Re: [hlds_linux] Can't start TF2 toolchain beta

2017-03-16 Thread David Parker
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

2017-03-16 Thread David Parker
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
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[hlds_linux] Can't start TF2 toolchain beta

2017-03-16 Thread David Parker
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
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Re: [hlds_linux] TF2 sv_shutdown behavior

2016-10-26 Thread David Parker
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
___
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visit:
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Re: [hlds_linux] TF2 sv_shutdown behavior

2016-09-30 Thread David Parker
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
___
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Re: [hlds_linux] TF2 sv_shutdown behavior

2016-09-29 Thread David Parker
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
___
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visit:
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[hlds_linux] TF2 sv_shutdown behavior

2016-09-29 Thread David Parker
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
___
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Re: [hlds_linux] Mildy confused

2016-07-08 Thread David Parker
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
> >
>
> ___
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> please visit:
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>
>
> ___
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-- 
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] FoF server error

2016-05-20 Thread David Parker
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
>>
>>
>
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[hlds_linux] FoF server error

2016-05-20 Thread David Parker
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

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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
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
>
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Re: [hlds_linux] [hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread David Parker
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

2015-07-21 Thread David Parker
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

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[hlds_linux] TF2 dedicated server not logged in

2015-07-06 Thread David Parker
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

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Re: [hlds_linux] TF2 dedicated server not logged in

2015-07-06 Thread David Parker
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
 
  --
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  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
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Re: [hlds_linux] CheckValve 2.0

2015-05-27 Thread David Parker
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
 


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Re: [hlds_linux] CheckValve 2.0

2015-05-27 Thread David Parker
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

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[hlds_linux] CheckValve 2.0

2015-05-21 Thread 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

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Re: [hlds_linux] Does SRCDS Win/Linux support ECC Memory?

2015-01-09 Thread David Parker
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
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Re: [hlds_linux] Does SRCDS Win/Linux support ECC Memory?

2015-01-06 Thread David Parker
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
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Re: [hlds_linux] FoF dedicated server crashes due to GLIBC problem

2014-12-19 Thread David Parker
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.
 
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  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
 
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  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
 
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Re: [hlds_linux] FoF dedicated server crashes due to GLIBC problem

2014-12-19 Thread David Parker
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.

 --
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 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.

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[hlds_linux] FoF dedicated server crashes due to GLIBC problem

2014-12-18 Thread David Parker
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

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[hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread David Parker
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

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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread David Parker
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
 
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  (315) 792-3229
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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread David Parker
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
   
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 archives,
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Re: [hlds_linux] Segmentation Fault Crashing (Help needed)

2014-07-10 Thread David Parker
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






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Re: [hlds_linux] FoF issue

2014-06-16 Thread David Parker
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.


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[hlds_linux] L4D bug: Problem with % character in RCON password

2014-05-19 Thread David Parker
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
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[hlds_linux] L4D bug: Problem with % in RCON password

2014-05-19 Thread David Parker
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
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[hlds_linux] FoF status command not working

2014-05-12 Thread David Parker
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

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Re: [hlds_linux] FoF status command not working

2014-05-12 Thread David Parker
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
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Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers

2014-05-05 Thread David Parker
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
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   please visit:
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 --
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 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177




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Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers

2014-05-02 Thread David Parker
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




-- 
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Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers

2014-05-02 Thread David Parker
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
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   please visit:
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[hlds_linux] Valve list server troubles?

2014-01-14 Thread David Parker
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
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Re: [hlds_linux] CheckValve Chat Relay

2013-12-20 Thread David Parker
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
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   please visit:
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(315) 792-3229
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[hlds_linux] CheckValve Chat Relay

2013-12-19 Thread David Parker
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
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Re: [hlds_linux] Overflow attack to Source servers

2012-06-15 Thread David Parker
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

2012-06-15 Thread David Parker
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

2012-06-15 Thread David Parker
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

2012-03-16 Thread David Parker

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

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Re: [hlds_linux] TF2 server trending status

2012-03-16 Thread David Parker
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

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread David Parker
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

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Re: [hlds_linux] No Steam Logon - massive lag

2012-01-30 Thread David Parker
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

2012-01-20 Thread David Parker
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

2012-01-20 Thread David Parker
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.
 
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Re: [hlds_linux] HLDS/SRCDS query app for Android

2012-01-19 Thread David Parker
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.

2011-12-14 Thread David Parker
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.
 
 
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Re: [hlds_linux] L4D2 sv_password bug

2011-12-02 Thread David Parker
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?
 
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Re: [hlds_linux] L4D2 sv_password bug

2011-11-30 Thread David Parker
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?

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Re: [hlds_linux] Intel Turbo Boost?

2011-11-17 Thread David Parker
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).
 
 
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Re: [hlds_linux] css update :/ ??? no post from valve?

2011-11-07 Thread David Parker
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
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Re: [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread David Parker
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

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Re: [hlds_linux] Forum vs. email list

2011-10-24 Thread David Parker
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
 
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Re: [hlds_linux] srcds_linux multithreaded

2011-03-15 Thread David Parker
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
 
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[hlds_linux] Query problem after update

2011-01-28 Thread David Parker
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
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Re: [hlds_linux] Server crash Centos 5.5

2011-01-08 Thread David Parker
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!

2011-01-05 Thread David Parker
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?
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Re: [hlds_linux] server info query.

2010-10-28 Thread David Parker
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,
 
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Re: [hlds_linux] server info query.

2010-10-27 Thread David Parker
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
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[hlds_linux] KeyValues Error (L4D2)

2010-09-11 Thread David Parker
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


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[hlds_linux] TF2 crash on startup after update

2010-07-19 Thread David Parker
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


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Re: [hlds_linux] TF2 crash on startup after update

2010-07-19 Thread David Parker
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
 
 
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Re: [hlds_linux] TF2 crash on startup after update

2010-07-19 Thread David Parker
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
   
   
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Re: [hlds_linux] Error in Line 341 on Startup

2010-07-14 Thread David Parker
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
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Re: [hlds_linux] Counter-Strike: Source and Team Fortress 2 Update Available

2010-07-07 Thread David Parker
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
   
   
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  To 

Re: [hlds_linux] Steam support library problem

2010-06-26 Thread David Parker
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

2010-06-26 Thread David Parker
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

2010-06-26 Thread David Parker
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?
 



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Re: [hlds_linux] Steam support library problem

2010-06-26 Thread David Parker
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

2010-06-25 Thread David Parker
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
  
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 list archives,
  please visit:
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  --
 
  Dave Parker
  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 
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Re: [hlds_linux] Server lagging

2010-06-23 Thread David Parker
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
 
 
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[hlds_linux] Changes with CS:S update

2010-06-23 Thread David Parker
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


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Re: [hlds_linux] CSS update broke linux server

2010-06-23 Thread David Parker
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?
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[hlds_linux] Steam support library problem

2010-06-23 Thread David Parker
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

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[hlds_linux] Left 2 Dead 2 Update

2010-05-28 Thread David Parker
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

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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-04-26 Thread David Parker
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
 
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-04-26 Thread David Parker
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
  
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Re: [hlds_linux] HLDS content server?

2009-12-13 Thread David Parker
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?
 
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Re: [hlds_linux] [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread David Parker
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
  
  
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Re: [hlds_linux] update servers down?

2009-12-05 Thread David Parker
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
 
 ??
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Re: [hlds_linux] L4D/L4D2 + NAT

2009-11-27 Thread David Parker
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...
 
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  __ 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

2009-11-27 Thread David Parker
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.
  
  
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   Internetowi nie placa! Otworz Konto Direct.
   Kliknij  http://link.interia.pl/f2448
  
  
  
 
 
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[hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread David Parker
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

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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread David Parker
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
 
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Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive

2009-11-21 Thread David Parker
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
  
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread David Parker
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
 
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  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
 
 
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread David Parker
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
   
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Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release
   Date: 11/16/09
14:53:00
   
   
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Re: [hlds_linux] CS:S Crash

2009-11-14 Thread David Parker
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
 


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Re: [hlds_linux] cs s parameter

2009-11-10 Thread David Parker
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
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Re: [hlds_linux] Left 4 Dead 2 Demo Update Available

2009-10-30 Thread David Parker
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
 
 
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Re: [hlds_linux] Netcon for L4D2 demo server forks

2009-10-28 Thread David Parker
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
 
 
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[hlds_linux] Netcon for L4D2 demo server forks

2009-10-27 Thread David Parker
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


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Re: [hlds_linux] L4D2 server requirements

2009-10-21 Thread David Parker
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.
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Re: [hlds_linux] server css for lan (without internet)

2009-10-10 Thread David Parker
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
 
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  --
  Romain Heinrichs
 
 
 
 
 -- 
 Romain Heinrichs
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Re: [hlds_linux] Left 4 Dead Update Released

2009-10-09 Thread David Parker
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
 
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Re: [hlds_linux] Friends-only option in L4D

2009-10-06 Thread David Parker
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
  
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  --
 
  Dave Parker
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 
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Re: [hlds_linux] Search key broken again?

2009-09-29 Thread David Parker
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
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Re: [hlds_linux] Configuring Firehol for Steam/HLDS/SRCDS

2009-09-10 Thread David Parker
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
 
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