Re: [hlds_linux] [hlds_announce] Optional TF2 update released

2016-11-18 Thread Giovanni Harting
Why even go for CELT? Isn't CELT merged into opus? Shouldn't you go
for opus instead? That seems like a pretty interesting move to me
(integrating CELT now).

2016-11-19 2:01 GMT+01:00 pilger :
> Does CELT codec support input voice from file on TF2?
>
>
> _pilger
>
> On 18 November 2016 at 22:35, John Schoenick 
> wrote:
>
>> We've released an optional update for Team Fortress 2. The note for the
>> update is below. The new server version number is 3703329.
>>
>> Community servers only need this update if they are interested in the
>> CELT codec beta.  The mentioned ReadPreserveEnt fix is a client-side
>> update only.
>>
>> - John
>>
>>  -
>>
>> - Returned Unusual drop chances and possible particles effects to their
>> original values now that Halloween has ended
>> - Added beta support for the CELT voice codec
>> - Currently only enabled in community servers that opt-in to the beta
>> - Server operators can enable CELT usage by setting the below
>> convars, followed by a level change
>> - sv_use_steam_voice 0
>> - sv_voicecodec vaudio_celt
>> - Updated the localization files
>> - Fixed an occasional client crash with an error message regarding
>> "CL_ReadPreserveEnt"
>>
>>
>> ___
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Re: [hlds_linux] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-16 Thread Giovanni Harting
Since jessie is stable for a while now I consider this perfectly
understandable, not supporting oldstable isn't a big hit in my
opinion.

2016-03-16 10:41 GMT+01:00 Ross Bemrose :
> Debian 8 ("jessie") should be OK, though.  It uses glibc 2.19.
>
>
> On 3/16/2016 5:39 AM, Saint K. wrote:
>>
>> Looks like debian users need to upgrade;
>>
>> x@mrblue:~$ ldd --version
>> ldd (Debian EGLIBC 2.13-38+deb7u10) 2.13
>>
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Oskar Levin
>> Sent: Wednesday, March 16, 2016 6:15 AM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Heads Up: Minimum Requirements Changing for
>> Linux TF2 and SDK2013 Dedicated Server
>>
>> On 2016-03-16 05:06, Ross Bemrose wrote:
>>>
>>> Judging from previous errors, GLIBC 2.17 is the minimum.
>>> That means Debian 7 isn't compatible, nor is CentOS/RedHat 6 or below.
>>
>> So how about Ubuntu 12.04 LTS that were supposed to be targeted? It seems
>> to be running GLIBC 2.15.
>>
>> oskar@omega:~$ ldd --version
>> ldd (Ubuntu EGLIBC 2.15-0ubuntu10.13) 2.15 Copyright (C) 2012 Free
>> Software Foundation, Inc.
>> This is free software; see the source for copying conditions.  There is NO
>> warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
>> Written by Roland McGrath and Ulrich Drepper.
>>
>> oskar@omega:~$ /lib/x86_64-linux-gnu/libc.so.6 GNU C Library (Ubuntu
>> EGLIBC 2.15-0ubuntu10.13) stable release version 2.15, by Roland McGrath et
>> al.
>> Copyright (C) 2012 Free Software Foundation, Inc.
>> This is free software; see the source for copying conditions.
>> There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A
>> PARTICULAR PURPOSE.
>> Compiled by GNU CC version 4.6.3.
>> Compiled on a Linux 3.2.75 system on 2016-02-16.
>> Available extensions:
>>   crypt add-on version 2.1 by Michael Glad and others
>>   GNU Libidn by Simon Josefsson
>>   Native POSIX Threads Library by Ulrich Drepper et al
>>   BIND-8.2.3-T5B
>> libc ABIs: UNIQUE IFUNC
>> For bug reporting instructions, please see:
>> .
>>
>> oskar@omega:~$ lsb_release -a
>> No LSB modules are available.
>> Distributor ID:Ubuntu
>> Description:Ubuntu 12.04.5 LTS
>> Release:12.04
>> Codename:precise
>>
>> --
>> Best regards
>> Oskar Levin
>>
>>
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Re: [hlds_linux] IPv6 on SRCDS

2015-01-17 Thread Giovanni Harting
I would guess the new source 2 supports IPv6, everything else would be
terrifying.

2015-01-17 16:32 GMT+01:00 Kevin Kelker :
> -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
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> CBjIqKytuN4ZJ5xhztEb
> =H/tm
> -END PGP SIGNATURE-
>
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Giovanni Harting
Is it? Just finished couple of round on ghost_town, canteens working fine
for us. Only bug I (we all) have is that we have only have unknown items in
our inventory's. No names anymore ;)


2013/11/2 Saint K. 

> Scrap that, it's not working on *any* MVM map.
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Saturday, November 02, 2013 4:55 PM
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> For some reason we can't use canteens anymore on our MVM servers at
> mvm_ghost_town
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Friday, November 01, 2013 10:43 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: [hlds_linux] Mandatory TF2 update released
>
> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 1982480.
>
> -Eric
>
> --
>
> - Fixed a dedicated server crash related to players becoming ghosts in hell
> - Fixed a dedicated server crash related to spellbooks and switching
> weapons
> - Updated materials for the following items: Caffeine Cooler, Tartan
> Spartan, Carrion Companion, Sackcloth Spook, and the Pin Pals
>
>
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Re: [hlds_linux] Policy of Truth: Respawn Times

2013-06-19 Thread Giovanni Harting
At least these 55 servers [1] running on 1.5.5 didn't notice the update.
... but maybe they use it admin only

Since 1.5.8 it adds the correct tags.

[1] http://www.sourcemod.net/stats.php?mod_id=0&addon_id=1957


2013/6/19 ics 

> Some servers even have custom built stuff in them.
>
> I did a check just now. First 2 servers i ended up through quickplay are
> running instant spawn and are the same that i reported over a month ago. No
> one seems to read reports or do anything about these servers. Sad fact is
> that next 2 servers i ended up were mine. So these servers and communities
> that run them get the players by breaking the rules.
>
> -ics
>
> Ross Bemrose kirjoitti:
>
>  As someone already pointed out, most have been unapproved or updated, but
>> that doesn't make the older versions disappear.  Or from servers using the
>> old versions intentionally, or just editing them to remove the sv_tags code.
>>
>> On 6/18/2013 8:01 PM, 1nsane wrote:
>>
>>>  From what I saw the moderators at Sourcemod forums not approve (or even
>>> un
>>> approve existing) plugins that don't set the tags when they do something
>>> that should be tagged.
>>>
>>> So perhaps if valve started using the reports that we send them (F7 and
>>> or
>>> other means) they could do something about it.
>>>
>>>
>>>
>>>  On Tue, Jun 18, 2013 at 7:40 PM, Ross Bemrose 
 wrote:

  The plugins that don't report the proper respawn time tags are likely
> manually respawning players and ignoring the respawn wave times
> entirely,
> so even if you could programmatically report back the respawn wave
> times,
> it's utterly useless.
>
>
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>>
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Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

2013-05-30 Thread Giovanni Harting
2013/5/31 Ondřej Hošek 

> On Fri, May 31, 2013 at 4:14 AM, Giovanni Harting
>  wrote:
> > So only because it isn't available directly2you they shouldn't implement
> > it?
>
> Uhh, you completely misunderstood the point (and followed up with a
> personal attack, bravo): ISPs are slower than molasses in finally
> deploying the overdue update to the Internet Protocol. Hell, I don't
> know a single Austrian provider -- apart from universities, but they
> are a special case -- who ventured beyond some sort of internal
> experimentation. The opinion of the majority here is pretty much "IPv6
> is undoubtedly the future, but many of us are, through no fault of our
> own, stuck in the past".
>

It wasn't my target to attack anyone, if someone is feeling like that, it
wasn't meant to.

I know it isn't your fault you not having IPv6 connections, but the
important thing is, like mart-jan says, IPv6 will have its boom (fully ack
with you in the IPv6 future guessing with you, mart), so it wouldn't be a
shame for valve implementing it, even if its not a must have for the next
10 years.



>
> For what it's worth, if IPv6 is still happily ignored by those who
> provide us with Internet, I'm sure there are more pressing issues
> Valve will want to tend to first.
>
> Cheers,
> ~~ Ondra
>
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Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

2013-05-30 Thread Giovanni Harting
So only because it isn't available directly2you they shouldn't implement
it? Real freethinker here. 50 years? Yea, in 50 years what should an ipv4
addr. cost? Unpayable in 50 years, at least for us.


2013/5/31 Sam Newsome (Rizla) 

> I'm with BT and have IPv6
>
> I believe IPv4 is being phased out in 2014? or thats its EOL
>
> -Rizla
>
>
> On 30/05/2013 22:20, lee bailey wrote:
>
>> I cant see British Telecom implementing ipv6 for a VERY long time, they
>> are
>> stuck in the 80s
>>
>>
>> On Thu, May 30, 2013 at 9:48 PM, Aridane Manuel Ojeda Sánchez <
>> pcdriv...@gmail.com> wrote:
>>
>>  Remind Fletcher Dunn on December 28 to comunícate it :)
>>>
>>> Maybe we believe to be true...
>>>
>>>
>>> El jueves, 30 de mayo de 2013, Mart-Jan Reeuwijk escribió:
>>>
>>>  Its a joke, I missed that there was no update last night, so I made some
 up for things I've been missing for a long time:

 Source Engine and Team Fortress 2 Changes
 - Fixed recorded demo video export to various video formats (AVI, h264).
 - Fixed broken Replay downloads on clientside not working.
 - Removed requirements to have QuickTime installed when using Replay

>>> video
>>>
 recording to TGA + WAV.
 - Added killfeed to Replay.
 - Added cl_autorecord, a automatic demo recording convar, which saves
 demo's and in a separate text file with the same name the exact ticks
 the
 kills / assists / deaths / respawns / dominations happened. Those are

>>> saved
>>>
 to \tf\autorecord\ This to support competitive play and video
 promotions.
 Auto deletes these after cl_autorecord_cleanup_time in days.
 - Fixed the NVidia Crash bug problem for 8000, 9000 and 200 series of
 cards (nvMcJohn is AWOL for 2 weeks now).
 - Fixed mouselag for vertical sync
 - Set new rate defaults and locked them down to:
- rate 8
- cl_cmdrate 66
- cl_updaterate 66
- cl_interp "0.040"
- cl_interp_ratio 2
 - Upgraded to DirectX 11, dropped support for DX7 & DX8
 - Implemented IPv6 after a project of 20 years, finally implemented.
 - Adjusted mat_picmip -10 to be accessible with sv_cheats 1
 - We now promise to keep stuff working, fix it directly when we break it
 instead of letting it lying about for years.
 - Improved parser to not accept convars feeded with "+" signs etc.
 - Fixed everything:
 http://forums.steampowered.**com/forums/showthread.php?**t020620and

  https://docs.google.com/**document/pub?id=**
>>> RgEtYCsqdpFdbWPMNqNJIZngSbUUCC**tSQ03AuHrcBE
>>>
>>>  - Added LoD to all weapons and hats, lowered the highest polycount on

>>> each
>>>
 with 10%.
 - All items which have bugs will not be able to be equipped till it is
 fixed, this to help motivate the team to fix it.
 - Added "Classic" gamemode, so pyro can do its Kamikaze runs again, and
 still have a K:D ratio of 10:1. (basically: flames don't go out anymore

>>> by
>>>
 various means, upgraded pyro with Napalm instead of normal gasoline)

 Sync to other Source Engine games next week.

 Announcement to begin work on Open Source Engine 3 (x64 quad core and
 higher only), for future titles:
 - Half Life 3
 - Left 4 Dead 3
 - Team Fortress 3
 - DoD:s 3
 - CS 3
 etc.
 __**_
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>>>
>
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Re: [hlds_linux] [HLDS_LINUX] Mandatory TF2 update released

2013-05-30 Thread Giovanni Harting
That's not correct.
I would be happy to make IPv6 available for these who already get IPv6
connections (witch are more and more), but without native IPv6 support it
would cost lots of time to configure a IPv6<->IPv4 translation (correct my
if I'm wrong, but as far as I know its possible).
So IPv6 is a feature that _must_ be implemented in the future.


2013/5/30 lee bailey 

> IPv6?
> This isn't even used in the real world yet? that is the ISP's fault - not
> Valves?!
>
>
> On Thu, May 30, 2013 at 5:50 PM, Gordon Reynolds <
> thisisgordonsem...@gmail.com> wrote:
>
> > It's funny because it's things we want. Get it?
> >
> > Especially lines like: "We now promise to keep stuff working, fix it
> > directly when we break it instead of letting it lying about for years.*"*
> > Because I'm tired of Valve getting together weekly and deciding "screw
> the
> > users" or whatever you think they do, right?
> >
> >
> > On Wed, May 29, 2013 at 11:16 PM, Mart-Jan Reeuwijk  > >wrote:
> >
> > >
> > > Its a joke, I missed that there was no update last night, so I made
> some
> > > up for things I've been missing for a long time:
> > >
> > > Source Engine and Team Fortress 2 Changes
> > > - Fixed recorded demo video export to various video formats (AVI,
> h264).
> > > - Fixed broken Replay downloads on clientside not working.
> > > - Removed requirements to have QuickTime installed when using Replay
> > video
> > > recording to TGA + WAV.
> > > - Added killfeed to Replay.
> > > - Added cl_autorecord, a automatic demo recording convar, which saves
> > > demo's and in a separate text file with the same name the exact ticks
> the
> > > kills / assists / deaths / respawns / dominations happened. Those are
> > saved
> > > to \tf\autorecord\ This to support competitive play and video
> promotions.
> > > Auto deletes these after cl_autorecord_cleanup_time in days.
> > > - Fixed the NVidia Crash bug problem for 8000, 9000 and 200 series of
> > > cards (nvMcJohn is AWOL for 2 weeks now).
> > > - Fixed mouselag for vertical sync
> > > - Set new rate defaults and locked them down to:
> > >   - rate 8
> > >   - cl_cmdrate 66
> > >   - cl_updaterate 66
> > >   - cl_interp "0.040"
> > >   - cl_interp_ratio 2
> > > - Upgraded to DirectX 11, dropped support for DX7 & DX8
> > > - Implemented IPv6 after a project of 20 years, finally implemented.
> > > - Adjusted mat_picmip -10 to be accessible with sv_cheats 1
> > > - We now promise to keep stuff working, fix it directly when we break
> it
> > > instead of letting it lying about for years.
> > > - Improved parser to not accept convars feeded with "+" signs etc.
> > > - Fixed everything:
> > > http://forums.steampowered.com/forums/showthread.php?t=3020620 and
> > >
> >
> https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE
> > > - Added LoD to all weapons and hats, lowered the highest polycount on
> > each
> > > with 10%.
> > > - All items which have bugs will not be able to be equipped till it is
> > > fixed, this to help motivate the team to fix it.
> > > - Added "Classic" gamemode, so pyro can do its Kamikaze runs again, and
> > > still have a K:D ratio of 10:1. (basically: flames don't go out anymore
> > by
> > > various means, upgraded pyro with Napalm instead of normal gasoline)
> > >
> > > Sync to other Source Engine games next week.
> > >
> > > Announcement to begin work on Open Source Engine 3 (x64 quad core and
> > > higher only), for future titles:
> > > - Half Life 3
> > > - Left 4 Dead 3
> > > - Team Fortress 3
> > > - DoD:s 3
> > > - CS 3
> > > etc.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> > --
> > - Gordon Reynolds
> > ___
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Re: [hlds_linux] Error on SteamPiped TF2 server: Unable to load Steam support library.

2013-04-30 Thread Giovanni Harting
Had this yesterday, a restart did the trick.

gz


2013/5/1 Weasel 

> This is under Debian Linux 6 (64-bit).
> non-SteamPipe TF2 ran fine previously, and beta SteamPipe didn't throw
> that error either.
>
> This sounds rather ominous:
>
> L 04/30/2013 - 17:59:59: Initializing Steam libraries for secure Internet
> server
> L 04/30/2013 - 18:00:00:
> *
> L 04/30/2013 - 18:00:00: *  Unable to load Steam support library.*
> L 04/30/2013 - 18:00:00: *  This server will operate in LAN mode only.*
>
> Unfortunately, I am at my day job, so I can't attempt to join the server
> to see if this means what I think it does.
>
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Re: [hlds_linux] Help anyone,

2013-04-29 Thread Giovanni Harting
Forgot something: Maybe there are file conflicts within useing the parent
dir, you should try another folder path and see if the error is still
occuring.


2013/4/29 Giovanni Harting 

> Actually, '..' is a dir on unix. (the parent dir) If this is causing
> the error valve should fix that. Using the .. maybe not the most sommon
> way, but it _should_ really work.
>
>
> 2013/4/28 Peter Lindblom 
>
>> You should set a dir
>> +force_install_dir ..
>> +force_install_dir gearbox
>>
>>
>> edman747  skrev:
>>
>> >I have hlds installed and running. I want to add support for opposing
>> >force.
>> >./steamcmd.sh +logon anonymous +force_install_dir .. +app_set_config 90
>> >mod
>> >gearbox +app_update "90 -beta beta" validate +quit
>> >
>> > downloading, progress:83.2
>> >Error! App '90' state is 0x406 after update job.
>> >
>> >I have run the update four times. Each time it goes a little longer.
>> >
>> >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
>>
>> --
>> Skickat från min Android-telefon med K-9 E-post. Ursäkta min fåordighet.
>> ___
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Help anyone,

2013-04-29 Thread Giovanni Harting
Actually, '..' is a dir on unix. (the parent dir) If this is causing
the error valve should fix that. Using the .. maybe not the most sommon
way, but it _should_ really work.


2013/4/28 Peter Lindblom 

> You should set a dir
> +force_install_dir ..
> +force_install_dir gearbox
>
>
> edman747  skrev:
>
> >I have hlds installed and running. I want to add support for opposing
> >force.
> >./steamcmd.sh +logon anonymous +force_install_dir .. +app_set_config 90
> >mod
> >gearbox +app_update "90 -beta beta" validate +quit
> >
> > downloading, progress:83.2
> >Error! App '90' state is 0x406 after update job.
> >
> >I have run the update four times. Each time it goes a little longer.
> >
> >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
>
> --
> Skickat från min Android-telefon med K-9 E-post. Ursäkta min fåordighet.
> ___
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Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread Giovanni Harting
There are some port that the game tries to bound automaticly, maybe there
are some cvars to control that 

For all command line specific, look here:
https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server


2013/2/10 Landon Orr 

> So that specified one of the ports, however when I run the server, it's
> still trying to use 27020, which is in use. Is it possible to specify that
> one as well?
>
>
> On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang  >wrote:
>
> > The parameter is "-port 27025", for example.
> > On Feb 9, 2013 6:00 PM, "Landon Orr"  wrote:
> >
> > > Currently I'm trying to host multiple servers on one machine. It's a
> very
> > > beefy machine, two 16-core AMD processors and 64 gigs of memory, so I'd
> > > like to run quite a bit of servers, 30+ if possible. However, I'm
> running
> > > into an issue when I spin up more than fiver servers or so. Right now
> I'm
> > > having issues with ports overlapping, as in the servers try to request
> a
> > > port but it's already in use. For the first five they would just use
> the
> > > next port up. However, it seems that a server uses two ports (correct
> me
> > if
> > > I'm wrong) 27015 and 27020. After five servers, the next server tries
> to
> > > use 27015, it's in use so it tries 27020 and then it gives up.
> > >
> > > I know when you use the srcds_run command, there is a way to specify
> the
> > > port to use, but I can't remember the command. Also, how many ports do
> I
> > > have to specify? Just two, or are there more than that?
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] daily restarrt manually

2013-02-05 Thread Giovanni Harting
Same problem here on debian x64. Its only on few servers, they start all
insecure now due missing of this lib

Im still updating with the hldsuptadetool. Have I missed the update that
makes the tf2 linux server avaliable on the new steamcmd only?


2013/2/5 Michael Johansen 

>
> Honestly, I don't know if it's placebo or whatever, but crashes seem to
> intensify right after an update. I mean, we had 10 crashes per day atleast
> right after the latest TF2 update - now we don't see any crashes and we
> haven't done any changes to the server configuration and/or the mods they
> are running. Weird.
>
> > From: sai...@specialattack.net
> > To: hlds_linux@list.valvesoftware.com
> > Date: Tue, 5 Feb 2013 09:18:17 +0100
> > Subject: Re: [hlds_linux] daily restarrt manually
> >
> > And here I thought we where the only one with this problem. (also on
> Debian)
> >
> > The crashes seem to have intensified after the last few TF2 updates, not
> sure if you have noticed the same.
> >
> > Saint K.
> > 
> > From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers [
> riem...@binkey.nl]
> > Sent: 05 February 2013 09:09
> > To: Half-Life dedicated Linux server mailing list
> > Subject: [hlds_linux] daily restarrt manually
> >
> > Hi all,
> >
> > For some time i am cursed that from the 30 tf2 servers, i usually have to
> > manually restart about 5 to 10 a day because they are hanging/crashed.
> > When it issues a daily _restart it just either "hangs" or comes up with
> > the error below.
> >
> > I was trying to look deeper into this issue last time and found out that
> > on one of the boxes I got this message on a restart crash:
> > /home/lz/.steam/sdk32/steamclient.so: cannot open shared object file: No
> > such file or directory
> > After some digging it seems that this comes with the new steamcmd client,
> > where you have to symbolic link the bin32 to sdk32. It only
> > creates the .steam files if you actually run the steamcmd client to
> > download a game (csgo for instance) running steamcmd standalone just
> makes
> > bad ubuntu links on my debian.
> >
> > Looking at below message, this makes me believe that for some reason
> these
> > servers of mine crash because of incorrect libs or something in this
> area.
> > After all, why would it complain about a steamclient.so that only comes
> > via steamcmd? Which we don't use for tf2 yet.
> >
> > Does anybody have my golden clue?
> >
> > L 02/05/2013 - 06:10:19: server_message: "quit"
> > L 02/05/2013 - 06:10:19: Log file closed
> > L 02/05/2013 - 06:10:19: server_message: "restart"
> > L 02/05/2013 - 06:10:19: Log file closed.
> > *** glibc detected *** ./srcds_linux: free(): invalid pointer: 0x0a06c380
> > ***
> > === Backtrace: =
> > /lib32/libc.so.6(+0x6bbe1)[0xf7547be1]
> > /lib32/libc.so.6(+0x6d458)[0xf7549458]
> > /lib32/libc.so.6(cfree+0x6d)[0xf754c53d]
> > bin/libstdc++.so.6(_ZdlPv+0x20)[0xf76c29d9]
> > bin/libstdc++.so.6(_ZdaPv+0x1a)[0xf76c2a23]
> > /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so
> (+0x6f4
> > c1)[0xea5b14c1]
> > /lib32/libc.so.6(__cxa_finalize+0xb8)[0xf750b988]
> > /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so
> (+0x30a
> > 14)[0xea572a14]
> > /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod.2.ep2v.so
> (+0xd25
> > d0)[0xea6145d0]
> > /lib/ld-linux.so.2(+0x1359e)[0xf775859e]
> > /lib/ld-linux.so.2(+0x14057)[0xf7759057]
> > /lib32/libdl.so.2(+0xca4)[0xf770fca4]
> > /lib/ld-linux.so.2(+0xe5d6)[0xf77535d6]
> > /lib32/libdl.so.2(+0x109c)[0xf771009c]
> > /lib32/libdl.so.2(dlclose+0x2a)[0xf770fcda]
> >
> /home/lz/mvm4/orangebox/tf/addons/sourcemod/bin/sourcemod_mm_i486.so(Unloa
> > dInterface_MMS+0x17)[0xea6619e7]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x1
> > 76e8)[0xeaa7f6e8]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x1
> > b606)[0xeaa83606]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x1
> > 6915)[0xeaa7e915]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x1
> > 6ac0)[0xeaa7eac0]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x1
> > 1d72)[0xeaa79d72]
> > /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/metamod.2.ep2v.so
> (+0x2
> > 66a5)[0xeaa8e6a5]
> >
> /home/lz/mvm4/orangebox/tf/../tf/addons/metamod/bin/server.so(+0x2247)[0xe
> > aab3247]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18ec9c)[0xf6c44c9c]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18fc89)[0xf6c45c89]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x18750f)[0xf6c3d50f]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19d9c2)[0xf6c539c2]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x1d0680)[0xf6c86680]
> > /home/lz/mvm4/orangebox/bin/engine_srv.so(+0x19dc0f)[0xf6c53c0f]
> > bin/dedicated_srv.so(+0x691c0)[0xf6f4f1c0]
> > bin/d

Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners

2012-12-28 Thread Giovanni Harting
Agree, much more problems with steamcmd, its actually better situated right
were it is on the old hldsupdatetool, believe me!


2012/12/28 Asher Baker 

> On Fri, Dec 28, 2012 at 8:17 AM, Cameron Munroe
>  wrote:
> > #Current (New) server lock ups that provide no crash running the newest
> > sourcemod. (Seems to be with high effects, possibly running out of the
> table
> > space?)
>
> That was our bug, we backed out the change causing it yesterday.
>
> > #New Proxy Updated still not here
>
> Considering the state of steamcmd, you wouldn't want it.
>
> ~
> "Their heads are green, and their hands are blue,
>   And they went to sea in a Sieve." - Edward Lear
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] TF2 apocalypse?

2012-12-20 Thread Giovanni Harting
Valve time explains all!


2012/12/21 Aaron Thompson 

> Mayans didn't predict leap years. The world should have ended 6 months ago.
>
> On Thu, Dec 20, 2012 at 6:15 PM, Weasel  wrote:
>
> > @Steam_Support Hmmm... new TF2 update released just as it becomes
> > 12/21/2012 UTC ... coincidence? or is this what the Mayans warned us
> about?
> >
> > On Thu, 2012/12/20 03:12 PM, Eric Smith 
> > wrote:
> > > Sorry, we forgot part of the notes:
> > >
> > > - Added three new community weapons
> > >- The Vaccinator
> > >- The Loose Cannon
> > >- The Rescue Ranger
> > >
> > >
> > > -Eric
> > >
> > > -Original Message-
> > > From: hlds_announce-boun...@list.valvesoftware.com [mailto:
> > hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > > Sent: Thursday, December 20, 2012 2:59 PM
> > > To: Half-Life dedicated Win32 server mailing list; '
> > hlds_linux@list.valvesoftware.com'; '
> hlds_annou...@list.valvesoftware.com'
> > > Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates
> > released
> > >
> > > We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes
> > for the updates are below.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > > - Updated some Big Picture features
> > > - Additional improvements for client stability
> > >
> > > Team Fortress 2
> > > - Australian Christmas has begun!
> > >- Added community-contributed winter event items
> > >- Added Naughty and Nice winter keys to the Mann Co. Store
> > > - Mann Vs. Machine
> > >- Added a new tour of duty with unique loot:
> > >  - Operation Mecha Engine, with 3 new advanced skill missions
> > >  - New map mvm_bigrock
> > >  - New Engineer Botkiller items
> > >- Added new Engineer robot
> > > - Added new Strange Filter items to the Mann Co. Store to support
> > community map makers
> > > - Added new checkout dialogs and taunt-activated effect to raise
> > awareness for Community Map Stamps
> > > - Added +context_action command (defaults to X for controllers). This
> > will use the action slot if your Canteen contains a charge and will taunt
> > otherwise3
> > > - Added +attack3 command (defaults to middle-mouse button)
> > > - Added Adult Swim items to the Mann Co. Store
> > > - Fixed an exploit that allowed players to be permanently invulnerable
> > > - Fixed the Pyro's airblast not working correctly when facing downhill
> > > - Made Force-A-Nature pushback more consistent
> > > - Updated pl_barnblitz
> > >- Fixed various map exploits
> > > - Updated sd_doomsday
> > >- Fixed various map exploits
> > > - 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
> >
> ___
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> please visit:
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread Giovanni Harting
I have seen this tow days earlier too


2012/11/2 Scipizoa 

> Really???   I've seen this happen the last couple of updates,  for tf2,
> it even did it afew times for l4d2
>
> From: Marco Padovan 
> To: hlds_linux 
> Sent: Friday, November 02, 2012 at 2:59 pm
> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>
> Ah ok,
>
>
>
> didn't noticed this during the last update:)
>
>
>
> Il 02/11/2012 19.55, TIFFANY OJEDA ha scritto:
>
> > I think its just  everyone trying to access the update servers all at
> the same time,  when the last update came out  same thing happened
>
> >
>
> > From: Marco Padovan 
>
> > To: hlds_linux 
>
> > Sent: Friday, November 02, 2012 at 2:53 pm
>
> > Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
>
> >
>
> > seeing the same on all our .eu servers ... just give it some time (up to
>
> >
>
> > 10minutes) and it will finally connect to some server and will start
>
> >
>
> > downloading :)
>
> >
>
> >
>
> >
>
> >
>
> >
>
> > Il 02/11/2012 19.51, Svensk Ljud & Ljus Produktion ha scritto:
>
> >
>
> >> Im getting this on our MvM server.
>
> >>   4:27 [146.66.156.13:27030] Failed.  Failed to connect to
>
> >> 146.66.156.13:27030, errno 115 "Operation now in progress"
>
> >>   4:27 [213.242.110.94:27030] Connecting...
>
> >>   4:27 [213.242.110.94:27030] Connection established;
> handshaking...
>
> >>   4:27 [213.242.110.94:27030] Sending login message...
>
> >>   4:27 [213.242.110.94:27030] Failed.  Server rejected session
> login
>
> >>   4:28 [80.239.130.254:27030] Connecting...
>
> >>   4:31 [80.239.130.254:27030] Failed.  Failed to connect to
>
> >> 80.239.130.254:27030, errno 115 "Operation now in progress"
>
> >>   4:31 [77.67.56.170:27030] Connecting...
>
> >>   4:34 [77.67.56.170:27030] Failed.  Failed to connect to
>
> >> 77.67.56.170:27030, errno 115 "Operation now in progress"
>
> >>   4:34 [146.66.156.13:27030] Connecting...
>
> >>   4:37 [146.66.156.13:27030] Failed.  Failed to connect to
>
> >> 146.66.156.13:27030, errno 115 "Operation now in progress"
>
> >>   4:37 [146.66.156.12:27030] Connecting...
>
> >>   4:40 [146.66.156.12:27030] Failed.  Failed to connect to
>
> >> 146.66.156.12:27030, errno 115 "Operation now in progress"
>
> >>   4:40 [81.171.70.221:27030] Connecting...
>
> >>   4:43 [81.171.70.221:27030] Failed.  Failed to connect to
>
> >> 81.171.70.221:27030, errno 115 "Operation now in progress"
>
> >>   4:43 [213.242.110.94:27030] Connecting...
>
> >>   4:43 [213.242.110.94:27030] Connection established;
> handshaking...
>
> >>   4:43 [213.242.110.94:27030] Sending login message...
>
> >>   4:43 [213.242.110.94:27030] Failed.  Server rejected session
> login
>
> >>   4:43 [213.242.110.98:27030] Connecting...
>
> >>   4:43 [213.242.110.98:27030] Connection established;
> handshaking...
>
> >>   4:43 [213.242.110.98:27030] Sending login message...
>
> >>   4:43 [213.242.110.98:27030] Failed.  Server rejected session
> login
>
> >>   4:43 [77.67.60.58:27030] Connecting...
>
> >>   4:46 [77.67.60.58:27030] Failed.  Failed to connect to
>
> >> 77.67.60.58:27030, errno 115 "Operation now in progress"
>
> >>   4:46 [79.141.165.3:27030] Connecting...
>
> >>   4:49 [79.141.165.3:27030] Failed.  Failed to connect to
>
> >> 79.141.165.3:27030, errno 115 "Operation now in progress"
>
> >>   4:49 [80.239.194.142:27030] Connecting...
>
> >>   4:52 [80.239.194.142:27030] Failed.  Failed to connect to
>
> >> 80.239.194.142:27030, errno 115 "Operation now in progress"
>
> >>   4:52 [81.171.70.222:27030] Connecting...
>
> >>   4:55 [81.171.70.222:27030] Failed.  Failed to connect to
>
> >> 81.171.70.222:270
>
> >> i'll never seen that before ..
>
> >> We are located in North Europe
>
> >> Peter
>
> >> Sweden
>
> >> Eric Smith skrev 2012-11-02 19:26:
>
> >>> We've released a mandatory update for Team Fortress 2. The notes for
>
> >>> the update are below.
>
> >>> -Eric
>
> >>> --
>
> >>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>
> >>> - Fixed a bug that was causing intermittent lag spikes for Linux
>
> >>> dedicated servers
>
> >>> - Fixed a crash while command-tabing on Mac in fullscreen
>
> >>> - Fixed not running on Mac OSX 10.5.8
>
> >>> Team Fortress 2
>
> >>> - MERASMUS! has leveled up at WizardCon!
>
> >>> - "The Skull Island Topper" now tracks the highest level of
>
> >>> Merasmus the owner has helped defeat
>
> >>> - Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
>
> >>> - Increased Soldier and Demoman damage against Merasmus while he
>
> >>> is in hiding
>
> >>> - Saxxy Awards submissions are now being accepted for the Replay
>
> >>> category via the in-game YouTube(tm) uploader
>
> >>> - Fixed the Heavy not playing the correct audio when equipping all of
>
> >>> the Grand Duchess items
>
> >>> - Fixed the Grand Duchess items not being groupped as

Re: [hlds_linux] Sourcemod STILL not working for me but it is for everyone else

2012-10-27 Thread Giovanni Harting
Witch version do you use? Working is latest sm dev snapshot and metamod
1.10 dev snapshot

2012/10/28 Benedict Glover 

>
> Since Alliedmodders isn't giving me any responce, I'd like to know how
> everyone has managed to get sourcemod working but me. I've tried
> everything, but it will always lock up whenever it tries to load any plugin
> (and all I want atm is the ones that come with it). I've tried recompiling
> the plugins from the scripting folder, tried the windows plugins, but it
> keeps hanging on:
> L 10/28/2012 - 01:27:48:  Mapchange to koth_lakeside_event 
>
> Sourcemod loads fine with no plugins in the plugins folder, however as
> soon as I put one in and try to load it it just freezes.
>
>
> ___
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> please visit:
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Re: [hlds_linux] Optional Team Fortress 2 update released

2012-10-27 Thread Giovanni Harting
Fixes the crash. Big thx

2012/10/28 Eric Smith 

> We've released an optional (for dedicated servers) update for Team
> Fortress 2. The notes for the update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a regression in the Mac's minimum system check
>
> Team Fortress 2
> - Added new audio lines for Merasmus to use when he attacks
> - Fixed a Linux dedicated server crash related to Mann vs. Machine mode
>
>
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Giovanni Harting
I think europe will get another peak around the evening, i will turn my not
working mvm server into halloween servers soon.

2012/10/27 Marco Padovan 

> So: do we need to put online moreservers or are there enough servers to
> handlethe players influx? :)
>
>
> Il 27/10/2012 17.26, Giovanni Harting ha scritto:
> > Stable. Filled after ~ 1 minute
> >
> > 2012/10/27 Marco Padovan 
> >
> >> I just put online 2 additional 24slots servers in europe and they were
> >> *instantly* filled...
> >>
> >> looks like I can keep putting them online and they keep getting filled
> >> seconds after I get them started...
> >>
> >> what's the situation in Europe? :O
> >> ___
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Giovanni Harting
Stable. Filled after ~ 1 minute

2012/10/27 Marco Padovan 

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

2012-10-27 Thread Giovanni Harting
I think it needs both to do so.

2012/10/27 Cameron Munroe 

> Okay, are you a computer or a person?
>
>
>
> On 10/27/2012 8:21 AM, Ourprop wrote:
>
>> On 10/27/2012 7:16 AM, 
>> hlds_linux-request@list.**valvesoftware.comwrote:
>>
>>> Send hlds_linux mailing list submissions to
>>> hlds_linux@list.valvesoftware.**com
>>>
>>> To subscribe or unsubscribe via the World Wide Web, visit
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**
>>> hlds_linux
>>> or, via email, send a message with subject or body 'help' to
>>> 
>>> hlds_linux-request@list.**valvesoftware.com
>>>
>>> You can reach the person managing the list at
>>> 
>>> hlds_linux-owner@list.**valvesoftware.com
>>>
>>> When replying, please edit your Subject line so it is more specific
>>> than "Re: Contents of hlds_linux digest..."
>>>
>>>
>>> Today's Topics:
>>>
>>> 1. Re: MvM servers crash after update (Doug Tyrrell)
>>> 2. Re: MvM servers crash after update (HWDOMD)
>>> 3. Re: Running a Halloween Server (dan)
>>> 4. Re: Running a Halloween Server (Maavrik)
>>> 5. Re: Running a Halloween Server (dan)
>>> 6. Re: Sourcemod? (Peter Reinhold)
>>> 7. Re: Sourcemod? (Peter Reinhold)
>>> 8. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
>>>(Peter Reinhold)
>>> 9. Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
>>>(Marco Padovan)
>>>
>>>
>>> --**--**
>>> --
>>>
>>> Message: 1
>>> Date: Sat, 27 Oct 2012 00:29:55 -0600
>>> From: Doug Tyrrell 
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: Re: [hlds_linux] MvM servers crash after update
>>> Message-ID: 
>>> <508B7F63.8020308@dvondrake.**com<508b7f63.8020...@dvondrake.com>
>>> >
>>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>>
>>> I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
>>> only happens on MvM. Any map. Occurs whenever someone spawns immediately
>>> after picking their class. Only seems to happen on linux.
>>>
>>>
>>>
>>> --
>>>
>>> Message: 2
>>> Date: Fri, 26 Oct 2012 23:55:38 -0700
>>> From: "HWDOMD" 
>>> To: "'Half-Life dedicated Linux server mailing list'"
>>> 
>>> >
>>> Subject: Re: [hlds_linux] MvM servers crash after update
>>> Message-ID: <01cdb410$13910540$**3ab30fc0$@com>
>>> Content-Type: text/plain;charset="us-ascii"
>>>
>>> Exactly the same thing here too. Our other servers running regular maps
>>> and
>>> the one running the PvP Halloween event maps are fine (give or take the
>>> odd
>>> sdkhooks issue and such). I'm running the latest dev snapshots of MM and
>>> SM,
>>> OS is Xubuntu.
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com
>>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Doug Tyrrell
>>> Sent: Friday, October 26, 2012 11:30 PM
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: Re: [hlds_linux] MvM servers crash after update
>>>
>>> I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and
>>> only happens on MvM. Any map. Occurs whenever someone spawns immediately
>>> after picking their class. Only seems to happen on linux.
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>> -
>>> No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2013.0.2742 / Virus Database: 2617/5856 - Release Date: 10/26/12
>>>
>>>
>>>
>>>
>>> --
>>>
>>> Message: 3
>>> Date: Sat, 27 Oct 2012 08:02:43 +0100
>>> From: dan 
>>> To: Half-Life dedicated Linux server mailing list
>>> 
>>> >
>>> Subject: Re: [hlds_linux] Running a Halloween Server
>>> Message-ID: <508b8713.3040...@ntlworld.com**>
>>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>>
>>> On 27/10/2012 06:47, Maavrik wrote:
>>>
 Not exactly what I was asking, I was asking if I needed to set any
 commands to make Merasmus spawn.  That is useful to me just encase I
 do decide to start a server for Quickplay.

>>> It should just work if your server loads the map.
>>>
>>> There  is a cvar for getting events to work when it's not halloween :-
>>> tf_forced_holiday
>>>
>>> I'm not sure if they're still using the stupid minimum player
>>> requirements this year? But if they are some
>>> aspects of the map might not work unless your server has enough players
>>> (where "enough" is whatever random number someone at valve pulled out of
>>> their arse)
>>>
>>>  Same exact issue here , tried on Vanilla first, then installed the
>> newest MM and SM, and same issue. It works until you load a class and then
>> just cras

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

2012-10-26 Thread Giovanni Harting
superlogs is sort of integrated in the gameme plugin i guess, sure. So its
the same problem, only different locations.

2012/10/27 Peter Reinhold 

> On 27.10.2012 02:29, Jason wrote:
>
>  I heard if you are running gameme stats this can cause problems
>> too..confirmed for anyone?
>>
>
> Does GameME have their own plugin?  Which may incorporate the superlogs
> code in some form? (Just a guess, I don't use GameME)
>
> But, disabling superlogs stopped my server from crashing at least.
>
>
> /Peter
>
>
>
>
>
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Giovanni Harting
confirmed

2012/10/27 Jason 

> I heard if you are running gameme stats this can cause problems
> too..confirmed for anyone?
>
> On Fri, Oct 26, 2012 at 9:22 PM, Peter Reinhold  >wrote:
>
> > On 27.10.2012 01:52, Peter Reinhold wrote:
> >
> >  My TF2s did not load metamod at all, no crash though, but after an
> >>> upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
> >>>
> >> I take that back, they seemed to work, MM/SM loads, but after a
> >> player joins, the server crashes.
> >>
> >
> > Aaand, a reversal again, running MM 1.10 with SM 1.4.6, but I had to
> > disable superlogs, which seems to cause a crash when a player chooses a
> > class. (You can join the server just fine and select team, but when you
> > choose a class, the server crashes)
> >
> >
> >
> > /Peter
> >
> > __**_
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> > please visit:
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Giovanni Harting
Confirm, this is wokring. GameMe is crashing the server for me, disabeling
the plguin prevent the server for crashing

2012/10/27 Russell Smith 

> Using sourcemod-1.5.0-hg3672 and mmsource-1.10.0-hg809.
>
>
> On 26.10.2012 17:37, doc wrote:
>
>> Using 1.4 or 1.5?
>>
>> On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith
>> **wrote:
>>
>>  I managed to get it on one.  Crashed immediately on player connects
>>> though
>>> with the latest MM/SM snapshots though :(
>>>
>>>
>>> On 26.10.2012 17:28, doc wrote:
>>>
>>>  Man I had forgotten how terrible it feels to not get the update quickly.
 Still sitting here trying to pull it in for my server :(

 On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun 
 wrote:

  - Added mat_viewportupscale and mat_viewportscale to enable rendering
 the

> world at a reduced resolution. ("mat_viewportupscale 1" and
> "mat_viewportscale 0.5" will downscale world rendering by 50%.)
>
> Is this something similar to the old mat_picmip cvars whereby you can
> make
> your game textures look flat?
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Re: [hlds_linux] MvM servers crash after update

2012-10-26 Thread Giovanni Harting
Can confirm this

2012/10/27 Peter Reinhold 

> After updating to the latest version, all our MvM servers crash when
> someone wants to play on them, with the following error
>
> --
> GC is requesting us to reserve 6 slots.
> Server appears to have room; accepting reservations.
> Adding reservation for lobby member [U:1:17749981].
> Adding reservation for lobby member [U:1:51188].
> Adding reservation for lobby member [U:1:33267178].
> Adding reservation for lobby member [U:1:26332760].
> Adding reservation for lobby member [U:1:48277855].
> Adding reservation for lobby member [U:1:70214207].
> Invalid wave number
> L 10/27/2012 - 02:31:58: World triggered "Round_Start"
> L 10/27/2012 - 02:31:58: World triggered "Round_Setup_Begin"
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> Invalid Where argument 'spawnbot_scattered'
> Unknown attribute 'Where' in WaveSpawn definition.
> --
>
> Some of them don't get to the Where argument errors, but crash after
> Round_Setup_Begin
>
> All servers are vanilla, no meta/sourcemod or anything on them.
>
>
> /Peter
>
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-26 Thread Giovanni Harting
Thy the dev snapshot 1.10

2012/10/27 Russell Smith 

> I managed to get it on one.  Crashed immediately on player connects though
> with the latest MM/SM snapshots though :(
>
>
> On 26.10.2012 17:28, doc wrote:
>
>> Man I had forgotten how terrible it feels to not get the update quickly.
>> Still sitting here trying to pull it in for my server :(
>>
>> On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun 
>> wrote:
>>
>>  - Added mat_viewportupscale and mat_viewportscale to enable rendering the
>>> world at a reduced resolution. ("mat_viewportupscale 1" and
>>> "mat_viewportscale 0.5" will downscale world rendering by 50%.)
>>>
>>> Is this something similar to the old mat_picmip cvars whereby you can
>>> make
>>> your game textures look flat?
>>> __**_
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>>> please visit:
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>
>
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Re: [hlds_linux] TF2 working spawntime changer

2012-09-25 Thread Giovanni Harting
Sure, try this here:

https://forums.alliedmods.net/showthread.php?p=1007106

And dont get in wrong ways with the name, you can modify by cvars if only
admins are respawned or all players, so it should do the work for you es
exepted if you configure it correctly.

2012/9/25 Saint K. 

> Hi,
>
> For our bball2 servers I am looking for a good working spawntime changer
> (both teams need a 2 second spawn time).
>
> I am currently using this plugin;
> https://forums.alliedmods.net/showthread.php?t=69997 , however, this
> plugin stalls the server a lot (needs a restart in order for it to work
> again).
>
> Anyone know any other spawntime changing plugins that work correctly?
>
> Cheers,
>
> Saint K.
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Re: [hlds_linux] mp_tournament 1 on mvm mode

2012-08-31 Thread Giovanni Harting
Thats more then possible.

2012/8/31 Andrew DeMerse 

> I believe it is for the tournament spectator HUD.
> On Aug 31, 2012 5:41 AM, "Rudy Bleeker"  wrote:
>
> > Did I say it disturbed me? :-)
> > I'm merely curious about it. I always thought tournament mode was
> > there for competative matches, it enables you to set class
> > restrictions. Since MvM is neither competative nor in need of class
> > restrictions, I was wondering why an MvM server automatically turns on
> > tournament mode. You could also turn the argument around and wonder
> > why tournament mode isn't always on on any TF2 server, since it has no
> > impact on the game other than letting you set class restrictions,
> > which are off by default.
> >
> > As I said, I'm just curious, it's always good to learn more about the
> > stuff you're doing, but if nobody knows it's okay.
> >
> > On Fri, Aug 31, 2012 at 8:37 AM, Giovanni Harting
> >  wrote:
> > > Same here, but why doest it disturbs you?
> > >
> > >
> > > 2012/8/31 Rudy Bleeker 
> > >
> > >> Hi all,
> > >>
> > >> I've noticed that when I'm starting a TF2 server in MvM mode, it
> > >> automatically sets the cvar mp_tournament to 1 as soon as someone
> > >> connects to the server. I was wondering if anyone else had noticed
> > >> this and if anyone knows why this is. Setting mp_tournament back to 0
> > >> on the console leaves it at 0 even on mapchanges, but as soon as the
> > >> server restarts after a 'quit' command it sets mp_tournament to 1
> > >> again as soon as someone logs in, not before.
> > >>
> > >> Regards, Rudy
> > >>
> > >> --
> > >> Idleness is not doing nothing. Idleness is being free to do anything.
> > >>   - Floyd Dell
> > >>
> > >> ___
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> > >>
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> >
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> >
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> >   - Floyd Dell
> >
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Re: [hlds_linux] mp_tournament 1 on mvm mode

2012-08-30 Thread Giovanni Harting
Same here, but why doest it disturbs you?


2012/8/31 Rudy Bleeker 

> Hi all,
>
> I've noticed that when I'm starting a TF2 server in MvM mode, it
> automatically sets the cvar mp_tournament to 1 as soon as someone
> connects to the server. I was wondering if anyone else had noticed
> this and if anyone knows why this is. Setting mp_tournament back to 0
> on the console leaves it at 0 even on mapchanges, but as soon as the
> server restarts after a 'quit' command it sets mp_tournament to 1
> again as soon as someone logs in, not before.
>
> Regards, Rudy
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
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Re: [hlds_linux] Hosting STV demos as a game

2012-08-29 Thread Giovanni Harting
This would be a very nice feature.

At the moment we use voice to coordinate on witch tick we start, and the 3,
2, 1, go. But this isnt a comfortable solution. The possibility to play a
already recorded demo file on a sourcetv server would be such a great thing
for a community request ;) !!

cheers

2012/8/29 Mart-Jan Reeuwijk 

> Actually, I would love the idea that one can replay a STV, and a group of
> ppl can choose which player they go in, and watch the game.
>
> Altho afaik it isn't possible.
>
>
> >
> > From: Datenshi 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> >Sent: Wednesday, 29 August 2012, 16:55
> >Subject: [hlds_linux] Hosting STV demos as a game
> >
> >So this is gonna be a bit of a weird question...
> >
> >Is it in any way or form possible to host an existing STV demo on a
> server so multiple people can join it and spectate at the same time?
> >
> >Was thinking something like setting up a STV relay pointing to the demo
> file but I don't really see how this would work.
> >
> >___
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> >
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Re: [hlds_linux] sv_region and MvM automatching

2012-08-28 Thread Giovanni Harting
Same here

2012/8/28 Rudy Bleeker 

> You don't want to set a timelimit or scorelimit for MvM. I also run my
> MvM server with mp_timelimit 0 and mp_maxrounds 0. That way you can
> always finish the mission. If you want to restart or change the map,
> that's what voting is for.
>
> On Tue, Aug 28, 2012 at 1:10 PM, dan  wrote:
> > On 25/08/2012 09:43, dan wrote:
> >>
> >>
> >> The downside here is that Valve servers were good because there were n
> >> servers all identically configured, all with low ping, which you could
> hop
> >> from until you found a server with enough of the 24 people playing Team
> >> Fortress 2 multiplayer to have a decent "go for the objectives" games.
> Which
> >> is far more difficult than you'd imagine it would be.
> >
> >
> > Ok, we got some Valve servers back. Thanks, but they have no time limits
> /
> > score limits... :)
> >
> > --
> > Dan
> >
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>
>
> --
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>   - Floyd Dell
>
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Re: [hlds_linux] Update: Test linux steam binaries

2012-08-23 Thread Giovanni Harting
Conform this on 9 TF2 servers on squeeze, all running fine, no crashes on
restart anymore.


2012/8/23 Saint K. 

> We've updated our servers as well with the test bin's (Debian/Squeeze).
>
> We're getting clean shutdowns now of the servers instead of crashes.
>
> Will monitor them to see if any other crashes at map change still occur.
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Weasel [
> wea...@weaselslair.com]
> Sent: 23 August 2012 10:03
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Update: Test linux steam binaries
>
> Fletcher -
>
> For me (on my CentOS 5.8 TF2 servers) those updated binaries [
> http://media.steampowered.com/apps/440/linux_steam_bins.zip] appear to be
> working.  I have been watching a handful of players capture all the CPs, do
> a map change, etc. without any of the crashes that were previously
> coinciding with that stuff.  Haven't tested under usual load yet (middle of
> the night without many players yet), but so far looks good! and that's with
> SourceMod still enabled!
>
> Thanks!
>
> - Weasel
>
>
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread Giovanni Harting
Hopefully we have enough player slots 

Im going to provide 5 servers with a summary of  160 slots and I can only
provide 30 playerslots.

In worst case this going to be a batte for the last free slots.

btw, reserved slot also not possible... this makes the 32 slot limit
more and more worst

2012/8/15 Ross Bemrose 

> While you're changing the voting code, can we pretty please have the end
> of map vote split into its own cvar instead of hijacking the nextlevel
> vote's sv_vote_issue_nextlevel_**allowed cvar?
>
>
> On 8/15/2012 12:54 PM, Fletcher Dunn wrote:
>
>> MOAR IMPORTANT FACTS!
>>
>> The MvM in-game voting system restricts the options given to players to
>> change the map or mission.  Similarly, PvP voting restricts the options to
>> what's in your mapcycle file.
>>
>> So...
>>
>> To host a PvP server:
>>
>> * No MvM maps in the mapcycle file.
>>
>> * Set tf_mm_servermode 1 (or 0)
>>
>> * Boot the server on a PvP map in your map cycle.
>>
>> To host an MvM server:
>>
>> * Make sure maxplayers is 32!
>>
>> * No PvP maps in the MvM mission cycle file.  (More details on
>> this file will follow.)
>>
>> * Set tf_mm_servermode 2 (or 0)
>>
>> * Boot the server on a MvM map in your map cycle.
>>
>> If you do the above, the server will essentially be locked in either one
>> mode or the other, and players will not be able to switch.  (Barring any
>> use of rcon, etc.)
>>
>>
>>
>>
>> From: 
>> hlds-bounces@list.**valvesoftware.com[mailto:
>> hlds-bounces@list.**valvesoftware.com]
>> On Behalf Of Alastor Raynes
>> Sent: Wednesday, August 15, 2012 9:33 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Cc: hlds_linux@list.valvesoftware.**com
>> Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
>>
>>
>> A few quick questions, if I may.
>>
>> 1) Will it be possible to force a server to run in only MvM mode, like
>> how Arena mode currently works? If so, how is this done?
>>
>> 2) If a server has the capability, will spectators be able to join and
>> watch MvM matches without SourceTV? If so, will they be able to cycle in
>> and out after each match, like Arena mode?
>>
>> I apologize if these have already been answered.
>> On Aug 15, 2012 10:51 AM, "Fletcher Dunn" > mailto:fletcherd@**valvesoftware.com >>
>> wrote:
>> 7th.
>>
>> We'll do the best we can and are hoping to not release it too late.
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com
>> <mailto:hlds_**linux-bounces@list.**valvesoftware.com>
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com
>> <mailto:**hlds_linux-bounces@list.**valvesoftware.com>]
>> On Behalf Of Benedict Glover
>> Sent: Wednesday, August 15, 2012 8:47 AM
>> To: hlds_linux@list.valvesoftware.**com
>> <mailto:hlds_linux@list.**valvesoftware.com
>> >
>> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
>>
>>
>> 6th
>>
>>  From: flub...@gmail.com<mailto:flubb**3...@gmail.com >
>>> Date: Wed, 15 Aug 2012 17:42:15 +0200
>>> To: hlds_linux@list.valvesoftware.**com
>>> <mailto:hlds_linux@list.**valvesoftware.com
>>> >
>>> Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
>>>
>>> 5Th
>>>
>>> 2012/8/15 Vader_666 
>>> mailto:vad**er...@gmail.com
>>> >>
>>>
>>>  4th
>>>>
>>>> 2012/8/15 Giovanni Harting >>> chefeificationful@**gmail.com >>
>>>>
>>>>  Third.
>>>>>
>>>>> 2012/8/15 Dr. McKay mailto:**
>>>>> li...@doctormckay.com >>
>>>>>
>>>>>  I second this request.
>>>>>>
>>>>>>
>>>>>> Dr. McKay
>>>>>> http://www.doctormckay.com
>>>>>>
>>>>>> On Aug 15, 2012, at 10:11 AM, "Frank" mailto:a*
>>>>>> *d...@gamerscrib.net >> wrote:
>>>>>>
>>>>>>  Is there any chance at all in having this update release
>>>>>>> before 5PM
>>>>>>>
>>>>>> EST??
>>>>>
>>>>>> The Meet the Pyro update released so late for many of us that
>>>>>>> we
>>>>>>

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread Giovanni Harting
Third.

2012/8/15 Dr. McKay 

> I second this request.
>
>
> Dr. McKay
> http://www.doctormckay.com
>
> On Aug 15, 2012, at 10:11 AM, "Frank"  wrote:
>
> > Is there any chance at all in having this update release before 5PM EST??
> > The Meet the Pyro update released so late for many of us that we didn't
> have
> > time to do much in the form of damage control and make the needed
> > adjustments server side till the next day. It would be nice to have it
> > release early enough so we can set servers up without it being into the
> wee
> > hours of the night again.
> >
> > I believe that's just a very small favor to ask as this update appears it
> > may be a beast.
> >
> > Thanks guys!
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
> > Dunn
> > Sent: Tuesday, August 14, 2012 1:17 PM
> > To: Half-Life dedicated Linux server mailing list
> > (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
> > mailing list
> > Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
> >
> > OK, a little investigating reveals that this statement I made:
> >
> > * You can switch the server in and out of any matchmaking mode pool or
> back
> > to any regular game mode at any time.
> >
> > Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
> than 6
> > players, yes, there are no problems with switching --- that is true.
> > However, in general, switching from PvP to MvM is going to cause several
> > problems.  (I believe that what would actually happen is that the 7th,
> 8th,
> > etc. players who connect on a map change will be forced into spectator.
>  At
> > any rate, we don't officially support that, so if you do it, you're on
> your
> > own.)  So, you should expect to segregate your servers into MvM and PvP.
> > Don't just put the MvM maps into the mapcycle file, that won't work.
> > (Actually, the mapcycle file is slightly different for MvM because you
> > really are cycling through missions, not the maps.  Likewise, players can
> > vote to change the "mission" even if it's on the current map.  We'll have
> > more details on all this tomorrow.)
> >
> >
> > ___
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> please visit:
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Giovanni Harting
I'm also interested in some extreme variants of this mode. Sure, they may
be borders ... but 6 players only? About 16 would be niceor 24? Lets
see!

2012/8/14 Frank 

> Ok so 6 player limit - is that solid cause right now? I stretch like many
> others a 24 player server to 32 which still runs fine and if you have the
> horsepower in the server then why not.
> I believe a question was asked about the CPU usage - please compare? CPU =
> 24 player on current game modes compared to CPU = 6Player on this game mode
> can you throw some numbers?
>
> I really appreciate the info already given because what you will have is a
> ton of excited players wanting to play yet those of us that can support
> some
> servers up as of now are just sitting here scratching our heads. Don't
> forget the amount of things that will be broken in SourceMod if you run
> that
> to deal with but I for one don't like the 6 player limit and would really
> like to push that as long as the hardware can sustain it.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
> Dunn
> Sent: Tuesday, August 14, 2012 1:40 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)
> Subject: [hlds_linux] TF MvM hosting questions
>
> Here are some answers to questions regarding hosting MvM servers:
>
> * Players can join your server through any means they can join PvP games:
> the server browser, ad hoc joins, or the new matchmaking system (quickplay
> beta).
> * To accept matchmaking traffic, you must select which sort of traffic you
> want.  (Regular PvP traffic or MvM traffic.)  Set "tf_mm_servermode 2" to
> be
> placed in the MvM pool.
> * For MvM matchmaking, if 6 players are sent to your server to start a new
> game, it will switch to whatever map the players selected.
> * You will need a TF gameserver account to accept matchmaking traffic.
> * You can switch the server in and out of any matchmaking mode pool or back
> to any regular game mode at any time.
> * The CPU usage for a 6 player MvM game is about the same as for a regular
> TF server.  (Yep, this mode requires significantly more CPU cycles per
> player than the PvP mode, that's an unfortunate fact.) Given the surge of
> players that comes with any major release, and the player / server ratio of
> this game mode, the demand for MvM servers will probably be high.  We
> expect
> that a large number of players will want to try out the new mode, so we
> will
> be converting most of our servers to host MvM, and then adjust the
> allocation based on what players are playing.
>
> I, for one, DO NOT welcome our new robot overlords!
>
> - Fletch
> ___
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> please visit:
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Giovanni Harting
Some of the moments "oh, didn't find a mvm server yet" in the first few
days are secure 

2012/8/14 Erik-jan Riemers 

> Would assume it goes automatic once you change the gamemode.
>
> > * The CPU usage for a 6 player MvM game is about the same as for a
> > regular TF server.  (Yep, this mode requires significantly more CPU
>
> Is more .. ouch.. if this is compared to a full 24 slots server... then its
> a lot.. i can imagine not enough servers out there having the beef to just
> create a couple of those. Even if i manage to get 10 up and running then,
> it still can only handle 60 people.
>
> Time will tell.
>
> 2012/8/14 Michael Johansen 
>
> >
> > Would we need to set maxplayers to 6 when we start the server?
> >
> > Michael Johansen
> >
> > Owner and systems operator - BlackOutGaming.org
> >
> > Mobile: +4790810071 | Twitter: @BlackOut_Gaming
> >
> > Steam: michael_sj123 | IRC: #BlackOutGaming @ QuakeNet
> >
> >
> >
> > This email and any attachments to it may be
> > confidential and are intended solely for the use of the individual to
> whom
> > it
> > is addressed.
> >
> > Any views or opinions expressed are solely those of the author and do not
> > necessarily represent those of BlackOut Gaming.
> >
> > > Date: Tue, 14 Aug 2012 11:06:13 +0200
> > > From: daniel.joki...@gmail.com
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] TF MvM hosting questions
> > >
> > > So the new mode is a 6 player/slots per server game?
> > >
> > >
> > > On 2012-08-14 07:46, Cameron Munroe wrote:
> > > > Is there anyway we can preemptively setup a server? My guess in no,
> > > > but just asking as it seems like it will be fun.
> > > >
> > > > On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
> > > >> Here are some answers to questions regarding hosting MvM servers:
> > > >>
> > > >> * Players can join your server through any means they can join PvP
> > > >> games: the server browser, ad hoc joins, or the new matchmaking
> > > >> system (quickplay beta).
> > > >> * To accept matchmaking traffic, you must select which sort of
> > > >> traffic you want.  (Regular PvP traffic or MvM traffic.)  Set
> > > >> "tf_mm_servermode 2" to be placed in the MvM pool.
> > > >> * For MvM matchmaking, if 6 players are sent to your server to start
> > > >> a new game, it will switch to whatever map the players selected.
> > > >> * You will need a TF gameserver account to accept matchmaking
> traffic.
> > > >> * You can switch the server in and out of any matchmaking mode pool
> > > >> or back to any regular game mode at any time.
> > > >> * The CPU usage for a 6 player MvM game is about the same as for a
> > > >> regular TF server.  (Yep, this mode requires significantly more CPU
> > > >> cycles per player than the PvP mode, that's an unfortunate fact.)
> > > >> Given the surge of players that comes with any major release, and
> the
> > > >> player / server ratio of this game mode, the demand for MvM servers
> > > >> will probably be high.  We expect that a large number of players
> will
> > > >> want to try out the new mode, so we will be converting most of our
> > > >> servers to host MvM, and then adjust the allocation based on what
> > > >> players are playing.
> > > >>
> > > >> I, for one, DO NOT welcome our new robot overlords!
> > > >>
> > > >> - Fletch
> > > >> ___
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> > > >> archives, please visit:
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> > > >
> > > >
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Re: [hlds_linux] Mandatory TF2 update released

2012-08-03 Thread Giovanni Harting
And we have new bugs! teleporter animation stops shortly after updating,
seems not really good and i have graphical bugs an top of the lvl3
dispenser (black surface)

2012/8/3 Mart-Jan Reeuwijk 

> Undocumented changes:
> Teleporter Exits now point towards their Entrance.
> Dispensers and Teleporters can no longer be wrenched during an upgrade
> animation (like Sentry Guns).
> ..
>
> Really confusing, and abuse by trolling engies with a "friendly" enemy
> spy. Nobody is going to actually read the description of a teleporter to
> find if its a entrance or a exit.
>
> And cannot be wrenched during a upgrade? Was that a blocking for the
> upgrading itself or for the speed up of the animation, or both? I'll test
> later I guess. But why does the engy need that nerf anyway? its not like he
> was OP in contrary even imo.
>
>
>
> >
> > From: Eric Smith 
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>; Half-Life dedicated Win32 server
> mailing list ; "'
> hlds_annou...@list.valvesoftware.com'" <
> hlds_annou...@list.valvesoftware.com>
> >Sent: Friday, 3 August 2012, 1:35
> >Subject: [hlds_linux] Mandatory TF2 update released
> >
> >We've released a mandatory update to TF2. The notes for the update are
> below.
> >
> >-Eric
> >
> >--
> >
> >Source Engine Changes (TF2, DoD:S, HL2:DM)
> >- Marked mem_force_flush as a cheat to prevent client exploits
> >- Fixed %n console crash in the client
> >
> >Team Fortress 2
> >- Added new items:
> >   - The Red-Tape Recorder
> >   - The Huo Long Heatmaker
> >   - The Flying Guillotine
> >   - The Neon Annihilator
> >   - The Triad Trinket
> >   - The Champ Stamp
> >   - The Marxman
> >   - The Human Cannonball
> >- Added new promo items
> >- Fixed sappers attaching incorrectly to teleporters that are still
> building
> >- Improved reliability for finding a coach
> >- Fixed Engineer training shotgun and pistol images being swapped
> >- Fixed GetPlayerItems web APIs not respecting inventory privacy settings
> >- Quickplay beta: Fixed bug causing game servers to sometimes stop
> receiving traffic upon victory condition
> >- Quickplay beta: Added more status information while in the matchmaking
> queue
> >
> >___
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> please visit:
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> >
> >
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Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2update released

2012-08-03 Thread Giovanni Harting
Can also confirm both crashes. Little bit annoying, TF2 servers in a crash
loop

2012/8/3 Peter Reinhold 

> On 03.08.2012 01:37, Jon cooney wrote:
>
>  its checking the listening state and crashing from server.cfg aswell here
>>
>
> I can confirm that this is happening for me as well.
>
>
> /Peter
>
>
>
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[hlds_linux] Killing Floor dedi - cant connect after ip change

2012-08-01 Thread Giovanni Harting
Helle there,

I moved my servers last Saturday night to a new machine (and new ip).

Since this, its impossible to connect to one of the 5 killing floor servers.

Client is trying to connect, get stuck in connecting to Index.rom and after
some time gets the no connection to server message. No connect attempts at
the server.

I already goggled that, find some postings about corrupt files ... so
I checked all with hashes -> all ok. I also tried to get it working with a
fresh non-modified version of the server files. Same problem.

Firewall and port configuration checked. (besides i have some l4d2 and team
fortress servers running fine)


Have anyone a idea or experience with this kind of problem with killing
floor?

thx
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Re: [hlds_linux] [hlds] Player count TF2

2012-07-26 Thread Giovanni Harting
;) Okay Valve, here we go!

2012/7/26 dan 

> On 26/07/2012 14:14, Giovanni Harting wrote:
>
>> how should the server know witch ping the client have to the server,
>> without
>> checking hundreds of servers with extra steps for client <> server
>> communication
>>
>
> The same way that I do before I join a server?
> The client gets a list (filtered by <50) (if none turn up, I close the
> game and find something else to do) and out of those servers I pick one
> that meets whatever other criteria I have.
>
> The only real difference appears to be that you have multiple clients in
> some kind of lobby affair. But their experience is going to suck if they've
> invited friends that aren't close in ping terms to them, so use the lobby
> leader's client to
> find the server.
>
> For me, the friends list doesn't really work as a way of adding people who
> I might want to play TF2 with and/or against, so I don't really see the
> point of worrying about it.
> I won't use it - and definitely not if their algorithms don't reject
> servers with high pings (where high is >50)
>
> Unless it was tied in well with steam groups perhaps, and you could have a
> looser knit of people joining a group who can then create a lobby and
> invite people from the group
> Something like that might work.
>
> I'm not sure why you'd want that in TF2, but I could see for some games,
> where you have leaderboards in game how silly the friends list is when used
> as a grouping, and how much better it would be if game devs
> used groups instead. TF2 duals, Portal 2 challenge times, Quantum
> conundrum times, lap times for racing games - these are good examples of
> where my friends list doesn't really work as a leaderboard, but groups
> might (especially if they could tie in event start / end time, so you could
> have 'fastest this week')
>
> I could envisage myself being part of a group, but I'm far too anti-social
> to start talking to other TF2 players and adding them to my friends list :)
>
>
> --
> Dan.
>
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Re: [hlds_linux] [hlds] Player count TF2

2012-07-26 Thread Giovanni Harting
Agree, geolocation can be tricky (sure, ping in rarest case too).

But like fletcher said, the new quickplay is centraly located, I guess on
some valve systems, so the new quickplay maybe only get the geolocation
from the ip the client is using with some binarys or databases and send the
client the information of the (for the systems view) most suitable server.
I think a ping request is very difficult there, because how should the
server know witch ping the client have to the server, without
checking hundreds of servers with extra steps for client <> server
communication

2012/7/26 dan 

> On 25/07/2012 22:06, Fletcher Dunn wrote:
>
>> It looks like geolocation is failing for a much larger number of players
>> than is expected.
>>
>
> Surely ping would be a better metric?
> --
> Dan.
>
>
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Re: [hlds_linux] change map on console = crash server (css)

2012-07-21 Thread Giovanni Harting
Just look right, he is using map lin 2 of the log part

2012/7/22 Nerdboy 

> Are you using "map" or "changelevel"?
> On Jul 21, 2012 6:05 PM, "Alex"  wrote:
>
> > Hi All
> >
> > change map on the console results in a crash css server
> > (vanilla server, os linux 64)
> >
> >
> > L 07/22/2012 - 02:09:44: World triggered "Round_Start"
> > map de_dust2
> > L 07/22/2012 - 02:12:59: "WarMod TV<2><>" disconnected (reason
> > "Server shutting down")
> > Dropped WarMod TV from server (Server shutting down)
> > L 07/22/2012 - 02:12:59: server_message: "quit"
> > PreMinidumpCallback: updating dump comment
> > Uploading dump (in-process) [proxy '']
> > /tmp/dumps/crash_20120722021259_1.dmp
> >
> > WBR
> >
> >
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Re: [hlds_linux] Killing Floor Dedicated Server Required Update - Version: 1035 Summer Event

2012-07-08 Thread Giovanni Harting
Im getting "Fatal Error: Steam failed to load:
*SteamStartEngine(0xffb837c0) failed with error 1: Unable to write to the
current Steam application folder." everytime I want to start steamcmd. (and
yes, the folder is writable for the user...)

2012/7/8 Marc.B 

> hmm, ok my mistake, I used the wrong app_id :x
>
> Marc.
>
> On Sun, Jul 8, 2012 at 2:44 PM, Marc.B  wrote:
>
> > Server crash on linux here since update... Anyone else see a problem ?
> >
> > A few comments on this update:
> >
> > 1. Linux and Windows files are now shipped together.
> > 2. filename changes:
> >
> > The map filename for the linux version was kf-aperture.rom, while it's
> > now KF-Aperture.rom.
> > Windows do not make any difference as it's not case sensitive, but linux
> > do. I see many other files other than maps with the same issue which I
> > guess could be a problem.
> >
> > Cheers,
> >
> > Marc.
> >
> >
> > On Fri, Jul 6, 2012 at 2:07 AM, Jared  >wrote:
> >
> >> The Second Annual Killing Floor Summer Sideshow Event has been set live.
> >>  This brings the Killing Floor build to version 1035 and introduces the
> new
> >> map KF-Hellride.  This is a required update for all server admins.
> >>
> >> The tool to download dedicated servers for Killing Floor is no longer
> >> HLDS and is instead SteamCMD.  For more information on downloading and
> >> running a KF dedicated server with SteamCMD please visit the KF wiki
> entry:
> >> http://wiki.**tripwireinteractive.com/index.**php/Dedicated_Server_%**
> >> 28KillingFloor%29<
> http://wiki.tripwireinteractive.com/index.php/Dedicated_Server_%28KillingFloor%29
> >
> >>
> >> --
> >> Jared Creasy
> >> Community Relations
> >> Tripwire Interactive
> >>
> >>
> >> __**_
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> >> please visit:
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Re: [hlds_linux] new tool for management

2012-01-14 Thread Giovanni Harting

Yeah, use this topic to start a flamewar between win and linx, good idea!

Am 14.01.2012 16:16, schrieb Nomaan Ahmad:

Because I can? :) Windows version of srcds is more stable than Linux. Just
my opinion.

On 14 January 2012 15:09, James Puckettwrote:


Why would you host a server with Windows..?

On Sat, Jan 14, 2012 at 6:35 AM, Nomaan Ahmad  wrote:


Hi, Thanks for this. Windows support would be awesome :)

On 14 January 2012 11:38, Eric Riemers  wrote:


All,

My contribution to management and automatic updates. I hope people find

it

usefull.
https://forums.alliedmods.net/showpost.php?p=1623326&postcount=1

Erik


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2011-12-23 Thread Giovanni Harting

And about 3/4 of the other players, too.

Am 23.12.2011 21:09, schrieb Giovanni Harting:

I got the third client crash in about 5 minutes 

Am 23.12.2011 20:24, schrieb Eric Smith:
We've released a mandatory update for Team Fortress 2. The notes for 
the update are below.


Thanks.

-Eric



Team Fortress 2
- Fixed a Spy-cicle exploit
- Fixed the Manmelter idle effects showing on other flareguns

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2011-12-23 Thread Giovanni Harting

I got the third client crash in about 5 minutes 

Am 23.12.2011 20:24, schrieb Eric Smith:

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

Thanks.

-Eric



Team Fortress 2
- Fixed a Spy-cicle exploit
- Fixed the Manmelter idle effects showing on other flareguns

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Re: [hlds_linux] freeplay status?

2011-11-20 Thread Giovanni Harting
Sure, I agree, but the things he suggest (the current status of your 
registered server for matchmaking) isn't wrong, or? I find it would be a 
improvement.


Am 20.11.2011 14:34, schrieb ics:
Registered servers aren't made for freeplay (matchmaking) 
specifically. It's just there to show if server is registered or not. 
Like for halloween where players could see immediately if gifts drop 
or not on a particular server. Perhaps there will be similair 
"benefits" in the future that require registered servers.


-ics

20.11.2011 14:31, Eric Riemers kirjoitti:

Valve,

Maybe handy to put in the status command besides:

account : logged in
map : pl_goldrush at: 0 x, 0 y, 0 z
replay  :  recording
players : 25 (27 max)

Things like that (account logged in) for freeplay, that if you have a 
wrong

map or crits disabled that it would show:

Account: logged in (not eligible)

Something like that would be handy to easily spot a issue with f2p.

Just throwing it out there..

Eric


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[hlds_linux] Got something intresting while server crash during restart

2011-10-07 Thread Giovanni Harting

Hello,

got this in the console this night during a normaly quit crash:

quit
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserver.cpp 
956 Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )

CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 0 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object alertable sleeps, 0 multi object 
alertable sleeps
configstore.cpp (1324) : Assertion Failed: Saving local config store 
failed during shutdown
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/configstore.cpp 
1324 Assertion Failed: Saving local config store failed during shutdown


Got this never before while this crash. Hope its helpfully.


greez

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Re: [hlds_linux] Updates coming tomorrow

2011-09-15 Thread Giovanni Harting

I´m on tea at the moment :)

Am 15.09.2011 17:14, schrieb Saint K.:

Coffee

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Giovanni Harting 
[ch...@oktoberfest-servers.de]
Sent: 15 September 2011 17:14
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Updates coming tomorrow

Yeah, they should test all mods, scripts, maps, skins and they should
find all bugs before we find them . anything I forgot?


Am 15.09.2011 17:12, schrieb Daniel Nilsson:

But still we need input. Should we disable mods. You can test if  top
30 most popular sm and mm mods breaks for example or causes issues and
chrashes.

ics skrev 2011-09-15 16:45:

In 12 hours.

-ics

- Alkuperäinen viesti -

Any ETA for the update ?

Thanks,

Marc.

On Thu, Sep 15, 2011 at 3:40 PM, Kyle Sanderson
wrote:

Indeed.

Regardless, thanks for the heads up!
Kyle.

On Thu, Sep 15, 2011 at 12:18 AM, AnAkIn .
wrote:


Are we ever going to see these framerate changes?

2011/9/15 Michael Johansen


So do I wonder about.


From: gramma...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Thu, 15 Sep 2011 08:21:12 +0200
Subject: Re: [hlds_linux] Updates coming tomorrow

Hi there,

does this major update also include the orange box framerate
changes - announced in July?


cheers

grammaton - sourcejunkies.de








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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Updates coming tomorrow

2011-09-15 Thread Giovanni Harting
Yeah, they should test all mods, scripts, maps, skins and they should 
find all bugs before we find them . anything I forgot?



Am 15.09.2011 17:12, schrieb Daniel Nilsson:
But still we need input. Should we disable mods. You can test if  top 
30 most popular sm and mm mods breaks for example or causes issues and 
chrashes.


ics skrev 2011-09-15 16:45:

In 12 hours.

-ics

- Alkuperäinen viesti -

Any ETA for the update ?

Thanks,

Marc.

On Thu, Sep 15, 2011 at 3:40 PM, Kyle Sanderson
wrote:

Indeed.

Regardless, thanks for the heads up!
Kyle.

On Thu, Sep 15, 2011 at 12:18 AM, AnAkIn .  
wrote:



Are we ever going to see these framerate changes?

2011/9/15 Michael Johansen


So do I wonder about.


From: gramma...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Thu, 15 Sep 2011 08:21:12 +0200
Subject: Re: [hlds_linux] Updates coming tomorrow

Hi there,

does this major update also include the orange box framerate
changes - announced in July?


cheers

grammaton - sourcejunkies.de








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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Counterstrike Source anti cheat?

2011-07-28 Thread Giovanni Harting

We use SMAC at the moment. Works good, whatever its in beta or not :)

http://forums.alliedmods.net/showthread.php?t=157436

Am 28.07.2011 20:53, schrieb Eric Riemers:

All,

We run a couple of counter strike source servers, are there any plugins or
tools that make my life a bit easier?
At the moment the increase in cheaters is going through the roof.

The banning on daily basis is about 5+ cheaters, and these are the ones
where a admin was called for.

Thanks,
   Eric

p.s. I have kac installed which helps, but I don't know which is the best at
the moment.


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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-26 Thread Giovanni Harting
Try it with this one: 
http://forums.alliedmods.net/showthread.php?p=1519315#post1519315



Am 27.07.2011 02:02, schrieb bl4nk:

You can have a SM plugin made using SteamTools' "Steam_RestartRequested"
forward to warn your users that the server will restart at the end of the
map.

On Tue, Jul 26, 2011 at 7:54 PM, E3pO  wrote:


is there a good way to warn the server that there is an update and needs to
restart instead of just restarting the server and saying "WE ARE GOING TO
RESTART FOR UPDATES" like a million times?

When you kill the server players clients time out and then get a lost
connection to server. It would be cool to have something like "closeupdate"
as a command that pops up a dialog after they get timed out that the server
is currently updating and that they can reconnect when it is done.

On Tue, Jul 26, 2011 at 7:50 PM, Aaron "DJ Zyrphon" Thompson<
rmesc...@gmail.com>  wrote:


My servers crash when someone uses the mantreads, has that been fixed?

Sent from my MOTOBLUR™ smartphone on AT&T

-Original message-
From: Jason Ruymen
To: Half-Life dedicated Linux server mailing list<
hlds_linux@list.valvesoftware.com>, Half-Life dedicated Win32 server
mailing list, "
hlds_annou...@list.valvesoftware.com"<
hlds_annou...@list.valvesoftware.com>
Sent: Tue, Jul 26, 2011 23:37:10 GMT+00:00
Subject: [hlds_linux] Team Fortress 2 Update Released

Required updates for Team Fortress 2 are now available.  The specific
changes include:

- Corrected the damage ramp for the Cow Mangler 5000 and the Soda Popper
- Fixed a rare crash bug with the Demoman TFBot laying stickybomb traps
- Fixed a bug that would cause team-painted wearable gibs to show an
incorrect color
- Fix memory leak when updating the item schema
- Fix an occasional crash on game exit
- Replay updates
- Client
   - Added basic/rough render queue for internal use to increase

replay

output for relaunch trailer
   - Block files are now deleted on replay reconstruction (i.e.
viewing), to conserve disk space
   - Unneeded block files are now cleaned up automatically on startup
- Server
   - Fixed fileserver cleanup
   - Any time replay_fileserver_offload_hostname is modified, the
corresponding IP is resolved and cached, if possible.  This fixes a

crash,

as well as failed publishing due to "unresolved hostname" errors.
   - Added a fileserver IP lookup test to replay publish test
   - Setting replay_enable to 0 now halts recording and does cleanup
automatically, the way replay_stoprecord does.  This fixes a crash that
would occur when replay_enable was set to 0 and a changelevel was

executed.

- Replay temp directories automatically cleared on startup on both
client and server
- Memory management improvements
- Added ConVar demo_fov_override, which overrides the FOV during demo
playback if the value is non-zero

Jason


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Re: [hlds_linux] Removing last updates new weapons

2011-07-21 Thread Giovanni Harting

Am 21.07.2011 20:06, schrieb Saint K.:

What would be the easiest and most reliable way on removing/block those new 
laser weapons added last night to TF2? (and would that cause any sv_tags or so 
to be set which will remove you from quickplay?).

Saint K.
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A SourceMod plugin could do this, would be the most effective way.

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-01 Thread Giovanni Harting
I had the same problem with "Cannot access memory at address 0xf77c38f0" 
and so on, fixed with Justmans vphysics, thanks for that!


Am 02.07.2011 04:09, schrieb Kyle Sanderson:

I love Friday updates.

On Fri, Jul 1, 2011 at 6:38 PM, Ross Bemrose  wrote:

Incidentally, I was on Debian Squeeze, with kernel 2.6.26-2-amd64

Weird, I thought we were on a newer kernel, I'll have to ask FireSlash about
that.

On 7/1/2011 9:32 PM, Jesse Molina wrote:

Same crash confirmed here.  Debian, kernel 2.6.39-2-amd64.

Didn't take long to trigger it.  Also notable that server didn't
auto-restart, apparently because it's hung instead of exited with error.



Dropped Vex from server (Disconnect by user.)
CHANGE LEVEL: cp_dustbowl
*** glibc detected *** ./srcds_linux: double free or corruption (out):
0x0acf58f
0 ***
=== Backtrace: =
/lib32/libc.so.6(+0x6b6f1)[0xf74cf6f1]
/lib32/libc.so.6(+0x6cf78)[0xf74d0f78]
/lib32/libc.so.6(cfree+0x6d)[0xf74d402d]
bin/libtier0.so(_ZdlPv+0x22)[0xf76e1a02]

/home/hlds/srcds-servers/server-tf2-GAMMA/orangebox/bin/vphysics.so(+0x10f5a9)[0
xf50265a9]

/home/hlds/srcds-servers/server-tf2-GAMMA/orangebox/bin/vphysics.so(+0x10f1ee)[0
xf50261ee]
  bla bla bla




Kyle Sanderson wrote:

Any chance you could upload vphysics somewhere?

Thanks,
Kyle.

On Fri, Jul 1, 2011 at 5:15 PM, Emil Larssonwrote:

Grabbed the older vphysics.so from a older install, and injected it into
the
updated Linux installs. Seems to have done the trick so far!

On Sat, Jul 2, 2011 at 2:10 AM, Emil Larssonwrote:


Getting crashes on our Linux servers as well, for the record the few
Windows servers we have are running fine. Anyone with the old
vphysics.so?


On Sat, Jul 2, 2011 at 2:01 AM, Ross Bemrose
  wrote:


I'm getting crashes in vphysics.so on map change after this update.

This happens even when I disable all server addons.

Whatever you did to fix the Mac version has killed the Linux version.
  I'm
trying to update again with -verify_all

This is what I'm getting in my server console:

changelevel ctf_2fort
*** glibc detected *** ./srcds_linux: double free or corruption (out):
0x0b4cfd58 ***
=== Backtrace: =
/lib32/libc.so.6(+0x6bf31)[**0xf759ff31]
/lib32/libc.so.6(+0x6d7a8)[**0xf75a17a8]
/lib32/libc.so.6(cfree+0x6d)[**0xf75a488d]
bin/libtier0.so(_ZdlPv+0x22)[**0xf779ca02]
/home/ocremix/orangebox/bin/**vphysics.so(+0x10f5a9)[**0xf50f55a9]
/home/ocremix/orangebox/bin/**vphysics.so(+0x10f1ee)[**0xf50f51ee]
/home/ocremix/orangebox/bin/**vphysics.so(+0x116660)[**0xf50fc660]
/home/ocremix/orangebox/bin/**vphysics.so(+0xe3598)[**0xf50c9598]
/home/ocremix/orangebox/bin/**vphysics.so(+0x2198d)[**0xf500798d]
/home/ocremix/orangebox/bin/**vphysics.so(+0xdcf1)[**0xf4ff3cf1]
/home/ocremix/orangebox/tf/**bin/server.so(+0x7a134c)[**0xf3f0834c]
/home/ocremix/orangebox/tf/**bin/server.so(+0x319287)[**0xf3a80287]
/home/ocremix/orangebox/tf/**bin/server.so(+0x319326)[**0xf3a80326]
/home/ocremix/orangebox/tf/**bin/server.so(+0x6b74c0)[**0xf3e1e4c0]
/home/ocremix/orangebox/bin/**engine.so(+0x1b2369)[**0xf6ddb369]
/home/ocremix/orangebox/bin/**engine.so(+0x114421)[**0xf6d3d421]
/home/ocremix/orangebox/bin/**engine.so(+0x114af7)[**0xf6d3daf7]
/home/ocremix/orangebox/bin/**engine.so(+0x114cc8)[**0xf6d3dcc8]
/home/ocremix/orangebox/bin/**engine.so(+0x1c7df4)[**0xf6df0df4]
/home/ocremix/orangebox/bin/**engine.so(+0x1c4639)[**0xf6ded639]
bin/dedicated.so(+0x4da20)[**0xf70cda20]
bin/dedicated.so(+0x4d777)[**0xf70cd777]
/home/ocremix/orangebox/bin/**engine.so(+0x1c4c5b)[**0xf6dedc5b]
/home/ocremix/orangebox/bin/**engine.so(+0x1dd9a1)[**0xf6e069a1]
/home/ocremix/orangebox/bin/**engine.so(+0x1c5c0a)[**0xf6deec0a]
bin/dedicated.so(+0x4dc23)[**0xf70cdc23]
bin/dedicated.so(+0x51471)[**0xf70d1471]
bin/dedicated.so(+0x52ced)[**0xf70d2ced]
bin/dedicated.so(+0x51471)[**0xf70d1471]
bin/dedicated.so(+0x4e03a)[**0xf70ce03a]
bin/dedicated.so(**DedicatedMain+0x24)[**0xf70cf32f]
./srcds_linux[0x80488ec]
/lib32/libc.so.6(__libc_start_**main+0xe6)[0xf754ac76]
./srcds_linux[0x8048771]
=== Memory map: 
08048000-08049000 r-xp  08:01 526542
/home/ocremix/orangebox/srcds_**linux
08049000-0804a000 r-xp  08:01 526542
/home/ocremix/orangebox/srcds_**linux
0804a000-0804b000 rwxp 1000 08:01 526542
/home/ocremix/orangebox/srcds_**linux
094cc000-0f107000 rwxp 094cc000 00:00 0
  [heap]
eba89000-ebaa6000 r-xp  08:01 14185791
/usr/lib32/libgcc_s.so.1
ebaa6000-ebaa7000 rwxp 0001c000 08:01 14185791
/usr/lib32/libgcc_s.so.1
ebab1000-ebab2000 ---p ebab1000 00:00 0
ebab2000-ebbb2000 rwxp ebab2000 00:00 0
ebbb2000-ebd4e000 r-xp  08:01 11351670
/home/ocremix/orangebox/bin/**libsteamvalidateuseridtickets.**so
ebd4e000-ebd57000 rwxp 0019b000 08:01 11351670
/home/ocremix/orangebox/bin/**libsteamvalidateuseridtickets.**so
ebd57000-ebd5d000 rwxp ebd57000 00:00 0
ebd5d000-ebd5e000 ---p ebd5d000 00:00 0
ebd5e000-ec124000 rwxp ebd5e000 00:00 0
ec20-ec24a000 rwxp ec20 00:00 0
ec24a000-ec30 ---p ec24