O latency. M. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Midnight [mido...@gmail.com]sent: Wednesday, October 21, 2009 6:26 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements What I'm asking is not how many can you spawn in a given amount of memory, but how many can be actively running with players in them without lagging? I find that I run out of CPU way before memory since the game is a CPU hog. Surely you can't run 50 servers with players in them all at the same time right? So how many can you run at the same time? How much cpu does a full 8 player server use? Thanks for your input. Milton Ngan wrote: I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if you only have one, then half that. That being said, I need at least 10GB of RAM on Linux to achieve this. Under Windows, there is no forked mode, so each instance will take up more memory resources. So I would estimate around 16GB would be required to do the same thing. On a 4GB Windows 2003 system we were supporting around 13 instances quite happily. So depending on how much memory you have, it could be that your limit is memory and not CPU. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Wednesday, October 21, 2009 5:19 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon 1333MHz? Seems that I can only run 3-4 per box without people complaining about lag, that is less than 1 per core. I see each server using around 25-35% CPU of a core and 6-9 of the whole box. I know this is the linux list but I'm running Windows 2008, but I figure it should be basically the same. Craig H wrote: It'll probably take a little more processing power per fork, I don't see it as being that substantial of an increase. I'd be amazed if it is really worth noting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] server css for lan (without internet)
I think you might need all of these in your command line: -nomaster -insecure +sv_lan 1 Hope this helps. - Dave - Original Message - From: romain heinrichs romain.heinri...@gmail.com Date: Saturday, October 10, 2009 2:03 pm Subject: Re: [hlds_linux] server css for lan (without internet) To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com and juste under the line Master server communication disabled. i have Connection to Steam servers successful. when i am connected to internethow disable for lan only server? thanks 2009/10/10 romain heinrichs romain.heinri...@gmail.com thanks for your answer David but in console i have Master server communication disabled. but if i don't have internet he refused to lanch the server. 2009/10/8 David A. Parker dpar...@utica.edu I think you need to use the -nomaster option in the start-up command line. romain heinrichs wrote: hi for lan party i setup a server css (under debian) but without internet and the problem is when is not connected the server can't start because he can't connected to master server steam. in server.cfg i get sv_lan 1. it's obligatory to connect internet for lan server ? and if not how ? thanks -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Romain Heinrichs -- Romain Heinrichs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Released
Nice update. Too bad it doesn't fix the problem with bots showing up in A2S_PLAYER queries, though. Also, is the sv_region problem actually fixed, or are people still experiencing it. Right now I have sv_region commented out in my configs. Thanks, Dave - Original Message - From: Jason Ruymen jas...@valvesoftware.com Date: Friday, October 9, 2009 8:03 pm Subject: [hlds_linux] Left 4 Dead Update Released To: 'hlds_linux@list.valvesoftware.com' hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' hlds_annou...@list.valvesoftware.com A strongly recommened update for Left 4 Dead is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed campaign image not updating correctly when creating a lobby - Increased the reliabilty of the Steam Group server display - Made mm_dedicated_search_maxping available to allow users to set the maximum acceptable ping for a dedicated server. The default has also been lowered 150ms, down from 300ms - Fixed an issue where rescue closet doors could be opened in Crash Course in Versus mode Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Friends-only option in L4D
Right. One of my biggest disappointments when they released the L4D dedicated server was that you could not join a password-protected game from a lobby. If you connect directly to the server, the password works but you can't use lobby features like voting and changing the game mode. If you're an insular hermit of a gamer, like me, who generally dislikes random pubbers and only wants to play with friends on a truly private server, you pretty much have to use a LAN if you're playing L4D. It sucks. I guess the rest of the world is less grumpy and selfish than I am. :-) Thanks, Dave - Original Message - From: Ryan Katkov ryan.kat...@gmail.com Date: Tuesday, October 6, 2009 6:27 pm Subject: Re: [hlds_linux] Friends-only option in L4D To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Password protecting a server does nothing to make a server Friends-Only after a game has started. It will only prevent public lobbies from finding it. If you force the lobby to search for that IP it will bypass the password anyway. On Tue, Oct 6, 2009 at 5:10 PM, Dave Williams m...@noquestionsasked.co.uk wrote: Use the good old fashioned way - coined in gold source games - and just password protect it? Or did valve use their god like wisdom and remove that functionality for L4D? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brent Veal Sent: 06 October 2009 22:56 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Friends-only option in L4D Make sure all the slots are filled with friends and that no one leaves. On Tue, Oct 6, 2009 at 2:48 PM, David A. Parker dpar...@utica.edu wrote: That could be. I assumed the option was for a friends-only game, not just the lobby, but I could be mistaken. So is there no good way to only play with friends, short of creating a Steam group and putting up an exclusive server for it? Thanks, Dave gulfy32 wrote: I always thought that the friends only option was for the lobby only. Every time I have used it random people join throughout the match. On Tue, Oct 6, 2009 at 4:25 PM, David A. Parker dpar...@utica.edu wrote: Hello, A few days ago, I created a friends-only versus game on one of our L4D servers (I used mm_dedicated_force_servers to force my lobby to search our servers). I was playing with two of my friends. We played for about 15 minutes, and then a bunch of public players suddenly starting joining. The other 5 player slots were all filled in about 15 seconds. I thought perhaps I had messed up a setting, so when the game ended we left and I created a new lobby, made damn sure it was friends-only, started the game, and the exact same thing happened. We were alone for a while, and then there was a sudden and fast influx of public players, right in the middle of the game. So, does friends-only not mean what I think it means (that only friends can join your game)? Or could it be that our reservation ticket expired for some reason? Has anyone else had this happen? Any ideas or suggestions would be appreciated. Thanks, Dave -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds_linux] Search key broken again?
One of the items in the update news is: Matchmaking has had several improvements to make finding and joining games even faster I bet what we're seeing are side effects of these improvements caused by in-house development settings that were not changed back before the update shipped. That's just a guess, though. - Original Message - From: Jonah Hirsch crazydog...@gmail.com Date: Tuesday, September 29, 2009 7:49 pm Subject: Re: [hlds_linux] Search key broken again? To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com I think steam group is broken too. I don't see any steamgroup servers in the main menu. I'm just confused why Valve couldn't release 1) Two new maps 2) Infected recharge HUD and no other tweaks that ended up breaking the game. I'm very confused Jonah Hirsch --- Sent from Flagstaff, Arizona, United States On Tue, Sep 29, 2009 at 4:29 PM, bo...@bootc.net wrote: All, Not only is the ms_force_dedicated_server not working even with sv_cheats on, nor are search keys, but now I've also had a load of non-group-members join my sv_steamgroup_exclusive servers. What the hell is going on here? I run 4 servers for my group and they've been locked out of 3 of them because they're busy with non-members... Can someone please explain? Chris Quoting Brent Veal naslund.fan...@gmail.com: I havent tested it, but I'm told that ms_force_dedicated_server has had the cheat flag reapplied to it, so you just need to turn cheats to 1 again before entering it into console. On Tue, Sep 29, 2009 at 2:54 PM, Ommand omm...@gmail.com wrote: I'm having the very same issue. Jonah Hirsch wrote: So it seems something's wrong with the search key again, at least for me. server: sv_search_key = 1015,key:MYKEYHERE client: sv_search_key = MYKEYHERE I have no luck finding any of my 25 forked servers. I tried ms_force (with sv_cheats on locally), to no effect. What's REALLY annoying, is now instead of ASKING if you want to host a local game, it just does it automatically. Anyone having any issues with their search key? or just me? Jonah Hirsch --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Configuring Firehol for Steam/HLDS/SRCDS
I don't use Firehol, but I have a working iptables config if you would like that. - Dave - Original Message - From: Crazy Canucks crazy_canu...@rogers.com Date: Thursday, September 10, 2009 7:51 pm Subject: [hlds_linux] Configuring Firehol for Steam/HLDS/SRCDS To: Valve Linux Server Mailing List hlds_linux@list.valvesoftware.com I'm pulling my hair out over this one. Does anyone have a working configuration for Steam/HLDS/SRCDS for Firehol that they would be willing to share? Drek ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux