Re: [hlds_linux] [hlds] The End

2016-11-01 Thread Erik-jan Riemers
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

2016-11-01 Thread Erik-jan Riemers
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

2016-05-10 Thread Erik-jan Riemers
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

2016-05-05 Thread Erik-jan Riemers
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

2015-12-18 Thread Erik-jan Riemers
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

2015-07-20 Thread Erik-jan Riemers
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

2015-07-02 Thread Erik-jan Riemers
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

2015-06-30 Thread Erik-jan Riemers
+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

2015-06-17 Thread Erik-jan Riemers
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

2015-06-16 Thread Erik-jan Riemers
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

2015-06-15 Thread Erik-jan Riemers
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

2015-06-14 Thread Erik-jan Riemers
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

2015-06-14 Thread Erik-jan Riemers
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

2015-05-19 Thread Erik-jan Riemers
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

2015-02-06 Thread Erik-jan Riemers
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

2015-01-23 Thread Erik-jan Riemers
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

2015-01-17 Thread Erik-jan Riemers
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

2014-12-04 Thread Erik-jan Riemers
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

2014-12-04 Thread Erik-jan Riemers
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

2014-12-01 Thread Erik-jan Riemers
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

2014-10-30 Thread Erik-jan Riemers
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

2014-10-24 Thread Erik-jan Riemers
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

2014-10-24 Thread Erik-jan Riemers
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

2014-10-24 Thread Erik-jan Riemers
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

2014-10-02 Thread Erik-jan Riemers
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

2014-09-17 Thread Erik-jan Riemers
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

2014-09-17 Thread Erik-jan Riemers
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?

2014-09-01 Thread Erik-jan Riemers
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

2014-08-30 Thread Erik-jan Riemers
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

2014-08-29 Thread Erik-jan Riemers
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

2014-08-29 Thread Erik-jan Riemers
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

2014-08-28 Thread Erik-jan Riemers
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

2014-08-21 Thread Erik-jan Riemers
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

2014-07-17 Thread Erik-jan Riemers
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

2014-07-17 Thread Erik-jan Riemers
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

2014-07-16 Thread Erik-jan Riemers
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

2014-07-14 Thread Erik-jan Riemers
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

2014-07-13 Thread Erik-jan Riemers
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

2014-07-13 Thread Erik-jan Riemers
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

2014-07-12 Thread Erik-jan Riemers
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)

2014-07-10 Thread Erik-jan Riemers
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

2014-07-09 Thread Erik-jan Riemers
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?

2014-06-27 Thread Erik-jan Riemers
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

2014-06-20 Thread Erik-jan Riemers
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

2014-06-20 Thread Erik-jan Riemers
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

2014-06-17 Thread Erik-jan Riemers
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

2014-05-11 Thread Erik-jan Riemers
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

2014-05-11 Thread Erik-jan Riemers
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

2014-05-11 Thread Erik-jan Riemers
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

2014-04-11 Thread Erik-jan Riemers
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

2014-03-27 Thread Erik-jan Riemers
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

2014-03-20 Thread Erik-jan Riemers
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

2014-03-06 Thread Erik-jan Riemers
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

2014-02-25 Thread Erik-jan Riemers
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

2014-02-19 Thread Erik-jan Riemers
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

2014-02-08 Thread Erik-jan Riemers
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

2014-02-06 Thread Erik-jan Riemers
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

2014-02-05 Thread Erik-jan Riemers
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

2014-01-24 Thread Erik-jan Riemers
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

2013-12-09 Thread Erik-jan Riemers
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

2013-11-11 Thread Erik-jan Riemers
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

2013-11-07 Thread Erik-jan Riemers
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?

2013-11-07 Thread Erik-jan Riemers
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?

2013-11-07 Thread Erik-jan Riemers
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?

2013-11-07 Thread Erik-jan Riemers
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

2013-11-02 Thread Erik-jan Riemers
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

2013-10-31 Thread Erik-jan Riemers
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

2013-10-31 Thread Erik-jan Riemers
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

2013-10-31 Thread Erik-jan Riemers
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.

2013-10-24 Thread Erik-jan Riemers
 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

2013-10-10 Thread Erik-jan Riemers
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.

2013-09-05 Thread Erik-jan Riemers
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

2013-08-29 Thread Erik-jan Riemers
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

2013-08-29 Thread Erik-jan Riemers
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

2013-08-28 Thread Erik-jan Riemers
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

2013-08-27 Thread Erik-jan Riemers
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

2013-08-27 Thread Erik-jan Riemers
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.

2013-08-27 Thread Erik-jan Riemers
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.

2013-08-25 Thread Erik-jan Riemers
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.

2013-08-25 Thread Erik-jan Riemers
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

2013-08-12 Thread Erik-jan Riemers
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?

2013-08-12 Thread Erik-jan Riemers
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

2013-07-14 Thread Erik-jan Riemers
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

2013-07-12 Thread Erik-jan Riemers
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

2013-07-11 Thread Erik-jan Riemers
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

2013-07-09 Thread Erik-jan Riemers
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

2013-07-06 Thread Erik-jan Riemers
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

2013-06-27 Thread Erik-jan Riemers
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

2013-06-20 Thread Erik-jan Riemers
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

2013-06-20 Thread Erik-jan Riemers
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

2013-06-11 Thread Erik-jan Riemers
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.

2013-06-09 Thread Erik-jan Riemers
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

2013-06-04 Thread Erik-jan Riemers
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?

2013-06-02 Thread Erik-jan Riemers
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

2013-06-02 Thread Erik-jan Riemers
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

2013-05-25 Thread Erik-jan Riemers
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

2013-05-23 Thread Erik-jan Riemers
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

2013-05-23 Thread Erik-jan Riemers
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

2013-05-21 Thread Erik-jan Riemers
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

2013-05-21 Thread Erik-jan Riemers
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


  1   2   3   >