Re: [hlds_linux] [hlds] The End
Ah martin, you will be missed too if the mailing list ever dies. Nobody can nuke a thread like you do. 2016-11-01 12:22 GMT+01:00 Martin V <velt...@gmail.com>: > Who gives a fuck? > > 1 lis 2016 07:41 "Erik-jan Riemers" <riem...@binkey.nl> napisał(a): > > > Feel free to add me to the party. Still have a couple of tf2's but most > > have died indeed too. Now its mostly 7d2d/ark related stuff. Although > less > > fun since it doesn't have sourcemod (admin wise) > > > > 2016-10-31 23:34 GMT+01:00 ics <i...@ics-base.net>: > > > > > Maybe we can, add me up on steam if you like (/id/ics/). However, > despite > > > the community servers of mine quieting down, ill still stick with TF2 > > > servers, atleast for a while. > > > > > > Though making maps is more interesting to me these days. It's been a > very > > > good year and hopefully more to come! > > > > > > Cya around! > > > > > > -ics > > > > > > Simiancage kirjoitti: > > > > > >> Saint if you have any ideas on new community based gaming I'd be most > > >> interested to hear them, currently playing around with an ARK server > > but it > > >> is with some personal indulgence as I just bought the htc vive :) > > >> Thanks to ICS and all others that have felt our pain, maybe we can all > > >> get together and start something new??? > > >> > > >> Cheers D3v > > >> > > >> -Original Message- > > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto: > > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. > > >> Sent: 27 October 2016 13:57 > > >> To: Half-Life dedicated Win32 server mailing list < > > >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server > mailing > > >> list <hlds_linux@list.valvesoftware.com> > > >> Subject: Re: [hlds_linux] [hlds] The End > > >> > > >> Not to become over dramatic, but us from SpecialAttack have decided to > > go > > >> down the same route. > > >> > > >> > > >> It's a shame, but that's how life works. Saying goodbye to VALVe > hosted > > >> games after some 17(!) years. > > >> > > >> > > >> It's been a rocky ride with a very sour tasting end, but it is what it > > is. > > >> > > >> > > >> Cheers all, > > >> > > >> > > >> Saint K. > > >> > > >> > > >> > > >> From: Richard Green <i...@rgb-services.co.uk> > > >> To: <h...@list.valvesoftware.com> > > >> Sent: 10/27/2016 8:02 AM > > >> Subject: [hlds] The End > > >> > > >> > > >> > > >> > > >> After years of watching our community dwindle to no more than a > group > > >> of friends it’s time to put the last nail in the coffin, > Simiancage.org > > has > > >> been around since pre 2004 and most of the founders like myself were > cs > > >> 1.3/4/5/6 clan members who started Simiancage. > > >> This has always been cs/css/csgo based community and tf2 was a great > > >> community builder as was L4D2 however as we all know those days are > gone > > >> and it is time to say adjure, valve have succeeded in killing 1 more > > cs/tf > > >> based community as we now look towards running new servers of a new > > style. > > >> Good luck valve in killing your own reputation further. > > >> This is not a moan just a statement of Simiancage’s refusal to prop > > valve > > >> in these games any further. > > >> Regards to all > > >> D3vilfish > > >> PS Ive enjoyed some of the helpful emails over the years to sort > > >> server/sourcemod problems out, I remember when updates to tf2 would > come > > >> out on new years eve….. > > >> ICS you have been most helpful over the years too, good luck m8 > > >> > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> ple
Re: [hlds_linux] [hlds] The End
Feel free to add me to the party. Still have a couple of tf2's but most have died indeed too. Now its mostly 7d2d/ark related stuff. Although less fun since it doesn't have sourcemod (admin wise) 2016-10-31 23:34 GMT+01:00 ics: > Maybe we can, add me up on steam if you like (/id/ics/). However, despite > the community servers of mine quieting down, ill still stick with TF2 > servers, atleast for a while. > > Though making maps is more interesting to me these days. It's been a very > good year and hopefully more to come! > > Cya around! > > -ics > > Simiancage kirjoitti: > >> Saint if you have any ideas on new community based gaming I'd be most >> interested to hear them, currently playing around with an ARK server but it >> is with some personal indulgence as I just bought the htc vive :) >> Thanks to ICS and all others that have felt our pain, maybe we can all >> get together and start something new??? >> >> Cheers D3v >> >> -Original Message- >> From: hlds_linux-boun...@list.valvesoftware.com [mailto: >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. >> Sent: 27 October 2016 13:57 >> To: Half-Life dedicated Win32 server mailing list < >> h...@list.valvesoftware.com>; Half-Life dedicated Linux server mailing >> list >> Subject: Re: [hlds_linux] [hlds] The End >> >> Not to become over dramatic, but us from SpecialAttack have decided to go >> down the same route. >> >> >> It's a shame, but that's how life works. Saying goodbye to VALVe hosted >> games after some 17(!) years. >> >> >> It's been a rocky ride with a very sour tasting end, but it is what it is. >> >> >> Cheers all, >> >> >> Saint K. >> >> >> >> From: Richard Green >> To: >> Sent: 10/27/2016 8:02 AM >> Subject: [hlds] The End >> >> >> >> >> After years of watching our community dwindle to no more than a group >> of friends it’s time to put the last nail in the coffin, Simiancage.org has >> been around since pre 2004 and most of the founders like myself were cs >> 1.3/4/5/6 clan members who started Simiancage. >> This has always been cs/css/csgo based community and tf2 was a great >> community builder as was L4D2 however as we all know those days are gone >> and it is time to say adjure, valve have succeeded in killing 1 more cs/tf >> based community as we now look towards running new servers of a new style. >> Good luck valve in killing your own reputation further. >> This is not a moan just a statement of Simiancage’s refusal to prop valve >> in these games any further. >> Regards to all >> D3vilfish >> PS Ive enjoyed some of the helpful emails over the years to sort >> server/sourcemod problems out, I remember when updates to tf2 would come >> out on new years eve….. >> ICS you have been most helpful over the years too, good luck m8 >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes .. 27 months later
plaint against valve for acting like a bunch of > ignorant > > > >> douchebags? > > > >> > > > >> You can feel free to unsubscrive too. > > > >> > > > >> On Mon, May 9, 2016 at 10:54 PM, Aaron Thompson <rmesc...@gmail.com > > > > > >> wrote: > > > >> > > > >> > Can you all go rant somewhere else. Some of us don't have your > > > problems. > > > >> > They have forums for a reason please use them or email them > > directly. > > > >> > On May 9, 2016 8:14 PM, "Robert Paulson" <thepauls...@gmail.com> > > > wrote: > > > >> > > > > >> > > Why could you not blame Valve? They are 100% fully to blame for > > the > > > >> > current > > > >> > > state of community servers. I am not sure why you think they had > > no > > > >> > choice > > > >> > > and no one should complain. > > > >> > > > > > >> > > You cannot expect every single random person to follow the > rules. > > > Did > > > >> > Valve > > > >> > > close free2play because servers are being plagued with hackers > > using > > > >> > > lmaobox and making a new account in 20 seconds? No? Then why are > > all > > > >> > > community servers being punished for this identical situation? > > > >> > > > > > >> > > The TF2 team was extremely lazy in handling this matter, not > even > > > >> willing > > > >> > > to spend 1 hour a month cleaning up reported servers, and > decided > > to > > > >> > "fix" > > > >> > > the issue by essentially giving up. All they had to do was ban a > > few > > > >> > > servers every month taking up less than an hour of their time. > > Even > > > if > > > >> > they > > > >> > > cannot get rid of cheating 100%, it would still be better than > > what > > > >> they > > > >> > > are doing now. > > > >> > > > > > >> > > All we can hope for now is that Overwatch kills TF2 to show > them a > > > >> > lesson, > > > >> > > but they would probably just keep trying to emulate Overwatch as > > > much > > > >> as > > > >> > > possible rather than reversing all the decisions they made to > kill > > > >> > > community servers. > > > >> > > > > > >> > > > > > >> > > > > > >> > > > > > >> > > On Thu, May 5, 2016 at 12:27 AM, Erik-jan Riemers < > > > riem...@binkey.nl> > > > >> > > wrote: > > > >> > > > > > >> > > > TF2 had its best time... it would have been longer if not for > > > this. > > > >> As > > > >> > a > > > >> > > > community owner for 8+ years i have always tried to do good by > > the > > > >> > rules > > > >> > > of > > > >> > > > Valve. Only to find tons of servers that don't obey those > rules. > > > >> Valve > > > >> > > > tried its best to counter them but ended up hurting the > > > communities > > > >> > that > > > >> > > > didn't do anything wrong. I can't blame Valve, but the > > experience > > > is > > > >> > bad > > > >> > > > these days, we used to have a "all maps" server where high > > > division > > > >> > > players > > > >> > > > would come and play, making it interesting for people with > > skills. > > > >> > Only a > > > >> > > > few 'custom' servers are still alive these days, but haunted > by > > > >> > cheaters > > > >> > > > and people that just want to troll and mic spam. No admins are > > > there > > > >> > > > anymore because nobody wants to babysit a server full of kids. > > > >> Slowly > > > >> > > > closing my TF2 servers. (It's been fun while it lasted) > > > >> > > > > > > >> > > > Regardless, thanks
Re: [hlds_linux] Temporary Quickplay changes .. 27 months later
TF2 had its best time... it would have been longer if not for this. As a community owner for 8+ years i have always tried to do good by the rules of Valve. Only to find tons of servers that don't obey those rules. Valve tried its best to counter them but ended up hurting the communities that didn't do anything wrong. I can't blame Valve, but the experience is bad these days, we used to have a "all maps" server where high division players would come and play, making it interesting for people with skills. Only a few 'custom' servers are still alive these days, but haunted by cheaters and people that just want to troll and mic spam. No admins are there anymore because nobody wants to babysit a server full of kids. Slowly closing my TF2 servers. (It's been fun while it lasted) Regardless, thanks Valve for the times we did have a great experience for community's. Perhaps one day we might see a TF3. 2016-05-05 0:48 GMT+02:00 Vivien FRENOT-MATHEVON: > Still waiting for a fix. :( > > Le jeu. 5 mai 2016 00:11, Andreas Willinger a écrit : > > > So, Valve, maybe you should update your Wiki and add "temporary" as > > "forever" (https://developer.valvesoftware.com/wiki/Valve_Time) > > > > Two years, various suggestions have been posted, like improving the UI, > > some > > sort of verified server system and others, yet not even a single word > from > > Valve. > > > > > > > > Can we finally get some sort of response or will we wait until TF2 is > > entirely full of braindead, 12 year-old weekend warriors. > > > > > > > > Original text for anyone interested: > > > > > > > > "At this time, we are keeping the default quickplay option to Valve > > servers. > > However, note that if a player wants to find a server with any of the > > supported modifications, then they must land on a community server, since > > Valve servers do not run with these settings." > > > > Posted by Fletcher Dunn on February 8, 2014. > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
I just hope the "bars" instead of ping also show the correct ping, as its still easy to ping mask and have it at a ping of 5. (even though the person could have 100+) I wonder if its now possible to write something for it so that if it says 1 bar, kick ;) 2015-12-18 21:28 GMT+01:00 Emil Larsson: > You can change the bars back to ping in advanced options in the game. Which > is what I did. > > I like the new scoreboard, though I kinda miss being able to see the team > playercount at a glance. > > On Fri, Dec 18, 2015 at 8:27 PM, dan wrote: > > > On 18/12/2015 11:49, Saint K. wrote: > > > >> Any chance we can get a player count back at the scoreboard? It's a bit > >> annoying that on servers with a higher than 24 slot count you cannot > >> workout anymore how many people are in a team. > >> > > > > Yeah 2nd that. It's awful. Programmer art and bars for ping? Yeuch. > > > > It looks like the results of a school kid doing his first custom UI mod > > and he's > > asked his dad to upload it to the internet. > > > > I'm expecting Gabe to reply with "He's only 6. I didn't want to say no" > > > > Either that or someone edited it after the Valve Christmas do. > > > > Sober up and fix it please. > > > > -- > > Dan > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] baning TF2 servers together with CS:GO
Respond to valve than, instead of the mailinglist, keep the spam where it belongs. I assume you also read the cs:go mailing list, you could address those suggestions too. 2015-07-20 15:59 GMT+02:00 Alice Vostrikova alice@rbcmail.ru: Hello. I rent my game servers at hosting where many different game servers. On Friday, the Valve massively banned CS:GO servers. On the same day, Valve banned 3 my TF2 servers. http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.14:28137format=json http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27095format=json http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.153:28292format=json Reason: inventory violations. I do not give to my players any inventory for money or without money. Also was banned TF2 server on my hoster without sourcemode (absent any plugins or castom tags)!!! http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=193.26.217.37:27767format=json Why on ip of the banned CS:GO servers were banned TF2 servers too? Valve banned servers CS:GO on the ip (instead of ip:port)? Somebody, please give an explanation for the ban TF2 servers! I write for the third time on the issue. Is it normaly that, Valve does not respond? -- -- Почтовый ящик предоставлен сервисом qip.ru Заведи бесплатную почту в домене rbcmail.ru и ты! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Community Servers and the Gun Mettle Update
I am actually at the point that i would even pay to have my servers get normal traffic and the new contracts on it. I Just think there needs to be a feature that allows legit operators to host servers. Mail operators work on a the more bounce and spam reports you get, the less mail can go out some sort of logic could apply here. The more reports you get (which could be automaticly tested for certain items) the lesser chance you get quickplay people and if you drop below a certain point. No longer contracts. IP's should be saved too etc etc. But in the end, if i think about all these things and as a veteran server operator i would already know enough ways around it so its really a cat and mouse game in the end. I don't like that valve does only contracts on Valve servers but at least i can understand why. 2015-07-02 23:40 GMT+02:00 Matthias InstantMuffin Kollek proph...@sticed.org: I get that a lot (if not all) community admins are dickheads hosting ad-infested pay to win servers. I know that there are a lot of scripters that publish scripts that allow abusive item farming during certain holiday events. I get that there is a need for this to have consequences. But what has been happening over the last few years is just that you guys seem to be motivated to kill off the entire community and move on to a matchmaking-type system. What we need is a decent reporting and blacklist system so (following the 20/80 rule) hosting bad servers will not be feasible for many/most admins (flag their steam accounts and prohibit them from hosting listed servers or whatnot, get creative, or we can help you if you guys aren't). It's not about killing the community, but about creating and maintaining an environment where ideas and creative, innovative servers and communities can thrive and bring content for YOUR products to keep them alive. On 02.07.2015 23:22, John Schoenick wrote: Hey guys, with today's update we're introducing a few new features that will impact servers, and I just wanted to give you guys a heads up. There is a new quickplay category, featured, that represents the featured maps for a given campaign. In order to have your server in this category, you need to be running the mapcycle mapcycle_featured_maps.txt, and have the special string 'featured' in your quickplay tags. Today's update also introduces contracts, which currently require players be on official servers to complete. Unfortunately, our current setup makes it very difficult to restrict features like this other than in an all-or-nothing manner, and we determined this was necessary to protect the system from immediate abuse. We agree this is not ideal. We are continuing the look at the situation with community servers and how we can better support passionate communities, but currently have nothing to announce. - JohnS ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dear Valve: Feature request regarding _restart
+1, always have to use --autoupdate to fool it, since autoupdate does restart the server (but it also does on quit, i just hard kill it then) that is not how it should work. 2015-06-30 2:00 GMT+02:00 Jesse Molina je...@opendreams.net: Dear Valve I've written my own Linux server manager tool which acts as a replacement for the srcds_run script, and a number of server admins use it to manage their servers. Recently I had a user ask me why the _restart console command caused the server to quit instead of restart. The answer is that _restart on the console is, as far as I can tell, identical to the quit command. In both instances, the srcds_linux server shuts down and quits with exit code 0. I would like to make a feature request. Please make the _restart console command quit with a specific exit code to indicate to the parent process that it should be restarted. Alternatively, create a new console command which causes the server to quit with a specific exit code. Just to be clear: This exit code would specifically be reserved as a signal to the parent process that the server process should be restarted. It should not be interpreted as being a crash or an otherwise unexpected event. One way or another, there needs to be a differentiation between the quit and _restart commands. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Optional TF2 update released
Thanks, that seems to have fixed the restart/quit issues! 2015-06-17 22:45 GMT+02:00 Eric Smith er...@valvesoftware.com: We've released an optional update for TF2. The notes for the update are below. The new version number is 2836387. -Eric - - Fixed an issue causing dedicated servers to occasionally hang on shutdown - Hammer tools: Fixed vbsp -onlyents and -onlyprops compiles failing - Updated localization files - Updated the Maps Workshop Beta - Fixed an issue causing clients or servers installed in long path names to be unable to load workshop maps - Fixed an issue causing clients to occasionally be unable to launch a listen server using a workshop map via the 'map' command - Fixed an issue causing the initial map load on dedicated servers to fail if the map is a workshop map - Fixed dedicated servers requiring a reboot to properly handle updated workshop maps if the map name changed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
Has been mentioned, multiple people have this issue, see the thread: [hlds_linux] Crash/hang on quit 2015-06-16 16:12 GMT+02:00 Ross Bemrose rbemr...@gmail.com: Since it hasn't been mentioned on hlds_linux yet, I've noticed that the TF2 Linux dedicated server now crashes on shutdown even with no addons directory present. quit L 06/16/2015 - 10:04:17: server_message: quit L 06/16/2015 - 10:04:17: Log file closed. L 06/16/2015 - 10:04:17: server_message: restart /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp (3997) : Assertion Failed: CFileWriterThread: pending file writer content_log.txt Assert( Assertion Failed: CFileWriterThread: pending file writer content_log.txt ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997 Bad thread local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp (1416) : Assertion Failed: Thread synchronization object is unuseable Bad thread localassert_20150616100418_15.dmp[23170]: Uploading dump (out-of-process) /tmp/dumps/assert_20150616100418_15.dmp assert_20150616100418_15.dmp[23170]: Finished uploading minidump (out-of-process): success = no assert_20150616100418_15.dmp[23170]: error: libcurl.so: cannot open shared object file: No such file or directory assert_20150616100418_15.dmp[23170]: file ''/tmp/dumps/assert_20150616100418_15.dmp'', upload no: ''libcurl.so: cannot open shared object file: No such file or directory'' (and it hangs there until I manually close the screen) On Mon, Jun 15, 2015 at 7:58 PM, Ross Bemrose rbemr...@gmail.com wrote: Are there any plans on making fuzzy matching work for the names of workshop maps and not just their workshop ID numbers? Right now, changelevel workshop/454118349 works for changing to cp_glassworks, but changelevel glassworks doesn't. Incidentally, for whatever reason TF2's FindMap command seems to resolve workshop maps to their old workshop/ path. Is this some sort of compatibility shim? Where the file really is: steamapps/workshop/content/440/454118349/cp_glassworks_rc6.bsp What FindMap returns: workshop/cp_glassworks_rc6.ugc454118349 My maps/workshop directory is currently empty... I deleted it before I began this testing. It's still empty *while this map is running* On 6/11/2015 8:09 PM, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 2827522. -Eric - - Mann Co. Store summer sale is on! - Updated dedicated server 'status' command to include sv_tags - Enabled raw mouse input for Mac clients - Added OWL 13 tournament medals - Added TF2Connexion Season 15 tournament medals - Fixed a client crash related to the HUD - Updated the localization files - Updated Mann Co. Store prices for foreign currencies to current USD equivalents - Security/crash fixes (thanks to Nathaniel Theis for these reports) - Fixed a remote code execution bug and a crash related to malformed custom spray files - Added checks to the voice system that prevent loading codecs other than the files that ship with the game - Updated the Maps Workshop Beta - Workshop map names (e.g. workshop/cp_foo.ugc123456) can now be used in the map, changelevel, and nextlevel commands as well as the mapcycle config - Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. changelevel dustbowl - Shorthand workshop map names of the form workshop/id (e.g. workshop/123456) will now auto-resolve to the full map name - Running tf_workshop_map_sync is no longer necessary, maps will be fetched and updated on demand during level change - tf_workshop_map_sync is no longer blocking, and can be used to precache maps in the background - Workshop maps are no longer copied to tf/maps/workshop/ by default, instead using the single copy in the steamapps/workshop folder - Fixed some cases of embedded resources in workshop maps, such as cubemaps, not being loaded properly - Fixed an issue preventing game servers from properly receiving updates to workshop map files - Fixed game servers using registered accounts via sv_setsteamaccount not being able to download workshop content - Fixed syncing workshop maps prior to the first map load on a dedicated server - Updated in-game workshop import tool - Fixed not being able to select the class/other tags for cosmetic items - Hide unused buttons when editing an existing workshop entry - Fixed text getting truncated when editing items with long descriptions ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds_linux] Crash/hang on quit
Would be nice if a valve person could say something about this, having to restart a ton every day. (killall srcds_linux) is the quickest, since they will restart after that, assuming you don't have other stuff about. 2015-06-15 21:45 GMT+02:00 pilger pilger...@gmail.com: Having this here as well. And it only happens after some quits... I'm not sure why and when. _pilger On 14 June 2015 at 08:38, Nicolas Seyer seyer.nico...@gmail.com wrote: on the same system I have one server that stops but not the other. So I wouldn't think it is due to a library or the system itself On Sun, Jun 14, 2015 at 1:25 PM, Ilya Larin ilya.dem.la...@gmail.com wrote: After the one of previous updates happened the same: i bet it now requires some more libraries in Linux system On 14 Jun 2015 14:23, Martin V velt...@gmail.com wrote: Gaben for life 3 14 cze 2015 13:16 Erik-jan Riemers riem...@binkey.nl napisał(a): Of about 30 servers, a hand full did restart.. but the majority crashes. Consider being lucky ;p 2015-06-14 13:10 GMT+02:00 Martin V velt...@gmail.com: Funny thing is that i dont have that problem. My server has about 100 plugin and I have no problem with exit, quit and restart commands 14 cze 2015 12:57 Yun Huang Yong yun.li...@mooh.org napisał(a): quit and exit both used to exit cleanly prior to the update 3 days ago. We've been restarting our servers every night for ~2.5 years by simply sending an RCON quit. Hopefully this means it's a relatively easy change to revert/fix. On 14/06/2015 8:48 PM, Erik-jan Riemers wrote: And i thought it was just me, but indeed all my servers pretty much hang/crash. Tried a dozen things cannot get it to work normally again. Also booted up a micro instance on amazon, installed it fresh on ubuntu 14.04 with no extra's and also crashes. I restart the servers at night every day, but now they all just hang. (on multiple different servers) 2015-06-14 12:04 GMT+02:00 Jesse Molina je...@opendreams.net : srcds_linux did this for years between something like 2009 and 2012. That's just a guess, I don't exactly remember the time frame. You should not expect srcds_linux to quit like it should. It is not a very well behaved bit of software. On 6/14/15 1:15, Yun Huang Yong wrote: Since the most recent update it seems that the server crashes (and hangs) on quit. This is on a stock (no MetaMod, no SourceMod) server: quit L 06/14/2015 - 18:12:07: server_message: quit L 06/14/2015 - 18:12:07: Log file closed. L 06/14/2015 - 18:12:07: server_message: restart /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp (3997) : Assertion Failed: CFileWriterThread: pending file writer content_log.txt Assert( Assertion Failed: CFileWriterThread: pending file writer content_log.txt ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997 Not sure if I'm reading this right but it appears that the log file is closed, then something is issuing a restart but with the log file already closed the server then crashes into a hung state. The process never exits as it appears to then get stuck somewhere in the minidump: assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process) /tmp/dumps/assert_20150614181208_15.dmp Bad thread local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp (1416) : Assertion Failed: Thread synchronization object is unuseable Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading minidump (out-of-process): success = yes assert_20150614181208_15.dmp[17942]: response: CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614 assert_20150614181208_15.dmp[17942]: file ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes: ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614'' Apparently successful but process still never exits. Anyone else get this behaviour? It makes it awkward to exit/restart the server gracefully - I pretty much have to kill the process. cheers, yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlds_linux] Crash/hang on quit
Of about 30 servers, a hand full did restart.. but the majority crashes. Consider being lucky ;p 2015-06-14 13:10 GMT+02:00 Martin V velt...@gmail.com: Funny thing is that i dont have that problem. My server has about 100 plugin and I have no problem with exit, quit and restart commands 14 cze 2015 12:57 Yun Huang Yong yun.li...@mooh.org napisał(a): quit and exit both used to exit cleanly prior to the update 3 days ago. We've been restarting our servers every night for ~2.5 years by simply sending an RCON quit. Hopefully this means it's a relatively easy change to revert/fix. On 14/06/2015 8:48 PM, Erik-jan Riemers wrote: And i thought it was just me, but indeed all my servers pretty much hang/crash. Tried a dozen things cannot get it to work normally again. Also booted up a micro instance on amazon, installed it fresh on ubuntu 14.04 with no extra's and also crashes. I restart the servers at night every day, but now they all just hang. (on multiple different servers) 2015-06-14 12:04 GMT+02:00 Jesse Molina je...@opendreams.net: srcds_linux did this for years between something like 2009 and 2012. That's just a guess, I don't exactly remember the time frame. You should not expect srcds_linux to quit like it should. It is not a very well behaved bit of software. On 6/14/15 1:15, Yun Huang Yong wrote: Since the most recent update it seems that the server crashes (and hangs) on quit. This is on a stock (no MetaMod, no SourceMod) server: quit L 06/14/2015 - 18:12:07: server_message: quit L 06/14/2015 - 18:12:07: Log file closed. L 06/14/2015 - 18:12:07: server_message: restart /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp (3997) : Assertion Failed: CFileWriterThread: pending file writer content_log.txt Assert( Assertion Failed: CFileWriterThread: pending file writer content_log.txt ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997 Not sure if I'm reading this right but it appears that the log file is closed, then something is issuing a restart but with the log file already closed the server then crashes into a hung state. The process never exits as it appears to then get stuck somewhere in the minidump: assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process) /tmp/dumps/assert_20150614181208_15.dmp Bad thread local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp (1416) : Assertion Failed: Thread synchronization object is unuseable Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading minidump (out-of-process): success = yes assert_20150614181208_15.dmp[17942]: response: CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614 assert_20150614181208_15.dmp[17942]: file ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes: ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614'' Apparently successful but process still never exits. Anyone else get this behaviour? It makes it awkward to exit/restart the server gracefully - I pretty much have to kill the process. cheers, yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crash/hang on quit
And i thought it was just me, but indeed all my servers pretty much hang/crash. Tried a dozen things cannot get it to work normally again. Also booted up a micro instance on amazon, installed it fresh on ubuntu 14.04 with no extra's and also crashes. I restart the servers at night every day, but now they all just hang. (on multiple different servers) 2015-06-14 12:04 GMT+02:00 Jesse Molina je...@opendreams.net: srcds_linux did this for years between something like 2009 and 2012. That's just a guess, I don't exactly remember the time frame. You should not expect srcds_linux to quit like it should. It is not a very well behaved bit of software. On 6/14/15 1:15, Yun Huang Yong wrote: Since the most recent update it seems that the server crashes (and hangs) on quit. This is on a stock (no MetaMod, no SourceMod) server: quit L 06/14/2015 - 18:12:07: server_message: quit L 06/14/2015 - 18:12:07: Log file closed. L 06/14/2015 - 18:12:07: server_message: restart /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp (3997) : Assertion Failed: CFileWriterThread: pending file writer content_log.txt Assert( Assertion Failed: CFileWriterThread: pending file writer content_log.txt ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997 Not sure if I'm reading this right but it appears that the log file is closed, then something is issuing a restart but with the log file already closed the server then crashes into a hung state. The process never exits as it appears to then get stuck somewhere in the minidump: assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process) /tmp/dumps/assert_20150614181208_15.dmp Bad thread local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp (1416) : Assertion Failed: Thread synchronization object is unuseable Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading minidump (out-of-process): success = yes assert_20150614181208_15.dmp[17942]: response: CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614 assert_20150614181208_15.dmp[17942]: file ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes: ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614'' Apparently successful but process still never exits. Anyone else get this behaviour? It makes it awkward to exit/restart the server gracefully - I pretty much have to kill the process. cheers, yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Optional TF2 update released
You should point that to valve, but like many others that tried and failed its in the end that you give up. You cant fix an issue like this without the full support of them. You can try, only to see your plugin circumvented on the payed cheat site plugin websites... 2015-05-19 16:10 GMT+02:00 N-Gon ngongamedes...@gmail.com: Again. Only a small handful of people within UGC know about making Sourcemod plugins. Instead of being pessimistic about fixing something why not come up with a better solution than the one I have presented? Such as maybe removing the cvar all together because it serves 0 purpose as the 0 backstab method is completely broken and 2 backstab method is completely untested AND broken. There is no need to have that cvar set to anything other than 1, so why not just remove it. On Tue, May 19, 2015 at 10:01 AM, AnAkkk anakin...@gmail.com wrote: Removing a cvar flag with a plugin is only 2 lines, some people sell cheat server plugins that got many more features than that, so it's easy for anyone to buy one and put it on their server. With VAC there is at least a chance (even if it's small) that the guy is going to get banned, and there's none if he has access to the server. 2015-05-19 14:54 GMT+01:00 N-Gon ngongamedes...@gmail.com: But the amount of players who can readily make something like that within UGC is not all that high. People thought of me as a messiah for my simple plugin when I had only learned about programming in SMod 2 days prior. Making a plugin to continue to cheat is way more steps involved than simply typing an rcon command in console. Nothing will ever 100% stop cheaters, but it's silly not to even try to slow them down. If we're going to just toss our hands in the air and say it's pointless because there will always be a workaround then why even bother having a VAC system in place. On Tue, May 19, 2015 at 9:49 AM, Ross Bemrose rbemr...@gmail.com wrote: Yes, that was a given. After all, server plugins can remove the cheat flag just as readily as the notify flag. On Tue, May 19, 2015 at 9:46 AM, AnAkkk anakin...@gmail.com wrote: That's pointless, someone could make a a plugin to remove the notify flag. You should only trust servers that are hosted by leagues where no one has the rcon_password or any access to the machine. There are many other cvars that can be modified the same way and be used to cheat. 2015-05-19 14:41 GMT+01:00 Ross Bemrose rbemr...@gmail.com: Either way, tf_backstab_detection_method should probably be flagged as Notify so that all players are told when its value changes. On Tue, May 19, 2015 at 9:13 AM, N-Gon ngongamedes...@gmail.com wrote: Hey, while we're on the subject of exploits I wanted to bring something up. tf_backstab_detection_method Currently that cvar can be changed on the fly with just rcon access. It's not Cheat or Notify flagged. I've had reports from 3 different UGC Plat players who are highly suspicious of other teams using this on a toggle to allow their spies easy facestabs when they need them. Adding a flag to this command will not harm anyone and it will be a load off the minds of the Comp players who have no way of proving this is being done in official matches. I made a plugin that, among other things, flagged this thing is a cheat. It's a nice start but I can't force everyone to use my plugin. But if Valve were to change this I wouldn't have to :) -Miggy On Mon, May 18, 2015 at 9:42 PM, Bruno Garcia garcia.bru...@gmail.com wrote: Fixed *crash* when getting a malformed KeyValues buffer On Mon, May 18, 2015 at 10:11 PM, N-Gon ngongamedes...@gmail.com wrote: Out of curiosity, what exactly did this do? On Mon, May 18, 2015 at 9:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Now that this exploit is public knowledge, any idea when we will see the remaining mainline Source Games updated? Thanks, Kyle. On Mon, May 18, 2015 at 5:53 PM, Eric Smith er...@valvesoftware.com wrote: We've released an optional update for Team Fortress 2. Dedicated servers do not need to download the update but you can if you'd like. The note for the update is below. The updated version is 2771145. Thanks. -Eric --- - Fixed crash when getting a
Re: [hlds_linux] Rethinking the community quickplay ban
As ics stated (and i did in the past) all my regular servers died, all regulars are gone. I only have non standard game servers that are still running fine since people search for that (saxton, modded, jump, mge, etc) the rest is simply dead. Regulars have tried and tried to get something up and running but nobody came, even with 6 to 10 players for an hour it still doesn't fill up anymore and therefor dies. If i join a valve server, its the typical pub bash and then a old regular joins me and tells me how he misses the old servers where the skill level was much higher too. The problem with regulars is that you just *CANNOT* find a valve server with a higher skilled set of people. There is always a big bunch of pool of people that just are f2p or dont know what they are doing, hence people leave too. 2015-02-06 6:48 GMT+01:00 dan needa...@ntlworld.com: On 06/02/2015 00:07, Gordon Reynolds wrote: I'd hate to see this thread de-railed from it's original topic of Quickplay and how it relates to Community Servers. While the change to trading is a big one, it was more of a change to bring TF2 in line with all other Steam trading-supported games. I think they're linked. Trading, F2P, the introduction of scratch card like gambling games and all these economy things changed TF2 from a team-based, objective based FPS to what it is now. This has changed the player base too. Simply put, the people who used to play on your servers are not throwing money at Valve for a conga taunt or for a key to open a box. Valve does what their customers will pay for. Their customers for TF2 are the people scamming each other, buying keys and items and so on. TF2 is probably the greatest game never played. As I said recently, TF2 is like playing chess against people who stick the pieces in their ears, strip down to their underpants and run around the room shouting GAAEE who would say It's only a game, I play for fun if anyone questioned this behaviour. If you bought the game in 2007 and have played 7000 hours without spending another dime Valve aren't that interested in you. Even if you play comp Walker has said that's boring. Watching 20 people conga that's like the super bowl or the Tour de France right? Well, it is if you watch the screen Robin does that shows the money rolling in. That gets his boss excited and smiling. They want people who will buy taunts and dance around the maps - or buy a gun that tells them what their killstreak is - you did that for free? Ah, suckers. You charged for some of these ideas? Well they took your idea and changed it so instead of you getting the money, they did. See how much better that is now? No? Let's try it one more time, you have a feature and people pay you. Now they have the same feature and people pay Valve. See the improvement yet? Maybe you've gotta be working at Valve. They saw it straight away when someone put the idea to them. So, we'd get the money?...hmm, yeah...let's do that They want to introduce young kids to the joys of gambling too. So thanks for that Valve. Steam's trading cards and levelling changed Steam from a service that was a bit flaky but nevertheless a warm and cuddly idea that sold popular multiplayer games and updated them over and over into a service designed to attracts buffoons who want to collect badges and increase their level in a web store. If you're a gamer, valve don't care. There are probably 100 idiots out there throwing money at valve for every gamer they have. The level of programming skill and effort valve need to do to get at their money is something a bright school kid could manage. Look at the features steam has added recently. That music player? The guy that wrote that must be a hell of a trombonist. Can you imagine his interview I mostly play the trombone Do you think you could write code? Sure...I could add a music player What features would it have? Well, I've used a lot of music players and using my vast knowledge of existing players I wouldn't have any How long do you think it will take you to create a music player without any features? About a year. Most of that could be a 'beta' though. In case some of the features it doesn't have don't work In many cases they can just bundle indie or old publisher titles on steam, say 75% off every so often and watch as thousands of people buy them just to get a bigger number of games owned or a few trading cards - and when gamers kick up a fuss they just change the steam interface to make it look like it's still something to do with buying and playing games. There are even people who collect and pay hundreds of dollars for games that were on steam but have been removed and then if you have enough of these removed games you can join a group. Can you believe that? Given these people exist what would you do? Spend millions on improving mental health care, or change Steam to accommodate
Re: [hlds_linux] Spammers delight
Dont forget that once a while you get this nice mail with your password in plain text.. 2015-01-23 2:40 GMT+01:00 Weasels Lair wea...@weaselslair.com: Yeah seems like valve is running some really old school mailing list software. Maybe they should switch to Google Groups for Business or something. On Jan 22, 2015 4:06 PM, Horse ad...@gamerscrib.net wrote: The mailing list needs to incorporate what craigslist uses with the mailer to avoid this issue. Sad thing is it is being used not so much as problem solving for server owners/administrators but for people to see when updates are coming to spam SPUF forums. Who cares who posted about the update first over there that is not what its intended function is for. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron Sent: Thursday, January 22, 2015 7:00 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Spammers delight I just got 1 also as a reply from 2012. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] IPv6 on SRCDS
If we all think like that, we wont have ipv6 in 10 years and it will be too late. I rather have it *now* and support both so the change can be done in steps or something like that. 2015-01-17 22:59 GMT+01:00 Robert Paulson thepauls...@gmail.com: I for one hope they don't add IPV6 any time soon. It is already enough of a hassle to ban all these F2P hackers and it will be 10 times worse when everyone has hundreds of ips. And plugins and databases would need to be upgraded as well. On Sat, Jan 17, 2015 at 10:14 AM, ics i...@ics-base.net wrote: This has been suggested on this list time to time for the past 4-5 years. No answer has been ever given to one way or the other. -ics Giovanni Harting kirjoitti: I would guess the new source 2 supports IPv6, everything else would be terrifying. 2015-01-17 16:32 GMT+01:00 Kevin Kelker ke...@kelker.info: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hey there, I've searched around the web but didn't find any current news about this: How about IPv6 on Source dedicated Servers? There were some posts back in 2013 that it isn't possible - yet. But meanwhile IPv6 deployment has made huge steps and here in Germany we already have ISPs that only serve native v6 adresses to their customers and are doing carrier grade NAT for the remaining IPv4-only services (which has, depending on the load of their core routers, a horrible performance at some times). So is there any way now to bind srcds servers to a native v6 or at least some word about the progress of making it compatible (maybe even a word from a developer here :-) )? Thanks in advance an best regards! Kevin PS: please don't slap me if I've missed something about that topic. Haven't been around quite a long time but tried my best to search the forums first. -BEGIN PGP SIGNATURE- Version: GnuPG v2 iQIcBAEBAgAGBQJUuoCgAAoJEKd25JuJ3jlZNKsP/2D5BRMYeQYJJhGM1UG1zqze IgQnwQYI75nt67BUf5TSv3IMjhyGJd7kNt3E+V0qDY/bjhSLnbEuMMAAiW8P3tdD HJFwFmJaOR0/IP6Pn/G6md0kKsJ0u5I0K/5CGrWS+YM4M/cvKMeBAvydfO19Fa7O CUo3uORvAIotGEaWD36U1T/wedR8kRHkTBlXHn3YV3G9k1qUuMtjegojGm2EtcB5 Hl/v90jna8amncBhSdyIvNnA98XQvxAGPIW6RLVKImdVfosuit1Z00E0D1IJHPDf xpVfM/e1g7FVPBFPQryKwfMhR7imUCQemcBOavLFseFs5SNmxoVFqWVMCWYXlODC udSxHrnKSFrB+bJ0OEpkxOhm0QkxxKvrGntXc3cdEhMOio5R0sejSgsSPcP3ebTT GMsFsuH1VUUzIMfq5Lh2WSRdnYAe2ao7k6CVMHT7jtFsRw9BZVZHH6ZfeFsCjT0V vJWXPq0Xa5NCAVcAyv9dtAKkKyKLcIGdsRSmGr7a+ml7p5SkbiATn5QVmcuUZyL/ xzqzC27e4eUK4Gs+PgSV7rCaao0hGRfdMynjAf5Gzv0/iQEyk33coi1ECPRrjZrY hANbzjlE0pAQsyH9E8nr+yYVqX/MA6XDmiMSDDctdRA1NhUB8+ORBDxPlio/l/0Y CBjIqKytuN4ZJ5xhztEb =H/tm -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
I understand the logic some people might have about not altering maps, we also alter maps and such but we dont distrubute it. That little check mark you click on when creating maps pretty much removes any copyright on maps created too. But as Aaron too, we leave credits and keep records of the original authors and where possible we do try to contact the original author before modification. But one can only do so much. 2014-12-04 17:04 GMT+01:00 ics i...@ics-base.net: I really don't think what you are doing is something that you should be doing. Modifying maps is wrong, map maker didn't want your logos in there so they should not be there and i bet 99% of the real mapmakers don't want their maps edited for something that they did not do. Besides, decompiling breaks several things. You can add decals to the maps without modifying maps too. PS: Soundscapes are somewhat broken and Valve is aware. -ics Aaron Thompson kirjoitti: I usually add my clan acronym to maps weve modified. We leave all credits alone, of course. I used to add stuff to trade minecraft but now ive been having a hard time compiling and the soundscapes are not cooperating anymore. It's annoying. Anyways thats how i avoid making maps and edits that someone could make too. On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote: Changing the filename as a server operator is still fragile. As I mentioned before, renaming a map without fixing up embedded content will hose soundscripts and such. There's also not much guarantee that some other server op won't make a similar rename of a differing file. On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl wrote: Descent server operators change the version number, descent map makers do that too. But agreed on some kind of validation and better integration. (Not to mention the tons of maps i still have on my download server which i dont use anymore, just because i cant really tell anymore whats being used) :) 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net: With valve, the source of the files is trusted. If this would be implemented, only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised why valve doesn't want to do this and yet they reward people who make items all the time. Workshop integration isn't the best in csgo but it could be further improved to accommodate tf2. -ics - Alkuperäinen viesti - +1 this for sure. I'd love to see the custom content over write much like Valve over writes maps and its content now when a revision bump is made. I get so tired of having to go thru _v1 or v32 etc etc when you change just the smallest thing on a map. The client has to re-download it anyway cause of a new name, may as well make it over write and start over. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading This email is mostly addressed to anyone within Valve that's still maintaining the TF2 branch of the source engine, and I suppose anyone on this mailing list that'd like to comment on this recommendation. There's one frustrating issue with clients downloading custom content (maps, models, etc) in particular: it's fairly painful when unaware mappers and server operators release or update maps (and other content) without modifying the filename of the content. For maps this is particularly destructive because many clients would be left unable to connect and play on the server in question if the map differs from what the server is running. Additionally, there are some documented cases of clients having their map downloads not get fully completed or get into a corrupt state which is equally as painful for the same reasons. Many users are simply unaware of how to solve this problem by locating and deleting the files in question. I'm sure this is something that can get an ideal solution, so I'd like to propose a few: 1. If the content differs, force a redownload and overwrite the existing file on the client. Now that clients have a separate search path for downloaded content thanks to Fletcher's hard work in refactoring custom content and downloads search paths, there's less risk to overwriting stock game content. 2. Allow multiple downloads side-by-side, perhaps differing in filename by a checksum (or some other recommendation). This would probably have to be virtualized in some way so that the filesystem is aware of the actual name of the map for soundscripts, particle manifests, etc. This issue affects other content such as models and materials, but getting a solution
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
Also, i've had several times that tf2 would report back that the map checksum or whatever doesn't work and when i check my download/maps folder its still there as a bzipped file. It doesn't download a new one it just denies me. This is the same issue, have to manually remove the file in order for it to work. 2014-12-04 17:37 GMT+01:00 Frank ad...@gamerscrib.net: Over writing the map with the same name as Valve does it really shouldn't make no difference. You are going to upload another map regardless another file be it named _v1 or _v2 or whatever. You are still uploading content customized from the server to the clients. The idea here is if I have a customized map made by me named My_Tf2_Map then I should be able to alter the map no matter when and upload the exact same name and have it over write the original to clients that revisit my servers. This should be allowed vs me having to use extensions to the name like My_Tf2_Map_v1 or My_Tf2_Map_v2 to continue on like that is just counter productive. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, December 04, 2014 11:05 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading I really don't think what you are doing is something that you should be doing. Modifying maps is wrong, map maker didn't want your logos in there so they should not be there and i bet 99% of the real mapmakers don't want their maps edited for something that they did not do. Besides, decompiling breaks several things. You can add decals to the maps without modifying maps too. PS: Soundscapes are somewhat broken and Valve is aware. -ics Aaron Thompson kirjoitti: I usually add my clan acronym to maps weve modified. We leave all credits alone, of course. I used to add stuff to trade minecraft but now ive been having a hard time compiling and the soundscapes are not cooperating anymore. It's annoying. Anyways thats how i avoid making maps and edits that someone could make too. On Dec 3, 2014 7:27 PM, Ryan Stecker voidedwea...@gmail.com wrote: Changing the filename as a server operator is still fragile. As I mentioned before, renaming a map without fixing up embedded content will hose soundscripts and such. There's also not much guarantee that some other server op won't make a similar rename of a differing file. On Mon, Dec 1, 2014 at 5:46 PM, Erik-jan Riemers riem...@binkey.nl wrote: Descent server operators change the version number, descent map makers do that too. But agreed on some kind of validation and better integration. (Not to mention the tons of maps i still have on my download server which i dont use anymore, just because i cant really tell anymore whats being used) :) 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net: With valve, the source of the files is trusted. If this would be implemented, only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised why valve doesn't want to do this and yet they reward people who make items all the time. Workshop integration isn't the best in csgo but it could be further improved to accommodate tf2. -ics - Alkuperäinen viesti - +1 this for sure. I'd love to see the custom content over write +much like Valve over writes maps and its content now when a revision bump is made. I get so tired of having to go thru _v1 or v32 etc etc when you change just the smallest thing on a map. The client has to re-download it anyway cause of a new name, may as well make it over write and start over. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading This email is mostly addressed to anyone within Valve that's still maintaining the TF2 branch of the source engine, and I suppose anyone on this mailing list that'd like to comment on this recommendation. There's one frustrating issue with clients downloading custom content (maps, models, etc) in particular: it's fairly painful when unaware mappers and server operators release or update maps (and other content) without modifying the filename of the content. For maps this is particularly destructive because many clients would be left unable to connect and play on the server in question if the map differs from what the server is running. Additionally, there are some documented cases of clients having their map downloads not get fully completed or get into a corrupt state which
Re: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading
Descent server operators change the version number, descent map makers do that too. But agreed on some kind of validation and better integration. (Not to mention the tons of maps i still have on my download server which i dont use anymore, just because i cant really tell anymore whats being used) :) 2014-12-02 0:29 GMT+01:00 ics i...@ics-base.net: With valve, the source of the files is trusted. If this would be implemented, only way to do it is ti integrate maps into steam tf2 workshop. I'm surprised why valve doesn't want to do this and yet they reward people who make items all the time. Workshop integration isn't the best in csgo but it could be further improved to accommodate tf2. -ics - Alkuperäinen viesti - +1 this for sure. I'd love to see the custom content over write much like Valve over writes maps and its content now when a revision bump is made. I get so tired of having to go thru _v1 or v32 etc etc when you change just the smallest thing on a map. The client has to re-download it anyway cause of a new name, may as well make it over write and start over. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Monday, December 01, 2014 6:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] Recommendation for TF2, DoD:S, etc server content downloading This email is mostly addressed to anyone within Valve that's still maintaining the TF2 branch of the source engine, and I suppose anyone on this mailing list that'd like to comment on this recommendation. There's one frustrating issue with clients downloading custom content (maps, models, etc) in particular: it's fairly painful when unaware mappers and server operators release or update maps (and other content) without modifying the filename of the content. For maps this is particularly destructive because many clients would be left unable to connect and play on the server in question if the map differs from what the server is running. Additionally, there are some documented cases of clients having their map downloads not get fully completed or get into a corrupt state which is equally as painful for the same reasons. Many users are simply unaware of how to solve this problem by locating and deleting the files in question. I'm sure this is something that can get an ideal solution, so I'd like to propose a few: 1. If the content differs, force a redownload and overwrite the existing file on the client. Now that clients have a separate search path for downloaded content thanks to Fletcher's hard work in refactoring custom content and downloads search paths, there's less risk to overwriting stock game content. 2. Allow multiple downloads side-by-side, perhaps differing in filename by a checksum (or some other recommendation). This would probably have to be virtualized in some way so that the filesystem is aware of the actual name of the map for soundscripts, particle manifests, etc. This issue affects other content such as models and materials, but getting a solution for at least map downloading would be a great step forward. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New exploit with the TF2 update
was the you can walk at round start using the conga mentioned to? 2014-10-30 18:03 GMT+01:00 ics i...@ics-base.net: And to confirm, yes the elevator bug is back. Did valve started working this map over a year ago and forgot to fix the bugs? Also, RED side ammobox is inside the rocks. http://cloud-4.steampowered. com/ugc/29598440085670745/377BBC6D2F697FC74C6152E02B78C9DD89BAA6C8/ -ics ics kirjoitti: Thats true, on both sides. Though i'm not surprised that this old bug fixed over a year ago resurfaced. I hope the bug where you can die with intel will cause the lift to go up hasn't come up back again. -ics Martin V kirjoitti: there is also a bug for engies on doomsday_event. They are able to make teleport exits behind spawnroom (behind that glass). 2014-10-30 10:13 GMT+01:00 ics i...@ics-base.net: Apparently players can get off from bumpercar track with bumpercar. I suspect this is due to engineers eureka effect ecploited somehow. In any case, kind of ruins the fun for others. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
Back in the days i had 2 all maps servers full for almost 16 hours a day. Then it became just 1 (using regulars, and quickplay was helping still to fill it up the remaining) and now its just dead. There are plenty of rules you need before you can be in quickplay.. so the experience is still the same + a bit community spirit. Let valve use their servers for MVM. I host a couple of mvm servers and they are pretty much full all the time (that is because community rather want to run a 24 user server) and i cant blaim them.. Like others said, now sometimes you go with a friend to a valve server.. only to find out that its for you a pub bash. Community servers usually set the bar higher on skills too. So now, its either mvm or custom mod servers since the rest is no fun anymore. But in the end, what ics said. 2014-10-24 10:08 GMT+02:00 ics i...@ics-base.net: After the quickplay change, my 4x24 servers turned from full to 1 full a day, excluding the halloween. Just because that extra quickplay traffic was cut off, that filled the rest of the empty slots. All i wanted was to offer place to play on but it looks like i'm losing most of my interest after 9 years to continue doing this. But it seems it's pointless to fight against the windmill to keep this conversation up. -ics Emil Larsson kirjoitti: Well said McKay. VAC is especially useless towards a F2P game as well, a hacker can just use throw away accounts if he is so determined. Not keeping your items sure is a deteerent for honest players, but not so much for people who want to cheat troll (which is what half the cheaters I see do, they don't even try to hide it and makes it blindly obvious to annoy players). And is it just me, or have the mailing list discussion dropped off since the quickplay change as well? Majority of the discussions seems to happen in response of updates now too. On Fri, Oct 24, 2014 at 12:47 AM, Alexander Corn mc...@doctormckay.com wrote: Here's a free bump since I didn't check the list in a little while. The Quickplay change was the single most harmful change in the history of the game. Gamers are notoriously lazy and entitled. They want their game to start *now*, before the loading screen even goes away. They're going to take the path of least resistance when joining a game. That path is Quickplay. It's all but impossible to start up a new vanilla server these days. You'll get a player or two here and there but the bulk of the population is now being funneled directly to Valve servers. It's almost ironic that Valve made it hardest to host servers the way the game was meant to be played. As others have said, no Valve server was in the top 200 on Gametracker before the change. You might ask why community servers deserve traffic, but I'll ask right back why servers that people wouldn't join on their own deserve most traffic. VAC is designed to work in cooperation with a server administrator. VAC's delayed bans are a deterrent. That is, they attempt to prevent people from cheating in the first place. They're worthless for removing active cheaters. That's what server admins are for, but Valve's servers don't have any. Many players won't ever discover the server browser simply because the main menu design discourages them from clicking on the button. Eventually they'll bore. Bring thrown onto a random Valve server every time is the same way that Call of Duty works and it's pretty notorious for being a bland shooter. Who here thought 8 months ago that today we'd be comparing the TF2 experience to the CoD experience? You can add all kinds of game mechanics. In the end, it's the community that encourages players to come back. Valve servers have no community. We don't want Valve servers to be shut down or anything. I just ask for Valve to reconsider its current stance of community servers can screw off which was supposed to be temporary as it is. Then again, I should be used to the Valve definition of temporary. Go type sv_consistency into the console and see for yourself. On Oct 15, 2014 2:16 PM, Robert Paulson thepauls...@gmail.com wrote: I don't mind if he keep bumping the thread with these troll posts. A bump is a bump. Dan (needaxeo) has been trolling these mailing lists for the past 2 years. He doesn't want Valve to take any action because he gave up on his own community and wants to see everyone else fail. He thinks no one can host a better server and we are all trying to make a profit off dirt cheap servers like he did. And he doesn't even play the game anymore so he is just here trolling. Here is the proof when I outed him. https://www.mail-archive.com/hlds_linux@list.valvesoftware. com/msg75063.html https://www.mail-archive.com/hlds_linux@list.valvesoftware. com/msg75067.html He keeps repeating 2 arguments that have been debunked over and over again. - People are not too stupid or lazy to find the server they
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
They cannot run ads anymore, if they fake with bots it should not work either. Either way they changed it so much that it should be ok experience and then they removed community all together. If they wanted more vanilla experience they should have worked more on removing those bad servers. I don't run ads on our server, tried it once but didn't like it. We don't rely on ads to make a living where as some people use ads purely to make money. And yes even i DO like the quickplay button but i rather want to join an active community server that obeys the rules rather then joining yet another pub bash. 2014-10-24 11:41 GMT+02:00 Stefan `Sec` Zehl s...@42.org: Hi, On Thu, Oct 23, 2014 at 18:47 -0400, Alexander Corn wrote: The Quickplay change was the single most harmful change in the history of the game. Gamers are notoriously lazy and entitled. They want their game to start *now*, before the loading screen even goes away. They're going to take the path of least resistance when joining a game. That path is Quickplay. I know this is going to be the unpopular opinion here, but I personally like that change. I can not count the number of times I just wanted to play now and got thrown onto pay-to-win, advertisement-full servers that required me to watch stuff for x seconds, or even wouldn't let me connect unless I enabled HTML motds, or bot-filled servers with noone else on them. All these annoyments are gone now. If I feel in the mood for a quick game, I get a quick game without any bullshit. So I for one do like that change. CU, Sec -- Life is pleasant. Death is peaceful. It's the transition that's troublesome. - Isaac Asimov ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
Text bothers you? Go play on a valve server now with kids screaming in the mic spamming the text chat with can i have a free hat or whatever. I cant really see the difference. (and on our servers we didn't spam that either) Sounds to me you really got bad at finding a nice server, the thing with a community is that once you find a server YOU like you can favorite it and keep playing there. That is what server owners lost. Granted if you click on quickplay it was more chatroulette.. you first have to go trough waves of ** before you find something nice. But then you can stick to it. Chances are slim that valve will change the policy, but (we) the community that had legit servers with a proper valve experience just got screwed by it. I would not mind going to some kind of registration process to be able to host a valve approved server. That way quickplay is still fine, but why would they? Enough said for now though, we all know the outcome sadly. 2014-10-24 13:14 GMT+02:00 Stefan `Sec` Zehl s...@42.org: Hi, On Fri, Oct 24, 2014 at 12:08 +0200, Emil Larsson wrote: I don't think people have a problem with that it's possible to select Valve servers in quickplay, but rather that Valve servers is selected by default. By default it should be any server really, and then people can customize that if they want to prefer valve of community servers. I disagree. People who don't change settings and land on a bad server will assume that Valve messed up. So it makes sense to put those players on default servers. Look, it's server owners who didn't play by the rules who created this problem. Valve fixed it in the way they could do it without eating up way more timepeople resources. I like the situation now way better than before, where I had to keep blacklists to even be able to play sanely. They also disabled the HTML motd if you joined through quickplay to combat the ad-ridden servers, so that point is moot anyway. This is also missing the point. Even while playing I can get several annoying messages all over my screen (yes, they are text only, but no less annoying) bothering me to pay for this oh-so-great server. This is nothing anyone wants to see who hits quickplay. CU, Sec -- stop reading here ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Temporary Quickplay changes ... 8 months later
Like i said in the past, all my normal servers died. Only my custom servers are still running normally. Takes ages to fill up a server and it dies pretty quick too when it becomes later.. quickplay used to help out once the servers reached a certain point but that is gone now too. The one thing that is funny, i run a couple of mvm servers.. just for fun. Those are full almost all the time... but i rather want my normal server full instead of the mvm ones. I also know why the mvm servers are full all the time. Almost no community wants to run mvm since you can only play with a few people and you cant run ads on them either. Most boring map in the world in my eyes X3 Orange is pretty much full every day, go figure. 2014-10-02 18:30 GMT+02:00 Ahmed Kandeel astrida...@googlemail.com: How about creating an online petition which we all sign and then deliver it to Valve themselves. I think it would be better if we were proactive and found out precisely how many communities these changes actually have affected. I used to have a relatively active TF2 community with a server in the top 10%. I stopped hosting for a while due to real life commitments and tried to start again around February, initially as part of my old community. Our most popular servers were mostly stock with a few enhancements that the community loved. When I relaunched in February, a number of the original core members had moved onto games such as DOTA and thanks to QP changes that I was unaware of at the time, those of us that were left were scratching our heads as to why the server wasn't filling again. Initially we thought it might have been the branding of our old community, so we created a new one this June or so. I went to Reddit and found out about this, only to find it had bitten a number of communities as this mailing list shows. It has been a bitter struggle to get the server half full for even 3 hrs each night. At this rate I've decided to forget Quick Play and I'm going to be looking at creating a highly customised server that won't really reflect the true and vanilla nature of TF2 at all. It is futile trying to compete with Valve servers at this moment and very few want to sit on a server for 2 hours waiting for it to fill up. If there is no obvious difference between your server and a full Valve server, other than a reduced player count, guess which one they will choose. It is all well and good saying pre-existing communities aren't affected by this. But it really depends on their size. Even ones with 10K+ members seem to have difficult filling more than 2 servers, and definitely can't maintain that player number for the same amount of hours. All the new players go to Valve servers and eventually the old ones join them because it is fun for them to pubstomp and 24 player games are better than ones with 10. On 2 October 2014 14:59, dan needa...@ntlworld.com wrote: On 02/10/2014 14:15, Frank wrote: Valve uses the community to make and create all these nice items they are putting out lately...letting everyone else do their work for them That was an easy thing for them to do though. Rubbish items are easy to dismiss and you pay the ones that get picked a percentage of money they actually earn in the store. So it's a bit disingenuous to suggest Valve lets everyone else do their work - they pay them pretty reasonably for it. You can't do that with servers. Firstly because it requires few skills to run one. There's no barrier to entry. There's barely even a financial barrier these days. If Valve rewarded server owners then people would all crawl out of the woodwork to run servers to get that reward. Who then decides who gets it? The people that connect to the server? Valve? Some arbitrary scoring system? We've all seen what you do when you decide you need to fight over the same few players, and it's not pretty and it does nothing other than hurt the game for players. The other side, as I've said many times, there really is nothing to distinguish a good server that an admin can do. You can create a bad server and you can say what a bad server is like - high ping etc etc etc, but there's nothing you can do to the config files that will make your server any better than anyone else's. If there's one thing valve have proven it's that you can run thousands of vanilla servers and fill them and they work fine. If anything with fewer problems than many communities have. Besides, you're not a community of nice people. Why would anyone want to help you do anything? If you can make money from TF2 servers today you're on a cushy number. You can't expect Valve to implement some get-rich-quick scheme for you. Even if you say Just want players, not a reward the argument remains the same. Why should you get players and not valve or someone else? What did you do that was so special? We didn't get a
Re: [hlds_linux] Mandatory TF2 update released
If your using ftp for replays, then that usually is the case. Moved over to http on the same server just because of those issues. 2014-09-16 21:58 GMT-04:30 Frank ad...@gamerscrib.net: Ok I just got this error tonight for the first time after this update 22:26:51 L 09/16/2014 - 21:27:17: * ERROR: Publish timed out after 60 seconds. Server just locked up - no auto restart either from crash. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Tuesday, September 16, 2014 7:53 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2404372. -Eric - - Fixed a server crash related to the vote kick system ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
like the - Added new engine for upcoming Team Fortress 3 release - Added owners of hats when combined hats passed 100+ in backpack. - Added auto scrap duplicate items (non unique) 2014-09-17 20:07 GMT-04:30 A Fearts joewatshis...@gmail.com: Dats a lot of updates doe. On Wed, Sep 17, 2014 at 8:18 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2406664. -Eric - - Added Alien: Isolation promo items and enabled Full Moon holiday for one week - Added Limited Quantity Item attribute on items that can no longer be crafted or purchased through the Mann Co. Store - Limited Quantity Items can be placed on the Steam Community Market - Removed Audition Reel from crate drop list - Added Director's Cut Reel to crate drop list - Added Limited Late Summer Crate to crate drop list - Fixed the Festive Bat using the lowest LOD for the first person view - Fixed the Scorch Shot taunt attack not firing a projectile - Fixed incorrect bumpmap setting for the Frenchman's Beret - Updated the equip_region for the Mustachioed Mann - Updated sounds for the Boston Basher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Does not appear on list after auto restart. Bug?
when that happens did you check what port it started up on? if it started normally but port was in use and it does +1 on your port number it would have all above symptons. 2014-08-31 16:21 GMT+02:00 JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com: Hi everyone, As some of you know that I have a server that crashes a few times a day due to a Memory Fault I could not solve. I have another situation. Sometimes when the Server auto restarts after the crash, the server will appear on the server list a few seconds and disappears. On GameTracker, SourceBans and my iPhone GSRC, it says OFFLINE, but on the SSH Screen, it says normal. This problem happens occasionally and its like killing my server. Is it a new bug VALVe has made? Thanks and regards JasperLee93 -RDLoyalty Sent from Windows Mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] HLSW Alternatives
Sourcebans comes with a rcon interface too, i once made https://github.com/Snelvuur/SSMS but its outdated but still works for me. (efforts for a new one are underway https://github.com/Ehesp/Sourcemod-Server-Manager-System but with most single projects time is a problem) feel free to jump in. 2014-08-30 9:02 GMT+02:00 Robert Styler style...@googlemail.com: HLSW has a plugin system that uses LUA, maybe someone with LUA experience would be able to code a plugin that converts account ids back into steam ids for HLSW to work again. On 30 August 2014 07:46, Rudy Bleeker rblee...@gmail.com wrote: On Sat, Aug 30, 2014 at 8:45 AM, Rudy Bleeker rblee...@gmail.com wrote: As stated at the top it could be modified to work on Windows as well and maybe someone has already done this. Apparently someone did indeed: https://forums.alliedmods.net/showthread.php?t=82754 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] New SteamID format for TF2
Could we now just put a ribbon on top of it or take it off list? I dont mind some arguments now and then but its like reading a book these reply's.. and really dont add that much value to the list now since its more a 'pissing contest' 2014-08-29 12:08 GMT+02:00 dan needa...@ntlworld.com: On 28/08/2014 22:23, Robert Paulson wrote: Only one insulting anyone's intelligence is you. You think no one here is smart enough to figure out you are a failed server owner who got mad that no one joined your cheap and shoddy server from ThrustVPS. Now you waste your time flaming this mailing list as though everyone is dumb enough to believe all community servers are equally bad as yours were. Oh please, sing another tune. You didn't link to my steam account you just made yourself look stupid and got the thread closed (yet again) Talk about the subject or STFU. I didn't say everyone is smart - you are certainly the most obvious counter-example to that idea. However, suggesting that people are too dumb to join a server or uncheck an option is ridiculous. Since you asked the reason Valve need to warn people about links is not because people are stupid so much as it's because people are greedy. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] New SteamID format for TF2
Your right i'll stop. Arguing with a fool only proves there are two. 2014-08-29 12:24 GMT+02:00 dan needa...@ntlworld.com: On 29/08/2014 11:16, Erik-jan Riemers wrote: Could we now just put a ribbon on top of it or take it off list? I dont mind some arguments now and then but its like reading a book these reply's.. and really dont add that much value to the list now since its more a 'pissing contest' I won't post replies to you if you don't post them to me Erik. It's as easy as that. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] New SteamID format for TF2
Ever tried to call for an admin if a cheater is on a valve server? Or tons of screaming kids? Reasons why i avoid valve servers and the people that join ours. And what McKay says, people are lazy and a lot are just dumb too.. its a mix. 2014-08-28 22:07 GMT+02:00 Alexander Corn mc...@doctormckay.com: You have pretty clearly never joined a Valve server. As a matter of fact, didn't you admit that you don't even play TF2 like a few months ago? Valve servers are objectively *awful*. As soon as any kind of strain is put on them, they just collapse. Before Quickplay appeared, nobody needed training. Nobody needs training now. Why are you incapable of understanding that a large button with an attractive label draws more attention than a smaller button with an unclear label? Joining a server with the server browser is not difficult. Joining a server with Quickplay just requires less clicks. People generally go the way of less clicks. That's all there is to it. It's not a question of intelligence, it's a question of laziness. Dr. McKay www.doctormckay.com On Thu, Aug 28, 2014 at 3:41 PM, dan needa...@ntlworld.com wrote: On 28/08/2014 19:22, Alexander Corn wrote: Dan, have you ever listened to developer commentary in any video game that was ever made? Time and time again, developers need to create hints to point players in the right direction. Ever played Portal? Do you remember how in the earlier levels that teach you how to fling, the spot on the wall where you're supposed to place a portal is on a protruding panel? This is not the same as trying to suggest that you need training to use the game itself. Perhaps I should have said use the game rather than play to avoid the confusion. Sheesh, my son was playing games and exploring the options before he was in school. The idea about a checkbox or a gui or menu item is not something unique to TF2 - and this is why it's pretty trivial for anyone to explore these options (as they clearly do) What you are trying to suggest here is that opening the box to take out a rubik's cube is like solving a rubik's cube. Therefore people won't play with it because they can't figure out how to open the box and that is, you believe, the reason the people are playing with a different puzzle. I'm saying if you can open a box then anyone can - and only the most deluded on this list (and valve if they believe the nonsense in their employee handbook) think they are special or gifted in some way. Do you think that? Do you think that joining a server before quickplay was added was some kind of amazing thing you did? I'm saying, meh, maybe they like the other puzzle and that's why they aren't bothering to take the rubik's cube out these days. Although when you actually look at the server list in TF2 there are clearly myriad people who do take it out they must, and I know from what my family do that the idea everyone is using qp is flawed. As I've said on the list many times, there's no evidence that PC gamers don't find and manipulate game options thoroughly. e.g Open the discussion on any PC game where options are limited and see the tears and wailing of PC gamers complaining about a lack of graphical options or whatever else. The other thing you can do is just look at the history of TF2. No one got training before it appeared. If you have any intelligence you'd come up with (and you've had a few years to do this now) a better argument to suggest to Valve why they should put people on your server. Forget for one moment the end goal - just read your arguments and imagine someone was putting them to you. Would you really take anyone seriously who suggested people wouldn't or couldn't uncheck an option box and that having the box checked was boo hoo unfair? C'mon, you insult Valve's intelligence with these ridiculous arguments - not the least because they are obviously fallacious, years old and haven't worked. Who was it that said insanity is repeating the same thing over and over and expecting different results. As for Valve's umbrellas melting I think you're kidding yourself. See in my previous message about the delusion of those with empty servers deciding their servers are better. -- Dan. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
Add an update to support both for the time being, then give a proper warning. From what i gather its to stop people from using multiple accounts, but if all things like sourcebans dont work all cheaters have free play again. Creating more mayhem ... yet again on community servers. 2014-08-22 1:04 GMT+02:00 Paul ubyu@gmail.com: At this point surely to revert and fix the bugs mentioned is the only way this can be sorted out. - Fix the insecure error - Fix HTML MOTD new window functionality not working correctly (URL currently pointing to itself) - Allow some time for things like Sourcemod and/or Sourcemod plugins to implement the new Steam ID format On 21 August 2014 23:59, Aaron Thompson rmesc...@gmail.com wrote: 0 out of 10, Valve fails again. Please revert to previous format. There is no obvious need for new ID formats. This should be part of a major announced update and should give players at least a momth in advance to prepare. I really hope you guys are still working. Either revert and update later or somehow just revert the ids. Plzkthx On Aug 21, 2014 5:55 PM, Paul ubyu@gmail.com wrote: What I don't understand is why they chose to modify the HTML MOTD so that the browser shares with the Steam browser control. This seems to have broken the new window functionality (tested on Flash video object) unfortunately. Then change the Steam ID format without any notice is the worst thing of all. On 21 August 2014 23:49, Frank ad...@gamerscrib.net wrote: This change has broken so many things that I don't even know where to begin who in their right mind decided to do this without any warning what so ever needs to have their head examined!! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon Reynolds Sent: Thursday, August 21, 2014 6:44 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Today's Team Fortress 2 update says goodbye to the good old SteamIDs (STEAM_0:1:15160181) and says hello to AccountIDs ([U:1:30320363]). Sadly, this change breaks all things depending on SteamIDs (SourceMod, custom ban systems, donator slots, rank systems, etc.) https://twitter.com/SteamDB/status/502586107754999810 https://twitter.com/SteamDB/status/502586146623619074 On Thu, Aug 21, 2014 at 2:52 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2369699. -Eric - - Fixed rockets colliding with other projectiles and getting stuck in the world - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the Power Up Canteen - Fixed the Demoman not being able to equip The Grandmaster - Fixed a bug where Professional Killstreak items were being displayed as Specialized - Market Listings for Specialized Killstreak kits for the following items have been removed and will need to be relisted - Stickybomb Launcher, Minigun, Direct Hit, Huntsman, Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice - Fixed character audio being cut short when characters clap during the Conga taunt - Unusual taunts that are tradable can now be listed on the Steam Community Market - The Classic can now accept Enemies Gibbed strange parts - The Manmelter can now accept Allies Extinguished strange parts - Added mp_spectators_restricted server convar - Prevents players on Red/Blue from joining team Spectator if it would exceed mp_teams_unbalance_limit - Updated the HTML display in the MOTD to use shared Steam browser control - Updated the materials for The Dalokohs Bar - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The Pencil Pusher, and Antlers - Updated the localization files - Updated pl_cactuscanyon -Stage 1 - Reworked the geometry of the back stairwell route leading to the final cap -Stage 3 - New design of back yard underpass area - Added new building and route near the underpass - New geometry for Red battlements and spawn exit by the first cap - Added new exit from Red spawn leading to the raised middle rock outcrop by the barn - Reworked Red spawn exit by capture point 2 - Removed rocks and added a new structure by the final cart push - Cart now takes longer to pass through
Re: [hlds_linux] Replays causing spikes
Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replays causing spikes
Anyone tried replay_buffersize? dont know what it does exactly.. 2014-07-17 22:45 GMT+02:00 The Wave thew...@thewaveserver.com: Good luck! Be curious to see if it helps. On 7/17/2014 3:32 PM, Valentin G. wrote: Thanks. I'll set everything up to run replays with ramdisk and see how far it goes. On Thu, Jul 17, 2014 at 10:16 PM, The Wave thew...@thewaveserver.com wrote: Should qualify that last statement. Every hour I clean out replays more than 24 hours old. I don't wipe them all out at once. -Andrew On 7/17/2014 3:10 PM, The Wave wrote: Sorry I'm at work so I can't answer with more precision. I'm afraid there is quite a bit of data duplication between the folders as I recall. I never did try to do much about that since my server has space to spare. I do clean out the replays every 24 hours in the morning. And again I don't recall how much space gets eaten up by 24hours of playing, but I know my ramdisk is 500M and I never had an issue. Hope this helps somewhat. On 7/17/2014 11:50 AM, Valentin G. wrote: With the local fileserver method, how much data is duplicated between the servers replay directory and the webservers replay directory, can you do anything about that? I've never paid attention to the file sizes, do you have a rough idea how much space the files take up for a day of 24 players on the server? Do you clean up every day or more frequent? On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com wrote: On my host (a linode) I had trouble with replay lag spikes for some time due to slow file system IO. I ended up mounting the replay folder to a ramdisk, and then cleaning it out frequently. Not an ideal solution, but it did solve the lagging. Might at least be worth a test to see if the spikes disappear. On 7/17/2014 10:32 AM, Erik-jan Riemers wrote: Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ 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 -- Sent from your mom's iPad ___ 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 -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ 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 -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recreating replays
Contacted him and he found the following stuff too: http://forums.steampowered.com/forums/showthread.php?t=1882941 and http://pastebin.com/uUQR69Ar ... potential. Also on https://support.steampowered.com/kb_article.php?ref=5261-UIHN-1853l=english the last few lines say: Is there a way to access the format for the recording session block files and/or session info files? See below. and there is nothing below there.. 2014-07-15 3:29 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: TimePath has been working on a bunch of libraries for Java. This might be of interest: https://github.com/TimePath/hl2-toolkit/tree/master/src/ main/java/com/timepath/hl2/io/demo On 15/07/2014 4:59 AM, Ryan Kistner wrote: From what I understand, replays contain occasional full updates, but it would require a more in-depth tool to parse through the replays to find a full update to start extracting from. Your best bet would be one of the dota 2 replay tools, however I suspect TF2 does not use protobuf for its replay files. On 7/13/2014 1:35 PM, Erik-jan Riemers wrote: Doesn't this also on a 24/7 server (with 1 map only) create just 1 big .dem file? I tried didroles replay thingy, that works just fine, here is also the same that he assumes that block 0 till last block is present. Meaning on a 24/7 map it still gives you a demo of the full complete time since round start that could be hours ago. Are there even linux tools that can manipulate the .dem / .dmx or whatever to only work for a certain duration (so say 10 minutes from a 1 hour demo) 2014-07-13 20:32 GMT+02:00 dan needa...@ntlworld.com: On 13/07/2014 13:54, Erik-jan Riemers wrote: Ok thats one part i was after ;) but say you have a 24/7 server (map) and you want to make a demo file from 12:00 to 12:30 , how would you know which blocks you need to get? Since i've seen replays on the server which can have over 300 blocks. Is it as simple as getting the start dmx file and then getting the block from say block 56 to 122? Since i've read that the blocks need *all* blocks because of the way its made. If you want to do this for the future enabling source tv and tv_autorecord will get you demo files that are easy to copy to a client machine and watch. That won't help if you need this for existing replay recordings, but it's a lot easier than faffing around with the replay stuff if you think you'll need to do this again. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recreating replays
I only found this article https://support.steampowered.com/kb_article.php?ref=5261-UIHN-1853 where it does state i need all blocks in order to create the proper replay. After that the tf2 client is smart enough to only take the part of the person (which is in the .dmx on the client side) 2014-07-14 20:59 GMT+02:00 Ryan Kistner azuisl...@gmail.com: From what I understand, replays contain occasional full updates, but it would require a more in-depth tool to parse through the replays to find a full update to start extracting from. Your best bet would be one of the dota 2 replay tools, however I suspect TF2 does not use protobuf for its replay files. On 7/13/2014 1:35 PM, Erik-jan Riemers wrote: Doesn't this also on a 24/7 server (with 1 map only) create just 1 big .dem file? I tried didroles replay thingy, that works just fine, here is also the same that he assumes that block 0 till last block is present. Meaning on a 24/7 map it still gives you a demo of the full complete time since round start that could be hours ago. Are there even linux tools that can manipulate the .dem / .dmx or whatever to only work for a certain duration (so say 10 minutes from a 1 hour demo) 2014-07-13 20:32 GMT+02:00 dan needa...@ntlworld.com: On 13/07/2014 13:54, Erik-jan Riemers wrote: Ok thats one part i was after ;) but say you have a 24/7 server (map) and you want to make a demo file from 12:00 to 12:30 , how would you know which blocks you need to get? Since i've seen replays on the server which can have over 300 blocks. Is it as simple as getting the start dmx file and then getting the block from say block 56 to 122? Since i've read that the blocks need *all* blocks because of the way its made. If you want to do this for the future enabling source tv and tv_autorecord will get you demo files that are easy to copy to a client machine and watch. That won't help if you need this for existing replay recordings, but it's a lot easier than faffing around with the replay stuff if you think you'll need to do this again. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recreating replays
Ok thats one part i was after ;) but say you have a 24/7 server (map) and you want to make a demo file from 12:00 to 12:30 , how would you know which blocks you need to get? Since i've seen replays on the server which can have over 300 blocks. Is it as simple as getting the start dmx file and then getting the block from say block 56 to 122? Since i've read that the blocks need *all* blocks because of the way its made. 2014-07-13 9:31 GMT+02:00 Ryan Kistner azuisl...@gmail.com: Hello, I happen to have downloaded that program recently. Here's a link: https://dl.dropboxusercontent.com/u/759758/Didrole.com/Replay2Demo.1.6.rar From what I understand in vague terms, this program reads in the replay files, concats them?, and injects tv_transmitall 1 into the stream. On 7/13/2014 1:04 AM, Nicolas Seyer wrote: Hi Erik, I posted about this here: http://gaming.stackexchange.com/questions/121537/viewing- tf2-server-side-replay-blocks before I knew about this mailing list. Unfortunately, the link is dead. Let's hope that Didrole still reads this... http://comments.gmane.org/gmane.games.fps.halflife.hlds/35024 /Nicolas On Sun, Jul 13, 2014 at 2:39 AM, Erik-jan Riemers riem...@binkey.nl wrote: All, Is there anyway i can recreate a replay from the server if i know the date/time a person was on that server? I know there are .dmx and block files with multiple parts so you could take all those and glue them together for the time duration.. but i don't know if things like those work. Is there a way to find the session id that the client has? (by not using the client ofcourse) On the client i can see: cat 20140713-020222-cp_dustbowl.dmx 20140713-020222-cp_dustbowl { handle 652 name 20140713-020222-cp_dustbowl recording 1 base_download_url http://replay.download.eu:80/; server_start_record_tick 5052247 last_block_to_download 13 last_consec_block_downloaded 13 server_session_id 0x002166273602 all_blocks_downloaded 0 } But is there then a way to know that 20140713-020222-cp_dustbowl on the server? Is it even possible to do such a thing? Cheers, Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recreating replays
Doesn't this also on a 24/7 server (with 1 map only) create just 1 big .dem file? I tried didroles replay thingy, that works just fine, here is also the same that he assumes that block 0 till last block is present. Meaning on a 24/7 map it still gives you a demo of the full complete time since round start that could be hours ago. Are there even linux tools that can manipulate the .dem / .dmx or whatever to only work for a certain duration (so say 10 minutes from a 1 hour demo) 2014-07-13 20:32 GMT+02:00 dan needa...@ntlworld.com: On 13/07/2014 13:54, Erik-jan Riemers wrote: Ok thats one part i was after ;) but say you have a 24/7 server (map) and you want to make a demo file from 12:00 to 12:30 , how would you know which blocks you need to get? Since i've seen replays on the server which can have over 300 blocks. Is it as simple as getting the start dmx file and then getting the block from say block 56 to 122? Since i've read that the blocks need *all* blocks because of the way its made. If you want to do this for the future enabling source tv and tv_autorecord will get you demo files that are easy to copy to a client machine and watch. That won't help if you need this for existing replay recordings, but it's a lot easier than faffing around with the replay stuff if you think you'll need to do this again. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Recreating replays
All, Is there anyway i can recreate a replay from the server if i know the date/time a person was on that server? I know there are .dmx and block files with multiple parts so you could take all those and glue them together for the time duration.. but i don't know if things like those work. Is there a way to find the session id that the client has? (by not using the client ofcourse) On the client i can see: cat 20140713-020222-cp_dustbowl.dmx 20140713-020222-cp_dustbowl { handle 652 name 20140713-020222-cp_dustbowl recording 1 base_download_url http://replay.download.eu:80/; server_start_record_tick 5052247 last_block_to_download 13 last_consec_block_downloaded 13 server_session_id 0x002166273602 all_blocks_downloaded 0 } But is there then a way to know that 20140713-020222-cp_dustbowl on the server? Is it even possible to do such a thing? Cheers, Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Segmentation Fault Crashing (Help needed)
I use this https://forums.alliedmods.net/showthread.php?t=146644, after a crash i can look up why it crashed or at least get an indication where the crash was in. 2014-07-10 14:40 GMT+02:00 JasperLee93 -RDLoyalty jasper_lee_2...@hotmail.com: Dear Valve, I need some help here. I have a TF2 Server that is actually pretty taxing on the server CPU. But my server CPU is not even at 50% and the server occasionally crashes with: ./srcds_run line:324 Segmentation Fault (core_dumped) $HL_CMD cat.hlds.pid no such file or directory Debug: -- CRASH: Thu Jul 10 19:52:36 SGT 2014 Start Line: ./srcds_linux -debug -console -game tf -port 27130 +map slender_scp_087_b_v3 +ip 192.168.0.20 +maxplayers 32 -port 27130 -autoupdate -steam_dir /home2/jasperlee -steamcmd_script /home2/jasperlee/update_tf1.txt -steamport 27130 -nobreakpad End of Source crash report -- extra info: CPU: Intel Core i7 3770 RAM: 16GB (8GB used the time it crashed) Game: TF2 sometimes crashes, some days it does not crash at all. May I know if you can help me resolve issue? Have been trying to resolve for the pass 5-6 months. Thanks and regards JasperLee93 -RDLoyalty Sent from Windows Mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Offtopic sort of: Server deployment tools
You mean something like wrench? http://pastebin.com/CS81FnF9 2014-07-09 7:38 GMT+02:00 Weasels Lair wea...@weaselslair.com: Not sure what you mean by shared. But, as far as automated deployments go, assuming its a Linux-based server it is probably not hard to script with bash. On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend tylerschw...@gmail.com wrote: Do any of you use any software for deploying shared HLDS servers on-demand? I'm curious whether server rental companies write their deployment tools from scratch or if there are packages out there for this purpose. Im working on something and would like to avoid reinventing that portion of the wheel. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released (2015-06-26) = more client-side issues?
I actually had high cpu and every xx time i would get the disconnect at the top and then it would catch up again. In the end it turned out to be a disk that was redirecting some bad sectors, when it did that it was stalling the system. I doubt its the same for you, but just mentioning it. (you never know) check with for instance dmesg if you see some hdd issues. 2014-06-27 8:18 GMT+02:00 Andreas Willinger aw...@gmx.at: I have also noticed this. A bigger problem (which exists since the LW update) is, that my servers sometimes drop their ENTIRE population because of a reliable buffer overflow. I wasn't yet able to locate the source 100%, but my guess is the conga taunt 15 players. Anyone else noticed this? Weasels Lair wea...@weaselslair.com wrote: Hmmm.. trying to figure-out if this is just my TF2 server(s), or something bigger. But, ever since today's update - I'm a getting a lot of issues with client connections timing-out, etc. The server never crashes - it just keeps running. But the clients get the connection problem warning in the upper-right for several seconds (5-20), then (mostly) get back in without having to disconnect/reconnect. Anybody else experiencing a lot of this since today's update? PS: For me this is under Linux (Debian). [hlds_linux] Mandatory TF2 update released Eric Smith Thu, 26 Jun 2014 16:22:25 -0700 We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2298883. -Eric - - Added a new startup music track from Expiration Date - Fixed a client crash related to the B.A.S.E. Jumper - Fixed an exploit related to the B.A.S.E. Jumper and supply cabinets - Updated the B.A.S.E. Jumper backpack to use an open model when the parachute is deployed - Fixed a few crates not displaying which Unusual Series they can potentially output - Fixed a client crash caused by applying a tool to an empty backpack slot - Removed the shot effect for The Classic in DirectX 8 - Updated the name of The Senguko Scorcher to be The Sengoku Scorcher - Updated the Summer Starter Kit and Summer Adventure Pack to be marketable - Updated the localization files ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
Also a well known thing is when you taunt while running towards an edge you still taunt while you move. In case of the engy, your 'seat' builds up on the ledge, while you drop down and float in the air below. 2014-06-20 2:31 GMT+02:00 Frank ad...@gamerscrib.net: This may also be the cause of the returning Buffer Overflow client crashing I've noticed a few times across a few Windows servers. I'm unable to verify this against any Linux based at this point. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Thursday, June 19, 2014 8:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Any chance of looking into perf issues when a full server gets in the middle of a conga taunt? Haven't had a chance to run any vprof profiling, but the netgraph shows large spikes in what seems to be sounds, and it's followed by lots of client choke. http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7 DED740B2A2539227025/ On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2290967. -Eric - - Added a new startup music track from Expiration Date - Added a crafting recipe for The Back Scatter - Fixed a client crash caused by Strange Fists - Fixed players using the partner taunts to enter enemy spawn rooms - Fixed a regression with the Disco Beat Down unusual effect - Fixed The Classic automatically zooming in after going through a teleporter while charging - Updated The Tide Turner to also refill the charge meter from impact kills ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
And another follow up, or maybe i missed it. You cant do a taunt anymore at round end.. normally you could still taunt kill a person then if your lucky.. 2014-06-20 11:21 GMT+02:00 Ryan Stecker voidedwea...@gmail.com: Small follow up, I'm seeing the following sound net message being sent during one of the spikes: Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5 Except perhaps 100 lines of this for what appears to be a giant packet received in a single tick. This would definitely give credence to any possible send buffer overflows if many sounds are being emitted in a single frame. In fact, earlier one of my servers entirely cleared out with every client being disconnected with the following message: ERROR! Couldn't send snapshot. Also, another issue with the taunt menu: if a client receives a full world update, they will no longer display the taunt menu and will instead use the normal taunt. Recording a demo and stopping it is all that's needed to reproduce this. On Thu, Jun 19, 2014 at 7:31 PM, Frank ad...@gamerscrib.net wrote: This may also be the cause of the returning Buffer Overflow client crashing I've noticed a few times across a few Windows servers. I'm unable to verify this against any Linux based at this point. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker Sent: Thursday, June 19, 2014 8:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Any chance of looking into perf issues when a full server gets in the middle of a conga taunt? Haven't had a chance to run any vprof profiling, but the netgraph shows large spikes in what seems to be sounds, and it's followed by lots of client choke. http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7 DED740B2A2539227025/ On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2290967. -Eric - - Added a new startup music track from Expiration Date - Added a crafting recipe for The Back Scatter - Fixed a client crash caused by Strange Fists - Fixed players using the partner taunts to enter enemy spawn rooms - Fixed a regression with the Disco Beat Down unusual effect - Fixed The Classic automatically zooming in after going through a teleporter while charging - Updated The Tide Turner to also refill the charge meter from impact kills ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: 100% CPU spikes since last update
I do see an increased amount of spikes compared to what i t was before, multiple people complaining about that. (on a active server) which wasn't so bad in the past, i've noticed it myself too. 2014-06-17 12:41 GMT+02:00 Valentin G. nextra...@gmail.com: Can confirm. Weird CPU spikes with no correlation to server population. On Tue, Jun 17, 2014 at 10:09 AM, Kevin Dautermann dautermann.ke...@gmx.at wrote: Also got this problem some days ago, servers used 98% CPU while the server was empty. Running latest builds of sm and mm. Von meinem iPhone gesendet Am 17.06.2014 um 10:04 schrieb Yun Huang Yong gumby_li...@mooh.org: I run a variety of TF2 servers (24p PvP and MvM) and since the last update all servers have been experiencing periods of 100% CPU usage where nothing seems to be really going on in game but the SRCDS process chews 100% of a single core for up to 2 minutes then goes back to normal as if nothing happened. During this period the game is super stuttery. In one instance an MvM server running Ghost Town decided to chew 100% CPU during one of the idle phases between robot waves. Is anyone else seeing this behaviour? I'm on Ubuntu 12.04 amd64 with Metamod 1.10.0 and sourcemod-1.6.0-git4492 (latest snapshot as of this morning). I will try disabling MM+SM but in the meantime am wondering if others have seen this problem. yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Replays
15/20 seconds does not seem to sound like any io issues, since it is just on round start, maybe its even some dns lookup that goes bad? (just thinking out loud here) you could fix/found out by installing bind9, point your resolv.conf to it and placing it into debug mode to see the logs. (google for instructions, you can just let it forward to your regular dns servers was like 5 minutes work) you never know! Also check your sysctl.conf if there are not strange additions to it, highly doubt there could be anything in there that would screw it up... but again just throwing it out there. 2014-05-11 9:36 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: Oh wow. For us it's happening across both of our 24p servers (we only have 2). And over the last few months it's gone from happening occasionally for a few seconds, to happening on 80% of round changes, for 15-20 seconds. That suggests it may be related to something that might be growing with time but I prune the replays directly externally so there's never more than 7 days worth of files. Do you run any of the following? - SourceBans - gameME - Ultimate Map Chooser (with or without NativeVotes?) - mp_scrambleteams_auto Actually, could I get a list of your plugins on the server that has issues? Here's mine for reference: (sm plugins list output, sorted by plugin name for readability) 13 AFK Manager (3.5.2) by Rothgar 22 Admin File Reader (1.6.0-dev+4308) by AlliedModders LLC 02 Admin Help (1.6.0-dev+4308) by AlliedModders LLC 43 Admin Menu (1.6.0-dev+4308) by AlliedModders LLC 09 AdminSentinel (1.2.100) by eVaStrontiumDog 21 Advertisements (0.5.5) by Tsunami 04 AllChat (1.1.1) by Frenzzy 40 Anti-Flood (1.6.0-dev+4308) by AlliedModders LLC 23 Basic Chat (1.6.0-dev+4308) by AlliedModders LLC 05 Basic Comm Control (1.6.0-dev+4308) by AlliedModders LLC 48 Basic Commands (1.6.0-dev+4308) by AlliedModders LLC 31 Basic Info Triggers (1.6.0-dev+4308) by AlliedModders LLC 39 Basic Votes (1.6.0-dev+4308) by AlliedModders LLC 46 Client Preferences (1.6.0-dev+4308) by AlliedModders LLC 19 Fun Commands (1.6.0-dev+4308) by AlliedModders LLC 29 Fun Votes (1.6.0-dev+4308) by AlliedModders LLC 18 Melee (0.4.2) by linux_lover 11 NativeVotes Basic Commands (1.0) by Powerlord and AlliedModders LLC 49 NativeVotes (0.8.1) by Powerlord 36 Network Tools (1.3) by Kyle Sanderson 14 Nextmap (1.6.0-dev+4308) by AlliedModders LLC 08 Player Commands (1.6.0-dev+4308) by AlliedModders LLC 50 Reserved Slots (1.6.0-dev+4308) by AlliedModders LLC 15 Sound Commands (1.6.0-dev+4308) by AlliedModders LLC 33 SourceBans (1.4.10) by SourceBans Development Team 01 Spray Tracer (5.8a) by Nican132, CptMoore, Lebson506th 12 TF2 Class Restrictions (0.6) by Tsunami 07 Win panel for losing team (1.4) by Reflex 20 [ANY] Connection Method Viewer (1.2.0) by Dr. McKay 41 [TF2] Balls (0.4) by Geit 24 [TF2] High Five Enemies (1.3) by FlaminSarge 34 [UMC] Admin Menu (3.4.7-dev) by Steell 03 [UMC] Echo Nextmap (3.4.7-dev) by Steell 26 [UMC] End of Map Vote (3.4.7-dev) by Steell 51 [UMC] Map Commands (3.4.7-dev) by Steell 35 [UMC] Map Weight (3.4.7-dev) by Steell 25 [UMC] Native Voting (3.4.7-dev) by Steell 37 [UMC] Nominations (3.4.7-dev) by Steell 45 [UMC] Player Limits (3.4.7-dev) by Steell 17 [UMC] Post-Played Exclusion (3.4.7-dev) by Sazpaimon and Steell 32 [UMC] Random Cycle (3.4.7-dev) by Steell 53 [UMC] Rock The Vote (3.4.7-dev) by Steell 06 [UMC] Time Limits (3.4.7-dev) by Steell 28 [UMC] Ultimate Mapchooser Core (3.4.7-dev) by Steell 42 [UMC] Vote Command (3.4.7-dev) by Steell 44 gameME Plugin (4.3) by TTS Oetzel Goerz GmbH On 11/05/2014 5:09 PM, ics wrote: Yes, the odd random lagspikes (on round starts) can be caused by replay. I've been getting those and i haven't found the actual reason but replay has been one of the suspects. It's odd, doesn't happen always but randomly. 1 server on the same machine is fine, the other has these huge lags occasionally. -ics Yun Huang Yong kirjoitti: A while back I posted about some strange start-of-round pauses. The symptom is that at the start of each round the server pauses for 15-20 seconds during which time players get the red disconnection message in the top right corner. The server always recovers but during that time some players may timeout/disconnect. Turning off Replays appears to fix this but I'm unable to reliably reproduce the problem so have been unable to determine if this problem is due solely to Replays, or Replays + some SourceMod/plugin interaction. We can only tell that this problem appears to be related to Replays by disabling Replays for a full week and noting that the problem went away. Another problem with Replays is that when mp_scrambleteams_auto is used, Replays are somewhat randomly recorded/deleted. In one instance, Replays were recorded
Re: [hlds_linux] TF2 Replays
We dont have any issues either here, but we just have a crontab cleaning old files at night when nobody is playing (makes more sense to me too) 2014-05-11 12:30 GMT+02:00 Valentin G. nextra...@gmail.com: We've had no such issues and we are manually cleaning up the replay files with some find commands. We haven't changed that from way back when the auto cleanup was completely broken and I haven't heard of any similar complaints. You may want to give that a shot. On Sun, May 11, 2014 at 12:16 PM, ics i...@ics-base.net wrote: Ever since the guy who created replay on Valve moved on from TF2, the replay system has been laid off and just kept as it is. There were some bugs left in, such as replays not always getting deleted automatically and now propably this where replays are deleted when noticed that they should be but removing them happens at bad time. This could explain the random lags on roud starts we've been having. I do clear up replay dirs occasionally manually but not recently. I will disable replay if this keeps up. -ics Yun Huang Yong kirjoitti: Further info -- I observe that the two problems in the OP are correlated. During a recent pause I repeatedly looked at the replay directory and observe that the server deleted replays that it had just finished. Specifically: - we were on cp_dustbowl - there were multiple block files corresponding to the round just finished - at the start of the next round, we had a 20 second pause - during that 20 second pause, *all* of the block files for the round just past were deleted We only keep 7 days worth of replays so it's a little baffling what it's doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20 seconds. I had these settings: replay_data_lifespan7 replay_dofileserver_cleanup_on_start1 Now commented out. Will have to wait for overnight restart of server (people are playing) to see it fixes things. Are there any other settings related to cleanup that I should disable? ics, do you have similar settings for cleanup? On 11/05/2014 6:34 PM, Erik-jan Riemers wrote: 15/20 seconds does not seem to sound like any io issues, since it is just on round start, maybe its even some dns lookup that goes bad? (just thinking out loud here) you could fix/found out by installing bind9, point your resolv.conf to it and placing it into debug mode to see the logs. (google for instructions, you can just let it forward to your regular dns servers was like 5 minutes work) you never know! Also check your sysctl.conf if there are not strange additions to it, highly doubt there could be anything in there that would screw it up... but again just throwing it out there. 2014-05-11 9:36 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: Oh wow. For us it's happening across both of our 24p servers (we only have 2). And over the last few months it's gone from happening occasionally for a few seconds, to happening on 80% of round changes, for 15-20 seconds. That suggests it may be related to something that might be growing with time but I prune the replays directly externally so there's never more than 7 days worth of files. Do you run any of the following? - SourceBans - gameME - Ultimate Map Chooser (with or without NativeVotes?) - mp_scrambleteams_auto Actually, could I get a list of your plugins on the server that has issues? Here's mine for reference: (sm plugins list output, sorted by plugin name for readability) 13 AFK Manager (3.5.2) by Rothgar 22 Admin File Reader (1.6.0-dev+4308) by AlliedModders LLC 02 Admin Help (1.6.0-dev+4308) by AlliedModders LLC 43 Admin Menu (1.6.0-dev+4308) by AlliedModders LLC 09 AdminSentinel (1.2.100) by eVaStrontiumDog 21 Advertisements (0.5.5) by Tsunami 04 AllChat (1.1.1) by Frenzzy 40 Anti-Flood (1.6.0-dev+4308) by AlliedModders LLC 23 Basic Chat (1.6.0-dev+4308) by AlliedModders LLC 05 Basic Comm Control (1.6.0-dev+4308) by AlliedModders LLC 48 Basic Commands (1.6.0-dev+4308) by AlliedModders LLC 31 Basic Info Triggers (1.6.0-dev+4308) by AlliedModders LLC 39 Basic Votes (1.6.0-dev+4308) by AlliedModders LLC 46 Client Preferences (1.6.0-dev+4308) by AlliedModders LLC 19 Fun Commands (1.6.0-dev+4308) by AlliedModders LLC 29 Fun Votes (1.6.0-dev+4308) by AlliedModders LLC 18 Melee (0.4.2) by linux_lover 11 NativeVotes Basic Commands (1.0) by Powerlord and AlliedModders LLC 49 NativeVotes (0.8.1) by Powerlord 36 Network Tools (1.3) by Kyle Sanderson 14 Nextmap (1.6.0-dev+4308) by AlliedModders LLC 08 Player Commands (1.6.0-dev+4308) by AlliedModders LLC 50 Reserved Slots (1.6.0-dev+4308) by AlliedModders LLC 15 Sound Commands (1.6.0-dev+4308) by AlliedModders LLC 33 SourceBans
Re: [hlds_linux] [hlds] TF2 Replays
i used to have ftp to offload, then i just created a http server on each server since if the ftp is down, it could lock up your game if the connection is lost for whatever reason. 2014-05-11 14:58 GMT+02:00 Steven Sumichrast packh...@gmail.com: I'm running replays on three servers 24/7 and haven't received complaints. We've been using them since released and haven't turned them off besides for the FTP bug at the beginning with threads. That's maybe a difference -- we are using a FTP offload server. Are you? We clean up the FTP server nightly deleting replays over 14 days old. On Sunday, May 11, 2014, Erik-jan Riemers riem...@binkey.nl wrote: We dont have any issues either here, but we just have a crontab cleaning old files at night when nobody is playing (makes more sense to me too) 2014-05-11 12:30 GMT+02:00 Valentin G. nextra...@gmail.comjavascript:; : We've had no such issues and we are manually cleaning up the replay files with some find commands. We haven't changed that from way back when the auto cleanup was completely broken and I haven't heard of any similar complaints. You may want to give that a shot. On Sun, May 11, 2014 at 12:16 PM, ics i...@ics-base.net wrote: Ever since the guy who created replay on Valve moved on from TF2, the replay system has been laid off and just kept as it is. There were some bugs left in, such as replays not always getting deleted automatically and now propably this where replays are deleted when noticed that they should be but removing them happens at bad time. This could explain the random lags on roud starts we've been having. I do clear up replay dirs occasionally manually but not recently. I will disable replay if this keeps up. -ics Yun Huang Yong kirjoitti: Further info -- I observe that the two problems in the OP are correlated. During a recent pause I repeatedly looked at the replay directory and observe that the server deleted replays that it had just finished. Specifically: - we were on cp_dustbowl - there were multiple block files corresponding to the round just finished - at the start of the next round, we had a 20 second pause - during that 20 second pause, *all* of the block files for the round just past were deleted We only keep 7 days worth of replays so it's a little baffling what it's doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20 seconds. I had these settings: replay_data_lifespan7 replay_dofileserver_cleanup_on_start1 Now commented out. Will have to wait for overnight restart of server (people are playing) to see it fixes things. Are there any other settings related to cleanup that I should disable? ics, do you have similar settings for cleanup? On 11/05/2014 6:34 PM, Erik-jan Riemers wrote: 15/20 seconds does not seem to sound like any io issues, since it is just on round start, maybe its even some dns lookup that goes bad? (just thinking out loud here) you could fix/found out by installing bind9, point your resolv.conf to it and placing it into debug mode to see the logs. (google for instructions, you can just let it forward to your regular dns servers was like 5 minutes work) you never know! Also check your sysctl.conf if there are not strange additions to it, highly doubt there could be anything in there that would screw it up... but again just throwing it out there. 2014-05-11 9:36 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: Oh wow. For us it's happening across both of our 24p servers (we only have 2). And over the last few months it's gone from happening occasionally for a few seconds, to happening on 80% of round changes, for 15-20 seconds. That suggests it may be related to something that might be growing with time but I prune the replays directly externally so there's never more than 7 days worth of files. Do you run any of the following? - Sou ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Help with Rubberband Effect
i assume you disabled sprays too? if you got 10k sprays in your folder it also brings it to it knees performance wise. If you can install it, i normally use iotop to see big troublemakers (although you might not see the other guys since its a vps) As comparison, updating 15 servers on a normal hdd took ages. Using ssd only took a couple of minutes. (yes i now use linked installs) I dont know if it works, but you can also test your hdd speed with hdparm. But again, i am no expert in the field, just suggestions. 2014-04-11 4:09 GMT+02:00 Yun Huang Yong gumby_li...@mooh.org: On 11/04/2014 11:30 AM, pilger wrote: @yun What if they guarantee *my VPS* will have the 100 IOPS? You've reached the limits of my knowledge :] BTW I neglected the read ops before. I don't have useful data for a single TF2 instance (I typically run ~4 TF2 servers per VPS) but one of my VPS bursts up to 480 read ops/sec. Write ops rarely go above 10/s, even with replays + logging. In terms of throughput reads burst over 16MB/s but writes are 100kB/s. But I stress that these numbers include 2 x MvM servers + 1 x 24p all full at the time. I can't break out the numbers for the 24p on its own because the per-process data that I have shows the read reqs made by srcds but a bunch of that would be satisfied by OS caching so it doesn't translate to actual disk I/O. Which points at another issue with trying to just run the numbers -- there's caching happening within your VM, and possibly underneath as well, and both would be dynamically changing depending on what you your neighbours are doing. It keeps coming back to -- try it and see :] BTW I understand your pain. Australia is also expensive (relative to US/Europe but I think cheaper than Brazil) and over 16 months of running TF2 servers we have been through 4 providers and migrated hosts within providers umpteen times. That's how I got to the point of monitoring crazily and to the conclusion that you have to talk to the hosts + be prepared to trial/move a lot. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server hangs between rounds
A long shot, but if you start up the server, it says what your RDTSC_FREQUENCY is, try and set the hardcoded, or even disable it. When 1 system was an exact copy of another, it usually was something with this. 2014-03-27 12:01 GMT+01:00 Yun Huang Yong gumby_li...@mooh.org: Sometimes when one of my servers is changing rounds within a map the entire server freezes for 5-15 seconds. During this time all players see the red server disconnection message in the top right corner. Eventually the server wakes up again and everything is fine. If there are votes happening during this time (we run Ultimate Map Chooser so there often is) votes are received counted correctly so it appears that it's not a network issue. However the issue occurs whether or not any votes are running. The issue tends to occur mostly when the server is full (24p). Monitoring on these hosts is quite granular -- every 10 seconds -- and I observe no problems with disk I/O or CPU during these pauses. We run servers on two different machines at different hosts but with the same SourceMod plugins, and it only happens on one of the hosts so I don't think it's SM/plugin related. Does anyone know what may be causing this? One theory I have is that the server may be waiting on some sort of Steam reply. Is anyone aware of Steam/VAC related traffic that would occur during round changes? Thanks, Yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] wrench: a Linux command-line srcds control manager
Looks like a lot of effort went into this, nice work. Although i would suggest putting it up on github/bitbucket or something to let others see progress make updates too if they added value. 2014-03-20 7:43 GMT+01:00 Jesse Molina je...@opendreams.net: Below is a srcds manager script that I've been using for awhile now to take care of my srcds installations. I figure someone else might find it useful. It is a bash script. Linux only, no Windows. wrench script http://pastebin.com/CS81FnF9 md5sum: 80a423123f6c3f638004e9ae68e5eb23 wrench.sh Readme file http://pastebin.com/mHWJm62R Sample DB http://pastebin.com/eMKUsADN Download like so: wget http://pastebin.com/download.php?i=CS81FnF9 -O wrench.sh wget http://pastebin.com/download.php?i=mHWJm62R -O wrench_README.txt Notable features: Does starts, stops, restarts, updates, etc. Symlinked installs and a single master installation for each game type. Automatic updates for all installed srcds server types. Uses tmux instead of screen. Keeps config info in a little SQLite database. (no complicated SQL server install needed) It's convoluted, but it works for me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Advertise a server using account ID
Something like this would be nice if it actually was used more, only a few sip tools actually use this. Even modern browsers don't even have support for this on _http level. (if they did, you can throw away your load balancers) 2014-03-06 23:20 GMT+01:00 Weasels Lair wea...@weaselslair.com: From: Andre Müller gbs.dead...@gmail.com Date: Thu, Mar 6, 2014 at 2:50 AM Subject: Re: [hlds] Advertise a server using account ID To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.com Please read this http://en.wikipedia.org/wiki/SRV_record or other better articles where srv is explained before you are writing sensless stuff. I am not seeing anything I said as senseless. SRV's give a client (that know's what to query for) a mechanism to find what host+port to goto to find it. Quoting from that article you linked: An SRV record has the form: _service._proto.name. TTL class SRV priority weight port target. service: the symbolic name of the desired service. proto: the transport protocol of the desired service; this is usually either TCP or UDP. name: the domain name for which this record is valid, ending in a dot. TTL: standard DNS time to live field. class: standard DNS class field (this is always IN). priority: the priority of the target host, lower value means more preferred. weight: A relative weight for records with the same priority. port: the TCP or UDP port on which the service is to be found. target: the canonical hostname of the machine providing the service, ending in a dot. An example SRV record in textual form that might be found in a zone file might be the following: _sip._tcp.example.com. 86400 IN SRV 0 5 5060 sipserver.example.com. So, if the clients know to query for _hlds._udp. + whatever FQDN they were given, something like this would work: _hlds._udp.gameserver1.example.com. 86400 IN SRV 0 5 27015 gameserver1.example.com. Clients looking for gameserver1.example.com, query for _hlds._ udp.gameserver1.example.com., and get told to connect using port 27015 (or whatever's in the SRV record) to the A-record matching gameserver1.example.com. Those operators hosting multiple games on the same IP address, could just use different FQDN's for each: _hlds._udp.gameserver1.example.com. 86400 IN SRV 0 5 27015 gameserver1.example.com. _hlds._udp.gameserver2.example.com. 86400 IN SRV 0 5 28015 gameserver2.example.com. _hlds._udp.gameserver3.example.com. 86400 IN SRV 0 5 29015 gameserver3.example.com. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers
I've always noticed that during the holidays/summer you have more players, and at the end of the year to and the start of the year its still low. After that it goes up again. 2014-02-25 3:24 GMT+01:00 Weasels Lair wea...@weaselslair.com: Actually, if you plot that over the last 12 months, and throw some other games in for comparison ... it doesn't look related at all. Looks like game-play for most of the games goes up/down about the same percent at about the same time. http://www.steamgraph.net/index.php?action=graphjstime=1appid=440q240q10q730from=136169280to=139322880 TF2 just seems to swing more wildly. On Mon, Feb 24, 2014 at 2:42 PM, Robert Paulson thepauls...@gmail.com wrote: TF2 player counts have stagnated and even dropped a bit since January 23. http://www.steamgraph.net/index.php?action=graphjstime=1appid=440from=138856320to=End+Time To Fletcher and any other Valve employee responsible for this change: This change will harm TF2 popularity in the long run. Please don't put this on the back burner because it is destroying player-bases that took years to build. It takes a long time for a server to reach critical mass. There are very few people using quickpick or changing quickplay options. We know this because quickplay connects remained at 7%, down from 30% before these changes. Since there is no communication what the exact motivations were to remove community servers from quickplay, here are some general solutions. - The play now option button should be labeled. The cancel button could be moved to the top right and changed to X. - After 4 hours of play, automatically check community servers. - After 4 hours of play, switch the play multiplayer button with the servers button. On Wed, Feb 19, 2014 at 12:06 PM, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: I doubt they will change the default option (since they can't guarantee the server they are sent to, follows quickplay rules). @Fletcher Dunn - can you not make a compromise that would work for both of us? I think having a notification/box pop up upon opening the quickplay after having play X hours with default filters set - to alert the user if they wish to expand their search filter to find community servers as well as valve servers (with an easy yes/no button). Sent from Blackberry. From: ics Sent: Wednesday, 19 February 2014 19:44 To: Half-Life dedicated Linux server mailing list Reply To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers Valve did nice job of alienating players from community servers. 2/4 of the 24 slot servers i run are now dead in the water. -ics Erik-jan Riemers kirjoitti: Mine already died, only custom servers are still doing fine. Everything but stock.. after +- 6 years of having a successful stock server it has now died completely. 2014-02-19 17:39 GMT+01:00 Invalid Protocol invalidprotocolvers...@gmail.com: Very few players use the server browser or change the default settings when looking for playing a classic game (not prop-hunt, saxon, custom maps etc...). Now Quickplay sends almost all players to Valve servers. I doubt that many community servers running classic maps / gameplay will survive. On Wed, Feb 19, 2014 at 4:44 AM, Robert Paulson thepauls...@gmail.com wrote: This isn't really a big deal. As I predicted, just about no one uses quickpick. Only 5% of our players now are from quickplay and 1% use quickpick. I am sure everyone here using Doctor McKay's plugin can confirm this. Being the default for play now is too much of an advantage and there's not enough being done to put community servers on an even playing field with official servers. On Sun, Feb 16, 2014 at 1:29 AM, Doctor McKay mc...@doctormckay.com wrote: If any other option has Don't care chosen, the Gameserver Host option will be interpreted as Don't care. I've already informed Valve and they are aware of this. Dr. McKay www.doctormckay.com On Sun, Feb 16, 2014 at 4:12 AM, Paul ubyu@gmail.com wrote: I agree, othrewise that kind of makes the whole idea unfair to communities and players if that's how they intended it to be (when opting to go to a community server). On 15 February 2014 19:06, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Valve servers are showing up when searching for Community Servers. If this is how it's meant to be, then that needs to be changed - If we don't get listed in 'Valve servers' option, then Valve Servers shouldn't get listed for Community Servers. All other filters are 'default
Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers
Mine already died, only custom servers are still doing fine. Everything but stock.. after +- 6 years of having a successful stock server it has now died completely. 2014-02-19 17:39 GMT+01:00 Invalid Protocol invalidprotocolvers...@gmail.com: Very few players use the server browser or change the default settings when looking for playing a classic game (not prop-hunt, saxon, custom maps etc...). Now Quickplay sends almost all players to Valve servers. I doubt that many community servers running classic maps / gameplay will survive. On Wed, Feb 19, 2014 at 4:44 AM, Robert Paulson thepauls...@gmail.com wrote: This isn't really a big deal. As I predicted, just about no one uses quickpick. Only 5% of our players now are from quickplay and 1% use quickpick. I am sure everyone here using Doctor McKay's plugin can confirm this. Being the default for play now is too much of an advantage and there's not enough being done to put community servers on an even playing field with official servers. On Sun, Feb 16, 2014 at 1:29 AM, Doctor McKay mc...@doctormckay.com wrote: If any other option has Don't care chosen, the Gameserver Host option will be interpreted as Don't care. I've already informed Valve and they are aware of this. Dr. McKay www.doctormckay.com On Sun, Feb 16, 2014 at 4:12 AM, Paul ubyu@gmail.com wrote: I agree, othrewise that kind of makes the whole idea unfair to communities and players if that's how they intended it to be (when opting to go to a community server). On 15 February 2014 19:06, Abdulrahman Abdulkawi abdulk...@live.co.uk wrote: Valve servers are showing up when searching for Community Servers. If this is how it's meant to be, then that needs to be changed - If we don't get listed in 'Valve servers' option, then Valve Servers shouldn't get listed for Community Servers. All other filters are 'default'. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP
Also, if you run your stuff from a script and save the port into say $port, you can reuse it for all the other ports by just saying $[$port+5] , this saves you the trouble to keep a record of all the ports in your scripts. (besides the default one) 2014-02-09 1:02 GMT+01:00 Rudy Bleeker rblee...@gmail.com: On Sun, Feb 9, 2014 at 12:58 AM, Ross Bemrose rbemr...@gmail.com wrote: +clientport is mandatory if you use the -strictportbind command-line option. As is one of either -nohltv or +tv_port. That too. If you're using -strictportbind you need to set a hostport, a client port and a tv port or turn sourcetv off. The steamport is the only port not subject to strict port binding. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Important changes to TF2 coming soon
Now that this is in place, will the future also hold a steam group option like l4d/l4d2 so you can see the servers from that group? Since its easy to find a nice server, but maybe that community has more servers too offer.. it is not easy for a client to find the others only to search on name. 2014-02-06 2:27 GMT+01:00 Chris Oryschak ch...@oryschak.com: Agreed. There's honestly no point in participating in QP if the box isn't unchecked. We can all look at stats the past 2 weeks and realize we get little to no QP players because of this checkbox, now adding all these rules to participate in QP is pointless as it would give us small advantage in helping to populate our servers. On Wed, Feb 5, 2014 at 8:23 PM, Frank ad...@gamerscrib.net wrote: I agree here, the official servers box needs to be UNCHECKED by default not the other way around. This needs to take effect with the update tomorrow to go ahead and fix this problem as so many have expressed over the last week. This wasn't even mentioned by Fletch in the recent mails tonight or from anyone at Valve over the course of this past week and the countless mails sent thru this mailing list from the majority of owners not happy about it. The data shows it causes issues when left checked by default - just uncheck it and let people decide after the fact. ___ If the default official servers box isn't going to be removed, community servers will still be cut off from the majority of new players, whether they qualify or not. The new guidelines for quickplay also make it impossible for server owners to support or stand out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily which
Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay
All my quickplay servers died, and i aint exactly tiny, but all my custom servers still do just fine but a all maps 1 server is never full anymore. Even an x3 map with no quickplay is always full.. i have no clue where they are coming from these days. But as any community i do it for the community and for the fun. (not for the money, as i see the main reason why quickplay went this way with people setting up 100 servers just to farm with ads) 2014/1/24 Valentin G. nextra...@gmail.com I can't actually believe people are still defending this decision. On Fri, Jan 24, 2014 at 4:31 AM, Mike jons darkcloud...@hotmail.com wrote: I completely agree Dan. I am just a small community with a couple servers, but the population went straight down the drain after this patch. They would normally be full this time of night. My servers are vanilla and as plain as they almost get besides having sourcemod for admin on there. No extra modifications or any of that. Yet, Valve doesn't realize that this will kill off a bunch of the smaller guys because of the lack of players now. Date: Thu, 23 Jan 2014 21:34:11 -0500 From: ch...@oryschak.com To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay Dan, That's only ~1/2 my player slots filled when it's normally near full capacity thanks to quickplay filling in the gaps. I'm a community that has been around for a long time and couldn't imagine anyone starting out to try to build themselves now. These numbers are after an update release that (everyone knows) provides a much larger influx of players on your server for that day. At least 5 yrs ago when we all started running servers there was no quickplay that instantly stole players; it was fair game for everyone - as they all used the gamebrowser to find the server of choice. Now QP takes in probably close to 50%+ of the player traffic that is now 99% going to Valve's servers. This is crippling for everyone. As Robert has said, i have never spoken out on all the previous changes but this was the last kick at the cat and feel i need to voice my concerns. On Thu, Jan 23, 2014 at 9:09 PM, dan needa...@ntlworld.com wrote: On 24/01/2014 01:24, Chris Oryschak wrote: I currently have 235 players on my servers right now, of all of those only 23 players are from quickplay. What difference will this change make to you then? -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2: Idle server using 33% CPU
perhaps you can run an strace on it, maybe you can see something fishy 2013/12/9 Peter Lindblom i...@teaterljud.se Chris Oryschak skrev 2013-12-09 16:41: Has anyone run into any problems where an TF2 server at idle (directly after a restart, no one on) is sitting around 33% CPU usage. Multiple restarts yields the same results. From HTOP this is what i see. 5 [### 33.6%] Ubuntu 11.04 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Is it started by root ?? Peter Sweden ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
i believe so. Also says on the etneraween item, to create halloween when its normal. 2013/11/12 ics i...@ics-base.net One question, how does eternaween item is different from tf_forced_holiday 2? Does it enable giftdrops or just enable item usage? I see there is a new cvar tf_item_based_forced_holiday defaulted to 0 so is this just a way for player to call halloween on at the server without server owner doing it? -ics Eric Smith kirjoitti: We've released a mandatory TF2 update. The notes for the update are below. The new version is 1997557. -Eric -- - The Grandmaster will now update its model based on the owner's current kill streak - Removed the requirement for SSE2 that was introduced during a previous update - Updated The Jupiter Jumpers so they can be equipped with the Mantreads and the Gunboats Halloween event notes: - The Eternaween server enchantment can now be used to call a server vote to enable Halloween items on that server for a two-hour period - Fixed an exploit in Helltower caused by attempting to change teams while in hell - Updated Halloween spells so that the effects will only be visible during Halloween/Full Moon events. Spells will not be removed from the items they have been applied to. - All Halloween event items have automatically expired except the Spooky Crate and the Pile Of Curses, which will automatically expire tomorrow. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
In the last half year to a year, all my quickplay servers died to almost 0 players on it. I assume its also because of the fast majority of servers being put in to make money. All my NON quickplay servers are pretty full and even more then it used to be. Now there might be a shift. I dont think i will loose players if they add more non quickplay servers since thats a pool of people that dont use quickplay in the first place. 2013/11/7 Todd Pettit pettit.t...@gmail.com Agreed. but if the vast majority of players connect through quickplay and it cuts deeply in to server Ad revenue, which seems likely, then admins will be looking elsewhere and those are the logical places to go. - Original Message - From: DontWannaName! ad...@topnotchclan.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Cc: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, November 6, 2013 8:02:21 PM Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support A server can be listed in the browser and still be in quickplay... Sent from my iPhone 5 On Nov 6, 2013, at 3:55 PM, Todd Pettit pettit.t...@gmail.com wrote: I am just saying there will be more because servers who were relying only on ads to fund their servers or generate revenue will surely move into those types of servers. - Original Message - From: Aaron Thompson rmesc...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, November 6, 2013 7:51:21 PM Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support There would be regardless if what valve does. Sincerely, Aaron On Nov 6, 2013 6:50 PM, Todd Pettit pettit.t...@gmail.com wrote: Yes and now there will be hundreds more jailbreak, freak fortress and trade servers for you to compete with. Good show indeed. - Original Message - From: Aaron Thompson rmesc...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, November 6, 2013 7:40:53 PM Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support I wasn't so sure about this, and honestly doesn't affect me because I run trade servers and jailbreak, but it seems fine. If you join the server, you don't have to download any HTML junk and don't have to watch any ads...but if you like the server, save to favorites and reconnect you see whatever the HTML page is, depending on whether or not the client has HTML enabled. Guys, this is a victory for matchmaking clients who just want to play and not get spammed by the servers they join. I like it. Valve, please roll it out in a way that doesn't break the game and people like me are cool with the change #1. Good show! Sincerely, Aaron On Nov 6, 2013 6:30 PM, Robert Paulson thepauls...@gmail.com wrote: From what I heard ads needed to be watched for X seconds before being paid. Any communities that were reliant on ads being served to quickplay users would have already shut down by now. This new limitation just seems to serve as an annoyance to perfectly legitimate server owners rather than to kill off all ad supported servers. I hope there will be more people who share my views rather than thinking: oh good Valve is going to shut down more of our competition. On Wed, Nov 6, 2013 at 4:19 PM, N-Gon ngongamedes...@gmail.com wrote: Oddly enough, a handful of communities have been shut down because of the recent changes. This one will affect a few more. Can't say I'm saddened by this since those communities were cancer to TF2. On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson thepauls...@gmail.com wrote: Can you tell us the reason for this change? Is there no other solution rather than removing functionality from the game? The complaint before was forced ads. Servers cannot resend the MOTD to quickplay players anymore so I don't understand why additional restrictions need to be introduced. HTML motds are superior to text motds even only shown at connection. They look better and they allow you to update the page without rebooting the server. Especially when it comes to TF2 players, no one is going to pay attention to an unformatted wall of text that could contain important rules or links to your website. With these new restrictions both the webpage and the text file needs to be maintained. On Wed, Nov 6, 2013 at 3:53 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: It's something enforced by the client, and is a function of how they connected to that particular server, not any particular server settings. If they connect via the server browser (or command line, etc) then they will show HTML. -Original Message- From:
Re: [hlds_linux] Is sv_tags event247 broken after the update?
Valve might actually have a big pool of servers around the world so that if crashes occur they get enough feedback automaticly from the servers too.. (besides the ones we send in) 2013/11/7 dan needa...@ntlworld.com On 07/11/2013 01:14, Bjorn Wielens wrote: seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of numbers I'm going to re-raise my earlier point about valve actively skimming the bulk of the quickplay traffic for themselves and leaving barely anything for communities. Anything for communities to do what? Seems fairly evident that if Valve servers are full then people either clicked quickplay or joined their servers directly. In neither case were the people specifically interested in joining your server or any other community one. Bearing in mind too that Valve run servers around the world. So there won't be hundreds of them competing with your local server. That said I think it was a pity they switched most (all?) of their servers to Halloween maps because (a) it (mostly) sucks and (b) it doesn't leave any Valve servers for people that don't want to play Halloween maps. But that's the only reason. Equally though, you could say they've helped communities fill servers that serve the other maps but you didn't. I've said it before you cannot make your server special or interesting unless you DON'T want quickplay traffic. (I would argue further that you cannot make it special or interesting at all - but that is debatable perhaps whereas for quickplay it's pretty much self-evident given the rules for adding a server to the pool) There's no point otherwise. Quickplay means I want the game Valve wrote without any crap - and, by definition, this makes all the servers the same. If they aren't the same, as sometimes happens, then quickplay sucks. And really, as I've said before, there's no point competing for this pool of players. You're not going to gain anything doing that. If there are more servers than people then you may as well put your time and effort into something else. If you have an existing community then you can run whatever you like. Valve won't take your players. But it makes no sense to call yourself a community if you don't have a full server of regular players that actually want to play on your server. Nor if your full server is just because quickplay has sent you a bunch of people. 24 quickplay players is not a community. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Is sv_tags event247 broken after the update?
Those are not always vanilla, and you cant just ssh or rdp into a community system to check for things (from valve's perspective) 2013/11/7 1nsane 1nsane...@gmail.com They should get that anyway as server crash dumps are uploaded to valve automatically via google breakpad. On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers riem...@binkey.nl wrote: Valve might actually have a big pool of servers around the world so that if crashes occur they get enough feedback automaticly from the servers too.. (besides the ones we send in) 2013/11/7 dan needa...@ntlworld.com On 07/11/2013 01:14, Bjorn Wielens wrote: seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of numbers I'm going to re-raise my earlier point about valve actively skimming the bulk of the quickplay traffic for themselves and leaving barely anything for communities. Anything for communities to do what? Seems fairly evident that if Valve servers are full then people either clicked quickplay or joined their servers directly. In neither case were the people specifically interested in joining your server or any other community one. Bearing in mind too that Valve run servers around the world. So there won't be hundreds of them competing with your local server. That said I think it was a pity they switched most (all?) of their servers to Halloween maps because (a) it (mostly) sucks and (b) it doesn't leave any Valve servers for people that don't want to play Halloween maps. But that's the only reason. Equally though, you could say they've helped communities fill servers that serve the other maps but you didn't. I've said it before you cannot make your server special or interesting unless you DON'T want quickplay traffic. (I would argue further that you cannot make it special or interesting at all - but that is debatable perhaps whereas for quickplay it's pretty much self-evident given the rules for adding a server to the pool) There's no point otherwise. Quickplay means I want the game Valve wrote without any crap - and, by definition, this makes all the servers the same. If they aren't the same, as sometimes happens, then quickplay sucks. And really, as I've said before, there's no point competing for this pool of players. You're not going to gain anything doing that. If there are more servers than people then you may as well put your time and effort into something else. If you have an existing community then you can run whatever you like. Valve won't take your players. But it makes no sense to call yourself a community if you don't have a full server of regular players that actually want to play on your server. Nor if your full server is just because quickplay has sent you a bunch of people. 24 quickplay players is not a community. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Is sv_tags event247 broken after the update?
Well 4 hightower servers, all empty at the moment. I know where they are.. and i only have sourcemod to do admin work like ban cheaters and such.. cant get any more vanilla ... and i know 1 server has a high rating, but even that doesn't help. 2013/11/7 Rick Dunn r...@vaultf4.com While your argument is sound for the changes made *today*, it is taking today's changes entirely out of context with the long history of communities getting the shaft out of TF2 in general. For a long while, the *largest* of communities were held together with bubblegum, duct tape, and fake client counts that kept their servers full pretty much 24x7. Valve said to stop it, so most of us did, and our servers died overnight. Servers that had been full for over 12 hours a day, 7 days a week, died. They then announced the quickplay system, and that fixed it, but it was flawed because people kept getting dumped into heavily modded, trolly servers. Some communities run lightly modded servers that enhance gameplay through minimalist mod systems rather than disgusting, overbearing mods, but Valve made the change so that only vanilla servers get quickplay traffic, killing our servers that we had just filled again. We adapted and unmodded a good portion of our machines specifically to have vanilla quickplay traffic, which, through our tasteful, non-ad-filled HTML MOTD, added members at a semi-regular interval to our community, which had shrunk considerably. We followed every rule to the letter, dotted our i's and crossed our t's, but quickplay traffic soon dwindled to nothing because of the giant mass of people putting up servers with fake playercounts and forced ads in order to play. Rather than do anything to try and fix the problem, Valve has just fixed it the same way they always do. Let's screw it up for everyone. Let's have 700+ of our own servers up to take a nice chunk of traffic to begin with, and make it so that every server you join looks exactly the same. We no longer have any way to make our community either noticeable through small non-gameplay-changing member perks like we had originally, we can no longer display our colors through HTML MOTDs, we basically have *ZERO* way of attracting any attention to ourselves to possibly get an occasional member out of quickplay. The point is not that they've done this just now and why are you mad about it it's not a big change, the point is that the cumulative changes to the entire TF2 system over the past 2 years has done some extremely detrimental things to communities in general, and it's getting to the point where TF2 is going to be impossible to maintain, and when it does, there will be too many players that can't find a server, and when they can't find a server, they'll just leave rather than trying to play, and THEN who's gonna buy hats and keys? On Thu, Nov 7, 2013 at 3:45 AM, dan needa...@ntlworld.com wrote: On 07/11/2013 01:14, Bjorn Wielens wrote: seven HUNDRED valve servers? I'm sorry, but I'm with those kinds of numbers I'm going to re-raise my earlier point about valve actively skimming the bulk of the quickplay traffic for themselves and leaving barely anything for communities. Anything for communities to do what? Seems fairly evident that if Valve servers are full then people either clicked quickplay or joined their servers directly. In neither case were the people specifically interested in joining your server or any other community one. Bearing in mind too that Valve run servers around the world. So there won't be hundreds of them competing with your local server. That said I think it was a pity they switched most (all?) of their servers to Halloween maps because (a) it (mostly) sucks and (b) it doesn't leave any Valve servers for people that don't want to play Halloween maps. But that's the only reason. Equally though, you could say they've helped communities fill servers that serve the other maps but you didn't. I've said it before you cannot make your server special or interesting unless you DON'T want quickplay traffic. (I would argue further that you cannot make it special or interesting at all - but that is debatable perhaps whereas for quickplay it's pretty much self-evident given the rules for adding a server to the pool) There's no point otherwise. Quickplay means I want the game Valve wrote without any crap - and, by definition, this makes all the servers the same. If they aren't the same, as sometimes happens, then quickplay sucks. And really, as I've said before, there's no point competing for this pool of players. You're not going to gain anything doing that. If there are more servers than people then you may as well put your time and effort into something else. If you have an existing community then you can run whatever you like. Valve won't take your players. But it makes no sense to call yourself a
Re: [hlds_linux] Mandatory TF2 update released
then dont set validate in your tf.txt script when updating, and the replay.cfg should go in your custom folder.. And again, the time they fixed the issues compared to last year we should not be complaining. 2013/11/2 Daniel . srcdsl...@gmail.com Why is every server restart validating the install, redowloading updates and removing the replay.cfg file since the update yesterday? Has any one else noticed this? 2013/11/2 Frank ad...@gamerscrib.net Every year is the same thing, we spend 2-3 days if not longer thru several updates to fix issues from this and other large updates like it. Never in the last few years have they ever extended the event just for this although I agree I believe they should. Issue I have with just even asking is the event itself was delayed way too long and too close to Halloween (which is now gone). The Xmas update IMO should be released no later than the 2nd week of December to at least give the holiday feel as with most of us we can't wait for the 25th to come and go - at least that is how I feel, too much holiday food will kill anyone. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bruno Garcia Sent: Friday, November 01, 2013 10:04 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released Eric, Due to issues with the server and client binaries these past two days: shouldn't the Halloween event be extended for 2 or 3 more days to compensate the users? Sincerely, Bruno ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2 update released
When i had sourcemod on i believe it happens when it spawns a bot. But indeed without addons same issue. 2013/10/31 martin v velt...@gmail.com There are still a lot of server crashes on pl_hightower_event. I've tried without addons folder and i was still crashing so this is not a sourcemod issue. EVERY SINGLE CRASH was while beeing in hell. My friends running other servers have the same issue - crash while in hell. 2013/10/31 Kyle Sanderson kyle.l...@gmail.com Were you guys able to fix the null model_t* trace-ray engine bug? I encountered it last week in cstrike where a solid didn't have a collision model, resulting in GetCollisionModel returning NULL. The initial generic call in cstrike came from the unducks in movement. The dumps I've seen (from TF pre-today update) have the same offset, so I'm largely assuming it's the same. Presumably High Tower has/had a similar problem? It also looks like guards are already present for a NULL vcollide_t *. The crashes I've encountered/seen are in bool CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, ICollideable *, studiohdr_t *, trace_t * );. Other functions that deal with solids appear to check for (and expect) a NULL model_t *. Thanks, Kyle. On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith er...@valvesoftware.com wrote: There was a typo in the last line of the notes. There was a missed note in yesterday's update. We're still investigating issues as they come up, so please report them as you find them. Thanks. -Eric -Original Message- From: Eric Smith Sent: Wednesday, October 30, 2013 6:33 PM To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com); ' hlds_annou...@list.valvesoftware.com' ( hlds_annou...@list.valvesoftware.com) Subject: Mandatory TF2 update released We've released a mandatory TF2 update for Halloween. The notes for the update are below. The new version is 1979503. -Eric -- - Added new main menu character images for Scream Fortress 2013 - Fixed a server crash related to The High Five taunt - Fixed neutral pumpkin bombs exploding with blue particles - Fixed health on hit particle effect precache error - Fixed client nTextureFrame 0 warning spew in dev console - Updated the round restart event to remove spells after playing in hell - Updated plr_hightower_event to improve server stability - Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador or the Large Luchador - Re-enabled the crafting recipes for zombie costumes Notes missed from Monday's update: - Updated the Vaccinator to use the reload key to cycle through resist types ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
Indeed, normal servers are working fine as far as i can tell 2013/10/31 Andreas Willinger aw...@gmx.at Also experiencing those, all our normal (non-Halloween) Servers are working fine. -Ursprüngliche Nachricht- Von: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Saint K. Gesendet: Donnerstag, 31. Oktober 2013 13:07 An: Half-Life dedicated Linux server mailing list Betreff: Re: [hlds_linux] Mandatory TF2 update released Apparently so. The other mails came in a little late. Saint K. Saint K. , 31/10/2013 12:56 PM: We're still seeing crashes on our servers. Anyone else experiencing them? Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, October 31, 2013 2:33 AM To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory TF2 update for Halloween. The notes for the update are below. The new version is 1979503. -Eric -- - Added new main menu character images for Scream Fortress 2013 - Fixed a server crash related to The High Five taunt - Fixed neutral pumpkin bombs exploding with blue particles - Fixed health on hit particle effect precache error - Fixed client nTextureFrame 0 warning spew in dev console - Updated the round restart event to remove spells after playing in hell - Updated plr_hightower_event to improve server stability - Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador or the Large Luchador - Re-enabled the crafting recipes for zombie costumes Notes missed from Monday's update: - Updated the Vaccinator to use the reload key to cycle through resist types ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
For whats its worth, it is better then last year. So i aint complaining. 2013/10/31 martin v velt...@gmail.com Valve (as always) fucked up everything. Money players/servers 2013/10/31 Todd Pettit pettit.t...@gmail.com Yes, I am also getting occasional crashes on the new map. - Original Message - From: Saint K. sai...@specialattack.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, October 31, 2013 7:15:24 AM Subject: Re: [hlds_linux] Mandatory TF2 update released We're still seeing crashes on our servers. Anyone else experiencing them? Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Thursday, October 31, 2013 2:33 AM To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com); ' hlds_annou...@list.valvesoftware.com' ( hlds_annou...@list.valvesoftware.com) Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory TF2 update for Halloween. The notes for the update are below. The new version is 1979503. -Eric -- - Added new main menu character images for Scream Fortress 2013 - Fixed a server crash related to The High Five taunt - Fixed neutral pumpkin bombs exploding with blue particles - Fixed health on hit particle effect precache error - Fixed client nTextureFrame 0 warning spew in dev console - Updated the round restart event to remove spells after playing in hell - Updated plr_hightower_event to improve server stability - Updated The Chicken Kiev so it can't be equipped with the Cold War Luchador or the Large Luchador - Re-enabled the crafting recipes for zombie costumes Notes missed from Monday's update: - Updated the Vaccinator to use the reload key to cycle through resist types ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.
One cheater is one too many regardless if we are talking about ban happy admins. I run css and tf2 servers, in my sourcebans I've got now since 2008 about 16.000 bans. (these are the perm bans) let us say for the sake of arguing, that only 50% is a real cheater. That still leaves 8000 cheaters.. Don't know about you, but that's a lot of havoc in my eyes. Too much, but from the way things are going it will always stay that way sadly. Whenever someone builds a nice anti cheat thing, the other side will just decode it or something and find a way against it. Has always been like that. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Fountain Sent: donderdag 24 oktober 2013 8:37 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass. More toned than not people call someone a cheater simply because they don't understand how they were seen because they didn't see their attacker. If you ask me. Make your own server and ban who you don't want playing. Simple as that then no one can bitch when your servers empty because you're ban happy lol SavSin On Oct 23, 2013 10:48 PM, Todd Pettit pettit.t...@gmail.com wrote: One cheater is one too many. One cheater with name changer, aimbot and speed hack can clear out a server in minutes. Most cheaters prefer to be more subtle and use wallhacks and if you are not using SMAC or something else than you have no clue how many there are but I can damn well guarantee you have more than one. I thought the same thing till I installed SMAC. I suspected a few players but I caught hundreds within days. If you aren't checking for cheaters you have cheaters and any cheaters is too many. - Original Message - From: dan needa...@ntlworld.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, October 24, 2013 12:06:12 AM Subject: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass. On 21/10/2013 16:46, 1nsane wrote: It did happen. There was a noticeable increase in hackers, especially on servers that don't have admins on all the time. Such as valve's own. Valve's EU servers are certainly not havens for cheaters ime. There are a few cheaters but it's a tiny percentage. It's not even one cheater per server. If it was then I wouldn't be able play the game (i.e if a cheater joins I find another server. But if every server had just one cheater on it then I couldn't do that - there'd be literally nowhere to play) And that has never happened. I've never had to search for a server that didn't have a cheater on it. I've never even done something like jump to 3 or 4 different servers because they've all had cheaters on. Most days I don't see any. So, if we focus on 24 man servers for a second we can conclude the number of cheaters on 24 man servers is probably less than 1/24 of the player base - and I would argue significantly less than that. See, I don't think people care about it that much. In most activities people generally want to get better at it. You see a group of guitar players or pianists and they want to get better. People that draw pictures usually do it to get better at it. Gamers, in general, are not interested in getting better. They crave mediocrity. If you're below mediocre, to them you're a noob but if you're better than average they'll hate you for it. Why would anyone with that mindset cheat? And it's the mindset, I'd say, of at least 90% of the TF2 pub community. They are happy being crap at the game and will often say things to that extent like I only play for fun or No one's interested in capping the point / capturing the intel / what the score is They want roughly to be on par with the other players. They want to blame the weapon / class / lag for every death and they want everyone to crave the same level of mediocrity they have reached and then stopped at once they reached it. As a few of you have noted cheating is cheap (it's always been cheap, it's just cheaper now) and it's trivial and easy to do (to the point where calling it hacking seems ridiculous. That would make someone who flushes the toilet after having a dump a hydro engineer or something) Yet, self-evidently, few choose to do it. Indeed, you want this feature because you want to ban what is effectively the same guy creating lots of accounts for himself. That in itself suggests that cheating is not rife. Because if lots of people cheated then it wouldn't matter if you could stop one person from creating numerous accounts or not. It would be like banning a bad driver from the roads. Which makes no real difference because there are literally millions of incompetent drivers and more join the roads every year. If there was a high percentage of cheaters you may as well just switch all the servers off (of course, at that stage, if you
Re: [hlds_linux] Now that halloween is coming for TF2
I have to agree with ics. Regardless if it has to go to github. A mention here doesn't hurt anyone. (add an option to turn the thriller taunt off too and yes there is a plugin for that too) 2013/10/10 Rudy Bleeker rblee...@gmail.com Feature requests should be done on Valve's github, where they track all issues and feature requests for their games. This mailinglist is for announcements from Valve and arguably also for discussions about the games for us server maintainers. https://github.com/ValveSoftware/Source-1-Games On Thu, Oct 10, 2013 at 8:15 AM, ics i...@ics-base.net wrote: What part of option you didn't understand? Let's not make this a forum thread. I just submitted a request, you didn't like it, fine. I respect your opinion but there is no need for further discussion about this issue. -ics Carl kirjoitti: Killing people on the enemy team is almost the entire reason to play the game. Even so, if during the Halloween event both sides can't work together, then they didn't really display the teamwork to be worthy of the achievement. On 10/9/2013 10:23 PM, ics wrote: Now that halloween is coming for TF2, can we please this year get a cvar option to disable killing of the enemy team on a server when boss appears? If the boss is like merasmus, it's very hard to achieve anything because there is always one, two or three wiseguys ruining others fun. If the boss is pumpkinhead, killing should be rather easy anyway so it would made the cvar obsolete. I was asked last year why can't i make it so that others wont be able to kill you while boss is on since majority of the servers where trying to get merasmus down level by level and always there was few guys making it impossible. Thanks for consideration. -ics __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux 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 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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.
i think in order of work the idea of mckay would be the simplest for valve to implement. we can only hope they would give some kind of statement if they will introduce this, and when not, why? I've got pretty much every server registered except 24/7 custom maps but i have no problem registering those too if it adds benefit. 2013/9/5 Doctor McKay mc...@doctormckay.com The idea of assigning a server a Steam ID is an interesting one, but we actually already have a system for this, at least in TF2. If a server is logged in to Steam, then when you favorite it you could actually favorite the server's account ID. Then the favorites list would retrieve the server's current address from Steam based on the account ID. This could also be an additional benefit to registering your server beyond just Quickplay participation (which is only relevant if you're not running custom maps/mods) and event participation (which is only relevant about two weeks out of the year). Dr. McKay www.doctormckay.com On Thu, Sep 5, 2013 at 9:14 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: yeah, problem is, brick wall in front of that guy. If I have a bunch of favorited servers, and a server drops off due a IP change, that server wont see me back. For: A: I'm not even aware the server is gone, unless its a special mod that I like. B: As I have enough other favorites, I wont be searching for servers in the internet tab. Majority of servers out there run mandatory Pinion nowadays, so searching for new servers is a pain anyways. And NO, I'm NOT looking for EMPTY servers. So I sort on # of players on it, and look for a map I like. But the most important question is: Would I like to keep the server in my Fav's, regardless of their IP? And the answer is yes, for once they made it to my favs, the server proved to me to not be a bad one (pinion R**e, lag, crap plugins, etc) That is the purpose of my Favorites to me: get back to servers that didn't make me a bad experience. If one such changed, for example add Pinion, and I didn't like it anymore, I leave and remove it from favs... That is the special part of having a Favorite server list, those servers earned to be there. From: martin v velt...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, 5 September 2013, 7:23 Subject: Re: [hlds_linux] Add something to the game so that server ops can ban HWID too. Let's don't let this topic die. 2013/8/28 dan needa...@ntlworld.com On 26/08/2013 04:07, Mart-Jan Reeuwijk wrote: I do not agree on your assumption. Most players use their favorites, they have a bunch of them in there, for various mods within the game. Personally, I have like 80-100 servers in there, I really wouldn't notice a server dropping off cos they changed IP. Well you wouldn't really have to notice it would you? Most of the time Robert must be crying because you're not on his server you're on one of the other 99 in your favourites list. So your argument doesn't really solve Robert's problem does it? He wants you to have one favourite server - his. Please, at least use some common sense before replying. What assumption do you disagree with? I'm saying in order to have 100 servers in your faves list you must have found and joined those servers at one point without them being in that list. You cannot argue with that, it's a simple fact. So, if you've only 99 servers (and it's clear you don't know if you have 80 or 100) panic! No don't panic, do exactly what you did to find those 99 servers to find the missing one. Or just play on one of the other 99. It's clear from your point of view there are far more servers than you'll ever have the time to play on even if you spent 24 hours a day playing tf2. There will always be empty servers if there are more servers than people. Valve can't do anything with DNS to change that. As there are enough other servers to play on, I would not need to find that server again in the server browser. I just go to another favorite server. Why? See pinion story, most non-favorited has pinion in a very intrusive way enabled. Exactly. There's nothing special about servers. Nothing at all that makes them worth chasing rather than playing on a new one or a different one. Nothing that makes much sense adding 100 of them to favourites. You can find another server to play on as easily as you found a server and added it to faves in the first place. So, after years having a server in somwhere in my favorites, with a vague familiarity of the server name, ppl won't go looking for a missing server that changed IP. Now apply above to other players. And add to that
Re: [hlds_linux] TF2: New 3D character portraits cause issues with action slot items
I am sure this is a bug, even the engy can go into build mode on respawn. Constantly have to change weapon when you eureka away. 2013/8/28 Gordon Reynolds thisisgordonsem...@gmail.com I like to keep my Halloween Goodie Cauldron, or the Manniversary Package equipped, I hope this won't use it! On Wed, Aug 28, 2013 at 2:37 PM, Ross Bemrose rbemr...@gmail.com wrote: So, apparently the new 3D character portraits cause players to automatically use their action slot items when they spawn. For some reason they don't do the animation parts of it, but the sounds still play. Why am I mentioning this on the server mailing lists? Because if a server forces a player to equip an item their class usually can't equip, they repeatedly use the action slot item. Needless to say, if the player has one of the taunts equipped, this breaks Randomizer; Vs. Saxton Hale; Freak Fortress 2; and other game modes that rely on custom items. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- - Gordon Reynolds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
i sure hope its not your *.ain files that are corrupt in the maps folder. Delete those and update and try again. (not saying it will fix it, but it could) 2013/8/29 ics i...@ics-base.net Re-install steamcmd to another folder (fetch new package and install it) and then update your game. Then run with option validate again. That really sounds like incomplete installation. -ics Valentin G. kirjoitti: As I already said: SM is not the cause of the issue. It's the same with and without SM or Metamod, and I already have all the newest versions. We have narrowed it down to prop_static's with VPhysics as their solid type. Something weird in the collision engine? On Thu, Aug 29, 2013 at 5:47 PM, ElitePowered . elitepowe...@gmail.com wrote: Try updatind sm and mm On Thu, Aug 29, 2013 at 11:22 AM, Valentin G. nextra...@gmail.com wrote: Debian Squeeze here too btw. CPU is AMD FX-8120 On Thu, Aug 29, 2013 at 11:41 AM, Valentin G. nextra...@gmail.com wrote: One of my regulars just informed me that the non-solid props issue also hits other maps: http://cloud.steampowered.com/**ugc/631916199048049949/** B9932C1908A32D8656DA1A289EDB06**8805E38627/http://cloud.steampowered.com/ugc/631916199048049949/B9932C1908A32D8656DA1A289EDB068805E38627/ Here he just walked into one of the containers in granary and was then able to shoot from within. Really annoying. On Thu, Aug 29, 2013 at 6:50 AM, Todd Pettit pettit.t...@gmail.com wrote: I just tried to raffle off some free hats and half the people can't trade now after the steam updates and neither can I. - Original Message - From: bl4nk bl4n...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com Sent: Wednesday, August 28, 2013 10:11:17 PM Subject: Re: [hlds_linux] Mandatory TF2 update released Hah, I just got done making a video using that same exact staircase as an example. This is definitely a big problem, as it makes lots of props non-solid. I just ran a validate check, and nothing was missing or corrupt, so I don't think that's the problem. My server(s) are running on Debian Squeeze. On Wed, Aug 28, 2013 at 10:02 PM, Valentin G. nextra...@gmail.com wrote: Our clipping issue is still present, even after multipe restarts and todays update. With and without MM/SM. This is how it looks like: https://www.youtube.com/watch?**v=gclswvK9NhYhttps://www.youtube.com/watch?v=gclswvK9NhY Any ideas? On Thu, Aug 29, 2013 at 3:24 AM, ElitePowered . elitepowe...@gmail.com wrote: We're getting a HUGE amount of lag after update. On Wed, Aug 28, 2013 at 9:14 PM, Russell Smith ve...@tinylittlerobots.us wrote: Still seeing console spam with these errors on server launch and restart after todays update: Tried to Seek NULL file handle! Tried to Seek NULL file handle! FS: Tried to Read NULL file handle! FS: Tried to Read NULL file handle! On 28.08.2013 17:26, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1886191. -Eric -- - Fixed the Linux dedicated server failing to run on older Linux versions - Fixed the HUD 3D Character causing other HUD items to sometimes disappear - Fixed a client HUD crash when Spies disguise as class that has a non-active weapon like the Chargin' Targe - Fixed an outdated tip for the Quick-Fix - Fixed a shadow bug for the Warrior's Spirit ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/**listinfo/**hlds_linux https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please
Re: [hlds_linux] Mandatory TF2 update released
Have not checked my servers playwise, but they are all started and running. Debian though. No errors so far. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: woensdag 28 augustus 2013 8:47 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory TF2 update released ./srcds_linux: symbol lookup error: bin/libtcmalloc_minimal.so.4: undefined symbol: _ZZN22TCMallocImplementation16GetFreeListSizesEPSt6vectorIN15MallocExtensi on12FreeListInfoESaIS2_EEE14kLargeSpanType 2013/8/28 Peter Reinhold peter_va...@reinhold.dk On 28.08.2013 07:21, Peter Reinhold wrote: Seeing these, and servers just crash after update -- ./srcds_linux: error while loading shared libraries: bin/libtcmalloc_minimal.so.4: ELF file OS ABI invalid Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Wed Aug 28 08:18:15 CEST 2013: Server restart in 10 seconds -- Centos 5.9, 32 bit Anyone else experiencing this, and maybe have a fix? Interestingly, there are no problems on my other box, which is a 64 bit Centos. /P __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux 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
[hlds_linux] l4d2 update
So i noticed a l4d2 update yesterday, what was the change? Appcode 550 does not show changes.. Cheers, Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] l4d2 update
I dont know what changed, but i checked the steam api url for out of date and that triggered my tools yesterday. 2013/8/27 wickedplayer494 . wickedplayer...@gmail.com If you saw it on either SteamDB or SteamPing, it might be a mystery. However, the SteamDB page for 550 ( http://steamdb.info/app/550/#section_history) only shows Changed changenumber – 267715 › 272381 and no branch updates. Usually, this means that only something server-side was changed in the changelist 272381 involving L4D2, meaning that the game's actual content wasn't updated. On Tue, Aug 27, 2013 at 1:06 AM, Erik-jan Riemers riem...@binkey.nl wrote: So i noticed a l4d2 update yesterday, what was the change? Appcode 550 does not show changes.. Cheers, Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam community group associated with a server.
There is nothing wrong with showing the website to steam group when you type !join. But other than that, since steam groups are not bound to servers for instance, the benefit for the end user has little value these days. (unlike in l4d2, even though everybody abuses the steam groups that nobody at valve ends will fix :) ) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasel Sent: woensdag 28 augustus 2013 7:56 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam community group associated with a server. [Feature Request] [TF2] User-initiated join to Steam community group associated with a server. Primarily oriented to TF2, but would be nice for any SCRDS (and HLDS?) game server? There are several servers out there that have managed to setup an automated Steam Community Group invite whenever a player joins the server that doesn't already belong to the group. I have been tempted to setup something like that myself, but haven't for several reasons: 1) The way its being done is probably against Valve's terms-of-service. 2) As a player, I hate getting group invite spam. 3) I would prefer something USER-INITIATED. However, there is IMH(f)O, good reason to make finding and joining a group associated with a server easier for players: 1) Most users a idiots who can't read and correctly type a URL. 2) There is currently no easy way to do this in-game (i.e. inside TF2 for example). 3) Many serves link Steam group membership to extra in-game features. 4) It drives the utilization of Steam community groups - instead of just being meaningless garbage. What I would like to see is perhaps an extension of the registration system that TF2 already uses, with enhancements such as this: 1) Add an in-game command that players can use to initiate their own request to join a particular group - with the game automatically knowing what group is associated with the server they are playing-on. Maybe like on the menu, or bind to a key or, better-yet as an in-game chat-trigger (!join or !invite) or something like that. 2) The game client gets the information from Steam or from the server. Either as another CVAR that server operators set, or better yet by automatically using the Steam user that the server is registered to - and automatically using that Steam account's primary group. Anyway, posting this in the GitHub and on the HLDS mailing list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.
About finding servers easy, use sv_tags. You can search on tags, so in our case they search for lz and find all our servers in the browsers easily. Given, I've mentioned the whole dns entry I think 2 or 3 years ago. People suggested multiple solutions, all great but none of them ever made it. Would be easy if you register your server, to add an extra entry called host or something which gets stored at valve's place. (I think we can all cope with not storing the port too) We also use subdomains, but that’s hardly used by anyone. Most people either search on the tag or come random. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: zondag 25 augustus 2013 1:11 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Add something to the game so that server ops can ban HWID too. That is not what they mean. They mean that the client saves it by DNS name like srv1.community.xxx:27015 srv1.community.xxx:27020 srv2.community.xxx:27015 etc instead that that gets resolved to IP, and then saved as a IP:port in the server list. They want the clients to save it by URL:port, so moving to a new hardware server won't lose their players. I rather see that comm's can add servers by IP to their Steam group, and that those get into a tab in the steam browser for easy finding their servers. Let the client be able to enable or disable this (choose default opt-in/opt-out, then per group in or out), so ppl with a huge list of groups can opt out default, and include only a few groups, and ppl who have few groups can opt in and exclude a few groups. Server owners can easily update the list of servers, Valve can verify quite easily on their backend if its really a server, and it solves all problems with saving servers in the favorites, for they can go to that tab, favorite all they want, and get on. From: ElitePowered . elitepowe...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sunday, 25 August 2013, 1:01 Subject: Re: [hlds_linux] Add something to the game so that server ops can ban HWID too. You can just use subdomains. On Sat, Aug 24, 2013 at 6:53 PM, Nomaan Ahmad n0man@gmail.com wrote: I agree with the domain suggestion. On 24 August 2013 23:09, Robert Paulson thepauls...@gmail.com wrote: When is the whining about Pinion going to stop? Valve already made it so players who join through matchmaking cannot have forced ads. Since they require 100% completion there's almost no chance of getting paid from quickplay players. I'd rather Valve focus on more important issues such as saving servers by domain name. How many of you are stuck on old hardware or a host going down the toilet because changing IPs would kill off your population? How many of you need DDoS protection but can't because proxying from a new IP would result in more player loss than a DDoS? This feature is applicable to every game that uses the browser, and would be beneficial to both players and server owners. This is what Valve should be working on next. On Sat, Aug 24, 2013 at 1:31 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: That would only work if that would be a form of tracking number instead of the HWID itself, for HWID's can be influenced, so if the hacker or w/e changes it, it should not have a big impact on tracability, multiple HWID's would then be linked to a tracking ID, for they can attempt to customize MAC addresses, reinstallation with different OS's, adjusting driver versions etc, or w/e the combination of things is they use for generating a HWID. Tbh, its a lot of work for some Valve themselves doesn't see much benefit from. Maybe the discussion would have to be focused on the advantages for Valve to implement it, in their user experiences and the monetary ROI. (apart from the whining of us about alts being a problem, for I rather see the pinion crap end.) From: Scruppy Dawg sc2p...@gmail.com To: Bjorn Wielens uniac...@yahoo.ca; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Saturday, 24 August 2013, 13:50 Subject: Re: [hlds_linux] Add something to the game so that server ops can ban HWID too. As long as Valve stores the HWID for each SteamID then they could make that available as a banning mechanism to server ops without exposing it. They would just have to add something to the Steam authentication when you join a server and check that HWID against your banned list. I would ban a SteamID and add the option that I want the HWID associated with it banned. SteamID A with HWID is banned from my servers. But later if SteamID B
Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.
If valve stores the hwid, it would be much nicer to just ask What other steamid's does this user use too? and valve could reply, not even sending out the hwid to the middle person. We could query that as a api service, and would also help with trade banning and the likes or ban evasion. Sure it might be more traffic, but in the end if the storm calms down, so will that (until they cheaters find something new) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson Sent: maandag 26 augustus 2013 0:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Add something to the game so that server ops can ban HWID too. For those of you who don't pay attention to his posts for the past couple of years, the line of thinking from dan needaxeo goes something like this: Once I put up a plain server and no one joined it because everyone else cheats and they couldn't possibly have a better server. So any improvements especially those helping non-Valve servers should be ignored because it helps cheaters trick players. Also every player thinks the same way I do so no one ever has a reason to join any server over a Valve server. I don't know how many times I have to repeat this but you can make all the logical assumptions you want and assume that most players are smart and aren't lazy (lol?). It just doesn't line up with reality which is why people keep requesting DNS. If there was nothing special about any particular server in the first place then there wouldn't be a large population drop every time the IP changed. On Sun, Aug 25, 2013 at 2:51 PM, Eli Witt eliw...@gmail.com wrote: past time to take this off the mailing list, thanks in advance you two. On Sun, Aug 25, 2013 at 5:18 PM, dan needa...@ntlworld.com wrote: On 25/08/2013 21:50, Robert Paulson wrote: You can keep arguing about how logical your thinking is but it doesn't matter because it doesn't line up with reality. I've seen this problem affect dozens of servers, even those that are totally off quickplay such as Azelphur's Surf server. Who cares? If most users (and let's face it, most users have never and will never connect to your server) are really as stupid as you hope (and as I said, if you think you know how to do something that a lot of people don't then you've got a rude awakening coming up at some point in your life) then clearly they find another server to play on. What do you imagine they do? Sit in a pool of tears wondering where your server went? Do you not have a web site or a server? You know a server that can run plugins and pop up information, on the MOTD and so on? Perhaps a lot of servers find their users switched off MOTD because they used it for something no one wants to read. (Of course your users won't have switched it off because they are all, according to you, conveniently too stupid to do anything) So, you know, if /you/ can't find or join a server feel free to ask and we'll talk you through the process, But don't sit there trying to kid the list that most users are dumb. If you're really struggling to think of ways of communicating that you are changing ip address to the small group of people that use your server regularly, again, ask away for ideas. But don't sit there trying to kid us that you cannot fix your broken server without this feature. If a server empties when it changes IP then self-evidently there was nothing particulary special about that server. Personally, I cannot think of a single server on the TF2 list that has any characteristic that would make me join it rather than another. Except stuff like ping and the network connection to it, and whether it's got people on it and whether it's running a map I want to play. You know, all the stuff that the server browser tells you when you search for a server. So, perhaps I join servers from history, perhaps I join from them from the main server list. The point is, if one server disappears it doesn't make diddly squat difference to the game. There are plenty of other servers. OTOH, if a new server appears, I'm as likely to play on that as any other. Whereas you are trying to kid us that a server that is getting ddosed or that is on a crap host with lag spikes doesn't matter because your dumb users put up with it? Yet that's the reason you want the feature? Start talking sense. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin ux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] TF2 Saxton Hale Segmentation Faults
https://forums.alliedmods.net/showpost.php?p=2010501postcount=4004 -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Kester Sent: zaterdag 10 augustus 2013 3:29 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 Saxton Hale Segmentation Faults My usual google-fu isn't turning up anything. Running on 64 bit Debian, kernel 2.6.32-19-pve. Attached is the debug.log for the two times the server gives a Segmentation Fault in Saxton Hale (v.1.42). We've isolated it to the server crashes when Saxton Hale kills an opponent. Any help is appreciated, I can provide more information as needed, just let me know. -- Thanks, Andrew Kester ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers?
Or auto blacklist that server, would be my preference. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: maandag 12 augustus 2013 3:47 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers? Yeap, and any excess players reported by the server can be reported as Bot. From: Saul Rennison saul.renni...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, 12 August 2013, 2:18 Subject: Re: [hlds_linux] Uh, so are we going to take care of all these fake player servers? That would be the most sensical solution to the problem. Let Steam report currently connected clients to the master that is updated when clients authenticate with servers. On Mon, Aug 12, 2013 at 12:41 AM, Drogen Viech drogenvi...@googlemail.com wrote: Why not just count the amount of players on valves end and then send that along with the server list? Or would that take up too much computing power on valves servers? 2013/8/1 Scruppy Dawg sc2p...@gmail.com: 209.22.16.210 in the original post should have been 209.222.16.210 Thanks for acting on the others. On Thu, Aug 1, 2013 at 2:08 PM, ics i...@ics-base.net wrote: I shall take back what i said. -ics ics kirjoitti: Fakeplayers aren't the only issue. I've reported another community that recently got banned due to abusing quickplay rules. They changed IP-addresses to circumvent the ban. But no one seems to care at Valve end about it. This is no witchunt but it sucks that another server next to yours is sucking off players from the system that could be playing on a server that doesn't violate rules. -ics D Bauhmz kirjoitti: Hate to be pushy and seem impatient but these servers have been reported for a few weeks now. - 173.234.142.122 - 209.22.16.210 - 174.34.172.202 - 173.208.108.250 - 173.208.123.42 - 108.61.31.154 That's taken from this reddit post http://www.reddit.com/r/tf2/**comments/1j6r6x/the_fake_**player_p roblem/http://www.reddit.com/r/tf2/comments/1j6r6x/the_fake_play er_problem/ I just counted and it appears there are 92 servers doing this. ElitePowered (http://community.**elitepowered.com http://community.elitepowered.com) is the community behind all of these blank hostname servers. You can verify this through the MOTD. Here is an image of the relevant part from the MOTD source: http://i.imgur.com/nikM45b.png I know one could potentially fake this by creating an elitepowered account with Pinion, but elitepowered has already been known to do this sort of thing. They bought out thebattlegrounds after they got delisted for doing this too. What is Valve doing about this? If servers can make all this money off running multiple advertising networks on their server with fake clients for months before Valve acts then I see no reason why more communities shouldn't be doing it. Here is a screenshot of all the servers in the server browser: http://i.imgur.com/0H8Ifs2.png If you want to verify this, join one of the 16/24 servers and view the output of status/ping. Or you can just watch the obvious bots posing as humans and tricking Quickplay. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_ linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hld s_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_l inuxhttps://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_li nuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_li nux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] [hlds] TF2: New exploit in today's update
Although helpfull in some cases (Called throttle these days) you do need to understand what happens. I don't always get that, but I am no dev. The Mvm still crashes a lot compared to before, they usually die on below error, but that only tells me something about buying an upgrade. server_srv.so!ApplyUpgrade_Default(CMannVsMachineUpgrades const, CTFPlayer*, CEconItemView*, int, bool) + 0x1f0 server_srv.so!CUpgrades::ApplyUpgradeToItem(CTFPlayer*, CEconItemView*, int, int, bool, bool) + 0xe7 server_srv.so!CTFPlayer::ReapplyPlayerUpgrades() + 0x12c server_srv.so!CTFPlayer::ManageRegularWeapons(TFPlayerClassData_t*) + 0x648 etc etc Only thing I can gather from it, seems to be a server issue :) Where as a: sourcemod.2.ep2v.so!CNativeOwner::GetMarkSerial() [NativeOwner.cpp:15 + 0x0] sourcemod.2.ep2v.so!ShareSystem::BindNativesToPlugin(CPlugin*, bool) [ShareSys.cpp:346 + 0x10] sourcemod.2.ep2v.so!CPluginManager::TryRefreshDependencies(CPlugin*) [PluginSys.cpp:1511 + 0x1b] sourcemod.2.ep2v.so!CPluginManager::RunSecondPass(CPlugin*, char*, unsigned int) [PluginSys.cpp:1475 + 0xf] etc etc Would seems to be a sourcemod issue. But that's just my simple understanding. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent: zondag 14 juli 2013 10:15 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update Install the Accelerator extension for SourceMod to easily view your crash dumps later on. On Jul 14, 2013 4:06 AM, ics i...@ics-base.net wrote: I just ment it went down once for some reason, which now turned out to be stalemate related crash. Srcds boots up 10 seconds after crash on linux anyway but I just ment i can't look after the server all the time and investigate what caused the crash. -ics Jeremy Visser kirjoitti: On 12/07/2013, at 12:24 AM, ics i...@ics-base.net wrote: I run a server with process only 24/7 for now and its crashed atleast once today. I was at work and unable to monitor it but one of our admins said it went down. You don't auto-respawn it with systemd or upstart? :-) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linu xhttps://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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] command line too long, 512 max
Coming back on this item, with forked servers for l4d2, it seems you cannot use server_cfg##.cfg and then -fork 8 inside an +exec command at the end. Does this mean that any commands with ## for fork support needs to go in the commandline? -Original Message- From: Erik-jan Riemers [mailto:riem...@binkey.nl] Sent: donderdag 23 mei 2013 19:51 To: Half-Life dedicated Linux server mailing list Subject: RE: [hlds_linux] command line too long, 512 max I actually didn't know that, i still learn more each day :) thanks for the reply's. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: donderdag 23 mei 2013 19:29 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] command line too long, 512 max To elaborate on what Fletcher is saying, change your command-line to: screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf -port 27015 -replayserverdir tradeunusual -maxplayers 32 -pidfile ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script /home/lzgames/steamcmd/tf.txt -insert_search_path tf/servercustom/trade +exec commandline_tradeunusual.cfg Note the lack of +xxx commands and the addition of the final +exec commandline_tradeunusual.cfg. Create a file called commandline_tradeunusual.cfg, and fill it with: servercfgfile server_tradeunusual.cfg ip 144.76.59.36 clientport 27030 motdfile motd_tradeunusual.txt sv_logsdir logs_tradeunusual/ mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini sm_basepath addons/sourcemod_tradeunusual exec autoexec_tradeunusual.cfg map trade_post_a34 Kind regards, Saul Rennison On 23 May 2013 17:19, Fletcher Dunn fletch...@valvesoftware.com wrote: You might try moving some of the +options into a single startup script and +exec them all at once. For example I am pretty sure that ++servercfgfile, motdfile, +map, +exec could all be executed from a startup script. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers Sent: Thursday, May 23, 2013 9:09 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] command line too long, 512 max Well the topic says it all. Starting a tf2 server, with the search path options being able to add multiple search paths and all other stuff to run multiple servers from 1 install makes my startup line rather big. Can this be bumped up a bit or can the search paths be moved into a file or anything else? As example: screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015 +clientport 27030 -replayserverdir tradeunusual -maxplayers 32 +motdfile motd_tradeunusual.txt +map trade_post_a34 -pidfile ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec autoexec_tradeunusual.cfg +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini ++sm_basepath addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/ -insert_search_path tf/servercustom/trade Gives me about 577 characters. I've got in my scripts ~/steamcmd but it writes it out full in the script though. I could change the name of the server to reduce a bit more. And yes I could add some of these options in my server.cfg, but I rather keep them outside so I can easily create new servers. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF2: New exploit in today's update
Also seeing crashes on normal servers and mvm servers. But could still be sourcemod related on some plugin, time will tell. Some plugins are broken (spammy in the logs) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: donderdag 11 juli 2013 16:24 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update I run a server with process only 24/7 for now and its crashed atleast once today. I was at work and unable to monitor it but one of our admins said it went down. Could be related to the map itself as no other of the 4 servers is crashing than the one running process continuously. Though i re-change the map after 10 rounds. MVM is also crashing for some reason. -ics Saint K. kirjoitti: The quick-fix thing was a coincidence. Somehow our server keeps crashing near the end of the cp_process map. The other new map it plays through nicely. The crash occurs each time near the end of process but I can't figure out how to replicate it. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K. [sai...@specialattack.net] Sent: 11 July 2013 13:38 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update Has anyone notice the server crashing with the quick-fix bug? One of our players said he just got the bug and seconds after the server went down. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Doctor McKay [mc...@doctormckay.com] Sent: 11 July 2013 07:41 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF2: New exploit in today's update I can confirm the Quick-Fix bug. Was able to replicate it myself. Dr. McKay On Thursday, July 11, 2013, ics wrote: There's also map exploit in cp_standin_final. Can get out of the map http://forums.steampowered.**com/forums/showthread.php?p=**34645640h ttp://forums.steampowered.com/forums/showthread.php?p=34645640 That thread might have also some other things to consider fixing. -ics Ross Bemrose kirjoitti: I've only seen this in videos, but apparently the healing effects of the quick-fix uber are not ending if the round resets (such as by ending or restart vote). Meaning that the former medic (and their patient?) continually have the quick fix effect applied forever, even after they die (i.e. headshot or backstab) and respawn. This can be exploited easily on the winning team, since they can still activate ubers before the end of the round. http://www.twitch.tv/ggglygy/**b/428663081http://www.twitch.tv/ggglygy/b/ 428663081has an example at around 2:53:00. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin uxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linu x __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linu xhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from Gmail Mobile ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server Full but Reporting 31/32
you dont have hltv turned on by chance? 2013/7/9 Chris Oryschak ch...@oryschak.com My server just started doing this, the browser/hlsw reports the server as 31/32 but when you goto connect it says 'Server is Full'. rcon status indicates the server is full with: players : 33 (33 max) But queries are reporting 1 less player Replay is enabled. No reserved slots (plugin not loaded). sv_visiblemaxplayers = -1 I haven't changed a thing, it just started doing it at random. I haven't altered the server in any way for many weeks with the exception of server updates. A server restart did not fix it. Has anyone come across this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Number of open files limit
1.6M, just for srcds? That can't be right :) Anyways, if you don't see any messages indicating that you reached your limit then its ok. Mine is still default and I have not run into any issues with it. But if it does, it will show in the console, so if you see it enlarge it. If it runs fine, then you can just leave it like it is. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PAL-18 Sent: zaterdag 6 juli 2013 6:22 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Number of open files limit Will a file open amount that is over the hard limit cause a problem for srcds servers? (eg. crashing, etc.) I use Ubuntu 12.04 TLS and the default hard limit is 4096, but currently 1,613,582 files are open. I dont know if i should increase the limit. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe
Will you be pushing the time (Monday) further so that we can just install a fresh install which has all of it? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kerry Davis Sent: donderdag 27 juni 2013 19:11 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe Indeed, I neglected to get the run script updated. Unfortunately we won't be able to update the script until the next release next week, but for now the linked script on github will do the trick, thanks! We're also updating the platform-specific configurations to get only the necessary executables. -Kerry -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dirk D Sent: Wednesday, June 26, 2013 2:46 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe The srcds_run script is still using the HLDSUpdateTool when using the -autoupdate switch (the script wasn't updated at all as far as I can tell). I took the liberty to merge the current TF2 SteamPipe srcds_run with the provided L4D2 srcds_run and came up with this for the time being: https://gist.github.com/dirkd/e5518c09dc22f45b2a53 SteamCMD also fetches all available executables (for Linux, Windows and OSX) and even hl2.sh and some icon files when updating AppID 222860. Is this intended or just a problem with the appinfo metadata, because appinfo.vdf seems to contain separate content configurations for Windows and Linux (SubAppIDs 222862 22863) like it does for TF2 which doesn't show this behavior? On Wed, Jun 26, 2013 at 8:09 PM, Kerry Davis ke...@valvesoftware.comwrote: Hello! We have converted Left 4 Dead 2 to be delivered through SteamPipe. Next Monday (July 1) servers downloaded with the HLDSUpdateTool will no longer be compatible. Only the server obtained using SteamCMD will work. The server is currently available for download; we encourage all server operators to download and install the server now if you haven't already. The server is interoperable with the current public Left 4 Dead 2 client. The AppID for the SteamPipe version of the server is 222860. Instructions for using SteamCMD to update your servers are available here: https://developer.valvesoftware.com/wiki/SteamCMD - Kerry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Viewing replay files as demo
You can have replay and souce tv both enabled, works fine on my end. Only if you run 32 slots servers you will have a problem. Because clients will crash (exit with too many slots) you need to remove it back to 31 or 30 to be able to work (test it out) 2013/6/20 Peter Reinhold peter_va...@reinhold.dk Hi all, Back when replay was still young, I (and others) tried to use the replay DMX files as demo files (to be able to view potential cheaters, etc), and kind-a-sort-a got it to work, but not quite. I was wondering if anyone knows if advances have been made, or maybe a patch note somewhere that I overlooked, that makes it possible to use the replay files as a, completely, valid .DEM file? Reason is, I just installed SMAC, and would like to use the autodemo, but I read on the forums that replay and sourcetv doesn't play nice together, and using the replay files would be an acceptable compromise. /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Viewing replay files as demo
there are plugins out there that record the complete movie like it does on war servers. i normally just put a script around it to place it into a public http folder so any person playing on the war server can see his movie back. Same could work on a pub i suppose. 2013/6/20 Peter Reinhold peter_va...@reinhold.dk On 20.06.2013 11:16, Jeff Sugar wrote: And, even if I did want to enable SourceTV, it would nevertheless be useful to be able to do things like convert replays to proper dem files :) I'd really like to offer players the possibility of downloading an entire match (even if its on a pub server), instead of just the on-death replays. /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD FQDNs and/or IP addresses
Just open it outbound only then? 2013/6/11 escapedturkey escapedtur...@escapedturkey.com It appears SteamCMD requires port 80 to be open. I prefer not to have port 80 open for game machines. Does anyone have a list of the FQDNs and/or IP addresses used by the SteamCMD distribution servers? Thank you. =) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server crashes on map change.
Thats the one thing it doesn't do with us. If it hangs on 100% cpu, its usually mid-game. Last time we had crashes on map change was because of replay, but they fixed that issue. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: zondag 9 juni 2013 5:44 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Server crashes on map change. We're getting server crashes about once a day or so that only appear to happen on map change. Server is completely locking up and hitting 100% CPU each time. There doesn't seem to be any rhyme or reason to it other than that it happens on map change. CentOS 6.4 x64 1270v2 2.6.32-358.6.2.el6.x86_64 #1 SMP Anyone else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Serverupdate not possible again
Last time it failed for me totally. Downloaded the steamcmd again and removed the ~/Steam folder (or whatever the dir is) in my homefolder, then restarted. That worked. 2013/6/4 Rob Nelson nexisentertainm...@gmail.com That's for items.txt. You know, for hats. On Tuesday, June 04, 2013 2:49:17 AM, Jan wrote: Steamcmd Success! App '232250' already up to date. then, the server starts Received 1747122 bytes item schema version 43D56980 direct data; update is queued. My update.txt // update_tf2_ds.txt // @ShutdownOnFailedCommand 0 //set to 0 if updating multiple servers at once @NoPromptForPassword 1 login anonymous force_install_dir /home/hlds_tf2/orange app_update 232250 validate quit I've updated the server multiples times, but it doesn't work. I already know about the problem. had this 2 weeks ago, solution was reinstall the server (New Hostsystem) Ubuntu 12.04.2 x64 Intel i7-3770 32 GB DDR3 RAM 2x 3 TB SATA 6 Gb/s HDD Software-RAID 1 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Freezing servers?
It happens now and then.. not that often, but it does. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens Sent: zondag 2 juni 2013 13:06 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Freezing servers? Has anyone else here encountered issues with servers that stop responding as of late? I seem to have one particular server that does it but others with identical plugins do not, and it's not a matter of use... I have other servers that have been full regularly with uptimes of over 9 days, whereas this one seems to be doing this every few days. Symptoms are no response from console, ~3GB memory usage, no response to status queries. If nobody has encountered this before I'll chalk it up to a WTF and just rebuild the server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crash
You can't spam with SMAC installed afaik. Anyways, the youtube guy - http://steamcommunity.com/profiles/76561198069953074 in case you want a pre ban.. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: zondag 2 juni 2013 20:41 To: Half-Life Linux dedicated server mailing list; Half-Life Windows dedicated server mailing Subject: [hlds_linux] TF2 server crash Hi everyone, Summary: There seems to be a new TF2 server crash technique floating around, likely related to the cooldown on action slot items being missing since the SteamPipe update. Long Boring Details: I don't have any hard evidence in it, having only seen two total reports of it happening. The first report is a video on Youtube of someone doing it, conveniently showing their loadout in the video: https://www.youtube.com/watch?v=SS8FsJrBqb0 In case they delete or hide their video, when the crash happens, their loadout consists of: stock Minigun, stock Heavy Shotgun, stock Fists, Bill's Hat (painted team spirit), Bronze Dueling Badge, and Noise Maker - Banshee) The second report was from the server side in the Donors part of the Allied Modders forum, having these lines: This is the line relevant line in the server log before the crash: L 06/01/2013 - 11:43:33: iCrashServers7STEAM_0:1:54618601Blue triggered player_loadout (primary 15) (secondary 11) (melee 5) (pda -1) (pda2 -1) (building -1) (head -1) (misc -1) So, we know they're using 15 (Stock Minigun), 11 (stock Heavy Shotgun), stock Fists, no hat or misc. However, the server doesn't log the contents of their action item. Then there's this post from the other day: https://forums.alliedmods.net/showthread.php?p=1961783#post1961783 which says Since steampipe i have seen players spamming taunts/action slot items hundreds of times a second. This creates many many entities very quickly.. Medic/shred alert... I think it is some kind of valve/engine bug that allows them to flood, dunno. May be related to tf2items, but it happens. For now I just limit taunts to every few seconds using gettime and plugin handled via command listener... It doesn't take a stretch of the imagination to conclude that action slot items are the crash of this crash and that the crash in question is caused by the server running out of edicts. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Fix Request: config_arena.cfg
I've reported this earlier too, lets hope they add this in one of the next updates. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe Sent: zaterdag 25 mei 2013 8:07 To: HLDS Linux Subject: [hlds_linux] Fix Request: config_arena.cfg Can we please have config_arena.cfg not overwritten after every update -or- usage of verify. As of current with the config file edited with exec server.cfg and everything else removed still causes the steampipe updater to overwrite. Rather annoying Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] command line too long, 512 max
Well the topic says it all. Starting a tf2 server, with the search path options being able to add multiple search paths and all other stuff to run multiple servers from 1 install makes my startup line rather big. Can this be bumped up a bit or can the search paths be moved into a file or anything else? As example: screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015 +clientport 27030 -replayserverdir tradeunusual -maxplayers 32 +motdfile motd_tradeunusual.txt +map trade_post_a34 -pidfile ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec autoexec_tradeunusual.cfg +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini +sm_basepath addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/ -insert_search_path tf/servercustom/trade Gives me about 577 characters. I've got in my scripts ~/steamcmd but it writes it out full in the script though. I could change the name of the server to reduce a bit more. And yes I could add some of these options in my server.cfg, but I rather keep them outside so I can easily create new servers. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] command line too long, 512 max
I actually didn't know that, i still learn more each day :) thanks for the reply's. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: donderdag 23 mei 2013 19:29 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] command line too long, 512 max To elaborate on what Fletcher is saying, change your command-line to: screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf -port 27015 -replayserverdir tradeunusual -maxplayers 32 -pidfile ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script /home/lzgames/steamcmd/tf.txt -insert_search_path tf/servercustom/trade +exec commandline_tradeunusual.cfg Note the lack of +xxx commands and the addition of the final +exec commandline_tradeunusual.cfg. Create a file called commandline_tradeunusual.cfg, and fill it with: servercfgfile server_tradeunusual.cfg ip 144.76.59.36 clientport 27030 motdfile motd_tradeunusual.txt sv_logsdir logs_tradeunusual/ mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini sm_basepath addons/sourcemod_tradeunusual exec autoexec_tradeunusual.cfg map trade_post_a34 Kind regards, Saul Rennison On 23 May 2013 17:19, Fletcher Dunn fletch...@valvesoftware.com wrote: You might try moving some of the +options into a single startup script and +exec them all at once. For example I am pretty sure that ++servercfgfile, motdfile, +map, +exec could all be executed from a startup script. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers Sent: Thursday, May 23, 2013 9:09 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] command line too long, 512 max Well the topic says it all. Starting a tf2 server, with the search path options being able to add multiple search paths and all other stuff to run multiple servers from 1 install makes my startup line rather big. Can this be bumped up a bit or can the search paths be moved into a file or anything else? As example: screen -A -m -d -S tradeunusual ./srcds_run -debug -game tf +servercfgfile server_tradeunusual.cfg +ip 144.76.59.36 -port 27015 +clientport 27030 -replayserverdir tradeunusual -maxplayers 32 +motdfile motd_tradeunusual.txt +map trade_post_a34 -pidfile ~/tf/tradeunusual.pid -autoupdate -steam_dir /home/lzgames/steamcmd/ -steamcmd_script /home/lzgames/steamcmd/tf.txt +exec autoexec_tradeunusual.cfg +mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini ++sm_basepath addons/sourcemod_tradeunusual +sv_logsdir logs_tradeunusual/ -insert_search_path tf/servercustom/trade Gives me about 577 characters. I've got in my scripts ~/steamcmd but it writes it out full in the script though. I could change the name of the server to reduce a bit more. And yes I could add some of these options in my server.cfg, but I rather keep them outside so I can easily create new servers. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Optional update for TF2 released
Has the delimiter for the search path also been fixed with this update? And thanks for the replay fixes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: dinsdag 21 mei 2013 0:59 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Optional update for TF2 released We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers, but it's not required. The notes for the update are below. -Eric --- - Added support for VR mode on OSX - Fixed a bad material on the HDMI Patch - Fixed a server crash on changelevel when the Replay system has been initialized but is not currently running - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Removed replay.cfg from depot and added replay_example.cfg to avoid clobbering user's replay.cfg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Optional update for TF2 released
p.s. can you also make a config_arena_example.cfg and remove the config_arena.cfg? 2013/5/21 Erik-jan Riemers riem...@binkey.nl Has the delimiter for the search path also been fixed with this update? And thanks for the replay fixes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: dinsdag 21 mei 2013 0:59 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Optional update for TF2 released We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers, but it's not required. The notes for the update are below. -Eric --- - Added support for VR mode on OSX - Fixed a bad material on the HDMI Patch - Fixed a server crash on changelevel when the Replay system has been initialized but is not currently running - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Removed replay.cfg from depot and added replay_example.cfg to avoid clobbering user's replay.cfg ___ 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