Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-18 Thread Rudy Bleeker
What is the output of "ldd srcds_linux"?

On 17 March 2017 at 17:34, Marco Padovan  wrote:
> Hi,
>
> what's the status in relation to TF2 toolchain, did someone got it running
> on centos7 without resorting to chroots on all of that?
>
> It segfault on start with no proper infos on what it's missing or what it's
> finding wrong...
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Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser

2014-09-02 Thread Rudy Bleeker
I have a LAN twice a year with friend and we've never gotten a LAN
server to work. I've always used Linux. So I think I can confirm this
behavour, never tested Windows though.

On Tue, Sep 2, 2014 at 8:30 PM, Jeff Nelson longshot...@gmail.com wrote:
 If anyone wishes to replicate this issue, you can setup a srcds game
 instance (TF2 and CS are what I've tested) and run your startup commands
 with the -ip argument on a Linux and Windows host.
 You should notice that under the server doesn't appear under the LAN
 portion of the list when running a Linux server but does when running on a
 Windows server. If you get different results, please let me know so we can
 compare - maybe there is something i'm missing or different environments in
 Linux post different results.

 If results are similar, would anyone from Valve have feedback or way to
 escalate this issue and propose a bug fix?
 Thanks for the help everyone.



 On Wed, Aug 27, 2014 at 7:56 PM, Jeff Nelson longshot...@gmail.com wrote:

 @Ross
 SV_LAN 1 has been set.

 @Weasels
 The clients are on the same network.


 On Wed, Aug 27, 2014 at 7:07 PM, Weasels Lair wea...@weaselslair.com
 wrote:

 Oh yeah, that (LAN tab) makes all the difference in the world.

 I seem to recall that LAN games are restricted to operating on the same
 sub-net (i.e. can not be routed).  Are all your game-clients on the same
 sub-net as your game-servers?

 On Wed, Aug 27, 2014 at 4:57 PM, Jeff Nelson longshot...@gmail.com
 wrote:

  Ah, good question. Actually when I refer to server browser, I'm
 referring
  to the LAN tab portion of the server browser. I apologize if this has
 added
  confusion, I didn't indicate that in any of my posts. In order for my
  servers to appear there, I shouldn't need an internet connection.
 (Internet
  is available to these servers, but i'm not creating special routes or
  policies to handle external requests.)
 
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Re: [hlds_linux] [hlds] HLSW Alternatives

2014-08-30 Thread Rudy Bleeker
If you only have access to your srcds servers through rcon but you do
run a Linux box yourself you could compile this simple C code:
http://www.dopefish.de/files/rcon.c
As stated at the top it could be modified to work on Windows as well
and maybe someone has already done this. But you could simply run this
from a VM running Linux without a gui, which would hardly use up
resources (256MB ram and 1GB diskspace should be enough).

On Sat, Aug 30, 2014 at 6:12 AM, Azarus X azar...@gmail.com wrote:
 reply to big john:
 Please don't make an another web based thing there are a lot of them
 already. Make something that everyone can download with a click and run on
 pc =(




 2014-08-30 2:26 GMT+02:00 big john brewskii...@gmail.com:

 This actually gives me a great idea to make a web based hlsw alternative.
 Challenge accepted.

 On Aug 29, 2014 8:22 PM, Gavin Langdon puttabu...@gmail.com wrote:

 I'm the creator of rcontool (https://github.com/gavintlgold/rcon-tool)
 which is a basic open source equivalent, but it's Linux based and I haven't
 updated it in a while and it probably isn't compatible. However it is open
 source so it could be fixed.

 I might be inspired to work more on it or even port it now that hlsw has
 fallen by the wayside.

 Gavin

 sent from mobile

 On Aug 29, 2014 8:03 PM, Joey Benamy jben...@outlook.com wrote:

 Hello,



 HLSW is an application you install on your computer that allows you to
 administrate your Team Fortress 2 server remotely without having to have
 Team Fortress 2 open.  The application is no longer being developed and
 is
 not open source, as far as I know.  Since the TF2 update that upgraded
 SteamIDs, the ban list in HLSW no longer works.  I was wondering if
 anybody
 knew of any alternative remote admin tools that do regularly get
 updated.
 My server uses MetaMod and SourceMod, and I've updated MetaMod and
 SourceMod
 to the versions that temporarily fix the issues introduced by the TF2
 update.

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Re: [hlds_linux] [hlds] HLSW Alternatives

2014-08-30 Thread Rudy Bleeker
On Sat, Aug 30, 2014 at 8:45 AM, Rudy Bleeker rblee...@gmail.com wrote:
 As stated at the top it could be modified to work on Windows as well
 and maybe someone has already done this.

Apparently someone did indeed:
https://forums.alliedmods.net/showthread.php?t=82754


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Re: [hlds_linux] SteamCMD HTTP Remote Control

2014-07-07 Thread Rudy Bleeker
Thanks for the clarification Alfred :-)

On Mon, Jul 7, 2014 at 9:05 PM, Alfred Reynolds
alf...@valvesoftware.com wrote:
 Enabling the remote control API was not intended for the steamcmd tool, we 
 will have an update soon that disables it. The web service requires strong 
 authentication via Steam for any interaction so it shouldn't be an issue 
 beyond the port it binds while steamcmd is running. You can use the command 
 line option  -remotecontrolport Port in the meantime to force a different 
 port if it is interfering with your server operations.

 - Alfred

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
 Sent: Friday, July 04, 2014 4:56 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
 server mailing list
 Subject: [hlds_linux] SteamCMD HTTP Remote Control

 Dear Valve.

 Explain why SteamCMD has started a remote control daemon on my computer 
 during a SteamCMD update.



 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...[HTTP Remote Control] Wrote private key to 
 remoteui/certs/https.key
 [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem
 [HTTP Remote Control] HTTP server listening on port 27037.
 OK.



 Relavant:

 http://steamdb.info/blog/37/

 http://steamdb.info/blog/30/

 http://steamdb.info/blog/31/



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Re: [hlds_linux] [hlds] Mandatory Nuclear Dawn update released

2014-04-21 Thread Rudy Bleeker
Thanks for this Nicholas, I hope that pulling ND out of beta for Linux
and the other fixes will lure some new players to this great game, so
we can actually play some fun matches again online.

On Sun, Apr 20, 2014 at 9:23 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
 A mandatory update for Nuclear Dawn has been released.

 For anyone still running servers, you will need to update in order for
 clients to still be able to connect. This is the final version of the update
 that has been on the linuxbeta branch for the past few months.

 As a reminder, ND Dedicated Server's app id is 111710.

 The full changelog is below.

 General:
 - Added client support for Linux.
 - Fixed Russian and Czech Languages not being selectable in Steam game
 properties.
 - Fixed minimap placement issues that would sometimes occur after resolution
 change.
 - Fixed issue where commander could get stuck on a ladder in RTS view.
 - Fixed sonic turret fire range being slightly shorter than lock-on range.
 - Whitelisted r_decals client convar by community request.
 - Improved overall stability.

 Community-created Content:
 - Updated Workshop map instructions link.
 - Added missing Final Hammer compile configuration.
 - Fixed typo in Hammer fgd file causing Empire wall and barrier issues.
 - Fixed client crash when subscribed to Workshop file that no longer exists
 or has been made private.
 - Fixed server crashes that could occur when attempting to sync Workshop
 maps when Steam was down or syncing current map.
 - Fixed uploading maps of size  100mb to Workshop.
 - Increased individual user Workshop storage quota to 1gb.
 - Greatly improved client subscribed Workshop map sync time on game launch.
 - HTTPS map downloads with self-signed certificates now work.
 - Clients now automatically download game server Workshop-synced maps
 directly from Workshop on connect.
 - Map support files (scripts, loading image, etc.) now get
 automaticallybspzipped into the map before upload if not already in map.

 --
 Nicholas Hastings


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Re: [hlds_linux] [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Rudy Bleeker
On Wed, Feb 26, 2014 at 5:53 PM, Dondon Tudtud don...@applei.ph wrote:
 You said you're already using +exec for something else, can't you just put
 the login commands on that cfg file instead? Or do you use that cfg file for
 more than one server?

Indeed, my homebrew startup script exec's a config file depending on
what kind of server I want to start (ctf, payload, mvm, etc.) so it
could theoretically be used by multiple instances.

On Wed, Feb 26, 2014 at 6:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 second config file that I exec isn't actually executed.
 Even if that's true, you can have a server specific config file that
 calls down to the template :P not the other way around.

I'm not sure what you mean by this Kyle.


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Re: [hlds_linux] srcds_linux not marked as executable

2014-02-16 Thread Rudy Bleeker
Hi Dennis,

did you do an app_update 232250 validate in steamcmd to perform the
clean installation of srcds? Because I just did one of those and can
tell you that both the srcds_run script and the srcds_linux binary are
both executable after the download is complete. Actually every file in
the directory is executable, which annoys me greatly but this has been
discussed on this mailing list before. I have a bash script that I run
after every update to set all the file permissions to something more
sensible, send me an email if you're interested in that.

On Sun, Feb 16, 2014 at 5:52 PM, Dennis @ Game-Desk.net
mailingli...@game-desk.net wrote:
 Is this getting normal for Valve? Not including steam_appid.txt and
 forgetting to make srcds_linux executable?

 sh-4.2$ ./srcds_run -norestart -console -game cstrike -condebug -nohltv
 +tv_port 27016 +maxplayers 8 -ip 37.187.135.28 -port 27015 +exec
 server.cfg +map de_dust2 +fps_max 66

 Auto detecting CPU

 Using default binary: ./srcds_linux

 ERROR: Source engine binary './srcds_linux' not executable, exiting

 Sun Feb 16 17:48:29 CET 2014: Server Failed



 This is a fresh install from SteamCMD. It's getting really hard automating
 things as a game host. Now we have to create a script that will create
 steam_appid.txt and echo 240 in it (730 for CS:GO), and one that will chmod
 srcds_linux.



 This has happened in the latest updates.



 Kind regards,

 Dennis Midjord

 Game Desk

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Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-08 Thread Rudy Bleeker
In reality the -steamport is 1 higher than what you set it to, right?
I remember reading something about this a while ago.

On Sat, Feb 8, 2014 at 5:23 AM, Weasels Lair wea...@weaselslair.com wrote:
 Ooops, obviously, I meant 1000 not 100.

 On Fri, Feb 7, 2014 at 8:23 PM, Weasels Lair wea...@weaselslair.com wrote:
 Just a suggestion, but I just add 100 to whatever port I am running
 SRCDS on.  Seems to work fine.  That also keeps them in a set of port
 ranges that is easy for me to firewall.

 Here's my command-lines for 3 TF2 instances as examples:

 nice -n 6 ./srcds_run -secure -game tf +port 6301 -steamport 7301 -debug;
 nice -n 6 ./srcds_run -secure -game tf +port 6303 -steamport 7303 -debug;
 nice -n 6 ./srcds_run -secure -game tf +port 6305 -steamport 7305 -debug;

 I run each in a separate installation folder, and each has their own
 autoexec.cfg file for any other pre-map-load configuration stuff..

 On Fri, Feb 7, 2014 at 8:17 PM, Invalid Protocol
 invalidprotocolvers...@gmail.com wrote:
 26901 ?


 On Sat, Feb 8, 2014 at 6:17 AM, Chris Oryschak ch...@oryschak.com wrote:

 Whats the default -steamport so i know what to increment up from for the
 other instances?


 On Fri, Feb 7, 2014 at 10:59 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

  The latest TF Linux server has a bug that prevents multiple instances
 from
  running at the same time.  The problem is that they are not successfully
  binding to different ports due to the addition of the SO_REUSEADR flag
 at a
  low level.
 
  We should be able to ship a fix for this early next week.
 
  In the meantime, a workaround is to pass -steamport on the command line
 to
  each instance and assign each instance its own port.
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Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-08 Thread Rudy Bleeker
Yes there are indeed 3 variables that you can set which control the
ports your srcds instance uses.

1. +hostport (default 27015) opens both a TCP and a UDP port
2. +clientport (default 27005) opens a UDP port
3. -steamport (I guess the default is 26900) opens a UDP port on the
number +1 for some reason

there's also the -port command line option which controls (and I
believe overrules, but I've never tested that) the same port as
+hostport does.

On Sun, Feb 9, 2014 at 12:10 AM, Weasels Lair wea...@weaselslair.com wrote:
 Rudy Bleeker Sat, 08 Feb 2014 05:24:51 -0800

 In reality the -steamport is 1 higher than what you
 set it to, right? I remember reading something about
 this a while ago.

 That's effectively correct.

 In addition to the game port and the steam port, I also have noticed
 each instance open several out-bound client ports in the 27000-series.
  Some sort of steam client port?

 But explicitly specifying the game port and the steam port seems to be
 sufficient to allow multiple SRCDS instances to operate on the same IP
 address.  Whatever that other/extra port is, it seems to be
 dynamically grabbing whatever's available without creating any
 conflicts.

 Below are some netstat captures from a Debian Linux server running 3
 instances of TF2, plus a couple other Valve SRCDS titles, plus several
 mods - all sharing the same IP address.  You will note, that in
 addition to the specified game-ports (6000-series in my case), and the
 specified steam ports (7000-series in my case), there are several
 other ports each seems to dynamically grab as needed.

 Obviously, this is all best viewed in a fixed-pitch font.

 Note: Output is parsed from netstat --all --inet --numeric-ports
 --program --extend command while logged-in as the account that the
 game servers operate under.

 TF2, instance 1 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6301  0.0.0.0:*
 LISTEN  whatever   2395002767  1211/srcds_linux
 udp12096  0 0.0.0.0:63010.0.0.0:*
  whatever   2395002763  1211/srcds_linux
 udp0  0 0.0.0.0:73020.0.0.0:*
  whatever   2395054751  1211/srcds_linux
 udp0  0 0.0.0.0:27005   0.0.0.0:*
  whatever   2395002764  1211/srcds_linux
 udp0  0 0.0.0.0:27020   0.0.0.0:*
  whatever   2395002766  1211/srcds_linux

 TF2, instance 2 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6303  0.0.0.0:*
 LISTEN  whatever   2395036130  1268/srcds_linux
 udp0  0 0.0.0.0:63030.0.0.0:*
  whatever   2395036127  1268/srcds_linux
 udp0  0 0.0.0.0:73040.0.0.0:*
  whatever   2395105669  1268/srcds_linux
 udp0  0 0.0.0.0:27007   0.0.0.0:*
  whatever   2395036128  1268/srcds_linux
 udp0  0 0.0.0.0:27022   0.0.0.0:*
  whatever   2395036129  1268/srcds_linux

 TF2, instance 3 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6305  0.0.0.0:*
 LISTEN  whatever   2395082244  1351/srcds_linux
 udp 1344  0 0.0.0.0:63050.0.0.0:*
  whatever   2395082241  1351/srcds_linux
 udp0  0 0.0.0.0:73060.0.0.0:*
  whatever   2395123039  1351/srcds_linux
 udp0  0 0.0.0.0:27011   0.0.0.0:*
  whatever   2395082242  1351/srcds_linux
 udp0  0 0.0.0.0:27026   0.0.0.0:*
  whatever   2395082243  1351/srcds_linux

 Counter-Strike:Source
 =
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6307  0.0.0.0:*
 LISTEN  whatever   2395127256  1421/srcds_linux
 udp0  0 0.0.0.0:63070.0.0.0:*
  whatever   2395127252  1421/srcds_linux
 udp0  0 0.0.0.0:73080.0.0.0:*
  whatever   2395143869  1421/srcds_linux
 udp0  0 0.0.0.0:27012   0.0.0.0:*
  whatever   2395127254  1421/srcds_linux
 udp0  0 0.0.0.0:27027   0.0.0.0

Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-08 Thread Rudy Bleeker
If you're refering to the ports in the 27020 range, those are probably
not clientports but sourcetv ports. I noticed them on my servers as
well a while ago and got rid of them by specifying -nohltv on the
command line.

You can find all these options at
https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server

On Sun, Feb 9, 2014 at 12:54 AM, Weasels Lair wea...@weaselslair.com wrote:
 Yep.  I use +port and -steamport in my SRCDS command-lines.
 I have never tried to over-ride the +clientport option.  What is a
 mystery to me is why it needs any more ports than +port and
 -steamport.  Further, it seems to always grab TWO client ports per
 instance - not just ONE.

 Also, I just double-checked my HLDS port usage.  That doesn't use
 anything other than +port and -sport (instead of -steamport).
 There doesn't seem to be any need for the GoldSrc/HLDS to use any
 ports other than that.


 On Sat, Feb 8, 2014 at 3:46 PM, Rudy Bleeker rblee...@gmail.com wrote:
 Yes there are indeed 3 variables that you can set which control the
 ports your srcds instance uses.

 1. +hostport (default 27015) opens both a TCP and a UDP port
 2. +clientport (default 27005) opens a UDP port
 3. -steamport (I guess the default is 26900) opens a UDP port on the
 number +1 for some reason

 there's also the -port command line option which controls (and I
 believe overrules, but I've never tested that) the same port as
 +hostport does.

 On Sun, Feb 9, 2014 at 12:10 AM, Weasels Lair wea...@weaselslair.com wrote:
 Rudy Bleeker Sat, 08 Feb 2014 05:24:51 -0800

 In reality the -steamport is 1 higher than what you
 set it to, right? I remember reading something about
 this a while ago.

 That's effectively correct.

 In addition to the game port and the steam port, I also have noticed
 each instance open several out-bound client ports in the 27000-series.
  Some sort of steam client port?

 But explicitly specifying the game port and the steam port seems to be
 sufficient to allow multiple SRCDS instances to operate on the same IP
 address.  Whatever that other/extra port is, it seems to be
 dynamically grabbing whatever's available without creating any
 conflicts.

 Below are some netstat captures from a Debian Linux server running 3
 instances of TF2, plus a couple other Valve SRCDS titles, plus several
 mods - all sharing the same IP address.  You will note, that in
 addition to the specified game-ports (6000-series in my case), and the
 specified steam ports (7000-series in my case), there are several
 other ports each seems to dynamically grab as needed.

 Obviously, this is all best viewed in a fixed-pitch font.

 Note: Output is parsed from netstat --all --inet --numeric-ports
 --program --extend command while logged-in as the account that the
 game servers operate under.

 TF2, instance 1 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6301  0.0.0.0:*
 LISTEN  whatever   2395002767  1211/srcds_linux
 udp12096  0 0.0.0.0:63010.0.0.0:*
  whatever   2395002763  1211/srcds_linux
 udp0  0 0.0.0.0:73020.0.0.0:*
  whatever   2395054751  1211/srcds_linux
 udp0  0 0.0.0.0:27005   0.0.0.0:*
  whatever   2395002764  1211/srcds_linux
 udp0  0 0.0.0.0:27020   0.0.0.0:*
  whatever   2395002766  1211/srcds_linux

 TF2, instance 2 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6303  0.0.0.0:*
 LISTEN  whatever   2395036130  1268/srcds_linux
 udp0  0 0.0.0.0:63030.0.0.0:*
  whatever   2395036127  1268/srcds_linux
 udp0  0 0.0.0.0:73040.0.0.0:*
  whatever   2395105669  1268/srcds_linux
 udp0  0 0.0.0.0:27007   0.0.0.0:*
  whatever   2395036128  1268/srcds_linux
 udp0  0 0.0.0.0:27022   0.0.0.0:*
  whatever   2395036129  1268/srcds_linux

 TF2, instance 3 of 3
 
 Proto Recv-Q Send-Q Local Address   Foreign Address
 State   User   Inode   PID/Program name
 ---
 tcp0  0 192.30.161.61:6305  0.0.0.0:*
 LISTEN  whatever   2395082244  1351/srcds_linux
 udp 1344  0 0.0.0.0:63050.0.0.0:*
  whatever   2395082241  1351/srcds_linux
 udp0  0 0.0.0.0:73060.0.0.0

Re: [hlds_linux] Workaround for linux problems running multiple servers on the same IP

2014-02-08 Thread Rudy Bleeker
On Sun, Feb 9, 2014 at 12:58 AM, Ross Bemrose rbemr...@gmail.com wrote:
 +clientport is mandatory if you use the -strictportbind command-line option.
 As is one of either -nohltv or +tv_port.

That too. If you're using -strictportbind you need to set a hostport,
a client port and a tv port or turn sourcetv off. The steamport is the
only port not subject to strict port binding.

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Re: [hlds_linux] you did well

2014-02-07 Thread Rudy Bleeker
I noticed a client crash earlier that occured when using the new Show
Servers search system. TF2 crashed every time I used it, weather I
was searching for official Valve servers, community servers or just
set everything to don't care. I've been in contact with Eric about
this though and he said they were working on a fix. Other than that
I've had no stability issues after the last update and I just finished
2 rounds of MvM.

On Fri, Feb 7, 2014 at 11:42 PM, Valentin G. nextra...@gmail.com wrote:
 Only the usual crashes every now and then. Haven't noticed any
 significant changes in reliability with this update.

 On Fri, Feb 7, 2014 at 11:38 PM, Weasels Lair wea...@weaselslair.com wrote:
 I am NOT seeing that on any of my TF2 servers.
 All Linux-based (Debian 8.x) in my case.


 On Fri, Feb 7, 2014 at 2:36 PM, Patrick p.hal...@zillertal-gaming.at wrote:
 Releasing an update, that crashes every server. Well done.



 L 02/07/2014 - 23:28:57: Chuckee_Kun12STEAM_0:1:x entered the
 game

 L 02/07/2014 - 23:29:01: Chuckee_Kun12STEAM_0:1:xUnassigned
 joined team Red

 L 02/07/2014 - 23:29:07: Chuckee_Kun12STEAM_0:1:xRed
 disconnected (reason Your client has failed to authorize in time. Please
 reconnect or restart your game)

 Dropped Chuckee_Kun from server (Your client has failed to authorize in
 time. Please reconnect or restart your game)



 Anyone else?



 Greetings

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Re: [hlds_linux] you did well

2014-02-07 Thread Rudy Bleeker
I can confirm this as well. It's funny, this is what I see when using
the 'status' command on one of my servers (a vanilla TF2 server):

steamid : not logged in
account : logged in

So I'm not even assigned an anonymous SteamID, which I suppose is
normal when the server has lost connection to the backend, but the tf2
server account is still authenticated it seems.

On Fri, Feb 7, 2014 at 11:59 PM, Valentin G. nextra...@gmail.com wrote:
 Yep. Can confirm issues with connecting to the steam backend. Item
 server not reachable for most of the post-patch time.

 On Fri, Feb 7, 2014 at 11:50 PM, Ilya Larin ilya.dem.la...@gmail.com wrote:
 I also have issues with authentication, but on server side. Almost all my
 servers (16 of 18) cannot establish connection to Steam servers. VAC can`t
 become active, no items loadout, no quickplay participating. There is a
 couple of servers that can authenticate well, but even them sometimes loose
 this connection. Here is an error message i get:
 Connection to Steam servers lost.  (Result = 3)
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Re: [hlds_linux] you did well

2014-02-07 Thread Rudy Bleeker
I'm running 2 instances on the same machine, both are as vanilla as
can be, one is PvP and has no connection to the backend, the other is
an MvM server which has no problems. I just played 2 MvM maps on it
and had access to my loadout the whole time while the other instance
had the connection issue. Feel free to ask me for additional details
if you need them.

On Sat, Feb 8, 2014 at 12:08 AM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Is anybody having problems with dropped connections trying to use the same 
 token on multiple instances?  It could exhibit that behavior.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
 Sent: Friday, February 07, 2014 3:04 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] you did well

 I can confirm this as well. It's funny, this is what I see when using the 
 'status' command on one of my servers (a vanilla TF2 server):

 steamid : not logged in
 account : logged in

 So I'm not even assigned an anonymous SteamID, which I suppose is normal when 
 the server has lost connection to the backend, but the tf2 server account is 
 still authenticated it seems.

 On Fri, Feb 7, 2014 at 11:59 PM, Valentin G. nextra...@gmail.com wrote:
 Yep. Can confirm issues with connecting to the steam backend. Item
 server not reachable for most of the post-patch time.

 On Fri, Feb 7, 2014 at 11:50 PM, Ilya Larin ilya.dem.la...@gmail.com wrote:
 I also have issues with authentication, but on server side. Almost
 all my servers (16 of 18) cannot establish connection to Steam
 servers. VAC can`t become active, no items loadout, no quickplay
 participating. There is a couple of servers that can authenticate
 well, but even them sometimes loose this connection. Here is an error 
 message i get:
 Connection to Steam servers lost.  (Result = 3)
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Re: [hlds_linux] you did well

2014-02-07 Thread Rudy Bleeker
On Sat, Feb 8, 2014 at 12:13 AM, Rudy Bleeker rblee...@gmail.com wrote:
 I'm running 2 instances on the same machine, both are as vanilla as
 can be, one is PvP and has no connection to the backend, the other is
 an MvM server which has no problems. I just played 2 MvM maps on it
 and had access to my loadout the whole time while the other instance
 had the connection issue. Feel free to ask me for additional details
 if you need them.

And both have their own token, forgot to mention that :-)

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Re: [hlds_linux] hldupdatetool end-of-life and left4dead1

2014-01-25 Thread Rudy Bleeker
On Sun, Jan 26, 2014 at 1:40 AM, Ook ooksser...@zootal.com wrote:
 So is L4D1 also at end of life?

I hate to say yes to this but I think it's a safe bet. Even though
Valve have never officially declared Left 4 Dead end of life, I think
the statement of moving all of it's content to L4D2 and updating that
regularly (including Linux suppose) speaks volumes. I can't remember
the last time I've seen a L4D1 client update, so I guess if you'd like
to host a server any recent copy of the Left 4 Dead Dedicated Server
from the hldsupdate tool would still work.



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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-24 Thread Rudy Bleeker
On Fri, Jan 24, 2014 at 5:27 AM, dan needa...@ntlworld.com wrote:
 Why add all the incentives to win MvM and none for the multiplayer and,
 worse,
 make those MvM prizes hurt the multiplayer objectives even more?

The answer to this is simple. Official MvM mode where you get those
prizes, aka Mann-Up, still makes Valve money with the sale of tickets
and surplus vouchers, where as community servers or even their own
quickplay servers don't really since you can buy your hats and other
items for MvM as well as the 'normal' game.

As for the rest of the discussion, I would argue that Valve has chosen
to dumb down the whole TF2 experience for new and existing players to
a one-button solution and this is just the latest step towards that
goal (maybe even the last). From that you could conclude that they
don't give a damn about communities anymore, I don't really have an
opinion about that. Fact is that they now have more control over the
player experience, which seems to be what they want so I doubt they'll
revert this change.



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Re: [hlds_linux] How to solve crashes when logs show nothing?

2014-01-20 Thread Rudy Bleeker
Have you tried running the server in debug mode? This requires gdb to
be installed and srcds_run to be run with the -debug command line
flag. I have no experience with this myself though, but someone at
valve might be interested in the debug files this creates.

On Sun, Jan 19, 2014 at 4:31 PM, Miika miikalaak...@hotmail.com wrote:
 This is a common issue that still gives me a headache these days. Just 
 recently one of my TF2 servers suddenly
 crashed during mapchange. I checked all my logs, but I found absolutely 
 nothing, the logs just stopped so that
 didn’t help me at all.

 Sometimes the logs do show something, but I’d say most of the time they show 
 absolutely nothing. Is there any
 easy way to solve these crashes? Are there any plugins that help the log dump 
 to show these errors?

 - Miika
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Re: [hlds_linux] Valve list server troubles?

2014-01-14 Thread Rudy Bleeker
On Wed, Jan 15, 2014 at 1:02 AM, Ook ooksser...@zootal.com wrote:
 Works for me shrug. Maybe they fixed it

Nah, Valve would never do something like that ;-P

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Re: [hlds_linux] problem master server csgo?

2014-01-09 Thread Rudy Bleeker
You should probably report this on the CS:GO mailinglist
csgo_serv...@list.valvesoftware.com

On Thu, Jan 9, 2014 at 9:50 PM, louloubizou louloubi...@gmail.com wrote:
 since yesterday my csgo server dont appear in master server list

 nothing has changed on my end

 anybody can confirm there is a issue ?
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Re: [hlds_linux] TF2: Idle server using 33% CPU

2013-12-09 Thread Rudy Bleeker
I run 2 servers on a dual-core (Core 2 Duo E8500) machine with 6GB ram
running Ubuntu 12.04 LTS. They both run under a normal user account,
without any nice-ness. When empty they use about 5-10% CPU, my MvM
server is currently in use and peaks off at about 85% CPU usage. So I
think there's something weird going on with your machine or the SRCDS
installation.

On Mon, Dec 9, 2013 at 7:08 PM, Weasels Lair wea...@weaselslair.com wrote:
 I haven't seen any of my TF2 servers do this.  However, I run them
 under something other than root, and also I run them under nice to
 ... well ... make them play nice with one another on the same server.

 nice -n 6 ./srcds_run -secure -game tf +port 6301 -steamport 7301
 -whatever-other-parameters-you-want -debug;


 On Mon, Dec 9, 2013 at 7:41 AM, Chris Oryschak ch...@oryschak.com wrote:
 Has anyone run into any problems where an TF2 server at idle (directly
 after a restart, no one on) is sitting around 33% CPU usage. Multiple
 restarts yields the same results.

 From HTOP this is what i see.
 5  [###
   33.6%]


 Ubuntu 11.04
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-11-06 Thread Rudy Bleeker
Saturation of servers, in other words: too many servers, too few
players too fill them up.

On Wed, Nov 6, 2013 at 9:45 PM, louloubizou louloubi...@gmail.com wrote:
 Saturation?

 2013/11/6 Mart-Jan Reeuwijk mreeu...@yahoo.com


 There where 20+ on each server, nobody got any for over an hour, so that
 emptied them.





 
  From: ics i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, 6 November 2013, 7:15
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
 I think it requires 12 or so players. It was 8 at the time of the manor
 event but it was raised at some point due to abuse.
 
 -ics
 
 Kyle Sanderson kirjoitti:
  I believe you need at least 8 players for drops to work, or so was the
 case
  many years ago. I was on one server a couple nights ago, two drops
 happened
  one after another. Then there was nothing for about a half hour; I'm not
  sure what happened after that.
 
  Thanks,
  Kyle.
 
 
  On Tue, Nov 5, 2013 at 5:22 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:
 
  hmm, saw more complaints of no gifts dropping anymore. Ppl asking if it
  was regged or not, or w/e the problem was on Valve end.
 
  Might be ppl don't go for event server if they don't get the personal
  gifts.
 
 
 
  
  From: Calvin Judy evo...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, 5 November 2013, 23:04
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
 
 
  Saturation.
 
 
  - Original Message -
  From: louloubizou louloubi...@gmail.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Tuesday, November 05, 2013 4:17 PM
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
 
 
  i get no more traffic since 2 days
 
  what is happening ?
 
  2013/11/3 cladiron cladi...@gmail.com
 
  Calvin, did you read 2 post above yours ?
  Does the message below mean that i'm automatically removed even tho
 its
  setup to be in the match making ?
 
  *Sending CMsgGameServerMatchmakingStatus
  (state=ServerMatchmakingState_NOT_PARTICIPATING)*
 
 
  On Sat, Nov 2, 2013 at 12:52 AM, Calvin Judy evo...@gmail.com
 wrote:
 
  Influx of servers = decrease in players per server.
 
  The tags aren't broken.
 
 
  - Original Message - From: cladiron cladi...@gmail.com
  To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.
  valvesoftware.com
  Sent: Friday, November 01, 2013 10:52 PM
 
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
 
 
We had a full server with matchmaking until that first update
 after
  the
  Halloween.
  It's been like this ever since, and haven't seen the first player.
 
 
 
  On Fri, Nov 1, 2013 at 10:44 PM, cladiron cladi...@gmail.com
  wrote:
I think it's still broke. both tags.
  I have tried it both ways and get the same message that i'm not
  participating.
  I also notice that is says next map is dustbowl, even tho i
 edited
  the
  files for plr_hightower_event, and restarted the server.
 
  Sending CMsgGameServerMatchmakingStatus
  (state=ServerMatchmakingState_NOT_PARTICIPATING)
  L 11/01/2013 - 21:14:07: server_cvar: sm_nextmap cp_dustbowl
  Connection to Steam servers successful.
  Assigned anonymous gameserver Steam ID [A-1:776458241(3743)].
 
  VAC secure mode is activated.
  Connection to game coordinator established.
  Current item schema is up-to-date with version 5074B955.
 
  Received auth challenge; signing into gameserver account...
  L 11/01/2013 - 21:14:08: Received auth challenge; signing into
  gameserver
  account...
  Game server authentication: SUCCESS! Standing: Good. Trend:
  Downward
  Fast
  L 11/01/2013 - 21:14:08: Game server authentication: SUCCESS!
  Standing:
  Good. Trend: Downward Fast
  L 11/01/2013 - 21:14:08: server_cvar: sv_registration_message
 
  L 11/01/2013 - 21:14:08: server_cvar:
 sv_registration_successful
  1
  L 11/01/2013 - 21:14:08: server_cvar: sv_tags
  _registered,event247,payload
  L 11/01/2013 - 21:14:08: server_cvar: sv_tags
  _registered,event247,payload
 
 
 
 
  On Fri, Nov 1, 2013 at 7:55 PM, louloubizou 
 louloubi...@gmail.com
  wrote:
 
how did you see the score etc ?
  2013/11/2 Calvin Judy evo...@gmail.com
 
  It's just saturation, my servers dropped from ~6000 new players
  to
  5
  the
  last update, but they're all full at the moment.
 
 
  - Original Message - From: louloubizou  
  louloubi...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.**
  valvesoftware.com hlds_linux@list.valvesoftware.com
  Sent: Friday, November 01, 2013 7:21 PM
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after
  the 
  update?
 
since the last update (1h) i got no more traffic from
  matchmaking
  ...
  

Re: [hlds_linux] Assertion Failed :-

2013-11-05 Thread Rudy Bleeker
You should probably report this on the CS:GO mailinglist

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
csgo_serv...@list.valvesoftware.com

On Tue, Nov 5, 2013 at 4:10 PM, Brandon Cherup brandon.che...@gmail.com wrote:
 Hello,

 Not quite sure what is going on my CS:GO servers but everytime I update or
 restart the game server im flooded with these errors during the steamdCM
 update.

 /home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/clientdll/../common/asyncfileiohandler.cpp
 (983) : Assertion Failed: pItem-nSize == cubBytesRead
  App state (0x300506) downloading, progress: 75.51 (4442175321 / 5882712795)

 Also at times the update module seems to go in a loop before the server
 starts.

 Could someone please advise ? :)

 This is a CENTOS 64BIT distro

 Thanks :)
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Re: [hlds_linux] Mandatory TF2 update released

2013-11-02 Thread Rudy Bleeker
I can confirm that canteens aren't working, at least not on my vanilla
server (no mods whatsoever)

On Sat, Nov 2, 2013 at 8:36 PM, ics i...@ics-base.net wrote:
 Are you sure you have the right key set that you are pressing?

 -ics

 Saint K. kirjoitti:

 I've tested all of our MVM servers, on none of them canteens are working.

 You can equip them, you can buy stuff, just can't activate them for usage.

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frag Time
 Sent: Saturday, November 02, 2013 7:28 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 I can confirm that canteens are randomly not working for me.


 On Sat, Nov 2, 2013 at 1:05 PM, Giovanni Harting 
 chefeification...@gmail.com wrote:

 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. sai...@specialattack.net

 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] Mandatory TF2 update released

2013-10-31 Thread Rudy Bleeker
On Thu, Oct 31, 2013 at 4:45 PM, martin v velt...@gmail.com wrote:
 Valve (as always) fucked up everything. Money  players/servers

Whiner. I've been playing plenty of hightower event the past few days
and haven't noticed any crashed, not on my own server nor on the
official Valve servers.

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Re: [hlds_linux] tf2 halloween event 2013 ETA ?

2013-10-29 Thread Rudy Bleeker
The update is live now, but no announcement on the mailing list. I
still have a question though: are the eventmix and event247 tags
still required this year to receive quickplay traffic on servers
running the Halloween event maps?

Any other information about the event from a Valve employee would also
be appreciated.

On Tue, Oct 29, 2013 at 6:28 AM, Todd Pettit pettit.t...@gmail.com wrote:
 Something is coming, everybody. Not right now coming...

 - Original Message -
 From: Doctor McKay mc...@doctormckay.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Monday, October 28, 2013 11:26:22 PM
 Subject: Re: [hlds_linux] tf2 halloween event 2013 ETA ?

 http://www.teamfortress.com/post.php?id=11727


 Dr. McKay
 www.doctormckay.com


 On Mon, Oct 28, 2013 at 11:11 PM, Carl aidsf...@gmail.com wrote:

 IF it happens.  If Valve had a mediocre idea for 2013, would you rather
 them release it or shelve it?


 On 10/28/2013 1:54 PM, wickedplayer494 wrote:

 It'll happen when it happens.

 On 10/28/2013 3:19 PM, louloubizou wrote:

 an ETA ? :)
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Re: [hlds_linux] Error Updating via SteamCMD

2013-10-11 Thread Rudy Bleeker
About what? Updating works fine at the moment.


On Sat, Oct 12, 2013 at 12:13 AM, Jason pctool...@gmail.com wrote:

 Fletcher or anyone from Valve able to comment?!?!


 On Thu, Oct 10, 2013 at 9:27 PM, Weasel's Lair wea...@weaselslair.com
 wrote:

  Yeah, I *HATE* when my servers get over-flown.  They are right under
  the approach path for Chicago's O'Hare airport and it prevents them
  from staying updated all the time.
  ___
 
  Re: [hlds_linux] Error Updating via SteamCMD
 
  Bruno Garcia Thu, 10 Oct 2013 17:43:04 -0700
 
  Just so you know, I've used -validate before and it removed some of my
  configuration files. It's not required for the updated.
  Related to the problem: try again in a few hours, perhaps the servers are
  over flown
 
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Re: [hlds_linux] Now that halloween is coming for TF2

2013-10-10 Thread Rudy Bleeker
Feature requests should be done on Valve's github, where they track all
issues and feature requests for their games. This mailinglist is for
announcements from Valve and arguably also for discussions about the games
for us server maintainers.

https://github.com/ValveSoftware/Source-1-Games


On Thu, Oct 10, 2013 at 8:15 AM, ics i...@ics-base.net wrote:

 What part of option you didn't understand? Let's not make this a forum
 thread. I just submitted a request, you didn't like it, fine. I respect
 your opinion but there is no need for further discussion about this issue.

 -ics


 Carl kirjoitti:

  Killing people on the enemy team is almost the entire reason to play the
 game.

 Even so, if during the Halloween event both sides can't work together,
 then they didn't really display the teamwork to be worthy of the
 achievement.

 On 10/9/2013 10:23 PM, ics wrote:

 Now that halloween is coming for TF2, can we please this year get a cvar
 option to disable killing of the enemy team on a server when boss appears?
 If the boss is like merasmus, it's very hard to achieve anything because
 there is always one, two or three wiseguys ruining others fun. If the boss
 is pumpkinhead, killing should be rather easy anyway so it would made the
 cvar obsolete.

 I was asked last year why can't i make it so that others wont be able to
 kill you while boss is on since majority of the servers where trying to get
 merasmus down level by level and always there was few guys making it
 impossible.

 Thanks for consideration.

 -ics

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Re: [hlds_linux] [hlds] Recurring player clip issue on Windows TF2 servers?

2013-09-24 Thread Rudy Bleeker
I have actually encountered this myself as a player, although it might
be a slightly different issue. I've had it happen a few times on my
own server, which runs on Linux (hence the crosspost) and isn't
symlinked or runs any mods. It's a single installation, completely
vanilla. I haven't made an effort to do a bugreport through the game
client yet.

The symptoms I'm experiencing are that when I spawn I'm clipping
through the floor of the map, resulting in a view as if I've sunken
through the ground to the waist. I can play normally, only the vision
is screwed up. Other players don't notice anything unusual about my
avatar. The issue resolves itself when I get killed and respawn, or
sometimes after I've been alive for a long time. I couldn't say on
which maps it has occured, but at least on pl_goldrush.

On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde peter-h...@jerde.net wrote:
 This happened to us when the number of VPK files constituting TF2 changed 
 back on August 29th (or thereabouts).

 We share one set of VPK files among multiple server instances using symlinks 
 (windows mklink), but when that update added tf2_misc_009.vpk, our cloned 
 servers each lacked a symlink to that file, since it hadn't existed before.

 This resulted in no problems at all on some maps (ctf_turbine) but caused the 
 bizarre players-falling-through-solid-objects problem on mvm_coaltown and 
 certain payload maps.

 It could be something completely different, but I figured those exact 
 symptoms were too similar to what we'd experienced, that I figured I'd throw 
 this out there. Double-check that your servers have all the files 
 tf2_misc_000 through tf2_misc_009.

 For giggles, here are the sizes, in bytes, of the vpk files we have currently 
 in our /tf folder:

 106302753   tf2_misc_000.vpk
 106575133   tf2_misc_001.vpk
 106642649   tf2_misc_002.vpk
 103888545   tf2_misc_003.vpk
 106077677   tf2_misc_004.vpk
 108387643   tf2_misc_005.vpk
 105606193   tf2_misc_006.vpk
 105574190   tf2_misc_007.vpk
 105401440   tf2_misc_008.vpk
 105299483   tf2_misc_009.vpk
 1477522 tf2_misc_dir.vpk
 87701   tf2_sound_misc_dir.vpk
 382253  tf2_sound_vo_english_dir.vpk
 537892  tf2_textures_dir.vpk

 Cheers,

  - Peter

 On Sep 23, 2013, at 22:50 PM, Justin Bounds jstn7...@gmail.com wrote:

 Hi,

 I've been receiving reports from players and admins in my community 
 concerning a server issue where trains, rocks, stairs, etc. basically become 
 non-solid objects and players can walk or fall through them, obviously 
 disrupting gameplay to some extent. I haven't had time to experience this 
 myself, but supposedly the problem is temporarily corrected by restarting 
 the server. This keeps occurring on my main public TF2 server and even 
 happens on competitive servers as well (only basic SM/MM:S functionality is 
 present), and has been doing so for a few weeks. Is anyone else experiencing 
 this issue, or is it just me? I figured I would ask/discuss this here first 
 before attempting to email any probably busy Valve employees. The host 
 server is running Windows Server 2008 R2, no idea how up to date it is since 
 it's a virtual dedicated server managed by NFO. Any ideas?

 -Justin
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Re: [hlds_linux] csgo server memory leak

2013-09-08 Thread Rudy Bleeker
Please report this to the seperate Valve CS:GO mailinglist
csgo_serv...@list.valvesoftware.com

On Sun, Sep 8, 2013 at 9:29 PM, Vitor F. - Killall x30...@gmail.com wrote:
 The memory usage of csgo server is EXTREMELY HIGH, for example, i have a 20
 slots casual servers, in two days without restart the memory usage hits
 2,4GB!

 Every map change the memory usage increase, the server don't release the
 maps in cache.

 Some details:

 Uptime: 2865 minutes
 Memory usage( Residential):2403MB
 OS: Ubuntu 12.04.3 LTS
 Kernel: kernel 3.2.0-49-lowlatency(from repository)
 arch: x86_64
 Using Sourcemod/Metamod?: Yes, soucemod version:1.5.0-dev+3755 , metamod
 version:1.10.0-dev. Only with basic plugins(hlstatsx, sourcebans, admin
 tools).

 cache_print_summary output:
 Section [ModelData]: 334 resources total 5.33 MB, 8.32 % of limit (64 MB)
 Section [ModelMesh]: 0 resources total 0 bytes, 0.00 % of limit (64 MB)
 Section [AnimBlock]: 504 resources total 13.62 MB, 21.28 % of limit (64 MB)
 Section [ColorMesh]: 0 resources total 0 bytes, 0.00 % of limit (64 MB)
 Summary: 838 resources total 18.95 MB, 29.60 % of capacity

 Sorry for my poor english.
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Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam community group associated with a server.

2013-08-28 Thread Rudy Bleeker
The sv_steamgroup convar already exists in TF2, so you can already
associate a server with a Steam community group. All you need now is a
way for people to easily join this group if it's a public one, for
example when they leave the server after playing on it for a while.
Much like how you're now asked if you want to add the server you've
been playing on to your favorites when you leave, the TF2 client could
pop up a second dialog when you leave a server associated with a
public Steam group asking them would you like to join Steam community
so and so. Hopefully with an opt-out option that can be set in the
Advanced options.

On Wed, Aug 28, 2013 at 8:09 AM, Weasel wea...@weaselslair.com wrote:
 I meant that there ARE servers that are doing FULLY-automated Steam Group 
 invites. The type of thing where you join the server, and then you get a 
 Steam Group invite automatically.  Not a chat-trigger ala !join or 
 something like that.

  There are also at least two commercial pieces of software out there that do 
 this - which I won't link to here.

 I do the SourceMod chat-trigger-to-steam-group-URL thing myself in the MOTD 
 browser.  But, since that works in the MOTD browser it doesn't join them, 
 requires them to logon again (even though they are already logged-onto Steam 
 obviously, etc.).  I don't think Valve should MAKE it work that way either - 
 it already seems too much like a Phishing site.

 What I am suggesting is that they build into the game a way to (optionally) 
 associated a group with a server, and give the player the option to 
 initiating that - without having to look-up/find that group, etc.  That way 
 the player initiates it, AND Valve-developed code controls the whole process 
 - without 3rd-party hacks, 3rd-party web-sites, 3rd-party services, etc.  I 
 think it would be more secure that way, and also not result in extra Join my 
 group invite spam (since it's player-initiated).

 Re: [hlds_linux] [Feature Request] [TF2] User-initiated join to Steam 
 community group associated with a server.
 Erik-jan Riemers Tue, 27 Aug 2013 22:59:39 -0700

 There is nothing wrong with showing the website to steam group when you
 type !join.

 But other than that, since steam groups are not bound to servers for
 instance, the benefit for the end user has little value these days.
 (unlike in l4d2, even though everybody abuses the steam groups that nobody
 at valve ends will fix :) )

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Re: [hlds_linux] New feature: -insert_search_path

2013-08-02 Thread Rudy Bleeker
Have you tried it and does it work? Should be easy enough to test
this, just move your stuff into a folder in tf/custom and add
-insert_search_path to your launch options. I'm curious to know if
anyone has gotten it to work.

On Fri, Aug 2, 2013 at 2:58 PM, Brian br...@doublejump.eu wrote:
 Although to be honest a launch option is a bit of an esoteric approach to
 what is a very logical feature. It's really surprising that some
 user-friendly solution to this has not been provided by Valve.


 On Thu, Aug 1, 2013 at 3:18 PM, Ondřej Hošek ondra.ho...@gmail.com wrote:

 On 01.08.2013, at 11:16, Rudy Bleeker rblee...@gmail.com wrote:

  Your personal settings for steam games are stored in a different
  folder as the game data, and this folder is different for every steam
  account that logs in.

 Used to be like this; the move to SteamPipe eliminated it.

 Cheers,
 ~~ Ondra

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Re: [hlds_linux] New feature: -insert_search_path

2013-08-02 Thread Rudy Bleeker
But the question was if the -insert_search_path option also worked for
clients, to accomodate multiple users using the same TF2 client
software with their own custom huds and other mods. Has anyone had any
success with this yet?

On Fri, Aug 2, 2013 at 6:42 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
 This is for server operators, most times you don't have multiple people
 using the server machine.


 On Fri, Aug 2, 2013 at 6:11 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Yeah, my suggestion would be to add custom/logged in steam id/ to the
 search path, so if multiple Steam users use one machine, they can put their
 addons in their own folder.


 Kind regards,
 Saul Rennison


 On 2 August 2013 13:58, Brian br...@doublejump.eu wrote:

  Although to be honest a launch option is a bit of an esoteric approach to
  what is a very logical feature. It's really surprising that some
  user-friendly solution to this has not been provided by Valve.
 
 
  On Thu, Aug 1, 2013 at 3:18 PM, Ondřej Hošek ondra.ho...@gmail.com
  wrote:
 
   On 01.08.2013, at 11:16, Rudy Bleeker rblee...@gmail.com wrote:
  
Your personal settings for steam games are stored in a different
folder as the game data, and this folder is different for every steam
account that logs in.
  
   Used to be like this; the move to SteamPipe eliminated it.
  
   Cheers,
   ~~ Ondra
  
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Re: [hlds_linux] New feature: -insert_search_path

2013-08-01 Thread Rudy Bleeker
Doesn't it already do this if you log in to your own steam account?
Your personal settings for steam games are stored in a different
folder as the game data, and this folder is different for every steam
account that logs in.

On Tue, Jul 30, 2013 at 4:55 PM, Brian br...@doublejump.eu wrote:
 Hi Fletcher,

 Does this launch option work client-side as well? ie for multiple users on
 the same PC wishing to have different custom folders for their CFGs, HUDs
 and so on.

 Regards,
 Brian


 On Fri, May 17, 2013 at 5:15 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

 Windows bias in action.

 I'll switch it to be a comma.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers
 Sent: Friday, May 17, 2013 7:16 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New feature: -insert_search_path

 Fletch, in your post about -insert_search_path , you said  If you need to
 insert more than one, separate them by semicolons

 But you cant really use ; in a commandline startup, without it seeing as
 another command. Was semicolon the correct delimiter?


 2013/5/15 Erik-jan Riemers riem...@binkey.nl

  I verified, its from the same folder as hlds. I can see it added with
  the path command.
 
  So this works like a charm.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: maandag 13 mei 2013 23:05
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] New feature: -insert_search_path
 
  I believe relative paths are interpreted to be relative to the
  directory containing srcds.exe (or hlds_run).
 
  But you can always just type path at the command line to see exactly
  what it did.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Erik-jan Riemers
  Sent: Monday, May 13, 2013 1:59 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] New feature: -insert_search_path
 
  Whats the base dir it searches from?
 
  I've got my install in ~/tf/tf/custom/dodgeball/ for instance, I would
  move that towards  ~/tf/tf/servercustom/dodgeball/ then.
  So  -insert_search_path would be ~/tf/tf/servercustom/dodgeball (and
  in here the maps, cfg, models, etc)
 
  But since I run it from the tf folder, can I also use a
  -insert_search_path with something like tf/servercustom/dodgeball?
 
  Thanks for the feature fletch.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: maandag 13 mei 2013 22:56
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  (h...@list.valvesoftware.com)
  Subject: Re: [hlds_linux] New feature: -insert_search_path
 
  Yeah, it inserts another directory in front.  So I think a common
  usage pattern might be to use the tf/custom folder for stuff common to
  all the instances, and the -insert_search_path path for
 instance-specific files.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Erik-jan Riemers
  Sent: Monday, May 13, 2013 1:48 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] New feature: -insert_search_path
 
  It takes priority over the custom directories, but it still loads them
  too right? Because now I have a custom directory in the custom folder
  for each server. But now it loads everything on every server. The
  insert_search_path would only fix this issue if I make the folder
  outside of the custom folder then correct?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: maandag 13 mei 2013 22:41
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32 server mailing list
  Subject: [hlds_linux] New feature: -insert_search_path
 
  I didn't get a chance to get this note added into the release notes:
 
  Source engine:
  * Added -insert_search_path command line argument.
 
  This inserts a search path to the front of the list.  (Taking priority
  over the custom directories.)  It's intended to make it easier to run
  multiple instances from the same directory.  (No more need to symlink
  or copy files around.)
 
  e.g.
 
  srcds -game tf -insert_search_path c:\ tf_server\instance01
 
  You can use any valid local filesystem path or VPK filename.  Relative
  paths work just like the other paths in gameinfo.txt.  If you need to
  insert more than one, separate them by semicolons.
 
  If you type path at the command line, you should be able to see 

Re: [hlds_linux] Petition Valve to add force installs option toSteamCMD

2013-07-16 Thread Rudy Bleeker
I think the point is that the steamcmd command line tool isn't very
intuitive to use. As you say, content providers use it too to manage
their games on steam, and I can't imagine that they have any less
difficulties with it than some of us have had. That said, once you
make a few scriptfiles and call them instead of using steamcmd
interactively it isn't that bad. But tabcompletion of commands would
be very welcome, for example.

On Tue, Jul 16, 2013 at 7:41 PM, Saul Rennison saul.renni...@gmail.com wrote:
 Guys, deal with it.


 steamcmd wasn't made soley for updating games, it also exists for managing 
 Steam games at the backend, hence the command-line interface. I believe 
 Didrole made a steamcmd replacement that has an older syntax.

 On Tue, Jul 16, 2013 at 6:23 PM, Andre Müller gbs.dead...@gmail.com
 wrote:

 Please, please no hldsupdatetool syntax again. I think this is a step
 backward (steamcmd also). There are enough examples to make a good unix
 like commandline tool.
 On Jul 16, 2013 5:34 PM, Ook ooksser...@zootal.com wrote:
 Loloz..well, SteamCMD user interface, such as it is,  is a freakin' kluge.
 It is cryptic and difficult to use, sparsely documented, and when it
 doesn't work there is no indication given that it did not work, it just
 quietly tells you success! but your files are not there. How many people
 come here going how the hell do I get this stupid thing to work? Valve
 needs to gut the current interface and start from scratch, make it
 backwards compatible with hldsupdatetool syntax, and add some verbose
 status and error messages. And fix the parsing of command line options. Do
 I put quotes here, do I put them there? SteamCMD should not be so difficult
 to use, it is far worse than hldsupdatetool ever was.

 On 07/15/2013 10:57 PM, Marcel wrote:

 This is really such an annoying feature/bug. Making a command line
 tool without properly thinking how admins could use it.

 Is it so abstract to use linux for file distribution of windows server
 files? WTF is wrong with you valve? I can't count how many lifetime this
 fu steamcmd cost me.



 - Marcel

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Re: [hlds_linux] incorrect playercount MVM servers

2013-07-15 Thread Rudy Bleeker
I've been monitoring, but the issue does not seem to occur on my
vanilla MvM server (no SM/MM).

On Mon, Jul 15, 2013 at 9:31 AM, Saint K. sai...@specialattack.net wrote:
 Hi,

 From a few updates back (somewhere like 2 months ago) we have a problem at 
 our MVM servers that it reports the wrong player count.

 This happened when players are present at the server during a mapchange. If 
 there are 4 out of 6 players active during the mapchange, the server will 
 show 0/6 after the mapchange. If 2 more players join (and thus making the 
 server full), it shows 2/6, and so on.

 Is anyone here experiencing the same issue, or have any idea how to fix this?

 The player count is incorrectly shown in the steam browser, HLSW and if we 
 manually query the server.

 If you do status on the server the player count is incorrect as well, 
 however you do see al the players and their steamid's listed.

 Cheers,

 Saint K.
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Re: [hlds_linux] Petition Valve to add force installs option to SteamCMD

2013-07-12 Thread Rudy Bleeker
This is currently not possible but it would probably be a nice
feature. I personally wouldn't use it though.

On Fri, Jul 12, 2013 at 11:16 PM, SLUGSoc Tech Admin
sl...@sheffield.ac.uk wrote:
 I recently sent in a request to Valve about SteamCMD and an for an option of
 forcing installs of servers even if it is the wrong platform.
 I've had a look round to see if this is already an option and couldn't find
 it, so either documentation needs improvement or a request for this.

 Would anyone else like this option (more support is better for a request) or
 knows of a way besides using WINE to force installs of games/game servers?

 Cheers,

 James (SLUGSoc Server Admin)

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Re: [hlds_linux] Petition Valve to add force installs option to SteamCMD

2013-07-12 Thread Rudy Bleeker
You didn't read the OP right... he asks for support of this *without*
using wine, so he can use steamcmd on Linux to download both the Linux
and Windows server files.

On Fri, Jul 12, 2013 at 11:43 PM, Ryan Walmsley ryant...@gmail.com wrote:
 I would use it too! But why is wine having to be used?
  On 12 Jul 2013 22:41, Rudy Bleeker rblee...@gmail.com wrote:

 This is currently not possible but it would probably be a nice
 feature. I personally wouldn't use it though.

 On Fri, Jul 12, 2013 at 11:16 PM, SLUGSoc Tech Admin
 sl...@sheffield.ac.uk wrote:
  I recently sent in a request to Valve about SteamCMD and an for an
 option of
  forcing installs of servers even if it is the wrong platform.
  I've had a look round to see if this is already an option and couldn't
 find
  it, so either documentation needs improvement or a request for this.
 
  Would anyone else like this option (more support is better for a
 request) or
  knows of a way besides using WINE to force installs of games/game
 servers?
 
  Cheers,
 
  James (SLUGSoc Server Admin)
 
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Re: [hlds_linux] Petition Valve to add force installs option to SteamCMD

2013-07-12 Thread Rudy Bleeker
That won't work since steamcmd doesn't run on ARM as far as I know

On Fri, Jul 12, 2013 at 11:54 PM, Ryan Walmsley ryant...@gmail.com wrote:
 Oh OK. Still don't make sense to me fully but would love this feature to
 try and get it working on arm architecture
 On 12 Jul 2013 22:50, Rudy Bleeker rblee...@gmail.com wrote:

 You didn't read the OP right... he asks for support of this *without*
 using wine, so he can use steamcmd on Linux to download both the Linux
 and Windows server files.

 On Fri, Jul 12, 2013 at 11:43 PM, Ryan Walmsley ryant...@gmail.com
 wrote:
  I would use it too! But why is wine having to be used?
   On 12 Jul 2013 22:41, Rudy Bleeker rblee...@gmail.com wrote:
 
  This is currently not possible but it would probably be a nice
  feature. I personally wouldn't use it though.
 
  On Fri, Jul 12, 2013 at 11:16 PM, SLUGSoc Tech Admin
  sl...@sheffield.ac.uk wrote:
   I recently sent in a request to Valve about SteamCMD and an for an
  option of
   forcing installs of servers even if it is the wrong platform.
   I've had a look round to see if this is already an option and couldn't
  find
   it, so either documentation needs improvement or a request for this.
  
   Would anyone else like this option (more support is better for a
  request) or
   knows of a way besides using WINE to force installs of games/game
  servers?
  
   Cheers,
  
   James (SLUGSoc Server Admin)
  
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-12 Thread Rudy Bleeker
That's odd... are you sure your server is using the right
mapcyclefile? I have never run into this problem.

On Wed, Jun 12, 2013 at 8:39 PM, Saint K. sai...@specialattack.net wrote:
 I applied the command mp_mapcycle_empty_timeout_seconds to my cfg, but now 
 it's randomly causing the server to switch to normal maps, rather than 
 switching to mbm maps.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] on behalf of Rudy Bleeker 
 [rblee...@gmail.com]
 Sent: 10 June 2013 09:45
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] MvM server lock or.. some problem

 If a mapchange fixes the issue you might want to consider putting
 mp_mapcycle_empty_timeout_seconds in your config file. It specifies
 the maximum number of seconds the server can be empty, so without
 players on it (and bots don't count) before the server will
 automatically change the map. I've been using this for a while now and
 have never run into the issue described here.

 I suspect the reason that it was first noticed on Wave 666 is because
 it's a long grind, so there's a bigger chance at bots getting stuck
 somewhere and start eating up extra slots.

 On Mon, Jun 10, 2013 at 7:47 AM, Yun Huang Yong gumby_li...@mooh.org wrote:
 Yep there's supposed to be 22 slots for bots, 6 for players, and remaining 4
 are specs.

 The question is why the early bots are continuing to hold player slots even
 after they're dead.  It's because of these stuck bots that when new bots
 spawn (as they are supposed to according to the mission) you end up with 5
 player slots left, 4 slots left etc.

 Note that when the player slots are being eaten the 4 spec slots have
 already gone.


 On 10/06/2013 3:07 PM, ics wrote:

 Yeah that could be it and it's not wave 666 only. The extra slots might
 get eaten by bots that never leave, thus making the server impossible to
 enter, except for one person. Whenever someone leaves, bots fill in.

 -ics

 Yun Huang Yong kirjoitti:

 Sounds like this bug:
 https://github.com/ValveSoftware/Source-1-Games/issues/301

 I guess it's not Wave666 specific and I saw it there only because it's
 our busiest MvM server.

 I haven't had a chance to see if the stuck bots are actually in the
 game/map.

 On 10/06/2013 3:49 AM, 1nsane wrote:

 Had something similar happen on Valve's Mann Up servers:
 Someone quit and the server would only let up to 5 people join. Checking
 game info in game showed the server at 5/5.

 Another guy left, it was down to 4/4. In the end everyone had to
 abandon,
 happened at the last wave too.

 I saw this happen multiple times.


 On Sun, Jun 9, 2013 at 12:21 PM, ics i...@ics-base.net wrote:

 This is the same problem that i randomly have, there are bots on the
 server, kind of, but only one person can connect at a time and bots
 never
 leave or round does not reset. They are stuck there. Server restart
 fixes
 it though.

 -ics

 Peter Lindblom kirjoitti:

   We have one MvM server with some problem that is odd and its been
 this

 way long time now and I cant show any logs with any data but this
 is how
 its is:

 The server gets empty but on our hlxce site its showing that its
 populated with MvM-bots, at this point none can connect to the
 server and
 get in.
 If I change map with hlsw or in the console, the time the server is
 down
 is twice or triple a normal map-change is.
 After that the server usual get filled within some minutes!

 - I have not English as my first language as you might have guess.

 Peter
 Sweden


 ics skrev 2013-06-09 11:20:

 MvM servers? There's lots of empty servers around and not enough
 players. Some people here said not having players and then later on
 suddenly had full servers.

 -ics

 Miika kirjoitti:

 After the Steampipe conversion, I am still having random issues
 with my
 TF2 servers randomly disappearing from the server browser.

 Sometimes they all show up, other times some of them are completely
 missing when searching for them and sometimes all of them do not
 show up at
 all!

 Our servers are literally dying because of this issue and I have no
 clue what is causing this. Anyone else had this sort of issues
 before and
 managed to fix it?
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-10 Thread Rudy Bleeker
If a mapchange fixes the issue you might want to consider putting
mp_mapcycle_empty_timeout_seconds in your config file. It specifies
the maximum number of seconds the server can be empty, so without
players on it (and bots don't count) before the server will
automatically change the map. I've been using this for a while now and
have never run into the issue described here.

I suspect the reason that it was first noticed on Wave 666 is because
it's a long grind, so there's a bigger chance at bots getting stuck
somewhere and start eating up extra slots.

On Mon, Jun 10, 2013 at 7:47 AM, Yun Huang Yong gumby_li...@mooh.org wrote:
 Yep there's supposed to be 22 slots for bots, 6 for players, and remaining 4
 are specs.

 The question is why the early bots are continuing to hold player slots even
 after they're dead.  It's because of these stuck bots that when new bots
 spawn (as they are supposed to according to the mission) you end up with 5
 player slots left, 4 slots left etc.

 Note that when the player slots are being eaten the 4 spec slots have
 already gone.


 On 10/06/2013 3:07 PM, ics wrote:

 Yeah that could be it and it's not wave 666 only. The extra slots might
 get eaten by bots that never leave, thus making the server impossible to
 enter, except for one person. Whenever someone leaves, bots fill in.

 -ics

 Yun Huang Yong kirjoitti:

 Sounds like this bug:
 https://github.com/ValveSoftware/Source-1-Games/issues/301

 I guess it's not Wave666 specific and I saw it there only because it's
 our busiest MvM server.

 I haven't had a chance to see if the stuck bots are actually in the
 game/map.

 On 10/06/2013 3:49 AM, 1nsane wrote:

 Had something similar happen on Valve's Mann Up servers:
 Someone quit and the server would only let up to 5 people join. Checking
 game info in game showed the server at 5/5.

 Another guy left, it was down to 4/4. In the end everyone had to
 abandon,
 happened at the last wave too.

 I saw this happen multiple times.


 On Sun, Jun 9, 2013 at 12:21 PM, ics i...@ics-base.net wrote:

 This is the same problem that i randomly have, there are bots on the
 server, kind of, but only one person can connect at a time and bots
 never
 leave or round does not reset. They are stuck there. Server restart
 fixes
 it though.

 -ics

 Peter Lindblom kirjoitti:

   We have one MvM server with some problem that is odd and its been
 this

 way long time now and I cant show any logs with any data but this
 is how
 its is:

 The server gets empty but on our hlxce site its showing that its
 populated with MvM-bots, at this point none can connect to the
 server and
 get in.
 If I change map with hlsw or in the console, the time the server is
 down
 is twice or triple a normal map-change is.
 After that the server usual get filled within some minutes!

 - I have not English as my first language as you might have guess.

 Peter
 Sweden


 ics skrev 2013-06-09 11:20:

 MvM servers? There's lots of empty servers around and not enough
 players. Some people here said not having players and then later on
 suddenly had full servers.

 -ics

 Miika kirjoitti:

 After the Steampipe conversion, I am still having random issues
 with my
 TF2 servers randomly disappearing from the server browser.

 Sometimes they all show up, other times some of them are completely
 missing when searching for them and sometimes all of them do not
 show up at
 all!

 Our servers are literally dying because of this issue and I have no
 clue what is causing this. Anyone else had this sort of issues
 before and
 managed to fix it?
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Re: [hlds_linux] Mandatory TF2 update released

2013-06-06 Thread Rudy Bleeker
On Thu, Jun 6, 2013 at 1:18 PM, Brian br...@doublejump.eu wrote:
 There are numerous cvars that the same can be said of.

Citation needed

In any case, this whole solution smells like a quick fix. Let's just
wait and see how things develop. Personally I don't think changing
some cvars to make the game react more like you'd like it to is
cheating, but it would be more fair to inform people about this
better. Also, when playing on a stable connection with low ping, these
interpolation cvars shouldn't make much of a difference in gameplay.




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Re: [hlds_linux] Mandatory TF2 update released

2013-06-06 Thread Rudy Bleeker
On Thu, Jun 6, 2013 at 3:05 PM, Brian br...@doublejump.eu wrote:
 fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.

All these options except mat_dxlevel are configurable though the GUI
interface of TF2, so even not so config-savvy gamers can change them
simply by going through the menus. This isn't the case with the interp
cvars.

As for the mat_dxlevel cvar, I don't see how changing this will affect
someone's ability to hit with a certain weapon.

Conclusion: your point is invalid.


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Re: [hlds_linux] Mandatory TF2 update released

2013-06-06 Thread Rudy Bleeker
First of all my appoligies for the snarky comment at the end, that was
uncalled for.
Then I also seemed to have made my point poorly. It wasn't my
intention to move the goalpost, I just wanted to point out that some
options in TF2 are more easily configured than others. The options
that can be set through the menus don't really give anyone an unfair
advantage in my opinion, since any idiot can set them. But changing
cvars through scripts does give some (minor) advantage to a smaller
group of players and more importantly (because that's what started
this whole discussion in the first place) can be used to sort of
cheat.

Anyway, the point is moot now, since I just read the latest release
notes for TF2:

- Updated the network interpolation and update convars so they can be
changed when dead.

So it seems you got what you wanted and for the record, I too think
this is a more elegant solution than the quick fix Valve rolled out
earlier. Kudos to Valve for changing this so quickly.

On Thu, Jun 6, 2013 at 6:41 PM, Brian br...@doublejump.eu wrote:
 Rudy Bleeker, don't move the goalposts while discussing a topic, please!


 On Thu, Jun 6, 2013 at 5:28 PM, D Bauhmz sc2p...@gmail.com wrote:

 His point isn't invalid just because you cannot find it through the GUI.
 It's still a cvar there which is available to be tuned by anyone,
 regardless. No one else is at fault if you don't want to look in to
 perfecting your own configuration file. You asked for cvars and you got
 them. Why do they have to be in the GUI now?

 What was being exploited definitely needed to be fixed but let's not make
 it seem like you can't get other advantages in this game through other
 options and cvars.


 On Thu, Jun 6, 2013 at 11:15 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com
 wrote:

  Locking cl_autoreload will only make ppl change their scripts to use the
  +reload / -reload via waits... (as was the situation b4 it came into
  existence)
 
  But i'm curious in how mat_dxlevel would be abused.
 
  The rest *shrugs*, don't think that those are any problem.
 
 
 
 
  
   From: Brian br...@doublejump.eu
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Thursday, 6 June 2013, 15:05
  Subject: Re: [hlds_linux] Mandatory TF2 update released
  
  
  Citation needed
  
  fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch,
 mat_dxlevel.
  
  
  
  
  
  
  On Thu, Jun 6, 2013 at 1:55 PM, Rudy Bleeker rblee...@gmail.com
 wrote:
  
   On Thu, Jun 6, 2013 at 1:18 PM, Brian br...@doublejump.eu wrote:
There are numerous cvars that the same can be said of.
  
   Citation needed
  
   In any case, this whole solution smells like a quick fix. Let's just
   wait and see how things develop. Personally I don't think changing
   some cvars to make the game react more like you'd like it to is
   cheating, but it would be more fair to inform people about this
   better. Also, when playing on a stable connection with low ping, these
   interpolation cvars shouldn't make much of a difference in gameplay.
  
  
  
  
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 - Floyd Dell
  
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Re: [hlds_linux] Matchmaking not working?

2013-06-01 Thread Rudy Bleeker
On Fri, May 31, 2013 at 7:07 PM, Collin Howard my_azz...@yahoo.com wrote:

 I didnt know we were able to make matchmaking servers ourselves? Are we?


You're confusing matchmaking with Mann-Up mode I think. We're allowed to
make quickplay matchmaking servers for MvM, just have it registered with
a tf_server_identity_account_id and a tf_server_identity_token and set
tf_mm_servermode to 2.
We're not allowed to run Mann-Up servers indeed.


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Re: [hlds_linux] tf2 sv_pure

2013-05-27 Thread Rudy Bleeker
You have to start with at least sv_pure 1 at start, then you can change it
to whatever you want at runtime.

I still think sv_pure 1 should be the default at startup, it seems it's
sv_pure 0 now. If that's changed to 1 everyone can set their pure setting
at runtime in their config, instead of having to add another command line
option.


On Mon, May 27, 2013 at 9:10 PM, Dondon Tudtud don...@applei.ph wrote:

 I don't think it has changed. You CAN change sv_pure after boot, provided
 that you start with it on.


 On Tue, May 28, 2013 at 2:55 AM, Marco Padovan e...@evcz.tk wrote:

  Hi,
 
  if I understood correctly we should be still able to change sv_pure at
  runtime, provided we set it at command line.
 
  Is that assumption still valid or currently the only way to change it is
  from command line and no more from rcon/console?
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Re: [hlds_linux] Mapcycle Bug and/or misuse

2013-05-15 Thread Rudy Bleeker
Hi Lucas,

I actually find that very interesting. Currently all my config files
for my TF2 server are in DOS format, even though I'm running on Linux
servers. This seems to have been the desired format for as long as I
can remember, when I first started running TF2 servers srcds wouldn't
read my config files with unix line endings properly (or something,
this was so long ago I can't really remember what the issue was back
then).

In my current server setup I'm still using DOS textfiles as mapcycle-
and configfiles, and they seem to be working correctly.

Regards, Ruud

On Wed, May 15, 2013 at 3:32 PM, Lucas Wagner lgwag...@gmail.com wrote:
 I feel like an idiot, and I should.  The problem was a UNIX/DOS text file
 issue.  It was fixed by converting the line terminating characters to a
 UNIX format.  This has never been something I've had to explicitly do
 before with the mapcycle file before, but apparently it was needed this
 time.

 Sorry for wasting your time.


 On Wed, May 15, 2013 at 7:37 AM, Lucas Wagner lgwag...@gmail.com wrote:

 I wrote this when it was late and I was tired.  What I meant to say was on
 the third server, the server boots to pl_badwater and the map cycle file is
 set to

 pl_badwater
 cp_gorge
 pl_upward

 Regardless, it does not want to cycle, at all.  Not according to the file
 I've specified in the custom directory custom/mapcycle/mapcycle.txt which
 is called out in the mapcyclefile cvar, nor according to the default
 mapcycle.txt.

 Sorry for the confusion.



 On Wed, May 15, 2013 at 12:24 AM, Lucas Wagner lgwag...@gmail.com wrote:

 I am running three servers, they are hosted.  I am setting the
 mapcyclefile cvar to custom/mapcycle/mapcycle.txt

 On two of the three, the maps are cycling as I would expect.  The server
 boots to pl_badwater, and the map cycle file is set to the following

 pl_badwater
 cp_gorge
 pl_upward

 I've verified the cvar is set correctly via console.  Yet, when I execute
 nextmap from console, it comes back telling me that the next map is
 always pl_badwater.  I've also confirmed that the server is constantly
 cycling through just Badwater, never visting Gorge or Upward.  I've
 verified several times that everything is spelled correctly and this is not
 just a typo.

 Is this a known bug?

 Thank you,

 Lucas



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Re: [hlds_linux] steamcmd loop

2013-05-01 Thread Rudy Bleeker
I'm experiencing the exact same thing. It will redownload at least
twice for me and the last run even did it 18 times! It's always either
11,372 KB or 11,555 KB.

My steamcmd is installed in /usr/local/steamcmd/ of which I'm owner
and it's writeable for me.

On Wed, May 1, 2013 at 12:07 PM, Erik-jan Riemers riem...@binkey.nl wrote:
 I've seen some other people mentioning it, but now it is just getting
 silly.
 Sometimes it downloads steamcmd for more than 5 times, if not more before
 it finally starts the server.

 This is on a tf server, standard options with auto update. As far as I can
 tell, its downloading the client each time over and over..

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Re: [hlds_linux] Newly installed srcds installations fail on first startup

2013-05-01 Thread Rudy Bleeker
On Tue, Apr 30, 2013 at 11:43 PM, hasser css hasserva...@gmail.com wrote:
 It's sometimes created badly too. Has weird symbols in it sometimes after
 initial creation (usually a ^@ or something).

In my experience that's supposed to be in there.

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Re: [hlds_linux] Newly installed srcds installations fail on first startup

2013-05-01 Thread Rudy Bleeker
I think it would be best if it was shipped with the installation. In
any case, I've added the file to the directory tree where I backup my
config and other custom files in, so on a new installation I will copy
it over right away.

On Wed, May 1, 2013 at 12:28 PM, Marco Padovan e...@evcz.tk wrote:
 it has been in that way also on hlds installs if i remember correctly
 the appid file was (and IS) being created only on the first run, and is
 read only from the second run :)


 On Wed, May 1, 2013 at 9:15 AM, David Fountain savsi...@gmail.com wrote:

 Wouldn't you think it should be created on install.

 I simply run it then kill it's screen and go again. I don't install new
 servers much. I download a template and get the base stuff in. Then copy it
 and update what's needed if needed (I keep it updated along with the
 others)

 SavSin
 On Apr 30, 2013 11:59 PM, Marco Padovan e...@evcz.tk wrote:

  It's because it is missing the app id infos, create the appid file and
 make
  sure to have that one with the correct I'd in place before starting ;-)
 
  (tf2 = 440)
  Il giorno 01/mag/2013 08:47, David Fountain savsi...@gmail.com ha
  scritto:
 
   This happens on go for me as well as the hlds czero servers I run first
   start fails. The rest work fine.
  
   SavSin
   On Apr 30, 2013 11:43 PM, Peter Reinhold peter_va...@reinhold.dk
   wrote:
  
On 30.04.2013 22:37, Jesse Molina wrote:
   
 I am seeing my newly installed SteamPipe TF2 servers fail on first
startup.  Subsequent startups operate normally.
***
***
*   Unable to load Steam support library.*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*   This server will operate in LAN mode only.*
***
***
   
   
This has happened on all my servers as well, restarting fixes the
 issue
(and, it has not been seen since)
   
   
/Peter
   
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[hlds_linux] sv_pure behaviour changed?

2013-05-01 Thread Rudy Bleeker
my TF2 server is now running the steampipe version, but I've noticed
something different in the sv_pure setting. I used to set sv_pure 1 in
the autoexec.cfg as one of the first options and this always worked
for me. However the server now says at startup in the console:

sv_pure must be specified on the command line to function properly.
sv_pure mode not changed

The default for sv_pure on the steampipe server seems to be 0, which I
don't like on my vanilla server.

Did I miss some message telling us that this behaviour has changed? I
actually don't want to set +sv_pure 1 on the command line, that's what
config files are for in my opinion.


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[hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Rudy Bleeker
I haven't seen this mentioned before, perhaps I missed it, but I
noticed that the steampipe version of my TF2 server couldn't find it's
steam library and throws the error:

dlopen failed trying to load:
/home/username/.steam/sdk32/steamclient.so
with error:
/home/username/.steam/sdk32/steamclient.so: cannot open shared
object file: No such file or directory

It does this even though I've specified -steam_dir and
-steamcmd_script on the command line. I resolved it by making a
symlink in my homedirectory to the steamcmd installation directory
named .steam and a symlink sdk32 - linux32 in the steamcmd install
directory, but that's more a work-around than a solution.

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Re: [hlds_linux] sv_pure behaviour changed?

2013-05-01 Thread Rudy Bleeker
Now that I've read the reason for it (the hashing at engine start) I
understand why it is the way it is. I still don't like it, but so be
it.

On Wed, May 1, 2013 at 3:33 PM, Doctor McKay mc...@doctormckay.com wrote:
 I think the message you got was perfect clear in what it said. You have to
 set sv_pure on the command line now.

 Dr. McKay

 On Wednesday, May 1, 2013, Rudy Bleeker wrote:

 my TF2 server is now running the steampipe version, but I've noticed
 something different in the sv_pure setting. I used to set sv_pure 1 in
 the autoexec.cfg as one of the first options and this always worked
 for me. However the server now says at startup in the console:

 sv_pure must be specified on the command line to function properly.
 sv_pure mode not changed

 The default for sv_pure on the steampipe server seems to be 0, which I
 don't like on my vanilla server.

 Did I miss some message telling us that this behaviour has changed? I
 actually don't want to set +sv_pure 1 on the command line, that's what
 config files are for in my opinion.


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Re: [hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Rudy Bleeker
On Wed, May 1, 2013 at 3:36 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
 The steam client doesn't need to be there as it will also check the local
 bin dir.

What local bin dir do you mean exactly? My steamcmd installation is in
/usr/local/steamcmd/ which I specify on the commandline with the
-steam_dir option, would that be enough?



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Re: [hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Rudy Bleeker
Hi Chris,

I'm already running 12.04 since it came out. I think you misunderstood
me. I was talking about an error the TF2 server spewed in the console
about not being able to find the steamclient.so library. But as
Nicholas suggested, I can just ignore it since srcds locates them
anyway, only after checking an incorrect path for it.

Regards, Rudy

On Wed, May 1, 2013 at 5:41 PM, Chris Oryschak ch...@oryschak.com wrote:
 Rudy,
 I ran into that problem a week ago when i was prepping for steampipe.  Here
 is what I found:

 server@ch2:~$ lsb_release -a
 No LSB modules are available.
 Distributor ID: Ubuntu
 *Description:Ubuntu 10.10*
 Release:10.10
 Codename:   maverick

 If you're running 10.10 you will get that error message.  I had
 to upgrade to 12.04 by doing:

 *sudo do-release-upgrade*

 Once upgraded it worked no problem.  Unfortunately i just did that one box
 and it didn't come back up after a reboot :(



 On Wed, May 1, 2013 at 9:31 AM, Rudy Bleeker rblee...@gmail.com wrote:

 I haven't seen this mentioned before, perhaps I missed it, but I
 noticed that the steampipe version of my TF2 server couldn't find it's
 steam library and throws the error:

 dlopen failed trying to load:
 /home/username/.steam/sdk32/steamclient.so
 with error:
 /home/username/.steam/sdk32/steamclient.so: cannot open shared
 object file: No such file or directory

 It does this even though I've specified -steam_dir and
 -steamcmd_script on the command line. I resolved it by making a
 symlink in my homedirectory to the steamcmd installation directory
 named .steam and a symlink sdk32 - linux32 in the steamcmd install
 directory, but that's more a work-around than a solution.

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Re: [hlds_linux] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-01 Thread Rudy Bleeker
I'm getting the same when I'm trying to update/validate my TF2
installation to check if the steamcmd update loop was fixed (which is
the case by the way, thanks for that). When using a username and
password it works.

On Thu, May 2, 2013 at 12:28 AM, Todd Pettit pettit.t...@gmail.com wrote:
 Connecting anonymously to Steam Public...Login Failure: No Connection
 Failed.
 ERROR! Failed to request AppInfo update, not online or not logged in to Steam.

 Is there a reason the anonymous login no longer works?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.com, 
 Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) 
 h...@list.valvesoftware.com, hlds announce 
 hlds_annou...@list.valvesoftware.com
 Sent: Wednesday, May 1, 2013 6:11:10 PM
 Subject: [hlds_linux] Prerelease updates available for TF2, CS:S, DoD:S,  
   and HL2:MP

 Updates are available for the prerelease betas of TF2, CS:S, DoD:S, and 
 HL2:MP.

 The update does not change the PatchVersion and will not be mandatory for 
 servers.

 For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 
 release.  Here are the github issues addressed by this build:

 Bugs with sv_pure, especially after second map change:
 https://github.com/ValveSoftware/Source-1-Games/issues/259
 https://github.com/ValveSoftware/Source-1-Games/issues/341
 https://github.com/ValveSoftware/Source-1-Games/issues/343
 https://github.com/ValveSoftware/Source-1-Games/issues/345

 User sprays not working:
 https://github.com/ValveSoftware/Source-1-Games/issues/127

 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe 
 update
 https://github.com/ValveSoftware/Source-1-Games/issues/263

 If no major problems are detected, we will release these builds as the 
 official builds tomorrow.

 Most of the recent changes have been client-side fixes.
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Re: [hlds_linux] Help anyone,

2013-04-29 Thread Rudy Bleeker
I would recommend running steamcommand with ./steamcmd.sh +runscript
somescript where somescript is a simple textfile with the commands you
want to execute line by line. Then I would advice you to use an
absolute path in that script, like /home/hlds/gearbox/ or whatever.
Using relative paths with .. might get messy if you don't always run
steamcmd.sh from the same place.

On Sun, Apr 28, 2013 at 5:24 AM, edman747 edman...@gmail.com wrote:
 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,
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-29 Thread Rudy Bleeker
Today is monday, not tuesday. But as has been said in serveral
messages in the last few days, you can already run a steampipe TF2
server and have non-steampipe clients connect to it without problems.

On Mon, Apr 29, 2013 at 2:07 PM, Marco Padovan e...@evcz.tk wrote:
 So: are we ready?

 When can we safely start the conversion for all the servers to be ready
 to accept the clients without worring to have to go back? :)


 Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
 Hello all,

 The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 
 30th.

 - Fletch
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-29 Thread Rudy Bleeker
The old ones can still be used because they mapped the old syntax to
the new one for backwards compatibility. The
pure_server_whitelist_example.txt in the installation folder actually
explains this quite well, so I would suggest you read through it.

On Mon, Apr 29, 2013 at 2:59 PM, Valentin G. nextra...@gmail.com wrote:
 Is there anything you need to change with pure whitelists or can the old
 ones just be reused?


 On Mon, Apr 29, 2013 at 2:17 PM, Marco Padovan e...@evcz.tk wrote:

 sv_pure working perfectly too?


 Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
  How about now? If you get a server working fully on steampipe just flip
 the
  switch. Since the current tf2 clients can connect to it. Tested it
 myself,
  works just fine.
 
 
  2013/4/29 Marco Padovan e...@evcz.tk
 
  So: are we ready?
 
  When can we safely start the conversion for all the servers to be ready
  to accept the clients without worring to have to go back? :)
 
 
  Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
  Hello all,
 
  The tentative schedule for switching TF2 to SteamPipe is next Tuesday,
  the 30th.
  - Fletch
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Re: [hlds_linux] VPK Tool Wiki Page

2013-04-28 Thread Rudy Bleeker
Does anyone else get the following when trying to use the vpk_linux32
binary from the teamfortress/bin directory?

./vpk_linux32: error while loading shared libraries: libtier0.so:
cannot open shared object file: No such file or directory

The file libtier0.so is right there in the same directory, so I'm not
sure what's wrong here.

On Fri, Apr 26, 2013 at 7:48 AM, DontWannaName! ad...@topnotchclan.com wrote:
 I have updated the VPK tool wiki page with as much information as I can at
 the moment. It is now up to date and formatted.

 https://developer.valvesoftware.com/wiki/VPK


 For those of you having problems with key values, I added an example of how
 to correctly create one:

 https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK

 If you have any questions feel free to ask here and I can update the page
 with answers when we get them or add to it.

 -DWN
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Re: [hlds_linux] [hlds] MvM Mission Cycle Clarification

2013-04-28 Thread Rudy Bleeker
With the steampipe update for Team Fortress 2 just around the corner,
I would like to ask where our custom MvM mission cycle files should be
located in the new directory tree. I can't find the default
tf_mvm_missioncycle.res anymore which I hoped to use as a reference, I
assume it's been packed in one of the VPK files. Since the mapcycle
and motd files have been moved in this update, I was wondering if the
same was the case for our custom MvM mission cycle files.

On Wed, Oct 10, 2012 at 7:34 PM, Mike Lee mi...@valvesoftware.com wrote:
 First we have a Con Command that will let you specify your own mission cycle
 file tf_mvm_missioncyclefile myfile.res

 where the default .res file is tf_mvm_missioncycle.res that is located in
 the tf directory.

 You can use this con command to set custom missioncycle files for each
 server instance.



 For how a mission cycle file works



 Example contents of missioncycle.res file

 -



 tf_mvm_missioncycle.res

 {

 categories 2



 1

 {

 count 3



 1

 {

 map mvm_decoy

 popfile mvm_decoy

 }

 2

 {

 map mvm_coaltown

 popfile mvm_coaltown

 }

 3

 {

 map mvm_mannworks

 popfile mvm_mannworks

 }

 }



 2

 {

 count 3



 1

 {

 map mvm_decoy

 popfile
 mvm_decoy_expert1

 }

 2

 {

 map mvm_coaltown

 popfile
 mvm_coaltown_expert1

 }

 3

 {

 map mvm_mannworks

 popfile
 mvm_mannworks_expert1

 }

 }

 }



 -

 format of the file:

 file name - Name of the res file

 {

 categories Number - Number of Categories, by default
 this corresponds to the number of difficulties

 Category Index - Numerical Index of this category,
 numbered in order starting at 1

 {

 Mission Count Number - Number of
 missions in this category

 Mission Index - Numerical Index of this
 mission, numbered in order starting at 1

 {

 map mapname - Name of
 the mvm map without the extension

 popfile popfilename -
 Name of the popfile without the extension

 }

 }

 }



 When a mission is completed the game looks at the missioncycle file and
 looks for the current map / mission pair.

 If it's found it then loads the next mission in that category, cycling back
 to the first one if it's the last one in that category.



 If the map / mission is not found, it simply restarts the current mission.
 This behavior at the end is probably what’s causing some bizarre issues with
 custom maps and popfiles.  If a custom map is loaded and does not contain a
 default popfile [Ie playing map mvm_decoy.bsp the game expects to load a
 popfile of mvm_decoy.pop] the previous popfile will remain loaded.
 Finishing this mission will just simply restart this “bad” combination.
 Similarly if a custom popfile is loaded (via con commands or vote) the
 server will seemingly be stuck on that particular combination until a vote
 or server command is issued.



 This default behavior seems undesirable and we’ll change it to load the next
 well known mission from the missioncycle file



 -  Mike Lee



 //---

 Hi,



 Unless I'm missing something, nothing in that article explains how to have
 an unofficial MvM server rotate through a series of different maps with
 appropriate popfiles.



 tf_mvm_missioncycle.res appears to have changed in today's 

Re: [hlds_linux] VPK Tool Wiki Page

2013-04-28 Thread Rudy Bleeker
Doh, I should have thought of that. Thanks!

On Sun, Apr 28, 2013 at 8:26 PM, Ondřej Hošek ondra.ho...@gmail.com wrote:
 On Sun, Apr 28, 2013 at 6:52 PM, Rudy Bleeker rblee...@gmail.com wrote:
 The file libtier0.so is right there in the same directory, so I'm not
 sure what's wrong here.

 Linux doesn't, by default, load libraries from the current directory.
 It will always look for libraries in /lib and /usr/lib, and also in
 the paths listed in LD_LIBRARY_PATH.

 Try the following:
 LD_LIBRARY_PATH=$(pwd) ./vpk_linux32 OTHER_ARGUMENTS

 Cheers,
 ~~ Ondra

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Re: [hlds_linux] CreateFragmentsFromFile: 'downloads/c12cc55b.dat' doesn't exist.

2013-04-26 Thread Rudy Bleeker
This error is very old, I've seen it for a long time now. It's
definately not steampipe related. I've always just ignored it since it
doesn't seem to be important.

On Fri, Apr 26, 2013 at 8:17 AM, hasser css hasserva...@gmail.com wrote:
 Hi, I get this message whenever someone connects to my TF2 Steampipe
 server. I assume that's the default spray texture, judging by Google. Is it
 possible to have you guys ship this file in the official vpks, so this
 particular error message won't happen as frequently? Just a bit of an OCD
 thing looking at my server console. Thanks!
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Re: [hlds_linux] Login with steamcmd fails the first time

2013-04-16 Thread Rudy Bleeker
On Tue, Apr 16, 2013 at 10:44 AM, Jesse Molina je...@opendreams.net wrote:
 This is a known issue that affects everyone, as far as I know.

Indeed, I have this too on an Ubuntu 12.04 server. The first login
attempt with steamCMD always fails.


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Re: [hlds_linux] More reliable support for server IP changes

2013-04-10 Thread Rudy Bleeker
You can, with the sv_steamgroup cvar. It just doesn't do a lot for TF2
at the moment.

On Wed, Apr 10, 2013 at 1:15 PM, Peter Reinhold peter_va...@reinhold.dk wrote:
 On 10.04.2013 09:41, Mart-Jan Reeuwijk wrote:

 Then owners of Steamgroups can set Server IP's in the steamgroups,
 and clients won't lose their Group servers from their favorites.


 If you could just associate a server with a Steamgroup, like L4D(2) does, a
 lot of these problems would go away.

 Generally speaking, making it possible for servers to tie into the Steam
 community in some form would be a fantastic thing.


 /Peter




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

2013-03-23 Thread Rudy Bleeker
There Java vulnerabilities are out there and are being exploited. Oracle
isn't doing a really good job at patching them at the moment, there are
currently still a few known vulnerabilities that Oracle has known about for
a few weeks that haven't been patched. They may not be easy to implement
but there are being used, look at the whole NBC website debacle.

In any case I don't think there are many sites that you'd visit from the
in-game browser that require Java, so I think disabling Java for the Steam
in-game browser was a very good choice.


On Sat, Mar 23, 2013 at 8:58 AM, Bruno Garcia garcia.bru...@gmail.comwrote:

 I have seen the proof of concepts of the latest Java exploits , and I think
 in this subject in particular there's no are no easy-setup tools that are
 provided to exploit the vulnerability. (I might have seen some metasploit
 modules, but not available to download)
 But just the fact that the paper released on those exploits drives everyone
 crazy.
 I also consider that Java Arbitrary code execution exploits are patched
 quite fast and are not used widely in the hacking 'community'


 On Fri, Mar 22, 2013 at 2:26 PM, dan needa...@ntlworld.com wrote:

  On 20/03/2013 10:46, Bruno Garcia wrote:
 
  On the other subject, I agree with css getting updates separately, I
  don't think those kids running severs will know their way around
 setting a
  Java exploit or even...seting...a MOTD at all.
 
 
  The in-game web browser can do far more than simply displaying MOTDs.
 
  Although I think they are so many tiny but important features away from
 it
  being usable that alt-tab is still a much preferable way of looking at a
  webpage mid game (and the lack of intelligent re-flowing of text to fit
 the
  screen dimensions in big picture mode when you zoom in? C'mon Valve, buy
  yourselves an android phone, zoom into a web page on that and see how it
  should work ;) Panning left and right to read, say, the blurb in a
  walkthrough, makes it awful to use)
 
  MOTD's aren't really an issue since there's really nothing worth seeing
 on
  them and you can disable them easily enough.
 
  (I think you're rather naive in security terms to decide that kids
  cannot set a java exploit)
 
  --
  Dan.
 
 
 
 
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Re: [hlds_linux] steamcmd verbose ?

2013-03-23 Thread Rudy Bleeker
Since SteamCMD downloads diff's of VPK files instead of the individual
files, I think this would be somewhat hard to do. However, more insight
into what's happening when you update your servers (including better error
messages) would be appreciated.


On Sat, Mar 23, 2013 at 8:12 PM, LouLouBizou louloubi...@gmail.com wrote:

 hi,

 is it possible to get steamcmd a little verbose like hldsupdatetool do ?

 something like :
   2:2123.87%  downloading ./orangebox\dod\bin\client.dylib
   2:3441.01%  downloading ./orangebox\dod\bin\client.so
   2:4952.02%  downloading ./orangebox\dod\bin\server.dll

 instead of :

  App state (0x20104) validating, progress: 46.78 (815094599 / 1742270594)
  App state (0x20104) validating, progress: 55.66 (969676131 / 1742270594)
  App state (0x20104) validating, progress: 63.52 (1106733461 / 1742270594)
  App state (0x20104) validating, progress: 68.81 (1198793937 / 1742270594)
  App state (0x20104) validating, progress: 74.66 (1300806397 / 1742270594)
  App state (0x20104) validating, progress: 82.43 (1436095843 / 1742270594)
  App state (0x20104) validating, progress: 90.45 (1575885570 / 1742270594)

 possible?
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Re: [hlds_linux] srcds (TF2) segfaulting on launch

2013-03-20 Thread Rudy Bleeker
On Wed, Mar 20, 2013 at 9:19 PM, Brian br...@doublejump.eu wrote:
 Checking/Installing 'Linux Source HLDS' version 98

That can't be right, that should be 'OB Linux Dedicated Server'
version 206. What command do you use to update your server?



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Re: [hlds_linux] Mandatory TF2 Beta update released

2013-03-08 Thread Rudy Bleeker
Hi Fletch,

on an aside, I'm still missing the App ID for the Serious Sam 3 server
there (41080).

Ruud

On Fri, Mar 8, 2013 at 6:18 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Each game's dedicated server will have a new AppID.  I've updated this wiki 
 page with the assigned numbers:

 https://developer.valvesoftware.com/wiki/Steam_Application_IDs#Server_Files

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Friday, March 08, 2013 8:51 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

 Will the final server use the same appid (229830), or will it have a 
 different one?

 Also, will different OB games be using different appids or will they be using 
 steamcmd's +app_set_config directive to specify which game it is like 
 Counter-Strike: Condition Zero does for appid 90 for goldsrc?

 On Fri, Mar 8, 2013 at 10:52 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 I think this might actually be possible.  (Cannot confirm for sure.)  
 Somebody ought to give it a try and see what happens (when the server is 
 released, that is).  Just delete the directory with the name that's a big 
 hash, and then run an update (make sure to specify validate) which will 
 validate all the files.

 But just a reminder that there won't be a stampede.  We'll give people 
 plenty of time to download and configure their server.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Abdulrahman Abdulkawi
 Sent: Friday, March 08, 2013 7:20 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

 How would one go from using the TF2 Beta installation as a non-beta TF2 
 server for when SteamPipe is released. I'm hoping to do this to avoid having 
 to download all the files during the stampede.

 From: fletch...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Wed, 6 Mar 2013 22:31:42 +
 Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

 No support for downloading VPK's from the server right now.
 The fastdownload server doesn't know how to work with VPK's, either.
 We're stuck with loose files for now for files downloaded from the server.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Wednesday, March 06, 2013 2:06 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

 What about manually shipping VPKs (server side) without the workshop? Can 
 we package all of our static assets into a VPK (models/sounds/etc)?

 Thanks,
 Kyle.
 On 6 Mar 2013 16:51, Fletcher Dunn fletch...@valvesoftware.com wrote:

  Workshop integration is something we want to do in the future, but
  it's not part of the immediate task list.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan
  Riemers
  Sent: Wednesday, March 06, 2013 1:38 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Mandatory TF2 Beta update released
 
  Any word on how the client will know if a vpk is newer and
  redownloads it? There was word on a text file included in the vpk, or did 
  I miss that?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: woensdag 6 maart 2013 21:24
  To: Half-Life dedicated Win32 server mailing list (
  h...@list.valvesoftware.com); Half-Life dedicated Linux server
  mailing list (hlds_linux@list.valvesoftware.com);
  hlds_annou...@list.valvesoftware.com
  Subject: [hlds_linux] Mandatory TF2 Beta update released
 
  Thanks again to those who have been testing.  This update is around
  100MB download.
 
  Team Fortress 2 Beta:
  * Synced with latest changes from release game
  * Moved several more files into VPK
  * Further load time optimizations
  * Basic implementation of sv_pure working using signed VPK files.
  See tf/cfg/pure_server_whitelist_base.txt for more details.
  * VPK tool: Added RSA public/private key generation and signing
  functionality.  (Only on Windows.)
 
  Known issues:
  * Clients mounting custom VPK's might still get kicked when
  connecting to pure servers.
  * RSA key signing not working on Windows version of VPK tool.
  * Linux/OSX clients might fail to connect to pure server.
 
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Re: [hlds_linux] Server Lockup Fix?

2013-03-06 Thread Rudy Bleeker
I used to have those lock-ups as well, but haven't seen it happen for
a while now. Since I run only vanilla servers I suspect the problem
isn't with the game but with some plugin. It only used to happen on my
MvM servers by the way, not my 24 player PvP server.

On Wed, Mar 6, 2013 at 4:29 AM, Cameron Munroe
cmun...@cameronmunroe.com wrote:


 And since they don't crash there is no bug report... :(

 On
 03/05/2013 05:38 PM, Frank wrote:

 I noticed an issue with server
 lockups/freezing after yesterday's update but
 I've not yet put a
 finger on it for the cause just that it was very annoying
 and rendered
 them pointless to even have up.

 -Original Message-
 From:
 hlds_linux-boun...@list.valvesoftware.com

 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Cameron
 Munroe
 Sent: Tuesday, March 05, 2013 8:25 PM
 To: Half-Life
 dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server
 Lockup Fix?

 map changes every two hours. If not less.

 I can't
 change the map
 after the freeze as it no response to any key stokes.


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Re: [hlds_linux] [hlds] Reminder about server tags

2013-03-06 Thread Rudy Bleeker
I kinda hoped this thread was over, but apparently it's not. In that
case let me chip in as well. I also kind of agree with Dan. It's all
about the difference between the exact wording of the rules and their
intention. Some people on here would do well to read up on that, so
for your convenience:
http://en.wikipedia.org/wiki/Letter_and_spirit_of_the_law

In this case I think it's clear that with the quickplay system Valve
intended to give Team Fortress 2 players a predictable and constant
game experience. So farming the quickplay system for traffic to your
server and then changing that server to something that's not eligible
for quickplay is wrong, no matter how the rules were written. I
sincerely hope this practice will stop and that the servers in
question will be banned (again).

On Wed, Mar 6, 2013 at 9:55 PM, Game-Over gameover.serv...@gmail.com wrote:

 I have to say I'm with Dan on this one, and he often seems to stand alone,
 so I felt I had to say something.

 Having monitored this group for nearly 2 years, I have come to the
 conclusion that it is mostly populated
 by youngsters, who have no life experience to speak of. The excuses used
 here by some that Valve never
 said we couldn't do this or there's nothing in the rules that say we can't
 do this, leads me to believe that
 they rely on parents to tell them when they are doing wrong and they simply
 can't work it out for themselves.

 This latest trend of using a plugin to switch on Quickplay up to 24 players,
 and then when at 24/24 switch off Quickplay
 and convert the server to 32 players, instaspawn, with the argument that
 tell us where we are breaking the Policy of
 Truth rules, is quite frankly mind boggling. Lets just forget about those
 players who thought they were joining a
 stock TF2 server and who end up with 24/7 32 man 2fort spammage, because
 it's fine as Valve never said that
 using this particular plugin this was wrong. No Heroes (cough).

 I blame Pinion as it has opened the gates for children to run servers. Good
 old fashioned honesty, decency and integrity,
 not to mention thinking of the players and not your pockets. You learn these
 things as adults.

 Why Valve backtracked on their latest purge of bans is beyond me. They have
 lost their backbone and I'm extremely
 disappointed. I hope they find their backbone again soon.


 On 06/03/2013 20:11, dan wrote:

 On 06/03/2013 18:18, Gordon Reynolds wrote:

 I'm glad we decided to take the high road here and didn't resort to
 calling
 each other scumbags based on how they want to run their video game server
 :)


 Yeah his was such an erudite and polite message.
 Sheesh.



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Re: [hlds_linux] [hlds] Reminder about server tags

2013-03-06 Thread Rudy Bleeker
On Thu, Mar 7, 2013 at 2:41 AM, 1nsane 1nsane...@gmail.com wrote:
 Do you really think interrupting people by kicking them is the better way
 of doing reserved slots? Because I don't see how.

How badly can you miss the point? I'll try to explain it one more
time: if at ANY time during a server's lifetime you plan on changing
your server settings from less than 24 players with quickplay enabled
to more than 24 players (and thus not eligible for quickplay) you
should NOT be eligible for quickplay AT ALL. You're ruining the
experience of players that came in through quickplay, expecting a
balanced game with at most 24 players, but who end up in a 32 player
explosive damage spamfest for which TF2 wasn't designed. The fact that
the game is 7 years old and computers can now handle 32 players more
easily is irrelevant, it's about the game experience.

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Re: [hlds_linux] TF2 update for 3/4/13 (3/5/13 UTC)

2013-03-05 Thread Rudy Bleeker
On Tue, Mar 5, 2013 at 11:17 PM, pilger pilger...@gmail.com wrote:
 Fletcher started to inform us about the upcoming changes.

Which I'm sure we all agree on is a Good Thing :-)
But yeah, I'm pretty sure I didn't have the update announcement email
yesterday evening even though there was an update, luckely I was just
checking my servers at random and noticed it. I'm glad to hear the
mailinglist is fixed.


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Re: [hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed

2013-02-24 Thread Rudy Bleeker
I've noticed this too for the Serious Sam 3: BFE dedicated server,
although I realize Valve may have less influence over this. All files
are in mode 0700. I hope the file permissions will be set to something
more sensible in the future.

Jesse, I'm interested in your script, since bad file permissions get
on my nerves.

On Sun, Feb 24, 2013 at 4:22 AM, Jesse Molina je...@opendreams.net wrote:

 Dear Valve, and other game-server distributors

 The unix/posix file permissions distributed through hldsupdatetool and
 steamcmd are unhelpful.

 In the case of CSGO though SteamCMD, all files and directories are just
 chmod 700.  All of them.

 The TF2 beta looks similar, though I'm seeing a few files chmod g+r
 directories in there.  I'm not done downloading yet though.

 At least it's not all chmod 777.  I seem to remember some previous
 installation of TF2 under the hldsupdatetool being like that.

 I have a fixperms script which cleans this up for each new installation and
 after each update, but it's painful to wait while it trolls through the huge
 directory structures.

 Thanks for your consideration



 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608



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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-14 Thread Rudy Bleeker
Or people could just use normal nicknames instead of those weird ones
with all those squigly characters in them.

On Thu, Feb 14, 2013 at 2:02 AM, Asher Baker asher...@gmail.com wrote:
 And all the fun that goes with it, like Source games truncating Steam
 names in the middle of multibyte characters because no one thought to
 make sure they took the same lengths.

 On Thu, Feb 14, 2013 at 12:58 AM, Alfred Reynolds
 alf...@valvesoftware.com wrote:
 What Anthony said.

 (in theory it shouldn't matter, the beauty of utf8 is that most std string 
 functions just work with it).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Anthony 
 Stoyanov
 Sent: Wednesday, February 13, 2013 4:55 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 You really should ask that question on alliedmods :)

 On 14.2.2013 г. 02:53 ч., Ejziponken - wrote:
 Cool!
 Will the utf8 affect plugins? Like advertiseplugins?

 From: alf...@valvesoftware.com
 To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 14 Feb 2013 00:40:52 +
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 One more beta update before this becomes the public version tomorrow, 
 changes are:

 - enabled utf8 chat for say and say_team commands
 - don't create a SAVE/ folder on server launch



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Monday, February 11, 2013 1:20 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv demos being corrupted
 - fixed downloading of custom sprays from users
 - increased max rate to 100k (sv_min/maxrate still apply and defaults for 
 them are unchanged)
 - changed timing function to call clock_gettime(), this should cause more 
 stable frame rates


 As a reminder the plan is to make this the public release later this week, 
 and that update will be required.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, February 08, 2013 3:03 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv being unable to record demos under Linux
 - fixed dedicated servers listing as a listen server
 - (partially) fixed hltv listing on the master servers (you need a client 
 update plus we need to do a server update to totally fix this)



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, February 07, 2013 10:41 AM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have another update, changes are:
 - fixed hltv failing to launch


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred 
 Reynolds
 Sent: Friday, February 01, 2013 2:07 PM
 To: h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
 list (hlds_linux@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server update

 We have released an update to this beta. This update includes 1.6 server 
 changes so you should update.

 Fixes include:
 - Fixed failing to launch on old OS distributions (I am looking at you 
 FreeBSD emu layer)
 - Fixed flashbang causing mp_fadetoblack to be ignored



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Thursday, January 31, 2013 1:39 PM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.com); h...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Counter-Strike 1.6 beta server update

 We have released an update to this beta. This update includes some good CS 
 1.6 server changes so you should update.

 Fixes include:
 - Fixed rotating objects stopping after some period in a map
 - Fixed potential upload exploit that let a client put a new file on your 
 server (they could not touch/replace existing files)
 - Fixed respawn bug in CS 1.6 if you died from drowning



Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-11 Thread Rudy Bleeker
I've attached the bash script that I've used and improved upon for
years now to start my TF2 servers. It assumes there's a servercfgfile
named server_portnumber.cfg that contains the settings specific for
that instance, for example your server identity and logdir. It starts
the first server on port 27015 and works it's way up in increments of
10.

Using the -strictportbind option just makes the server quit (and
restart over and over if autoupdate is set) if one or more of the
ports it wants to use is unavailable, instead of just picking a higher
portnumber. For that reason I stopped using it, since I let the server
assign all other ports by itself.

If anyone has any comments, questions or suggestions about my script
feel free to ask.

On Sun, Feb 10, 2013 at 6:11 AM, Landon Orr lando...@gmail.com wrote:
 Alright, so I've disabled sourcetv and set the client port, that seems to
 have cleared it up. I'm working on a script that will start multiple
 servers, and have the server's ports be in intervals of 5. Here's the
 command I'm using to start them, it's been working great so far but let me
 know if you guys have any suggestions.

 ./srcds_run -game tf -autoupdate -steambin /home/tf2user/hlds/steam
 -maxplayers 32 -port 27015 -nohltv +clientport 27115 +map mvm_coaltown
 +servercfgfile mvmserver1.cfg +motdfile mvmmotd.txt +mapcyclefile
 mvmmapcycle.txt

 I specify the maplist, mapcycle and motd files as I have different configs
 for MvM.



 On Sat, Feb 9, 2013 at 10:06 PM, Nomaan Ahmad n0man@gmail.com wrote:

 You can put it in the startup like: +tv_port 27021

 On 10 February 2013 04:49, Sam White s...@zamnet.co.uk wrote:

  I believe it's tv_port
 
  On 10 February 2013 04:15, Joel Zhang know.thine.en...@gmail.com
 wrote:
 
   I am pretty sure there is a parameter for changing source TV's port as
   well, but I can't remember offhand which.
   On Feb 9, 2013 7:25 PM, [BT]Black V bt.bla...@gmail.com wrote:
  
Isn't there a strict port command too?
On 10 Feb 2013 15:47, Andreas Grimm l...@gmx.net wrote:
   
 You can add -nohltv to your start parameters if you don't use
  source
tv.
 Then the gameserver doesn't bind additional ports.

  - Andreas

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Steve
 Dudenhoeffer
 Sent: Sunday, February 10, 2013 3:38 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Overlapping port usage when running
  multiple
 servers on one machine

 tv_port defaults to 27020

 On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting 
 chefeification...@gmail.com wrote:

  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_Dedicat
 ed_Server
 
 
  2013/2/10 Landon Orr lando...@gmail.com
 
   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 
know.thine.en...@gmail.com
   wrote:
  
The parameter is -port 27025, for example.
On Feb 9, 2013 6:00 PM, Landon Orr lando...@gmail.com
  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?
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Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-11 Thread Rudy Bleeker
As Jesse pointed out attachments aren't allowed on the list, so here
it is inline. Indenting and linewrapping will probably screw it up,
but you're smart people so you'll figure it out ;-)

#!/bin/bash

## Set umask to give replay files the correct permissions
umask 0022

## Set the shell to evaluate patterns case-insensitive
shopt -s nocasematch

## First locate the screen program
SCREEN=`which screen`

## Determine where on the filesystem we are
BASE_DIR=`pwd`
SERVER_BIN=$BASE_DIR/srcds_linux
SERVER_SCRIPT=$BASE_DIR/srcds_run
DEFAULT_PORT=27015 ## This is the default SRCDS port

PS3=Please choose a gamemode from the list: 

## Some extra options we want to pass on to the server
OPTIONS=-replay -nohltv # -strictportbind

## Check if the SRCDS binary actually exists
## and is executable for the current user
if [[ ! -x ${SERVER_BIN} ]]  [[ ! -x ${SERVER_SCRIPT} ]]
then
echo SRCDS installation missing or not executable, exiting
exit 1
fi

gamemenu () {
case ${gamemode} in
ar*)
GAMEMODE=arena
;;
a*d*|att*)
GAMEMODE=ad
;;
c*t*f*)
GAMEMODE=ctf
;;
c*p*)
GAMEMODE=cp
;;
k*o*t*h*)
GAMEMODE=koth
;;
m*v*m*|m*u*)
GAMEMODE=mvm
;;
p*l*)
GAMEMODE=pl
;;
s*d*)
GAMEMODE=sd
;;
ha*|ev*)
GAMEMODE=halloween
;;
*)
GAMEMODE=vanilla
;;
esac
}

## Start the gamemode specified on the command line or as a user selection
if [[ -z $1 ]]
then
echo Possible gamemodes on this server are:
# select gamemode in arena attack-defend capture-the-flag
controlpoints king-of-the-hill mann-vs-machine payload
special-delivery halloween vanilla
select gamemode in Arena Attack/Defend Capture the Flag Control \
Points King of the Hill Mann vs. Machine Payload Special \
Delivery Halloween Vanilla
do gamemenu
   break
done
else
gamemode=$1
gamemenu
fi

## Autoupdate defaults to NO, since we don't want multiple update
## processes running on the server installation at the same time.
## Autoupdate also prevents the PID file from being removed properly
## at server shutdown because of the automatic restart.
echo -n Update the server before starting? [y/N]: 
read -n 1 -s -t 3 update
update=${update:=no}
echo ${update}

if [[ $update == y* ]] #|| [[ -z $update ]]
then
OPTIONS=-autoupdate $OPTIONS
fi

## We want to check for running instances, select an available portnumber,
## then add the -replayserverdir $port variable so replays won't overwrite
## eachother, and also register a unique server ID with the master servers
## and put logs in a seperate folder for each running instance
port=${DEFAULT_PORT}

while [ -e ${BASE_DIR}/${port}.pid ]
do
port=$((${port} + 10 ))
done

## Check if there is an identity file for the server instance we're about
## to start and print a warning if it doesn't
if [ ! -r ${BASE_DIR}/tf/cfg/server_${port}.cfg ]
then
echo Server identity file not found, configuration
echo is not optimal for Quickplay matchmaking
CONFIGFILE=server.cfg
else
CONFIGFILE=server_${port}.cfg
fi

echo Starting the server ${SERVER_SCRIPT}
  on port ${port} in 5 seconds, last chance to abort by pressing CTRL-C
sleep 5

## Reset the shell to evaluate patterns case-sensitive again
shopt -u nocasematch

$SCREEN -A -U -d -m -S tf2-${port}-${GAMEMODE} -t TeamFortress2 \
${SERVER_SCRIPT} ${OPTIONS} -port ${port} -pidfile \
${BASE_DIR}/${port}.pid -replayserverdir ${port} +servercfgfile \
${CONFIGFILE} +exec ${GAMEMODE}.cfg +randommap

On Mon, Feb 11, 2013 at 11:23 PM, Jesse Molina je...@opendreams.net wrote:

 No attachments allowed.  Use pastbin and share your script that way.




 Rudy Bleeker wrote:

 I've attached the bash script that I've used and improved upon for
 years now to start my TF2 servers. It assumes there's a servercfgfile
 named server_portnumber.cfg that contains the settings specific for
 that instance, for example your server identity and logdir. It starts
 the first server on port 27015 and works it's way up in increments of
 10.

 Using the -strictportbind option just makes the server quit (and
 restart over and over if autoupdate is set) if one or more of the
 ports it wants to use is unavailable, instead of just picking a higher
 portnumber. For that reason I stopped using it, since I let the server
 assign all other ports by itself.

 If anyone has any comments, questions or suggestions about my script
 feel free to ask.

 On Sun, Feb 10, 2013 at 6:11 AM, Landon Orr lando...@gmail.com wrote:

 Alright, so I've disabled sourcetv and set the client port, that seems to
 have cleared it up. I'm working on a script that will start multiple
 servers, and have the server's ports be in intervals of 5. Here's the
 command I'm using to start them, it's been working great so far but let
 me
 know if you guys have any suggestions.

 ./srcds_run -game tf -autoupdate -steambin /home/tf2user/hlds/steam
 -maxplayers 32 -port 27015 -nohltv +clientport 27115 +map mvm_coaltown
 +servercfgfile mvmserver1.cfg +motdfile mvmmotd.txt +mapcyclefile
 mvmmapcycle.txt

 I specify the maplist, mapcycle and motd files as I have different

Re: [hlds_linux] Anyone else getting spammed with Unsubscribe

2013-01-28 Thread Rudy Bleeker
On Mon, Jan 28, 2013 at 12:03 PM, Jeff Sugar jeffsu...@gmail.com wrote:
 It is possible to unsubscribe yourself, just not via the website, as that
 is still inaccessible. Sending an email to *
 hlds_linux-leave@list.valvesoftware.**com* should do the trick, according
 to http://www.list.org/mailman-member/node14.html (credit to John of
 NuclearFallout for mentioning that link a few days ago).

I posted a similar link a day before John, thank you very much :-)
Just to the Windows hlds list though, guess not everyone is subscribed to both.

 You cannot unsubscribe someone else for fairly obvious reasons (it could be
 abused)

You could still spoof someone's email address in the headers and send
an unsubscribe message on their behalf. You won't actually unsubscribe
them that way because they would have to confirm it by replying to an
email they'd recieve, but it would still result in the unsubscribe
spam Cameron is complaining about.

 As far as I know, they can block people from the list, still, but they
 haven't exercised that ability in quite a while.

 -Jeff

 On Mon, Jan 28, 2013 at 2:48 AM, Herover leon.l.a.niel...@gmail.com wrote:

 I'm not sure how it works, but perhaps you could submit a unsubscribe
 request, and then the other guy would be able to unsub? Or he would
 unsub you... I have no idea, but I'm getting the idea, that it's
 impossible to unsubscribe (havn't tried, just read) and to block
 someone from the list.

 2013/1/28  cmun...@cameronmunroe.com:
 
 
  I am getting someone trying to, I guess close out my account on the
  email list. Not sure really why and was curious if it was happening to
  anyone else.
 
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Re: [hlds_linux] [hlds] Possible new update that is ~40 MB in size with no documentation?

2013-01-27 Thread Rudy Bleeker
I feel this discussion is getting a little out of hand over nothing.
What I merely meant in my original reply to wicketplayer494 his
question was for people to just have a little patience with the
release of stuff like update notes and such, especially when the
update is rolled out on a saturday. These days patience is a virtue
lost on most people, unfortunately.

On Sun, Jan 27, 2013 at 10:29 AM, Claudio Beretta
beretta.clau...@gmail.com wrote:
 It appears that if you don't need or do something then you assume everyone
 else must doing the same, and when given reasons why one would appreciate
 getting an update announcement you still don't acknowledge that, so I've
 got this bad feeling I'm wasting our time here.

 Again, not every server admin has 24/7 access to a PC with TF2 to check
 updates, so getting timely update notifications on the mailing list is
 useful.
 My list isn't hypothetical: anyone that has been hosting tf2 servers for a
 while and cares about his community knows those and other issues happened
 regularly. And there are other ways to know an update has been released,
 such as a text/skype message on your phone (not hypothetical, happened to
 me for real).
 And yes, valve have been posting optional (client) updates to this list.


 On 26/01/2013 18:51, Claudio Beretta wrote:

 You can't really blame him for asking this:
 -no announcement available at release
 -client updates almost always make the server download the updated files,
 even if it's optional for them
 -tf2 history of forgetting to update steam.inf / master servers not sending
 out the update notification
 -tf2 history of mandatory updates being shipped as optional, and vice versa
 -tf2 history of ghost updates

 When no announcement is made, the only way to reliably figure out if an
 update is required for servers is having a client update, trying to connect
 to an outdated server.  Not everyone has a PC with tf2 always available.


 I wasn't blaming him for anything. Just pointing out other ways to see what
 the client update was
 in the 45 minutes he must have sat nervously sweating about if there was an
 update or not.

 If he observed clients updating and connecting to his server then what I
 said applied - and if he
 didn't observe clients updating or servers updating because of the stuff in
 your hypothetical list then
 I can't imagine anyone would spontaneously decide to fret about whether
 there's an update or not.

 The truth, if you like, is the update process itself. If your server
 doesn't update or tell you there is an update, then there is no update.

 All the fluff about ghost updates and so on is a red herring. If your
 client updates, then it updates - whether
 the update is real or not is moot - your client is still updating isn't it?

 So, asking here is there an update makes little sense if you have a
 server nor if you don't have one. In the former case
 you can see for yourself if there is one and in the latter case it
 shouldn't really matter.

 I've never been sure why they post the updates here, because it has served
 little useful purpose at all (It's main feature
 seems to be to enable whoever's turn it is this week to reply to Eric's
 post moaning about whatever they don't currently like and to
 point out why that feature or bug will mean the end of TF2 as we know it)
 or to ask the same question about counterstrike that's asked every time.

 Now you want Eric to post when there aren't updates too? Because if there's
 no post saying there is an update
 you don't think There isn't an update you ask anyway just in case there
 is one. Sheesh.

 So yeah I get it, it's like when you get on a train, you know where you
 want to go, you know where the train is going from
 all the evidence, but you still start sweating and have to ask someone Is
 this the train to Greater Frogsbottom? You don't trust any of the numerous
 things
 telling you there is no update. In that case you'll just have to sit and
 sweat and see where the train goes.

 Or it's like the timestamp some log programs put in syslog to stop admins
 who decide no error messages can't mean nothing's broken,
 Eric needs to post once an hour to say No update so we know he's not
 merely forgotten to post.

 --
 Dan.

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Re: [hlds_linux] [hlds] Possible new update that is ~40 MB in size with no documentation?

2013-01-25 Thread Rudy Bleeker
If you guys would wait a couple of seconds for the release notes to be
published, you wouldn't have to jump on the mailinglist right away :-P

- Fixed a client crash during demo playback

So clearly clients only.


On Sat, Jan 26, 2013 at 2:22 AM, Frank ad...@gamerscrib.net wrote:
 Yeah I saw It download something for dustbowl.. not sure of anything else.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Friday, January 25, 2013 8:21 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list
 Subject: Re: [hlds_linux] [hlds] Possible new update that is ~40 MB in size
 with no documentation?

 Clients only.

 -Eric


 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of wickedplayer494 .
 Sent: Friday, January 25, 2013 5:17 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list
 Subject: Re: [hlds] Possible new update that is ~40 MB in size with no
 documentation?

 cough Forgot to mention this is for TF2.

 On Fri, Jan 25, 2013 at 7:15 PM, wickedplayer494 .
 wickedplayer...@gmail.commailto:wickedplayer...@gmail.com wrote:
 Clients seem to be getting a new ~40 MBish update. Wanted to check
 here to see if any server admins got it for their servers too or if it
 appears to be client-only and any possible word from Valve on what
 this particular update happens to do.
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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-06 Thread Rudy Bleeker
On Sun, Jan 6, 2013 at 4:56 PM, dan needa...@ntlworld.com wrote:
 On 06/01/2013 15:55, dan wrote:

 cl_cmdrate 60
 cl_updaterate 60


 I mean 66 for these two...


I also assume you mean the sv_minrate, sv_maxrate, sv_minupdaterate,
sv_maxupdaterate, sv_mincmdrate and sv_maxcmdrate cvars, since the
cvars starting with cl_ are client commands not server commands?


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

2012-12-27 Thread Rudy Bleeker
rant

Cameron, why don't YOU fuck off with your suggestive, hatefull topics
and baseless accusations towards Valve about their laziness
considering bugfixes.

Merry belated Christmas to you too, by the way
/rant

That being said, I'm having some issues with my TF2 MvM servers at the
moment, where they just freeze after a while. At the moment I'm
running 4 servers, 1 24 player PvP and 3 MvM, of which one is password
protected and for private use for me and my friends. All servers are
completely vanilla with no SourceMod, Metamod or custom maps. Only the
2 public MvM servers have issues, I had to restart them about every
other day in the past week. The PvP server and private MvM server
(which isn't used very often) are not having any issues. The most
annoying about it is that they freeze, not crash, so no dump or
crashlog is generated.

However, I'm confident Valve will fix this shortly, once they've
isolated the problem and tested any patches. I'm wondering if anyone
is having similar issues.

On Fri, Dec 28, 2012 at 2:43 AM, Cameron Munroe
cmun...@cameronmunroe.com wrote:
 You comment, wasn't needed, nor appreciated, so why don't you fuck off.

  Original Message 
 Subject: Re: [hlds_linux] Once Again Valve Doesn't Care About Server Owners
 Date:
 From: Niko Montonen montonen.n...@gmail.com
 To: cmun...@cameronmunroe.com, Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com

 http://www.youtube.com/watch?v=DXg6UB9Qk0o [2]

 2012/12/28 Cameron Munroe cmun...@cameronmunroe.com

 We sit here asking for the smallest favors to fix a massive issue on our
 servers, which happens to effect valve servers as well, yet they ignore us.
 Yet, if you make a map they send you free stuff, give you tons of credit,
 and bow down to you.

 -- Just wonderful, thanks Valve!

 --

 Cameron Munroe

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 [1] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 [2] http://www.youtube.com/watch?v=DXg6UB9Qk0o

 --

 Cameron Munroe


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Re: [hlds_linux] tf2 downloads

2012-12-15 Thread Rudy Bleeker
From a Linux standpoint this makes sense, since Linux filesystems are
case sensitive. So if the server passes the mapname as-is to the
client in a download url, and the client then requests the file by
that url from the (apache) webserver, the webserver will look for the
file on the filesystem in that exact case. But because the source
dedicated server was designed to work on both Linux and Windows,
internally when the srcds looks for the map file, this probably goes
through some function that looks up the file in a case insensitive
manner.

There isn't really a way Valve would be able to fix this 'bug', since
the download request for the mapfile by the client is handled by a
third party webserver. Even if you would set the download url to point
at a Windows webserver you'd have this problem, since I believe MS-IIS
behaves in a case sensitive manner when serving files over http to
clients (please correct me if I'm wrong about this, I have very little
experience with Windows servers).

So the only work-around is, as you pointed out, to not use capitals in
your filenames (ever! overloading is bad practice and can lead to
unexpected results as we've just learned), or at least be consistent
about it, calling the name of the next map in it's correct case.

On Sat, Dec 15, 2012 at 9:12 PM, Erik-jan Riemers riem...@binkey.nl wrote:
 All,

 Dont know if this is already known, but i believe if you choose for
 instance a map called arena_Mapname as nextmap, and the server has in
 the map folder a map called arena_mapname it will work, server changes
 to the map arena_mapname. However, the people that don't have the map need
 to download it, but it will try and download arena_Mapname (with capital)
 so nobody can download the map.

 Is there something I am missing here? Of course admins should not be
 stupid and not do capitals in it, but a mistake is easy made.

 Erik

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Re: [hlds_linux] MvM popfiles getting stuck

2012-12-13 Thread Rudy Bleeker
Hi Yun,

this bug is known since it was reported before. Then it was reportedly
fixed by Valve, but it seems there was a regression in later update
that undid the fix and now it's back. Hopefully they'll fix it again
soon. Good of you to mention it again though.

Regards, Ruud


On Thu, Dec 13, 2012 at 10:23 AM, Yun Huang Yong gumby_li...@mooh.org wrote:
 Definitions first:
   - matching mission: map name = popfile name
 e.g. mvm_hangtown_v1_3.bsp
  mvm_hangtown_v1_3.pop

   - non-matching mission: map name != popfile name
 e.g. mvm_coaltown.bsp
  mvm_coaltown_sleepy.pop

 When transitioning to any *non-matching mission* the popfile is set
 according to tf_mvm_missioncyclefile - correct behaviour.

 Once the tf_mvm_popfile has been set by the above when we transition to a
 *matching mission* the tf_mvm_popfile is stuck to the value from the
 previous *non-matching mission*.

 Conrete example, given tf_mvm_missioncyclefile:

 tf_mvm_missioncycle.res
 {
 categories 1
 1
 {
 count 2

 1
 {
 map mvm_hangtown_v1_3
 popfile mvm_hangtown_v1_3
 }
 2
 {
 map mvm_coaltown
 popfile mvm_coaltown_sleepy
 }
 }
 }

 Going from 1-2 is fine.
 Going from 2-1 results in map=mvm_hangtown_v1_3 but
 tf_mvm_popfile=mvm_coaltown_sleepy.

 In case it matters, I am testing this using 'changelevel', not transitioning
 via finishing a mission, though I'm fairly sure the latter results in the
 same symptoms as my servers are constantly getting stuck in the same state
 (which is why I looked into the issue in the first place).

 cheers,
 Yun

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Re: [hlds_linux] [hlds] MOTD not shown in HL2DM

2012-12-03 Thread Rudy Bleeker
Are you sure it's not on the client side? TF2 has a checkbox in the
Advanced Setting for example to disable HTML MOTD's (which I have
turned on by default I might add).

On Sun, Dec 2, 2012 at 11:08 PM, Peter Reinhold peter_va...@reinhold.dk wrote:
 On 02.12.2012 21:50, pilger wrote:

 I'm getting this on my TF2 server. I'm not sure this is a server or client
 related issue, though. I have several people who claimed it's working
 perfectly for them.


 Us as well, it works on some clients, but for instance, not on mine, I just
 get a grey screen.

 Its worked before, but it broke quite some time ago, and seeing that it
 works on some peoples machines, its been near impossible to debug.


 /Peter


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[hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread Rudy Bleeker
Often when I update my TF2 server this comes by:

  0:05   Stale: tf/maps/graphs/cp_dustbowl.ain
  0:05   Stale: tf/maps/graphs/cp_granary.ain
  0:05   Stale: tf/maps/graphs/cp_gravelpit.ain
  0:05   Stale: tf/maps/graphs/cp_well.ain
  0:05   Stale: tf/maps/graphs/ctf_2fort.ain
  0:05   Stale: tf/maps/graphs/tc_hydro.ain

These files have gone 'stale' for some reason and the hlds update tool
downloads them again. Does anyone know why this is and what the
consequences are? I don't even know what these files are for.

This only happens when the maps those files belong to have been played
by the server, e.g. between the last 2 updates only cp_well was played
so the steam binary only redownloaded cp_well.ain.

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Re: [hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread Rudy Bleeker
On Fri, Nov 30, 2012 at 12:12 PM, Erik-jan Riemers riem...@binkey.nl wrote:
 I've seen this always with updates. Strange things also happen to your
 server if you copy the .ain file to another server (like random object
 ingame by players.. yes that strange)

That's strange indeed, because a little research online learned me
that the files contain the navigation data for bots
(http://www.fileinfo.com/extension/ain). So they shouldn't affect
players at all.

 But besides that, its just a error that i ignore ;p

Me too, but I thought I'd finally ask to see if I was the only one
having this issue. Glad to hear I'm not :-)

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Re: [hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread Rudy Bleeker
Then I wonder how and why they become stale.

On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
 Those ain files are for npc's only. In CS Source, hostages used those ain
 nodes in the past but then came .nav files and bots and npc's use them these
 days. They are unused in TF2 as far as i know.

 -ics

 30.11.2012 14:17, Erik-jan Riemers kirjoitti:

 I do think that the .nav files are navigation for the bots.


 2012/11/30 Rudy Bleeker rblee...@gmail.com

 On Fri, Nov 30, 2012 at 12:12 PM, Erik-jan Riemers riem...@binkey.nl
 wrote:

 I've seen this always with updates. Strange things also happen to your
 server if you copy the .ain file to another server (like random object
 ingame by players.. yes that strange)

 That's strange indeed, because a little research online learned me
 that the files contain the navigation data for bots
 (http://www.fileinfo.com/extension/ain). So they shouldn't affect
 players at all.

 But besides that, its just a error that i ignore ;p

 Me too, but I thought I'd finally ask to see if I was the only one
 having this issue. Glad to hear I'm not :-)

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Re: [hlds_linux] Stale files when updating TF2 server

2012-11-30 Thread Rudy Bleeker
Sure I get that, but why would a TF2 server do that if it doesn't use
them (as suggested by ics)?

On Fri, Nov 30, 2012 at 8:30 PM, 1nsane 1nsane...@gmail.com wrote:
 Because the server itself can change them.

 On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker rblee...@gmail.com wrote:

 Then I wonder how and why they become stale.

 On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
  Those ain files are for npc's only. In CS Source, hostages used those ain
  nodes in the past but then came .nav files and bots and npc's use them
 these
  days. They are unused in TF2 as far as i know.
 
  -ics
 
  30.11.2012 14:17, Erik-jan Riemers kirjoitti:
 
  I do think that the .nav files are navigation for the bots.
 
 
  2012/11/30 Rudy Bleeker rblee...@gmail.com
 
  On Fri, Nov 30, 2012 at 12:12 PM, Erik-jan Riemers riem...@binkey.nl
  wrote:
 
  I've seen this always with updates. Strange things also happen to your
  server if you copy the .ain file to another server (like random object
  ingame by players.. yes that strange)
 
  That's strange indeed, because a little research online learned me
  that the files contain the navigation data for bots
  (http://www.fileinfo.com/extension/ain). So they shouldn't affect
  players at all.
 
  But besides that, its just a error that i ignore ;p
 
  Me too, but I thought I'd finally ask to see if I was the only one
  having this issue. Glad to hear I'm not :-)
 
  --
  Idleness is not doing nothing. Idleness is being free to do anything.
 - Floyd Dell
 
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Re: [hlds_linux] Another optional *TF* update coming today

2012-11-29 Thread Rudy Bleeker
Lol, thanks for the clarification Fletcher, although I think we all
got it when you mentioned MvM. I hope you'll notify us again when this
update goes live? Right now I've shut down my MvM server.

On Fri, Nov 30, 2012 at 12:32 AM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 Sorry, that last email should have been a bit more specific about which game 
 was being updated.  It's for TF2.

 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Thursday, November 29, 2012 3:31 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)
 Subject: [hlds] Another optional update coming today

 We discovered a bug with the update today.  MvM servers are not reporting the 
 correct mission to the matchmaking system.  We'll be releasing an optional 
 update shortly to address it.  If you are running an MvM server, you will 
 want it.

 If your server is not running MvM, you can safely skip this update.
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Re: [hlds_linux] MvM: Server running wrong mission after successful changelevel vote

2012-11-25 Thread Rudy Bleeker
I didn't do a thorough test, but when I just checked the console of my
MvM server I noticed it was running decoy as a map, while the popfile
was coaltown (the normal one, not advanced or anything). I gave the
randommap command in the console, which changed the map randomly to
decoy again, but the popfile was still coaltown. Then I did a
changelevel mvm_mannworks which succesfully changed the map to
mannworks, but the popfile remained coaltown. All the while the server
browser kept reporting the running map was mvm_coaltown. After setting
tf_mvm_popfile  and giving another randommap command (again decoy)
the server finally was in a correct state again.

So it seems this bug is pretty easy to reproduce, I hope for the Valve
guys too. Let's hope they'll be able to fix it soon as well.

On Thu, Nov 22, 2012 at 12:35 AM, Compy the Insane
co...@hectoravila.net wrote:
 On 11/21/2012 5:08 PM, Compy the Insane wrote:

 - If the cvar tf_mvm_popfile is already set either via console or vote

 Whoops. I meant changemission vote.

 - Compy

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Re: [hlds_linux] Update (one hour ago) broke Day of Defeat: Source

2012-11-21 Thread Rudy Bleeker
I'm not saying that these crashes aren't unfortunate and shouldn't be
addressed, but why are you posting Windows client issues to the Linux
server mailinglist?

On Wed, Nov 21, 2012 at 3:33 PM, spendenanmich spendenanm...@web.de wrote:
 HL2:DM is broken, too.
 TF2 works.



 Am 21.11.2012 12:43, schrieb Svensk Ljud  Ljus Produktion:

 cant launch dayofdefeat:source :(

 Peter
 Sweden

 spendenanmich skrev 2012-11-21 02:55:

 hl2.exe crashes immediately after launching the game

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Re: [hlds_linux] MvM: Server running wrong mission after successful changelevel vote

2012-11-21 Thread Rudy Bleeker
I can confirm that I've ran into this on my MvM server once or twice
as well, but so far I've been to busy/lazy to try to reproduce this.
Now that there's a good step-by-step guide on how to reproduce the
error I will see if I can find the time soon to reproduce and further
confirm this bug.

Thanks for this Compy!

On Thu, Nov 22, 2012 at 12:08 AM, Compy the Insane
co...@hectoravila.net wrote:
 I came across this bug back in October, but took me a month on and off of
 googling and testing to figure/find out the cause and scope of this bug.
 Here are the details:

 Whenever a map is changed on a Mann vs Machine server via TF2's changelevel
 vote, the map is changed, but the following happens as well:
 - If the cvar tf_mvm_popfile is already set either via console or vote,
 tf_mvm_popfile goes unchanged. Good luck with taking on a Mannworks mission
 on Decoy! :D
 - As a result of the above, the server reports the unchanged value of
 tf_mvm_popfile as the map when queried from Steam/TF2's server browser.
 - If the map is changed with tf_mvm_popfile blanked, the server reports the
 correct map when queried.

 Example on how to reproduce this:
 - The server is running the map mvm_mannworks with the tf_mvm_popfile cvar
 set to mvm_mannworks_advanced.
 - A player must then start a vote to change to the map mvm_decoy. The vote
 must succeed.
 - The server changes to the map mvm_decoy

 Expected results after the map change:
 - tf_mvm_popfile set to mvm_decoy or alternatively, another mission as set
 in the MvM missioncycle file. The example in this case is
 mvm_decoy_advanced.
 - The server report mvm_decoy, or for the alternate result above,
 mvm_decoy_advanced as the map when queried

 Current results after the map change:
 - tf_mvm_popfile remains set to mvm_mannworks_advanced until it is changed
 either by using the console or by vote.
 - The server reports mvm_mannworks_advanced as the map when queried.

 Other notes:
 I already know that I can work around this by creating CFG files for each
 MvM map that is on the server and filling them with tf_mvm_popfile
 missionname. I already have this on maps where only one mission for each
 map is on the server.
 I cannot do this for the rest of the maps because each of the rest have more
 than one mission and the server's missioncycle is split into categories by
 difficulty.

 Now that I'm finished writing this report, I wish Valve and everyone on this
 list a Happy Thanksgiving!!
 - Compy

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Re: [hlds_linux] Steam Warning on Trading?

2012-11-20 Thread Rudy Bleeker
It still didn't Cameron :-)

On Tue, Nov 20, 2012 at 8:32 AM, Cameron Munroe
cmun...@cameronmunroe.com wrote:


 Woops pic didn't attach.

 On , Cameron Munroe wrote:

 I saw when
 I was trading this popup at the top, shown below in the
 image, stating
 that you will need steam guard enabled for 15 days and I
 was curious
 why this may be?

 --

 -- Cameron
 Munroe

 http://www.cameronmunroe.com/
 http://www.gaming-servers.net/
 http://www.munroenet.com/

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Re: [hlds_linux] Running a Halloween Server

2012-11-15 Thread Rudy Bleeker
I hope I speak for most people when I say that I don't see the problem
here. If you don't like to play King of the Hill, then don't play on
servers with KOTH maps in their rotation. If you don't like all the
sillyness of TF2 halloween, then just ignore the game for 2 weeks a
year or don't join any halloween servers. If you hate MvM, don't play
MvM. Valve has given us a lot of options over the years with TF2: more
gamemodes (does anyone still play Arena?), alternative weapons to use,
and the occasional failure to inspire teamspirit and generosity in
players. All these are optional, you can just steer clear and go on
playing the game as you always have done. And all those optional
extras were given to us for free.

On Thu, Nov 15, 2012 at 8:25 PM, dan needa...@ntlworld.com wrote:
 On 29/10/2012 18:58, doc wrote:

 You seem to be upset with TF2 for requiring a certain amount of people to
 take on certain tasks. You want to be able to experience 100% of the
 content regardless of it's intention, delivery, or challenge. This seems
 like you just want more free stuff for your free game


 Not at all, I paid for the game and I happily pay for all the games I play.

 If the game is updated I don't really get a choice whether to download the
 update or not.

 Ergo, if an update makes the game suck, the rather asinine (and completely
 false) suggestion that the updates were somehow free is no compensation.
 I not only get a game that now sucks, I don't get to keep the game I had
 that didn't suck. And you say but it's free - well free sucks then. Take
 my money
 and develop a version that doesn't compromise the gameplay to enable money
 laundering and / or credit fraud that PC gamer was reporting on the other
 day.

 I do think that, overall, games that get updates, patches and fixes are
 better than games that don't.

 Indeed, I don't really think it should be legal for any company to sell
 software that isn't maintained for a period after release (in much
 the same way that if I buy a car or a washing machine and it's faulty, I'd
 expect those faults to be corrected. (I think it's basically only the game
 industry that
 still sells software in this release it and forget about it way) Software
 development doesn't work if you don't do updates.

 Clearly Valve have done more than simple maintenance to TF2 though - and TF2
 is better because of the updates it has had. But that's certainly not true
 of all of the updates and it's a bit of a fallacy to claim the updates
 are free or worse to somehow use this supposed 'free' update notion in a
 kind if you can't complain about the updates manner.

 Valve are not a charity and they are not altruistic. They are believed to be
 a billion dollar company.
 It's also nonsense because the whole premise of Valve developing software in
 this way is to get and react to customer feedback.

 As for the restriction on number of players, it sucks - and it sucks only
 because of the so-called economy and for no other reason.

 An economy that is full of, well, dishonest, thieving and cheating scumbags.
 There's no exaggeration there - and that includes, current Valve employees,
 credit card fraudsters and so on. I'm sure you must agree, if the game is
 now at a stage where they've stopped taking money from people who play it,
 and instead
 rig things to cater to scumbags, it's rather disingenuous of you to claim
 it's free. It's not really free all you're saying is what I mentioned in
 my earlier message
 that Valve have stopped writing games for people that want to play them, and
 they've stopped taking money from people who want to play them. They still
 take
 money - I would say they should write a decent game and charge money for it
 then :)

 Most of the things they get money for now in TF2 don't require the game and
 I think that is really the crux of the problem.

 As for saying  It's only one map during one week, I'm sure those
 complaining of empty servers shortly before the halloween update will
 explain to you
 why, during that particular week or two period, why it would help if the
 game didn't suck. See? You can't play by yourself, simply because of the
 items and
 even though the game hits 100k people playing, and lots of servers are full,
 the map they are all playing on sucks.

 The next week, when halloween is over, you go back to there being few, if
 any decent servers - not the least because Valve removed all their good
 servers and put them on MvM.

 --
 Dan


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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-14 Thread Rudy Bleeker
On Wed, Nov 14, 2012 at 7:20 AM, martin v velt...@gmail.com wrote:
 So what is the problem?

The problem is that Dan doesn't think TF2 is a fun game anymore. At
least that's what I think the TLDR version of his rant boils down to.


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Re: [hlds_linux] Server Crashes

2012-11-14 Thread Rudy Bleeker
On Wed, Nov 14, 2012 at 8:10 PM, doc drga...@gmail.com wrote:
 Yes but that's not how MvM works right now, from what I've understood.

Indeed, the MvM bots take up a full player slot and use the full AI
logic in the source engine, much like the special infected in L4D.
Spawning the bots as mobs in a horde would make them a lot dumber and
be a significant change in the gameplay of TF2 MvM mode.


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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-14 Thread Rudy Bleeker
On Wed, Nov 14, 2012 at 10:41 PM, dan needa...@ntlworld.com wrote:
 On 14/11/2012 06:20, martin v wrote:

 First of all halloween is over.


 I'm guessing it wasn't the last one.

Some people believe it will be.
http://en.wikipedia.org/wiki/2012_and_the_Maya_Calendar#2012_and_the_Long_Count


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Re: [hlds_linux] tf_medieval

2012-11-13 Thread Rudy Bleeker
On Tue, Nov 13, 2012 at 2:39 PM, Yun Huang Yong gumby_li...@mooh.org wrote:
 1. resets a bunch of cvars to default, including tf_medieval 0

You will need to find out why this happens. The tf_medieval cvar
should not be reset to 0 on a mapchange, so you probably have some
config file or plugin that does this for you. It might be a good idea
to search for tf_medieval in the orangebox/tf/cfg directory, which on
Linux can be done by executing `grep tf_medieval *` in that directory.
It will tell you which files mess with the cvar.



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Idleness is not doing nothing. Idleness is being free to do anything.
  - Floyd Dell

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