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

2014-04-19 Thread Tony Paloma
We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The notes for the 
updates are below. The new version for each game is 2192040.

- Updated Orange Box games with server, client, and engine fixes from Team 
Fortress 2

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Re: [hlds_linux] you did well

2014-02-07 Thread Tony Paloma
We've fixed an issue on the Steam servers that was preventing game servers 
using login tokens from successfully retrying their connection to Steam after 
losing connection.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Friday, February 07, 2014 3:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] you did well

I am definitely not reusing any tokens. Several of my servers are no longer 
logged into Steam (not even anonymously). Restarting them gets them logged back 
in.


Dr. McKay
www.doctormckay.com


On Fri, Feb 7, 2014 at 6:08 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 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] Mandatory Team Fortress 2 update released

2013-04-18 Thread Tony Paloma
Are you on hlds too? You probably got one there and one here.

Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
MOTD when the user closes it. Before we would just hide it, but the page would 
still be loaded and taking resources. This gives server operators the option to 
have it unloaded completely.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Thursday, April 18, 2013 2:06 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Ok this is the 2nd one of these I've gotten today. But while we are on the 
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line 
   - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
   - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control 
the default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2013-04-18 Thread Tony Paloma
Some server ops have content in their MOTD that they'd prefer be unloaded when 
the user closes the dialog (videos, intro music). This also allows use of the 
onunload event in MOTDs.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Thursday, April 18, 2013 3:40 PM
To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated Linux 
server mailing list'
Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released


Strangely, why do I think the client would actually wants to be able to set it 
to default unload?

From: Tony Paloma to...@valvesoftware.commailto:to...@valvesoftware.com
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com; 
h...@list.valvesoftware.commailto:h...@list.valvesoftware.com 
h...@list.valvesoftware.commailto:h...@list.valvesoftware.com
Sent: Thursday, 18 April 2013, 23:12
Subject: Re: [hlds] [hlds_linux] Mandatory Team Fortress 2 update released

Are you on hlds too? You probably got one there and one here.

Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the 
MOTD when the user closes it. Before we would just hide it, but the page would 
still be loaded and taking resources. This gives server operators the option to 
have it unloaded completely.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Frank
Sent: Thursday, April 18, 2013 2:06 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

Ok this is the 2nd one of these I've gotten today. But while we are on the 
subject can you explain this a little more?

Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD



-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Eric Smith
Sent: Thursday, April 18, 2013 4:26 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be 
used outside of VR mode
- Disabled plug-ins that would allow users to connect to secure game servers 
even when -insecure is specified on the command line
  - Continued use of such plug-ins will risk your Steam account getting VAC 
banned
- Added support for unloading the displayed URL when the user closes the info 
panel
  - Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the 
default behavior of their MOTD
- Fixed a client crash related to doing a changelevel while firing the Minigun
- Fixed a bug where you could come out of a teleporter facing the wrong way in 
VR mode
- Improved performance and stability for the Linux version
- Fixed a bug with custom fonts not loading for third party HUDs on Linux.


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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-03-28 Thread Tony Paloma
FYI, this was yesterday's update announcement. There is no new update today. 
The mailing list server was not sending emails and this was just now resolved.

-Original Message-
From: hlds_announce-boun...@list.valvesoftware.com 
[mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, March 27, 2013 4:14 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_announce] Mandatory Team Fortress 2 update released

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

-Eric

--

Team Fortress 2
- Fixed a bug that caused invisible players in the world
- Fixed Engineer bots in Mann Vs. Machine building disposable sentries that 
upgrade into tiny, red, level 3 sentries
- Added the Ready Steady Pan tournament medal for Season 2
- Fixed the Festive Axtinguisher, The Disciplinary Action, The Wanga Prick, and 
The Wrap Assassin sometimes floating in the world after death
- Removed the promotion restrictions from Croft's Crest, The Fortune Hunter, 
and The Tomb Wrapper
- Updated Mvm_Bigrock to fix a hole in the terrain
- Community requests:
   - Added new inputs for the tf_logic_koth entity: SetRedTimer, SetBlueTimer, 
AddRedTimer, AddBlueTimer
   - Added a team field to the teamplay_flag_event game event to identify 
which flag the event is for

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

2013-03-05 Thread Tony Paloma
The list wasn't sending any email for the last day or so to subscribers until 
fifteen minutes ago. It's fixed now.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nomaan Ahmad
Sent: Tuesday, March 05, 2013 1:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 update for 3/4/13 (3/5/13 UTC)

On gmail, it says it was received 21 hours ago :S

On 5 March 2013 21:44, [BT]Black V bt.bla...@gmail.com wrote:

 Ditto


 On Wed, Mar 6, 2013 at 10:38 AM, David Fountain savsi...@gmail.com
 wrote:

  I got both the valve announcement and patch notes before I got this.
 .
 
  SavSin
  On Mar 5, 2013 1:35 PM, wickedplayer494 . 
  wickedplayer...@gmail.com
  wrote:
 
   It appears a new update went out the door. Appears to be mandatory
 since
   SteamPing and another script from a friend of mine went off. 
   Posting
  since
   there was no early warning and it seems Valve has forgotten to 
   post an announcement here. From the Steam news page and the TF2 site:
  
   - Added new promo items
   - Added crafting recipes for the Sticky Jumper and the Rocket 
   Jumper
   - Fixed r_depthoverlay ConVar not using the correct material
   - Improved performance and stability for the Linux version 
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 --
 Cheers

 Terry Wrennall
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[hlds_linux] Optional Team Fortress 2 Update Released

2013-02-28 Thread Tony Paloma
We've released a client update for Team Fortress 2. The update contains shared 
server files, but you should not need to update your servers at this time. The 
notes for the update are below.

 - Tony

--

- Fixed a client crash when attempting to fire the flamethrower while coming 
out of a taunt
- Fixed The Phlogistinator's Mmmmph particle effect getting stuck on after 
performing a taunt

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Re: [hlds_linux] Server info data overflow

2012-11-21 Thread Tony Paloma
Do you have plugins which add replicated ConVars? This error could happen if 
there are too many ConVars set to be replicated to the client which is why I 
ask.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Wednesday, November 21, 2012 3:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server info data overflow

disconnected (reason Server info data overflow)

 

 

Still seeing this from clients which blocks them from entering into the server 
after a period of time - mostly Linux but I have seen a few windows servers do 
this. Does anyone have a clue why?? I've yet to figure out the cause and the 
last few updates have yet to stop it.

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Re: [hlds_linux] Optional Update?

2012-11-20 Thread Tony Paloma
Today's update is not required for dedicated servers. Yes, steam.inf was 
updated, but you'll notice there are two version in that file now. The server 
version was not changed.

As with other optional updates, clients are not forced to get it, but will 
receive it next time they launch the game. Servers may download the update 
using the update tool, but are not required to do so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Sent: Tuesday, November 20, 2012 5:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional Update?

On 11/20/2012 5:08 PM, Ross Bemrose wrote:
 I just saw my TF2 client update and spotted these update notes on the
 TF2 blog:

 Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: 
 Deathmatch have been released. The updates will be applied 
 automatically when your Steam client is restarted. The major changes
 include:

 - Source Engine Changes (TF2, DoD:S, HL2:DM)
 * Fixed a client crash in the sound emitter

 - Team Fortress 2
 * Fixed a dedicated server hang in bot pathfinding
 * Fixed the tf_zombie entity crashing some servers

 I assume that this is an optional update, since my server didn't 
 auto-update.

This one appears to actually be a required update, as steam.inf was updated. 
Possibly Valve has made their delayed shutdown method the default for 
auto-updates, and this is why it hasn't been applied for you yet.

-John

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Re: [hlds_linux] Next OrangeBox update may break linux plugins

2012-10-23 Thread Tony Paloma
We have to rename the binaries to avoid name collisions with the Linux client, 
but on your dedicated server you should be able to symlink the old names to the 
new binaries to allow old plugins to continue to work.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Robert Paulson
Sent: Tuesday, October 23, 2012 6:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Next OrangeBox update may break linux plugins

Does this mean all Valve Server Plugins will need to be recompiled since they 
all require tier0/memdbgon.h?

On Tue, Oct 23, 2012 at 6:26 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
 [Corrected subject line]
 Yes, it will affect all orange box games.

 Regarding symbols: We'll publish the same level of symbol info that we've 
 published previously.  We shipped a change to strip them in the current TF 
 beta; we'll revert that.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
 Sanderson
 Sent: Tuesday, October 23, 2012 5:58 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Next TF update may break linux plugins

 Is this just Team Fortress 2 or OrangeBox + CS:S?

 Thanks,
 Kyle.

 On Tue, Oct 23, 2012 at 5:27 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

 A word of warning concerning the next TF update.  Many of the Linux 
 binaries for the dedicated server will be renamed.

 For example:

 bin/datacache_srv.so
 bin/dedicated_srv.so
 bin/engine_srv.so
 bin/libtier0_srv.so
 bin/libvstdlib_srv.so
 bin/materialsystem_srv.so
 bin/replay_srv.so
 bin/scenefilecache_srv.so
 bin/shaderapiempty_srv.so
 bin/soundemittersystem_srv.so
 bin/studiorender_srv.so
 bin/vphysics_srv.so
 tf/bin/server_srv.so

 If you have any scripts or plugins that depend on particular 
 filenames, this could break them.

 Also, the update will contain a large number of changes to low level 
 libraries such as tier0_srv.so.

 The most recent TF beta was shipped with the renamed binaries and 
 with these changes and can be used to test any scripts or plugins.

 We highly recommend that plugin developers test their plugins against 
 the current TF beta.

 Thank you,
 Fletch
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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-09-30 Thread Tony Paloma
We have some code that will attempt to set the priority of worker threads via 
pthread_setschedparam.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
Sent: Saturday, September 29, 2012 10:38 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds_linux changing its own process priority at 
start (centos)

:D

btw I hope someone from Valve will clarify about this behaviour so at least we 
can understand if making servers run as root better but more expensive is an 
intender behaviour and if there's a way around that to suppress this kind of 
self changes tries srcds_linux does :)


Il 29/09/2012 19:20, Andre Müller ha scritto:
 Next step: Run the srcds_linux in kernel mode:
 http://web.yl.is.s.u-tokyo.ac.jp/~tosh/kml/

 2012/9/29 Marco Padovan e...@evcz.tk:
 you were right ... if you run it as root it make use of the realtime 
 scheduler and set itself to -3 as priority...

 is this normal?

 ZOMG running az r00t makes it quicker and faster, 10fps here I 
 come :D

 Il 29/09/2012 19:03, Marco Padovan ha scritto:
 Hi,

 thanks for your feedback, never run the server as root so I never 
 noticed this *weird* behaviour :S This specific unprivileged user 
 (/*not root*/) I'm doing the tests with is allowed to set realtime 
 scheduler for its own processes.

 Kernel is: 2.6.32-279.9.1.el6.x86_64 (official binary shipped by 
 centos)

 What I can't understand is why srcds_linux tries to do such change 
 on its own... If I wanted to see it make use of realtime scheduler I 
 would do that when starting... I do not like processes doing things 
 by their own :S

 Additionally this kind of behaviour would make people run the 
 gameservers as root because it will magically performs better 
 thanks to the automatic scheduler changes :O Are we opening a 
 Pandora's box? :D

   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
 13660 testtf2   -3   0  288m 174m  19m S  9.6  1.5   0:10.58 srcds_linux
 13653 testtf2   20   0  103m 1568 1224 S  0.0  0.0   0:00.00 srcds_run


 pid 13660's current scheduling policy: SCHED_RR pid 13660's current 
 scheduling priority: 2

 pid 13653's current scheduling policy: SCHED_OTHER pid 13653's 
 current scheduling priority: 0

 let me see what happens when running as root :)



 Il 29/09/2012 18:35, Ulrich Block ha scritto:
 Am 29.09.2012 18:30, schrieb Marco Padovan:
 Hi, thanks for your reply.

 In my case it is not srcds_run doing that, it's srcds_linux that 
 does something.

 priority changes a few seconds after srcds_linux has started 
 (right after create 4 threads gets printed into the console log).

 In my case it's changing its own scheduling parameters moving from 
 the SCHED_OTHER into SCHED_RR.
 Which kernel are you using? And most importantly which user runs 
 the server? I saw such a behaviour when someone was running 
 everything with root.

 A normal system user should not have the permission to change the 
 prio or the scheduling. The root user does.



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Re: [hlds_linux] Crash on restart with latest update

2012-09-05 Thread Tony Paloma
Looks like a problem caused by SourceMod. SourceMod guys feel free to prove me 
wrong.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Wednesday, September 05, 2012 10:32 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Crash on restart with latest update

One of my TF2 servers hung last night when a _restart was issued.  I had to 
kill the process and manually restart.

Here's what was dumped to the console:
http://pastebin.com/b07ggugu

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Re: [hlds_linux] MvM update imminent

2012-08-30 Thread Tony Paloma
That should've been fixed in the August 21st update. Are you still having 
problems with it?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dan Offord
Sent: Thursday, August 30, 2012 7:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] MvM update imminent

We found during testing that tf_mvm_missioncyclefile crashes the server on 
start up

This was reported to the list, but I've not seen any kind of fix.

Regards,

Dan


On 30 August 2012 15:26, feugatos feuga...@ceidwarfare.net wrote:

 On 16/8/2012 3:56 πμ, Fletcher Dunn wrote:

 Mailing list use FAIL.

 Here's the contents of the file I meant to attach:


 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 6

 1
 {
 map mvm_decoy
 popfile mvm_decoy_advanced
 }
 2
 {
 map mvm_coaltown
 popfile mvm_coaltown_advanced
 }
 3
 {
 map mvm_mannworks
 popfile mvm_mannworks_advanced
 }
 4
 {
 map mvm_decoy
 popfile mvm_decoy_advanced2
 }
 5
 {
 map mvm_coaltown
 popfile mvm_coaltown_advanced2
 }
 6
 {
 map mvm_mannworks
 popfile mvm_mannworks_ironman
 }
 }
 }


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
 alvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: Wednesday, August 15, 2012 5:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Linux server mailing list (hlds_linux@list.** 
 valvesoftware.com hlds_linux@list.valvesoftware.com)
 Subject: [hlds_linux] MvM update imminent

 The update is going live any second now.

 To host an MvM server:
 * Make sure maxplayers is 32!
 * No PvP maps in the MvM mission cycle file.  (More details on this 
 file will follow.)
 * Set tf_mm_servermode 2 (or 0)
 *  Boot the server on one of the MvM maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 * Use the default mission cycle file (attached) or edit as you prefer

 * Convars:
 Vote issues specific to MvM:
 sv_vote_issue_changelevel_**allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest sv_minrate 3

 To host a PvP server:
 *   No MvM maps in the mapcycle file.
 *   Set tf_mm_servermode 1 (or 0)
 *   Boot the server on a PvP map in your map cycle.


 A few last qestions:


 We will host some Boot Camp (non Mann UP!) servers, but we are 
 expecting that the demand for servers of both kinds will be extremely 
 high, so we are moving most of our servers to Mann UP.

 In summary: almost all of the boot camp players --- which is likely 
 to be a majority of players today --- will be hosted on community servers.



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 xhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 I found that with tf_mvm_missioncyclefile you can set which .res file 
 to use when cycling maps, but how do we set which category to choose 
 when there are multiple categories inside the file?

 Thanks,
 Dimitri.


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Re: [hlds_linux] BUG: Displaying users in hlds

2012-08-25 Thread Tony Paloma
Change the character encoding to UTF-8. For example, in PuTTY, the option is in 
Window-Translation and defaults to Latin-1.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven Haigh
Sent: Saturday, August 25, 2012 7:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] BUG: Displaying users in hlds

When I get a user that connects with a 'strange' name, sometimes this plays 
hell with the linux terminal.

For example, one user on my server now, when I do a 'status' command, I get the 
following output:

# userid nameuniqueidconnected ping loss 
state  adr
#109 IMAROBOT  STEAM_0:0:43645338  25:27  4080 
active 81.64.92.199:27005
#134 regretful.sinner  STEAM_0:0:1343099   07:19  2230 
active 108.23.5.117:27005
# 20 kpb2563   STEAM_0:1:20918666  45:52  4200 
active 218.1.76.114:27005
# 19 VizabaSTEAM_0:1:44817719  47:58  2950 
active 187.205.217.54:59715
# 21 stepankotov   STEAM_0:1:53819317  45:52  4150 
active 218.1.76.114:1024
#111 Ã

This remains (no terminal updates) until I hit ^A, Z in screen to reset the 
terminal. Should there be code in the server output to handle non-standard text 
output?

--
Steven Haigh

Email: net...@crc.id.au
Web: http://www.crc.id.au
Phone: (03) 9001 6090 - 0412 935 897
Fax: (03) 8338 0299

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

2012-07-20 Thread Tony Paloma
We've released a Source Engine update for TF2, DoD:S, and HL2:DM. Clients will 
get the update when they restart. Servers may optionally apply this update, but 
are not required to. The notes for the update are below.

- Tony

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed Unicode characters getting stripped from player names
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[hlds_linux] Mandatory TF2, DoD:S, HL2:DM, and CS:S updates coming

2012-07-02 Thread Tony Paloma
We're working on a mandatory update for TF2, DoD:S, HL2:DM, and CS:S. We should 
have it ready soon.



- Tony
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Re: [hlds_linux] bug in the mailing list.

2012-07-02 Thread Tony Paloma
It looks like a reply you made to an older hlds_announce mail was finally 
rejected.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of cladiron
Sent: Monday, July 02, 2012 5:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] bug in the mailing list.

i just received this after you guys posted an update coming soon.
i did not reply or do anything to invoke this.

Your request to the hlds_announce mailing list

 Posting of your message titled Re: [hlds_linux] Mandatory TF2 
 update coming

 has been rejected by the list moderator.  The moderator gave the 
 following reason for rejecting your request:

 Your message was deemed inappropriate by the moderator.

 Any questions or comments should be directed to the list administrator
 at:

 hlds_announce-ow...@list.valvesoftware.com

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[hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-07-02 Thread Tony Paloma
We've released mandatory updates to Team Fortress 2, Day of Defeat: Source, and 
Half-Life 2: Deathmatch. The notes for the updates are below.



- Tony



--


Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a problem that allowed spoofed IP addresses to make connections to the 
game server

Team Fortress 2
- Teddy Roosebelt can now get assists in Pyrovision
- Fixed Pyrovision sometimes activating in killcams for more than just weapons 
and cosmetics
- Fixed exploit where the Scorch Shot could fire its short range kill pellet at 
the very beginning of the taunt
- Fixed blood getting sprayed on the world in some cases in Low Violence and 
Pyrovision
- Fixed decapitations creating head gibs in Low Violence and Pyrovision
- Fixed Hitman's Heatmaker headshot not properly getting counted on the 
scoreboard
- Fixed tracers being fired for other weapons (SMGs) while in focus
- Fixed Sydney Sleeper's bonus not properly protecting against Decapitating 
Headshots
- Added team color to rainbow-showered players in Pyrovision
- Updated localization files
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[hlds_linux] Mandatory Counter-Strike: Source Update Released

2012-07-02 Thread Tony Paloma
We've released a mandatory update to Counter-Strike: Source. The notes for the 
update are below.



- Tony



--


Counter-Strike: Source
- Fixed a problem that allowed spoofed IP addresses to make connections to the 
game server

- Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server 
admins to control the maximum RCON packet size and whether or not users get 
banned for exceeding that limit. The defaults reflect the existing behavior.

- Fixed not being able to import custom spray images on Macs

- Fixed Macs cancelling http map downloads that take longer than 30 seconds

- Updated the HTML renderer for displaying server MOTD

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread Tony Paloma
Players cannot use the custom colors. They are for plugin/mod authors.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Thursday, May 10, 2012 3:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

 - \x08 followed by a hex code with alpha in RRGGBBAA format

Does this mean we can half alpha values? Will I have to worry about people 
using colorful invisible language?
Is there a CVAR to disable colors? As nice as they are I can already see the 
colored chat spam. ***SELLING**: STRANGE CRATES *~^^^*~* 
or something of the like.


On Thu, May 10, 2012 at 3:21 PM, Eric Smith er...@valvesoftware.com wrote:

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

 -Eric

 --

 Team Fortress 2
 - Added The Front Runner
 - Added new promotional items
 - Added the UGC Highlander Season 6 medals
 - Fixed a bug that sometimes prevented servers from reconnecting to 
 the item server after dropping connection
 - Fixed a client crash when using custom main menu .res files
 - Fixed a bug that allowed buildings to be built in nobuild/respawn 
 volumes
 - Updated the localisation files
 - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity
 - Added ability to add custom colors in chat messages. Use either:
  - \x07 followed by a hex code in RRGGBB format
  - \x08 followed by a hex code with alpha in RRGGBBAA format

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Re: [hlds_linux] motd crashing the TF2 client

2012-04-30 Thread Tony Paloma
We've identified a problem that can crash clients when displaying HTML pages 
with certain Javascript files. We'll continue to look into it.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
Sent: Saturday, April 28, 2012 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] motd crashing the TF2 client

Hi,

we are getting specific motd pages that are crashing the client with no error...

Ho can we debug the motd to see where is the problem?
(motd.txt contains just an URL and the URL is an html page) 
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Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way

2012-04-04 Thread Tony Paloma
Yes, if anybody has details in regards to how this exploit is performed, please 
reply directly to me (to...@valvesoftware.com).

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: Tuesday, April 03, 2012 9:07 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] How to crash everyone on a TF2 Server the simple way

On 03/04/2012 16:58, BrokenCode Pro wrote:
 sami try this vid http://youtu.be/B7Gr3kc1jwg

Why do we care about this? It isn't telling us anything informative.

You either post details  about the packet and bug (or send them to Valve)

But I'd suggest reddit et al are probably a better places to grab views and 
attention for your video.

--
Dan.

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2011-12-21 Thread Tony Paloma
Nothing to concern server operators. It won't make a difference if you get it 
or not. It was a client-only update that touched some shared code which caused 
new server binaries to get pushed, but there shouldn't actually be anything 
different server-side.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, December 21, 2011 7:34 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

And it does concern the list because the only files updated in this mysterious 
update if you install it via the server updater are these:

Updating 'Team Fortress 2 Content' from version 305 to version 306

16.72%  downloading ./event/orangebox/tf/bin/server.dll
39.40%  downloading ./event/orangebox/tf/bin/server.dylib
77.62%  downloading ./event/orangebox/tf/bin/server.so


On 12/21/2011 10:30 PM, Frank wrote:
 No...I got a update after this one, I said another smaller update 
 this one was around 70ish mb the other was around 94


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Wednesday, December 21, 2011 10:28 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

 Team Fortress 2
 - Added community-created winter items to the drop lists, the craft 
 tables, and the store
 - Added the Spirit of Giving
 - Gifts from Secret Saxtons and Piles o' Gifts now have a chance to 
 grant a gift in addition to whatever item they would have granted 
 normally
 - Fixed hearing the deny sound while rotating a sentry during 
 placement
 - Manmelter balance tweaks:
- Added particle effect on muzzle that appears when ready to fire
- Increased projectile speed while maintaining the same travel arc
- Increased extinguish range
 - Added festive lights to all ropes and cables
 - Fixed a problem that would sometimes allow the detonator projectiles 
 to crit on burning targets
 - Updated the localization files
 - Updated the gamehaptics file:
- Added draw/melee swing/melee hit/crit forces for the The Sharp 
 Dresser and the Spy-cicle
 - Added draw/recoil/reload/crit forces for the Pomson 6000
 - Added draw/recoil/crit forces for the Manmelter
 - Added draw/recoil force for the Wrap Assassin
 - Added melee hit/world hit force for the Third Degree
 - Added crit forces for the Holiday Punch
 - Fixed missing forces for Demoman swords
 - Refined recoil force for the Sandman

 On Wed, Dec 21, 2011 at 10:25 PM, Frankad...@gamerscrib.net  wrote:

 Just got another smaller update..what was that for? I see nothing 
 listed on the update history and no email from here?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
 Smith
 Sent: Wednesday, December 21, 2011 7:38 PM
 To: Half-Life dedicated Linux server mailing list; 'Half-Life 
 dedicated
 Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory Team Fortress 2 update released

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

 Thanks.

 -Eric

 

 Team Fortress 2
 - Added community-created winter items to the drop lists, the craft 
 tables, and the store
 - Added the Spirit of Giving
 - Gifts from Secret Saxtons and Piles o' Gifts now have a chance to 
 grant a gift in addition to whatever item they would have granted 
 normally
 - Fixed hearing the deny sound while rotating a sentry during 
 placement
 - Manmelter balance tweaks:
- Added particle effect on muzzle that appears when ready to fire
- Increased projectile speed while maintaining the same travel arc
- Increased extinguish range
 - Added festive lights to all ropes and cables
 - Fixed a problem that would sometimes allow the detonator 
 projectiles to crit on burning targets
 - Updated the localization files
 - Updated the gamehaptics file:
- Added draw/melee swing/melee hit/crit forces for the The Sharp 
 Dresser and the Spy-cicle
 - Added draw/recoil/reload/crit forces for the Pomson 6000
 - Added draw/recoil/crit forces for the Manmelter
 - Added draw/recoil force for the Wrap Assassin
 - Added melee hit/world hit force for the Third Degree
 - Added crit forces for the Holiday Punch
 - Fixed missing forces for Demoman swords
 - Refined recoil force for the Sandman


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Tony Paloma
This can happen if you interrupt the update process. Are you sure that's not 
what happened?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, December 15, 2011 7:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch Updates Released

gameserver@ocrtf2:~/orangebox/tf$ locate steam.inf 
/home/gameserver/event/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf
gameserver@ocrtf2:~/orangebox/tf$ more
/home/gameserver/orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/steam.inf: No such file or directory

So, the file was basically deleted by today's update.

On 12/15/2011 10:54 PM, PharaohsPaw wrote:
 Something did, as my server is segfaulting on start.

 On 12/15/2011 10:46 PM, Violent Crimes wrote:
 Anyone know if sourcemod offsets changed?

 If one of you guys that got an update successfully woudln't mind 
 posting the contents of your updated tf2/orangebox/tf/steam.inf file, 
 I am willing to try to help figure out what this update broke with 
 metamod/sourcemod (assuming you guys are running them).

 I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Checking for third party DS updates?

2011-12-09 Thread Tony Paloma
4920 is the correct app id to use. The versions given are not the versions for 
any of the individual content depots. The API will only work for you if they're 
using Steam to manage the listing and versioning of dedicated servers.

It sounds like you're looking for a web API to get the current versions of a 
given app's depots, but unfortunately no such API exists.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brian Rak
Sent: Friday, December 09, 2011 9:18 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Checking for third party DS updates?

Is there an API call that works to check if third party dedicated server 
software is out of date?  For example, I'd like to check if the NS2 dedicated 
server is up to date or not.  It's APPID is 4922, but when I try to access 
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=4922version=999,
I get an error saying 'Couldn't get app info for the app specified.'.
Interestingly, if I look at APPID 4920 (the main NS2 appid), I get a response 
telling me the current version is 1000 (which is wrong, it's 48).

Is this something that needs to be enabled on a per-appid basis?  I've been 
told it works properly for all Valve games.  I can talk to the NS2 developers 
if this is something that they need to request to be turned on, but I just need 
to know to ask for it.

It would be a lot nicer to be able to use that API call, rather then having to 
dump the entire CDR and parse the output :/ 
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Re: [hlds_linux] replay issues

2011-12-05 Thread Tony Paloma
If you can attach gdb and get a stack trace, that would be helpful.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Monday, December 05, 2011 11:15 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] replay issues

So our replay ftp server went down, i thought it was fixed at some point..
but now ALL my servers are down because of the replay server not being there.

They are all just hanging doing nothing.



*
*   Replay recording shutting down due to publishing error!  Recording will
begin
*   at the beginning of the next round, but may fail again.
*



And hanging, on another box:

*   ERROR: Publish timed out after 60 seconds.

And after that same message as above, but still hanging.

Eric


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Re: [hlds_linux] regarding server ID's and Tokens

2011-11-21 Thread Tony Paloma
Clad,

It appears you were using a zero in place of a capital 'O' for one of the 
characters in your identity token. I'd recommend copy and pasting rather than 
typing it on your own. See your email for more details.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Monday, November 21, 2011 8:51 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] regarding server ID's and Tokens

This is what was sent to Tony 7 days ago.

Received auth challenge; signing into gameserver account...
 L 11/11/2011 - 16:49:08: Received auth challenge; signing into gameserver 
 account...
 Steamworks Stats: Received SERVER session id: 1856394173 Game server 
 authentication: FAILURE!
 L 11/11/2011 - 16:49:08: Game server authentication: FAILURE!
Incorrect identity token
 L 11/11/2011 - 16:49:08:Incorrect identity token
 L 11/11/2011 - 16:49:08: server_cvar: sv_registration_message Incorrect 
 identity token


This was the same message received before i reset 3 servers.
After updating the Token related to the ID. i still get the same error.

Tony has seen the tokens and there is no way for a mistake when typing the 
tokens.
This has been tried with and with out quotes, and it effects 3 servers.

On Mon, Nov 21, 2011 at 10:08 AM, 1nsane 1nsane...@gmail.com wrote:

 What issue?

 On Mon, Nov 21, 2011 at 1:53 AM, clad iron cladi...@gmail.com wrote:

  Tony or anyone from Valve , can you give an update regarding the 
  Server Token issue.
  I presume Tony passed on the info.
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[hlds_linux] Team Fortress 2 Beta Update

2011-11-18 Thread Tony Paloma
We've released an optional update for the Team Fortress 2 Beta.  The specific 
changes include:



- Reduce memory usage on systems running Windows XP

- Fixed the Steam overlay not working after yesterday's update



Thanks,

Tony
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[hlds_linux] Team Fortress 2 Beta Update

2011-11-17 Thread Tony Paloma
We've released an optional update for the Team Fortress 2 Beta.  The specific 
changes include:

- Reduce memory usage and improve Alt-Tab handling under Windows Vista and 
Windows 7

Thanks,
Tony

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Re: [hlds_linux] Which ports are SRCDS binding to?

2011-11-14 Thread Tony Paloma
Correct.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Botting
Sent: Monday, November 14, 2011 3:58 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Which ports are SRCDS binding to?

Replay no longer requires a port as far as I am aware.

On 14 Nov 2011, at 11:46, Fug1t1v3 f...@onlyskill.eu wrote:

 Some months ago there was allready this issue:
 in start command line:
 -port 27015  # Default server port, also +hostport can be used instead
 +clientport 27005 # Client Port
 +tv_port 27020 # STV Port
 -steamport 26000 # Port for Connection with steam
 +replay_port 27030 # Replay port
 -strictportbind # Disables rebound possibility
 -
 Best regards,

 Fug1t1v3
 Onlyskill.eu - Game Servers Hosting
 CSS Servers Administrator
 Game Hosting Tehnical Administrator
 mail: f...@onlyskill.eu



 On 14 November 2011 12:53, Christian Radloff  
 onkeldagobert1...@googlemail.com wrote:

 set  +clientport   for every server.

 2011/11/14 Christoffer Pedersen v...@vrod.dk

 Hi there,



 I have some questions regarding to the SRCDS port assignments. In 
 the early days SRCDS used to only assign it's ports to the 
 gameserverport itself
 (TCPUDP) and the SourceTV port (if this is enabled).



 I am currently running into some issues. Some of my running 
 gameservers
 are
 taking up eachother's ports somehow, which they actually shouldn't 
 cause
 I
 have manually set the STV port and the gameserverport itself in an 
 order
 so
 there would be no conflicts. This happened after the big CS:S 
 refresh
 some
 weeks ago.. Here's an output from a server that starts up on the 
 correct
 port:



 Assigned port is 27039



 WARNING: Port 27005 was unavailable - bound to port 27009 instead - 
 Why does it want to use port 27009?
 Network: IP 10.230.1.10, mode MP, dedicated Yes, ports 27018 SV / 
 27009
 CL



 And here's an output from a server that starts up on another port 
 than it was assigned:



 WARNING: Port 27015 was unavailable - bound to port 27037 instead
 WARNING: UDP_OpenSocket: unable to bind socket
 Network: IP 10.230.1.10, mode MP, dedicated Yes, ports 27037 SV / -1 
 CL



 I am suspecting that it's trying to bind it's hostport, but how can 
 I edit/disable this?



 Thanks,



 Chris

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Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

2011-11-11 Thread Tony Paloma
It's not a typo in the code. I think Jeff just made a typo when he typed up the 
error message and posted to the hlds list. The error message should read:
---
Engine Error
---
###/ - tf_pumpkin_bomb:  UTIL_SetModel:  not precached: 
models/props_halloween/pumpkin_explode.mdl

---
OK   
---

We do have a fix for this problem going out today. It will be an optional 
update.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
Sent: Friday, November 11, 2011 9:08 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

Found this right after the update myself.. if you are running any plugin that 
has to do with Pumpkins remove it for now until they (valve) fixes the typo in 
the code.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of oGre
Sent: Friday, November 11, 2011 6:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory Team Fortress 2 update released

Both our Linux servers crash on startup.

Invalid map 'koth_ravine_b2' included in map cycle file. Ignored.
538/ - tf_pumpkin_bomb:  UTIL_SetModel:  not precached:
models/props_halloween/pumpkin_explode.mdl
538/ - tf_pumpkin_bomb:  UTIL_SetModel:  not precached:
models/props_halloween/pumpkin_explode.mdl

PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy 
''] /tmp/dumps/crash_2011122836_1.dmp


2011/11/11 James Botting bottswan...@googlemail.com

 Use cl_gameserver_reset_itentity on that one to regenerate and try the 
 regenerated one instead.

 On 11 Nov 2011, at 01:43, clad iron cladi...@gmail.com wrote:

  I am getting this on 1 of our servers.
 
  L 11/10/2011 - 19:12:00: Received auth challenge; signing into 
  gameserver account...
  L 11/10/2011 - 19:12:00: Game server authentication: FAILURE!
  L 11/10/2011 - 19:12:00:Incorrect identity token
  L 11/10/2011 - 19:12:00: server_cvar: sv_registration_message
 Incorrect
  identity token
 
  I typed out the token, and DOUBLE checked it was correct. This is no
 chance
  of any letter/number/symbol to me mistaken for something else.
  I have also tried it with and without quotes.
 
  Anyone else getting this ?
 
 
  On Thu, Nov 10, 2011 at 7:55 PM, E3pO e...@wmclan.net wrote:
 
  On my windows box i am getting more and more of these every update:
 
  material models/player/items/medic/medic_mirror has a normal map 
  and $basealphae nvmapmask.  Must use $normalmapalphaenvmapmask to 
  get specular.
 
  material models/player/items/all_class/all_halo has a normal map 
  and $basealphae nvmapmask.  Must use $normalmapalphaenvmapmask to 
  get specular.
 
  material models/player/items/all_class/id_badge_gold has a normal 
  map
 and
  $basea
  lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
 
  material models/player/items/all_class/id_badge_silver has a normal 
  map
 and
  $bas
  ealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
 
  material models/player/items/all_class/id_badge_platinum has a 
  normal
 map
  and $b
  asealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get
specular.
 
  material models/player/items/all_class/spacechem_pin has a normal 
  map
 and
  $basea
  lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
 
  material models/player/items/all_class/weiner_gold has a normal map 
  and $basealp haenvmapmask.  Must use $normalmapalphaenvmapmask to 
  get specular.
 
  material models/player/items/all_class/weiner_silver has a normal 
  map
 and
  $basea
  lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
 
  material models/player/items/all_class/weiner_bronze has a normal 
  map
 and
  $basea
  lphaenvmapmask.  Must use $normalmapalphaenvmapmask to get specular.
 
  material models/player/items/all_class/etf2l_highlander_gold has a
 normal
  map an
  d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get 
  specular.
 
  material models/player/items/all_class/etf2l_highlander_silver has 
  a
 normal
  map
  and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to 
  get specular.
 
  material models/player/items/all_class/etf2l_highlander_bronze has 
  a
 normal
  map
  and $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to 
  get specular.
 
  material models/player/items/all_class/etf2l_highlander_part has a
 normal
  map an
  d $basealphaenvmapmask.  Must use $normalmapalphaenvmapmask to get 
  specular.
 
  material models/player/items/all_class/ugc_highlander_participant
  has a normal m ap and $basealphaenvmapmask.  Must use 
  $normalmapalphaenvmapmask to get specular .
 
  material 

[hlds_linux] Team Fortress 2 Beta update

2011-11-11 Thread Tony Paloma
We've released an optional update for the Team Fortress 2 Beta.  The specific 
changes include:

- Additional dynamic model loader improvements

Thanks,
Tony
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[hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Tony Paloma
Required updates for Team Fortress 2 are now available.  The specific changes 
include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including any 
error message causing failure

- Update the '_registered' server tag based on whether registration is 
successful, not whether the registration convars are set

- All registration related messages now go to the server log in addition to the 
console

- Fix response from cl_gameserver_reset_identity command to properly format 
convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds_linux] No halloween gift drops on viaduct_event

2011-10-28 Thread Tony Paloma
koth_harvest_event does not have and never did have any gift drops.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Friday, October 28, 2011 2:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event

Are gifts supposed to drop on koth_harvest_event?  My server has them drop on 
cp_manor_event and koth_viaduct_event but not harvest.  I assumed this was 
because it is an older map and didn't have that feature when it was released in 
2009.

On 10/28/2011 12:51 AM, Jesse Molina wrote:

 I am having the same issue.  Two servers on the same host, same IP, 
 different ports.

 One of the two was verified dropping gifts yesterday on 
 koth_harvest_event.

 However, today post-update, it is not dropping items on 
 koth_harvest_event or the new koth_viaduct_event.

 Both are registered and in good standing, as far as I know.  The 
 admins of this host have not attempted any cheating or done anything 
 that I would suspect have gotten us blacklisted.



 ics wrote:
 Is there a reason why no halloween gifts would not drop? I've regged 
 the servers months ago. Servers do show up on server browser too.

 -ics

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[hlds_linux] Required TF2 update coming later today

2011-10-25 Thread Tony Paloma
We're going to have a required TF2 update coming later today. This isn't the 
update for the Halloween event nor is it the update that will require your 
server to be registered in order to receive gift drops on Halloween maps, but, 
as with all required updates, you will need to apply the update to your servers 
to allow players to connect.

Thanks,
Tony

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[hlds_linux] Team Fortress 2 Update Released

2011-10-20 Thread Tony Paloma
Required updates for Team Fortress 2 are now available.  The specific changes 
include:

- Improvements to client stability related to loading mesh content during 
gameplay
- Fixed an engine error that mentioned CL_CallPostDataUpdates
- Fixed Not Usable in Crafting text not appearing under certain conditions on 
item tooltips in the trading UI

Thanks,
Tony

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[hlds_linux] Team Fortress 2 Update Released

2011-10-18 Thread Tony Paloma
An optional update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the updates.  The specific changes include:


- Fixed a frequent server crash related to packfiles
- Fixed the following items not being able to be used in the Rebuild Headgear 
recipe: Lo-Fi Longwave, Loyalty Reward, Spiral Sallet, Summer Shades, Scout 
Flip-Flops, Lucky No. 42, Summer Hat, Killer Exclusive, Ball-Kicking Boots, 
Merc's Pride Scarf, Manniversary Paper Hat

Thanks,
Tony
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-10-17 Thread Tony Paloma
No, we don't need client dumps. We have a whole heap of them already. The 
problem is by the time the client has crashed, the client has been in a bad 
state already for a bit of time. The problem is tracking down how they got into 
that state. We have another update going out tomorrow that fixes at least one 
more problem and will likely reduce the number of server and client crashes. We 
won't be leaving the game in this condition; the team has been working on it 
non-stop.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Porter
Sent: Monday, October 17, 2011 8:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Yeah, this seems to be worse than before. Would you like client minidumps?
How can we help here?
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Re: [hlds_linux] Mysterious server crashes

2011-10-15 Thread Tony Paloma
Are you running with replay also? I believe there is a known issue running 
SourceTV + Replay that we are working on. The workaround is to disable 
sv_parallel_packentities. There will be a performance penalty for doing that 
though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Saturday, October 15, 2011 10:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

I can confirm that the server is not crashing anymore if the STV is disabled.

On 2011.10.15. 19:43, Henry Goffin wrote:
 Thanks for the reports about Source TV, all. No promises on a specific 
 timeline but we will obviously see what we can do.


 On Oct 15, 2011, at 7:55 AM, Emil Larssonail...@gmail.com  wrote:

 Disabling STV on the servers so far have made them far more stable, 
 even with Sourcemod and Metamod running.

 Of course, I yet have to let them run for a few hours to see that 
 they're stable for sure.

 On Sat, Oct 15, 2011 at 4:09 PM, Kasparskasp...@micro.lv  wrote:

 FYI I have three servers, two with only replay enabled, and third 
 with
 replay+STV. The third server (with STV) randomly crashes once a
 while.

 Will try to disable STV, too and report back.


 On 2011.10.15. 17:03, Emil Larsson wrote:

 I disabled SourceTV (it was running alongside Replay) and it ran 
 over a hour, over two maps fine (it would have crashed by now). 
 Since I'm suspecting STV being the cause, I'm now running it 
 disabled but with SourceMod and Metamod again. Hopefully this 
 should be it.

 On Sat, Oct 15, 2011 at 2:33 PM, Emil Larssonail...@gmail.com
 wrote:

 Got some debug info on the server without any mods loaded, and just 
 sent
 it
 to Valve. Hope they can make sense out of it.


 On Sat, Oct 15, 2011 at 1:35 PM, Emil Larssonail...@gmail.com
 wrote:

 Nope, forgot to say but it didn't help. Disabled Sourcemod and 
 Metamod,
 server would crash after a mapchange (or soon after). Not always 
 happen after a mapchange, but it seems to happen when the server 
 have a sizely population too, such as when nearly being full.

 On Sat, Oct 15, 2011 at 10:34 AM, Henry
 Goffinhenryg@valvesoftware.**
 comhen...@valvesoftware.comwrote:

 We collect crash reports for trend analysis, and from what I can 
 see,
 in
 the past few hours almost all Linux crash reports have metamod 
 or sourcemod involved. I strongly suggest disabling any server 
 mods and running vanilla to see if your crashes go away.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@l
 ist.valvesoftware.com
 [mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@l
 ist.valvesoftware.com
 ]
 On Behalf Of h...@gmx.com
 Sent: Friday, October 14, 2011 5:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mysterious server crashes

 Hat Fortress 2
 - Original Message -
 From: Kyle Sanderson
 Sent: 10/15/11 03:07 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mysterious server crashes

 Which game? I haven't had any servers crash since I brought them 
 up last night (All CS:S). Kyle. On Fri, Oct 14, 2011 at 4:53 
 PM,h...@gmx.com
 wrote:   Try this instead of vanilla.  a) install gdb   b)
 start
 the
 server with -nobreakpad and -debug arguments: ./srcds_run   -
 game tf
 -nobreakpad -debug +ip ...   c) Add ulimit -c 2097152 to startup
 script.   
 A file named debug.log will be created when the error occurs.   
 -
 Original Message -   From: Andrew Fischer   Sent: 10/15/11
 01:34
 AM
 To: Half-Life dedicated Linux server mailing list   Subject: Re:
 [hlds_linux] Mysterious server crashes  I am seeing the same
 behaviour
 over here. Runs about an hour when full,   then down it goes. I
 run a
 minimal set of sourcemod plugins. Was going to   try vanilla
 without
 anything next time it crashed to see what happened. Let   us
 know what
 you
 find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson   
 ail...@gmail.com
 wrote:   Anyone else get those? Server runs fine for   about
 30-90
 minutes
 (usually   averages less than a hour), then crashes...
 usually when
 it's
 full of   players too. Only happens on our Linux servers   too.
 Sourcemod
 does not seem   to be the culprit (Gamedata is up to date as
 far I
 know),
 though I'm   currently testing to run one of the Linux server
 with
 Sourcemod off.  The server simple freezes and/or crashes.
 One of
 the
 crashes we had earlier   seemed to be related to the item servers
 screwing
 up.   __**_   To
 unsubscribe, edit

 your list preferences, or view the list archives, please
 visit:   

 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp
 ://list.valvesoftware.com/mailman/listinfo/hlds_linux
 -- Andrew
 Fischer Lightning Toads Productions, LLC
 www.lightningtoads.com*
 

Re: [hlds_linux] Mysterious server crashes

2011-10-15 Thread Tony Paloma
Sorry, the correct variable to disable to work around the problem is 
sv_parallel_sendsnapshot.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Saturday, October 15, 2011 12:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

Are you running with replay also? I believe there is a known issue running 
SourceTV + Replay that we are working on. The workaround is to disable 
sv_parallel_packentities. There will be a performance penalty for doing that 
though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Saturday, October 15, 2011 10:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes

I can confirm that the server is not crashing anymore if the STV is disabled.

On 2011.10.15. 19:43, Henry Goffin wrote:
 Thanks for the reports about Source TV, all. No promises on a specific 
 timeline but we will obviously see what we can do.


 On Oct 15, 2011, at 7:55 AM, Emil Larssonail...@gmail.com  wrote:

 Disabling STV on the servers so far have made them far more stable, 
 even with Sourcemod and Metamod running.

 Of course, I yet have to let them run for a few hours to see that 
 they're stable for sure.

 On Sat, Oct 15, 2011 at 4:09 PM, Kasparskasp...@micro.lv  wrote:

 FYI I have three servers, two with only replay enabled, and third 
 with
 replay+STV. The third server (with STV) randomly crashes once a
 while.

 Will try to disable STV, too and report back.


 On 2011.10.15. 17:03, Emil Larsson wrote:

 I disabled SourceTV (it was running alongside Replay) and it ran 
 over a hour, over two maps fine (it would have crashed by now).
 Since I'm suspecting STV being the cause, I'm now running it 
 disabled but with SourceMod and Metamod again. Hopefully this 
 should be it.

 On Sat, Oct 15, 2011 at 2:33 PM, Emil Larssonail...@gmail.com
 wrote:

 Got some debug info on the server without any mods loaded, and just 
 sent
 it
 to Valve. Hope they can make sense out of it.


 On Sat, Oct 15, 2011 at 1:35 PM, Emil Larssonail...@gmail.com
 wrote:

 Nope, forgot to say but it didn't help. Disabled Sourcemod and 
 Metamod,
 server would crash after a mapchange (or soon after). Not always 
 happen after a mapchange, but it seems to happen when the server 
 have a sizely population too, such as when nearly being full.

 On Sat, Oct 15, 2011 at 10:34 AM, Henry
 Goffinhenryg@valvesoftware.**
 comhen...@valvesoftware.comwrote:

 We collect crash reports for trend analysis, and from what I can 
 see,
 in
 the past few hours almost all Linux crash reports have metamod 
 or sourcemod involved. I strongly suggest disabling any server 
 mods and running vanilla to see if your crashes go away.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@l
 ist.valvesoftware.com
 [mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@l
 ist.valvesoftware.com
 ]
 On Behalf Of h...@gmx.com
 Sent: Friday, October 14, 2011 5:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mysterious server crashes

 Hat Fortress 2
 - Original Message -
 From: Kyle Sanderson
 Sent: 10/15/11 03:07 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mysterious server crashes

 Which game? I haven't had any servers crash since I brought them 
 up last night (All CS:S). Kyle. On Fri, Oct 14, 2011 at 4:53 
 PM,h...@gmx.com
 wrote:   Try this instead of vanilla.  a) install gdb   b)
 start
 the
 server with -nobreakpad and -debug arguments: ./srcds_run   -
 game tf
 -nobreakpad -debug +ip ...   c) Add ulimit -c 2097152 to startup
 script.   
 A file named debug.log will be created when the error occurs.   
 -
 Original Message -   From: Andrew Fischer   Sent: 10/15/11
 01:34
 AM
 To: Half-Life dedicated Linux server mailing list   Subject: Re:
 [hlds_linux] Mysterious server crashes  I am seeing the same
 behaviour
 over here. Runs about an hour when full,   then down it goes. I
 run a
 minimal set of sourcemod plugins. Was going to   try vanilla
 without
 anything next time it crashed to see what happened. Let   us
 know what
 you
 find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson   
 ail...@gmail.com
 wrote:   Anyone else get those? Server runs fine for   about
 30-90
 minutes
 (usually   averages less than a hour), then crashes...
 usually when
 it's
 full of   players too. Only happens on our Linux servers   too.
 Sourcemod
 does not seem   to be the culprit (Gamedata is up to date as
 far I
 know),
 though I'm   currently testing to run one of the Linux server
 with
 Sourcemod off.  The server simple freezes and/or crashes.
 One of
 the
 crashes we had earlier   seemed

Re: [hlds_linux] Mandatory TF2 update coming Wednesday

2011-10-13 Thread Tony Paloma
Also, as another heads-up, this update will be changing the whitespace in the 
status command to improve formatting as well as adjusting the output of the 
stats command. If you have scripts or plugins that depend on the formatting of 
the output of these commands, then you may want to check that they can handle 
the changes.

I attached an example of the new output.

Basically, the status output is formatted nicely into columns when possible. 
The stats command added a new column called Connects measuring total 
connections to the server since startup and renamed a misleading column from 
Users to Map changes. Also, the In and Out columns on the stats output are 
now measured in kilobytes per second.

Thanks,
Tony

-Original Message-
From: Tony Paloma 
Sent: Wednesday, October 12, 2011 10:53 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: Mandatory TF2 update coming Wednesday

We're pushing today's planned update back a day so we can get some extra 
testing in. Look for the update tomorrow.

Thanks,
Tony

From: Tony Paloma 
Sent: Monday, October 10, 2011 6:32 PM
To: hlds_linux@list.valvesoftware.com
Subject: Mandatory TF2 update coming Wednesday

We're going to have a mandatory TF2 update coming Wednesday afternoon/evening. 
This is just a heads-up that it's coming so that you can be prepared.

There is one change that might require a change to server configs:
tf_show_voice_icons has been renamed to mp_show_voice_icons so that it's more 
generic.

Thanks,
Tony
] status
hostname: Best TF2 Server Ever
version : 1.2.3.4/18 1234 secure
udp/ip  : 192.111.111.111:27015
map : pl_barnblitz at: 0 x, 0 y, 0 z
replay  :  recording
players : 22 (33 max)

# userid nameuniqueidconnected ping loss state  adr
#  2 replayBOT active
#  3 AaaaA STEAM_0:0:   1:06:24300 active 
192.111.111.112:27005
# 88 BbSTEAM_0:0:##03:28   480 active 
192.111.111.113:27005
# 92 Big Mean Muther Hubbard BOT   active
#  6 ccc   STEAM_0:1:   1:02:09480 active 
192.111.111.114:27005
# 86 ddd   STEAM_0:1:# 06:28   440 active 
192.111.111.115:27005
# 89 MoreGun   BOT active
# 60 EeeeE STEAM_0:0:# 17:41   460 active 
192.111.111.116:27005
# 24 Ff F  STEAM_0:0:# 50:49   490 active 
192.111.111.117:27005
# 26 ggSTEAM_0:1:##46:23   430 active 
192.111.111.118:27005
# 90 H Hh H STEAM_0:1: 03:00   470 active 
192.111.111.119:27005
# 27 Iii   STEAM_0:0:# 44:07   490 active 
192.111.111.120:27005
# 91 Jjjj  STEAM_0:1:# 02:42   470 active 
192.111.111.121:27005
# 28 Kk. KKkk, Kk.K. STEAM_0:0: 43:09  490 active 
192.111.111.122:27005
# 93 Crazed Gunman BOT active
# 59 L STEAM_0:0:# 18:01   460 active 
192.111.111.123:27005
# 22 mmSTEAM_0:0:##55:51   430 active 
192.111.111.124:27005
# 76 MeBOT active
# 80 Zepheniah MannBOT active
# 82 DeadHead  BOT active
# 84 The Freeman   BOT active
# 85 Soulless  BOT active

] stats
CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players  Connects
30.58  40.10  83.10   70  366.4121   92  
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Re: [hlds_linux] Mandatory TF2 update coming Wednesday

2011-10-13 Thread Tony Paloma
Yep. I wanted to make sure the column headers all fit on a single 80 character 
line. Adding any more characters would have broken that.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Thursday, October 13, 2011 11:52 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming Wednesday

Tony's example shows a name column length of 17 characters max. That's why 
H Hh H and Kk. KKkk, Kk.K. displaced uniqueid and connected.

On Thu, Oct 13, 2011 at 1:36 AM, Saul Rennison saul.renni...@gmail.com wrote:
 Names can only be 32 characters long. It won't.

 On Thursday, 13 October 2011, bottige...@gmail.com 
 bottige...@gmail.com
 wrote:
 Looks very nice.

 Can you make the name column longer so it never displaces the columns
 after it?

 On Wed, Oct 12, 2011 at 11:27 PM, John 
 lists.va...@nuclearfallout.net
 wrote:
 I like it. You could also do as they did with GoldSrc, and call the 
 formatted status output stat instead, and retain the existing
 behavior
 for status. But, either way's good.

 -John

 On 10/12/2011 11:00 PM, Tony Paloma wrote:

 Also, as another heads-up, this update will be changing the 
 whitespace
 in
 the status command to improve formatting as well as adjusting the 
 output
 of
 the stats command. If you have scripts or plugins that depend on 
 the formatting of the output of these commands, then you may want 
 to check
 that
 they can handle the changes.

 I attached an example of the new output.

 Basically, the status output is formatted nicely into columns when 
 possible. The stats command added a new column called Connects
 measuring
 total connections to the server since startup and renamed a 
 misleading column from Users to Map changes. Also, the In and 
 Out columns on
 the
 stats output are now measured in kilobytes per second.

 Thanks,
 Tony

 -Original Message-
 From: Tony Paloma
 Sent: Wednesday, October 12, 2011 10:53 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: Mandatory TF2 update coming Wednesday

 We're pushing today's planned update back a day so we can get some 
 extra testing in. Look for the update tomorrow.

 Thanks,
 Tony

 From: Tony Paloma
 Sent: Monday, October 10, 2011 6:32 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Mandatory TF2 update coming Wednesday

 We're going to have a mandatory TF2 update coming Wednesday 
 afternoon/evening. This is just a heads-up that it's coming so that 
 you
 can
 be prepared.

 There is one change that might require a change to server configs:
 tf_show_voice_icons has been renamed to mp_show_voice_icons so that 
 it's more generic.

 Thanks,
 Tony


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 archives,
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 --


 Kind regards,
 *Saul Rennison*
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Re: [hlds_linux] Mandatory TF2 update coming Wednesday

2011-10-12 Thread Tony Paloma
We're pushing today's planned update back a day so we can get some extra 
testing in. Look for the update tomorrow.

Thanks,
Tony

From: Tony Paloma
Sent: Monday, October 10, 2011 6:32 PM
To: hlds_linux@list.valvesoftware.com
Subject: Mandatory TF2 update coming Wednesday

We're going to have a mandatory TF2 update coming Wednesday afternoon/evening. 
This is just a heads-up that it's coming so that you can be prepared.

There is one change that might require a change to server configs:
tf_show_voice_icons has been renamed to mp_show_voice_icons so that it's more 
generic.

Thanks,
Tony
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[hlds_linux] Mandatory TF2 update coming Wednesday

2011-10-10 Thread Tony Paloma
We're going to have a mandatory TF2 update coming Wednesday afternoon/evening. 
This is just a heads-up that it's coming so that you can be prepared.

There is one change that might require a change to server configs:
tf_show_voice_icons has been renamed to mp_show_voice_icons so that it's more 
generic.

Thanks,
Tony
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Re: [hlds_linux] [TF2] libtier0.so Shared Library Error

2011-09-23 Thread Tony Paloma
You do not need to disable SELinux entirely. The following solution was posted 
on the HLDS list in response to your question the first time:
http://www.easysoft.com/support/kb/kb00976.html

That will disable just the relevant SELinux feature. You can also do it for 
just the libtier0.so binary too if you'd like. We'll look into why libtier0.so 
is suddenly requiring text relocation.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PAL-18
Sent: Friday, September 23, 2011 12:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] [TF2] libtier0.so Shared Library Error

The lastest TF2 update released crashes all my servers with the following error:

./srcds_linux: error while loading shared libraries: bin/libtier0.so: cannot 
restore segment prot after reloc: Permission denied

Even if i delete the bin directory and update again, i get that error. I even 
thought something else became corrupt so as a test i created a new directory 
and ran the update to download everything again - same error occurs.

This error even occurs with Metamod Source/Sourcemod disabled. My TF2 servers 
(i host 2) didnt do this error before the update.

Someone on the Steam forums suggest i disable SELinux, but i'd rather not do 
that.  I asked others on Steam Forums/Srcds Forums and those using the same OS 
also have the same problem.  Anyone have another fix?

Here's my server specs:
Server OS: CentOS 5.6 64 Bit
Processor: DualCore E5300 2.6GHz (Not Hyperthreaded)
Ram: 4GB
Game(s): Team Fortress 2
Start Up Command: screen -A -m -d -S zf TF2-ZF/orangebox/srcds_run -console 
-game tf -autoupdate ticrate 66 -pingboost 3 -secure -ip x.x.x.x +port 27015 
-sport 26900 +maxplayers 21 +exec server1.cfg Admin Mods: Sourcemod

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Re: [hlds_linux] Server freeze

2011-09-23 Thread Tony Paloma
Are you running srctv or replay by chance? In the meantime, you can probably 
set sv_parallel_sendsnapshot to 0 as a workaround for this problem.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
ad...@dogzgaming.com
Sent: Friday, September 23, 2011 5:49 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server freeze

In the last 2 days I have had 3 server freezes. The console just halts and the 
srcds process gets stuck at 100% usage.

This time I got the output from gdb.

Here it is, hope someone can help.


(gdb) bt
#0  0xf6c4b610 in CFrameSnapshotManager::NextSnapshot(CFrameSnapshot
const*) () from /home/dogz/srcds_turbo/orangebox/bin/engine.so
#1  0xf6b4590c in CBaseServer::WriteTempEntities(CBaseClient*,
CFrameSnapshot*, CFrameSnapshot*, bf_write, int) ()
from /home/dogz/srcds_turbo/orangebox/bin/engine.so
#2  0xf6b38dfd in CBaseClient::SendSnapshot(CClientFrame*) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#3  0xf6c436ee in CGameClient::SendSnapshot(CClientFrame*) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#4  0xf6c569e7 in SV_ParallelSendSnapshot(CGameClient*) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#5  0xf6c5b669 in CParallelProcessorCGameClient*, 
CFuncJobItemProcessorCGameClient* ::Run(CGameClient**, unsigned int, int, 
IThreadPool*) ()
from /home/dogz/srcds_turbo/orangebox/bin/engine.so
#6  0xf6c5a8fc in T.2230 () from
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#7  0xf6c5acba in SV_Frame(bool) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#8  0xf6bbc277 in _Host_RunFrame_Server(bool) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#9  0xf6bbcea4 in _Host_RunFrame(float) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#10 0xf6bc6055 in CHostState::State_Run(float) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#11 0xf6bc68e3 in CHostState::FrameUpdate(float) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#12 0xf6bc6b04 in HostState_Frame(float) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#13 0xf6c7cc86 in CEngine::Frame() () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#14 0xf6c79099 in CDedicatedServerAPI::RunFrame() () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#15 0xf701d1d0 in ?? ()
#16 0xf701cf27 in ?? ()
#17 0xf6c798fd in CModAppSystemGroup::Main() () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#18 0xf6c92d13 in CAppSystemGroup::Run() () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#19 0xf6c7a656 in CDedicatedServerAPI::ModInit(ModInfo_t) () from 
/home/dogz/srcds_turbo/orangebox/bin/engine.so
#20 0xf701d3cf in ?? ()
#21 0xf7020a93 in ?? ()
#22 0xf702256d in ?? ()
#23 0xf7020a93 in ?? ()
#24 0xf701d7e0 in ?? ()
#25 0xf701eadf in ?? ()
#26 0x080488ac in main ()

(gdb) c
Continuing.
^C
Program received signal SIGINT, Interrupt.
0xf6c4b62d in CFrameSnapshotManager::NextSnapshot(CFrameSnapshot
const*) () from /home/dogz/srcds_turbo/orangebox/bin/engine.so
(gdb) c
Continuing.
^C
Program received signal SIGINT, Interrupt.
0xf6c4b63e in CFrameSnapshotManager::NextSnapshot(CFrameSnapshot
const*) () from /home/dogz/srcds_turbo/orangebox/bin/engine.so
(gdb) c
Continuing.
^C
Program received signal SIGINT, Interrupt.
0xf6c4b632 in CFrameSnapshotManager::NextSnapshot(CFrameSnapshot
const*) () from /home/dogz/srcds_turbo/orangebox/bin/engine.so
(gdb) ^CQuit
(gdb) c
Continuing.
^C
Program received signal SIGINT, Interrupt.
0xf6b45885 in CBaseServer::WriteTempEntities(CBaseClient*,
CFrameSnapshot*, CFrameSnapshot*, bf_write, int) ()
from /home/dogz/srcds_turbo/orangebox/bin/engine.so
(gdb) c
Continuing.
^C
Program received signal SIGINT, Interrupt.
0xf6c4b63e in CFrameSnapshotManager::NextSnapshot(CFrameSnapshot
const*) () from /home/dogz/srcds_turbo/orangebox/bin/engine.so



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Re: [hlds_linux] TF2 Item server down for newer user accounts

2011-09-18 Thread Tony Paloma
We're (still) working on fixing the GC now. Your server should automatically 
reconnect when it's functioning again.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Sunday, September 18, 2011 2:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Item server down for newer user accounts

On Sun, 18 Sep 2011 15:31:07 -0500, Ryan Stecker wrote:

 I can't see why your server would have to be restarted to regain a 
 connection. It sounds like you're just abusing some logon pathway that 
 instantly lets you get cache subscriptions.

If it works (and i've seen it work more than a couple of times), then very 
clearly, the item server is ready notification does not work as intended.

I fail to see any kind of abuse in wanting your server to work as intended.


/Peter

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Re: [hlds_linux] Counter-Strike: Source Update Available

2011-09-17 Thread Tony Paloma
Are you getting a hitch on the server or the client?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thiesson Johann
Sent: Saturday, September 17, 2011 8:24 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike: Source Update Available

Hello,

Same here. Even with sv_noroundstats 1 .

--
Johann

2011/9/17 Loïc PERY louloubi...@gmail.com

 Yes i confirm with the new variable set to 1 the problem is still 
 present

 2011/9/17 Saul Rennison saul.renni...@gmail.com

  Phwoar 33 msec is a damn long time
 
  On Saturday, 17 September 2011, Dan hansen d...@live.dk wrote:
  
   I still have the problem on all my servers, with sv_noroundstats 0.
 Here
  is the console log.
  
  
    ROUND STAT DEBUG UploadRoundStats completed. 33.390 msec.
  Breakdown: a: 0.004 msec b: 0.024 msec c: 0.000 msec d: 33.360 msec e:
  0.002
  msec objects: 4 1 4 3
  
   2011/9/17 Tony Paloma to...@valvesoftware.com An optional update 
   to Counter-Strike: Source is now available. The
  specific changes include:
  
  
  
   Counter-Strike: Source
  
   - Made stats reporting less verbose in an effort to reduce server
 hitches
  at round end
  
   - Added a server convar sv_noroundstats for server admin to turn 
   off
  stats reporting if the server is hitching at round end. This 
  shouldn't be necessary since the stats have been made less verbose.
  
   Please leave stats enabled unless you are seeing hitches. If you 
   are
  getting hitches at round end, I'd appreciate if you turn on 
  sv_debugroundstats and send me the console output after one of the 
  end-round hitches. If you aren't getting hitches anymore after the 
  update, well
 then,
  I'd like to know that too.
  
   Thanks,
   Tony
  
  
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  --
 
 
  Kind regards,
  *Saul Rennison*
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Re: [hlds_linux] Counter-Strike: Source Update Released

2011-09-17 Thread Tony Paloma
And for the technical folks on these lists, UploadRoundStats will still be 
called, it just won't do anything. As always, if you're having any problems, 
post about it on the list. If you were running a server plugin to disable stats 
reporting, please remove it as it should no longer be necessary.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, September 17, 2011 4:19 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 
server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Counter-Strike: Source Update Released

A required update for Counter-Strike: Source is now available.  The specific 
changes include:

- Disabled stats reporting on both the client and the server by default until 
the reporting problems are solved

Jason


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Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Tony Paloma
Don't bother. We're going to ship an update today that will add a 
sv_noroundstats ConVar that you can use until we figure out what's wrong. It's 
designed to be async, but clearly that's not working.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Loïc PERY
Sent: Friday, September 16, 2011 11:53 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Issue with the last orangebox update !

i can do an extension with detour, i just need the sigs. you have it ?

2011/9/16 Steve Dudenhoeffer sdudenhoef...@gmail.com

 Unfortunately the system I use is custom and wouldn't be compatible 
 with usual MM:S/SourceMod solutions.  However, someone who is familiar 
 with detouring functions inside of MM:S should easily be able to 
 create a block for it.

 On Fri, Sep 16, 2011 at 12:37 PM, Marc.B vg.ha...@gmail.com wrote:

  Intresting Steve. Thanks for the feedback.
  How did you blocked that function ?
 
  Marc.
 
  On Fri, Sep 16, 2011 at 6:36 PM, Michael Gosvig 
  m...@michaelgosvig.dk
  wrote:
   Got the problem on all my serveres also Den 16/09/2011 17.33 skrev 
   Markus Veit markus_...@gmx.de:
   Am 16.09.2011 17:21, schrieb ics:
   I have CSS and TF2 servers assigned 1 per core on our machine, 
   no crashes or freezes. (talking about CSS, haven't played TF2 yet).
   Uptimes show that they have been up since the update though.
  
   -ics
  
   16.9.2011 18:16, Marc.B kirjoitti:
   Hi,
  
   We have been running tests all the day and have discover a 
   issue
 with
   this update. If you assign a single core to the server, it will
 freeze
   on player death, defuse, bomb going of.
   If you assign more than one core, it almost work as before, 
   still a very short freeze.
  
   Please give this issue a look.
  
   Thank you.
  
   Marc.
  
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   i have same problem, its 4 core Server ^^ and Frezze when Round 
   end
 and
   Round Start -.-
  
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[hlds_linux] Counter-Strike: Source Update Available

2011-09-16 Thread Tony Paloma
An optional update to Counter-Strike: Source is now available. The specific 
changes include:



Counter-Strike: Source

- Made stats reporting less verbose in an effort to reduce server hitches at 
round end

- Added a server convar sv_noroundstats for server admin to turn off stats 
reporting if the server is hitching at round end. This shouldn't be necessary 
since the stats have been made less verbose.

Please leave stats enabled unless you are seeing hitches. If you are getting 
hitches at round end, I'd appreciate if you turn on sv_debugroundstats and send 
me the console output after one of the end-round hitches. If you aren't getting 
hitches anymore after the update, well then, I'd like to know that too.

Thanks,
Tony


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Re: [hlds_linux] Bad SetLocalOrigin(-nan, -nan, nan) on tf_projectile_pipe_remote

2011-09-02 Thread Tony Paloma
We have a fix for this one that will go out with the next update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Friday, September 02, 2011 12:55 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Bad SetLocalOrigin(-nan, -nan, nan) on 
tf_projectile_pipe_remote

One of my servers just crashed right after this message.

Bad SetLocalOrigin(-nan,-nan,nan) on tf_projectile_pipe_remote

Does know what the problem might be or how to fix this?

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[hlds_linux] Team Fortress 2 Beta update

2011-08-30 Thread Tony Paloma
We've released an optional update for the Team Fortress 2 Beta.  The specific 
changes include:

- Removed replay_port ConVar (and the need for replay to open a port)
- Added the following ConVars for proxy support for replay FTP offloading: 
replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and 
replay_fileserver_offload_proxy_port

Thanks,
Tony
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Re: [hlds_linux] Crashing on auto team balance.

2011-08-29 Thread Tony Paloma
I've seen this as well. Generally on pipeline. It runs out of free entities.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Monday, August 29, 2011 3:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Crashing on auto team balance.

Ignoring unreasonable position (-nan,-nan,15946.423828) from vphysics!
(entity tf_ammo_pack)
PreMinidumpCallback: updating dump comment Uploading dump (in-process)
[proxy ''] /tmp/dumps/crash_20110829182504_1.dmp
Segmentation fault (core dumped)

warning: Can't read pathname for load map: Input/output error.
/home/srcds/srcds_new_surf/orangebox/debug.cmds:5: Error in sourced command
file:
No function contains program counter for selected frame.
email debug.log to li...@valvesoftware.com Mon Aug 29 18:25:06 EDT 2011:
Server restart in 10 seconds Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Team Fortress 2 Content' version 270


Checking/Installing 'Team Fortress 2 Materials' version 136


Checking/Installing 'Base Source Shared Materials' version 8

On Mon, Aug 29, 2011 at 6:26 PM, E3pO e...@wmclan.net wrote:

 I have been getting complaints that my server is crashing right before 
 it auto team balances everybody. Any ideas?
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread Tony Paloma
I think he just meant can't votekick.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, August 02, 2011 3:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Not good at all, we can't have 33 players then.

Kyle.

On Tue, Aug 2, 2011 at 2:43 PM, Jon Lippincott j...@valvesoftware.com wrote:
 I'm fixing this now so you can't kick the replay bot or SourceTV bot.  Sound 
 good?

 Thanks for the bug report!

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 DarthNinja
 Sent: Tuesday, August 02, 2011 12:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 *Is there a way to prevent players from kicking or votekicking the 
 replay
 bot*

 http://forums.alliedmods.net/showthread.php?p=1473391



 On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote:

 i've been gone for almost 2 weeks, but wanted to ask if this was fixed ?

 From my understanding if the replay bot is kicked, then the replays 
 do not work correctly till a map is changed and the bot is reloaded.
 Is there a way to prevent players from kicking or votekicking the 
 replay bot ?

 On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com
 bottige...@gmail.comwrote:

  Can anyone confirm if the Dr. G weapons still crash the server?
 
  On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote:
   If this update fixes the crashes, i don't care if it adds 2, 5 or 
   10
 hats
  or
   even more.
  
   If it's a dud once again, then...
  
   -ics
  
   2.8.2011 21:55, John Marbury kirjoitti:
  
   While Fletcher Dunn claims that they wanted to make sure the 
   cure
 isn't
   worse than the disease., we all now know they just wanted to 
   add more HATS.
  
  
  
   On Tue, Aug 2, 2011 at 2:41 PM, Jason
   Ruymenjas...@valvesoftware.comwrote:
  
   Required updates for Team Fortress 2 are now available.  The 
   specific changes include:
  
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Fix a crash bug during changelevel when the Steam client is 
   unable
 to
   init
   - Reduced the frequency of diagnostic messages for out-of-range
  positions
   and velocities
  
   Team Fortress 2
   - Added the Red Orchestra 2 promo items
   - Fix a crash bug related to the Righteous Bison
   - Fix a bug where the increased_maxplayers server tag was being 
   set
  when
   the 25th internal player slot was added for replay
   - Fixed a bug that caused team color paints to appear to be 
   coming
 out
  of
   the wrong cans for the store icons
   - Updated the main menu backgrounds to include Granary and 
   Upward
  
   Jason
  
  
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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-26 Thread Tony Paloma
Today I learned there is a randommap command.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Tuesday, July 26, 2011 7:42 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

The combined settings look a bit like this


mp_maxrounds 0
mp_winlimit 0
mp_timelimit 45
maxplayers 24

replay_enable 1
replay_block_dump_interval 15
replay_fileserver_protocol http
replay_fileserver_port 80
replay_fileserver_offload_enable 0
replay_local_fileserver_path /var/www/replays/001/
replay_fileserver_path /001/

mapcycle mapcycle01.txt
randommap



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, July 26, 2011 6:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

Ah I see, I assumed that increased_maxplayers was how it checked the player
count. Thanks for clearing that up.

On a somewhat related note, I asked in another mail on the list for an
example server.cfg and/or the server.cfg that Valve is using for their quick
play servers. Do you think you could provide something like this? There
hasn't been a decent example server.cfg since about release, and it would be
great to have one instead of having to dig around for the Voting and Replay
settings.

Thanks.

On Tue, Jul 26, 2011 at 9:43 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
I am running +maxplayers 24, no sv_visiblemaxplayers set, with Replays 
enabled... and my sv_tags is now reporting as increased_maxplayers 
and thus not giving me any Quickplay traffic. Is there something I 
missed here?

 increased_maxplayers being set in the situation you describe is a bug.
 I'll add that to my list.

 However, the tag is not used by quickplay in any way.  Only the reported
player counts are used.
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

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Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Tony Paloma
Are you  _sure_  it's reversed? Maxplayers 24, visiblemaxplayers 25 (or not
set) makes sense if the engine is still bumping the maxplayers by one if
tv/replay is enabled like you had said it will. And since the in-game
browser decrements one from maxplayers for each bot slot, it makes sense
that it will display 24 players with visible max set to 25.

I'm now confused at what the actual change is because it sounds like there
isn't any since this is how it's worked for a while.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Monday, July 25, 2011 3:01 PM
To: 'hlds_linux@list.valvesoftware.com'
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

 For example, if you want to have a server with 24 human players, and one

 reserved secret slot for yourself, you will set maxplayers to 24 and

 visiblemaxplayers to 25

Isn't it the other way round?

maxplayers 25

sv_visiblemaxplayers 24



As Willy Wonka once said: Strike that.  Reverse it.



- Fletch
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-22 Thread Tony Paloma
Also getting lockups still. I had three in the last couple hours.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sir Jake
Sent: Friday, July 22, 2011 3:05 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Released


Same here also getting crashes 


 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 22 Jul 2011 23:10:09 +0200
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
 same crashes here
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics 
 [i...@ics-base.net]
 Sent: 22 July 2011 23:08
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
 The crash must be related to the new laser weapons. I've seen too many 
 crashes with sentry, ubered soldier and charged hit from the new 
 weapon shooting just before server goes down. All this before tonights
update.
 I'll go to sleep now and report back in 7 hours, see if the crash i 
 got was just freak accident. Though i think it wasn't.
 
 -ics
 
 23.7.2011 0:05, 1nsane kirjoitti:
  I'm getting crashes still:
  #0  0x4743bc5e in _int_malloc () from /lib/libc.so.6
  #1  0x4743dd87 in malloc () from /lib/libc.so.6
  #2  0xf775da43 in operator new(unsigned int) () from bin/libtier0.so
  #3  0xf3bda558 in
  CEntityDataInstantiatortouchlink_t::CreateDataObject(CBaseEntity 
  const*)
  () from /home/srcds/orangebox/tf/bin/server.so
  #4  0xf3bd01fb in CBaseEntity::CreateDataObject(int) ()
  from /home/srcds/orangebox/tf/bin/server.so
  #5  0xf3bd0a6c in CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity*)
()
  from /home/srcds/orangebox/tf/bin/server.so
  #6  0xf3bd0cd7 in 
  CBaseEntity::PhysicsMarkEntitiesAsTouching(CBaseEntity*,
  CGameTrace) () from /home/srcds/orangebox/tf/bin/server.so
  #7  0xf3f61dcf in CServerGameEnts::MarkEntitiesAsTouching(edict_t*,
  edict_t*)
   () from /home/srcds/orangebox/tf/bin/server.so
  #8  0xf6f4e376 in SV_SolidMoved(edict_t*, ICollideable*, Vector 
  const*,
  bool)
   () from /home/srcds/orangebox/bin/engine.so
  #9  0xf6f41049 in CVEngineServer::SolidMoved(edict_t*, 
  ICollideable*, Vector const*, bool) () from 
  /home/srcds/orangebox/bin/engine.so
  #10 0xf3ea0f83 in CBaseEntity::PhysicsTouchTriggers(Vector const*) ()
  from /home/srcds/orangebox/tf/bin/server.so
  #11 0xf3fa2cb2 in CMoveHelperServer::ProcessImpacts() ()
  from /home/srcds/orangebox/tf/bin/server.so
  #12 0xf40a64fa in CPlayerMove::RunCommand(CBasePlayer*, CUserCmd*,
  IMoveHelper*) () from /home/srcds/orangebox/tf/bin/server.so
 
 
  On Fri, Jul 22, 2011 at 5:03 PM, Michael Johansenmichs...@live.no
wrote:
 
  Mine haven't updated yet. Yaaay me.
 
  Date: Sat, 23 Jul 2011 00:02:27 +0300
  From: alexandrualexa...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Team Fortress 2 Update Released
 
  same :D
 
  2011/7/22 icsi...@ics-base.net
 
  Just updated our servers and already one pulled out a crash. Was 
  it
  REALLY
  fixed?
 
  -ics
 
  22.7.2011 23:25, Jason Ruymen kirjoitti:
 
A required update for Team Fortress 2 is now available.  Please 
  run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Updated the localization files
 
  Team Fortress 2
  - Fixed a Linux dedicated server crash caused by the Replay director
  - Crash would happen whether the server was capturing 
  Replays or
  not
  - Fixed the Map Stamps Collection bundle missing in the store
  - Fixed dedicated server ENTITY_CHANGE_NONE console spam
  - Improved the impact sounds for the Cow Mangler 5000's 
  projectiles
  - Optimized many particle effects related to the Cow Mangler 
  5000 and
  the
  Righteous Bison
  - Reduced the ConVar fov_desired to have a lower bound like the 
  Replay editor
  - Updated the Cow Mangler 5000 to display the drawbacks in its
  attribute
  list
  - Updated the gamehaptics file:
  - Added recoil/draw/crit/reload forces for the Cow Mangler 
  5000 and
  the
  Righteous Bison
  - Added charge shot force for the Cow Mangler 5000
  - Refined the Demoman's Stickybomb Launcher/Pipe Bomb 
  Launcher
  reload
  forces
  - Updated the localization files
 
  Jason
 
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-21 Thread Tony Paloma
Yes, lots. See the Server crashes after today's update thread.
http://list.valvesoftware.com/mailman/private/hlds_linux/2011-July/072058.ht
ml

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bajdechi
Nightbox Alexandru
Sent: Thursday, July 21, 2011 1:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Anyone is having problems with server crashing ?

2011/7/21 Flubber flub...@gmail.com

 Please adress all griefing at : stormtrooper5...@valvesoftware.com, 
 he's the one in charge of the Star Wars Update.

 2011/7/21 E3pO e...@wmclan.net

  YOUR UPDATE IS BROKEN. GO FIX IT.
 
  On Wed, Jul 20, 2011 at 9:02 PM, Jason Ruymen 
  jas...@valvesoftware.com
  wrote:
 
   Required updates for Team Fortress 2 are now available.  The 
   specific changes include:
  
   - Added the items for Dr. Grordbort's Victory Pack
   - Fixed hatless hats not working correctly
   - Fixed a display issue with team color paints
   - Updated the localization files
  
   Jason
  
  
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[hlds_linux] Server crashes after today's update

2011-07-20 Thread Tony Paloma
Anyone else getting more crashes than normal? I just got two with:

*** glibc detected *** ./srcds_linux: corrupted double-linked list:
0x0eed9810

 

Both had a stack trace mostly in engine.so doing things with
CFrameSnapshots. Example:

=== Backtrace: =

/lib/libc.so.6[0xbaeab6]

/lib/libc.so.6[0xbb04e2]

/lib/libc.so.6(cfree+0x59)[0xbb09e9]

bin/libtier0.so(_ZdlPv+0x22)[0xf772ca02]

bin/libtier0.so(_ZdaPv+0x1a)[0xf772c972]

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6ed9bb0] |
_ZN14CFrameSnapshotD1Ev+38

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6eda027] |
_ZN14CFrameSnapshot16ReleaseReferenceEv+313

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6dd9e8c] |
_ZN12CClientFrameD2Ev+48

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6eb7db0] |
_ZN12CReplayFrameD0Ev+422

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6dda0f2] |
_ZN19CClientFrameManager18DeleteClientFramesEi+180

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6eb9629] |
_ZN13CReplayServer10UpdateTickEv+393

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6eba6fb] |
_ZN13CReplayServer8RunFrameEv+127

/home/srcds/tf2server/orangebox/bin/engine.so[0xf6e4beb6] |
_Z14_Host_RunFramef+1025

 

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Re: [hlds_linux] Server crashes after today's update

2011-07-20 Thread Tony Paloma
Also I should mention it was hanging at writing the dump and failing to auto
restart.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Wednesday, July 20, 2011 7:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server crashes after today's update

Yes, I'm getting very similar crashes as well.

On Wed, Jul 20, 2011 at 10:19 PM, Tony Paloma
drunkenf...@hotmail.comwrote:

 Anyone else getting more crashes than normal? I just got two with:

 *** glibc detected *** ./srcds_linux: corrupted double-linked list:
 0x0eed9810



 Both had a stack trace mostly in engine.so doing things with 
 CFrameSnapshots. Example:

 === Backtrace: =

 /lib/libc.so.6[0xbaeab6]

 /lib/libc.so.6[0xbb04e2]

 /lib/libc.so.6(cfree+0x59)[0xbb09e9]

 bin/libtier0.so(_ZdlPv+0x22)[0xf772ca02]

 bin/libtier0.so(_ZdaPv+0x1a)[0xf772c972]

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6ed9bb0] |
 _ZN14CFrameSnapshotD1Ev+38

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6eda027] | 
 _ZN14CFrameSnapshot16ReleaseReferenceEv+313

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6dd9e8c] |
 _ZN12CClientFrameD2Ev+48

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6eb7db0] |
 _ZN12CReplayFrameD0Ev+422

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6dda0f2] |
 _ZN19CClientFrameManager18DeleteClientFramesEi+180

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6eb9629] |
 _ZN13CReplayServer10UpdateTickEv+393

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6eba6fb] |
 _ZN13CReplayServer8RunFrameEv+127

 /home/srcds/tf2server/orangebox/bin/engine.so[0xf6e4beb6] |
 _Z14_Host_RunFramef+1025



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Re: [hlds_linux] Server crashes after today's update

2011-07-20 Thread Tony Paloma
Yes I crashed again
*** glibc detected *** ./srcds_linux: double free or corruption (!prev):
0x1aeae148 ***

The double free makes more sense.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark
Prelesnik
Sent: Wednesday, July 20, 2011 9:04 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server crashes after today's update

We just crashed again with replays off.

Thanks anyways.

On 7/20/2011 11:52 PM, Sazpaimon wrote:
 Must be something else, then. If it's any consolation, Valve's servers 
 seem to be down as a result of this, too.

 On 7/20/2011 11:42 PM, 1nsane wrote:
 I have replays disabled and got a freeze now.

 That's not it.

 On Wed, Jul 20, 2011 at 11:37 PM, docdrga...@gmail.com  wrote:

 Just had a crash with replays disabled, not sure what to do now 
 except play the waiting game! :(

 On Wed, Jul 20, 2011 at 8:09 PM, Mark Prelesnikh...@resetthis.com
 wrote:
 Ditto, thanks guise

 Restarted as vanilla, minus Metamod et al.

 In return, stack trace3


 *** glibc detected *** ./srcds_linux: double free or corruption
 (!prev):
 0x0bb9ae28 ***
 === Backtrace: =
 /lib/libc.so.6[0x394d06]
 /lib/libc.so.6(cfree+0x90)[0x3981e0]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf24b10]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf4f8f8]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf50f5e]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xe50e2e]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xe51104]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf45d72]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xe3c08d]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xde180e]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf019b5]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf08450]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf0f617]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xe4bddf]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf5f0ad]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xec2117]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xec2d44]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xecc245]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xecca71]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xeccc78]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf7fda4]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf7c5e9]

 bin/dedicated.so[0xd54a20]
 bin/dedicated.so[0xd54777]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf7cc0b]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf95951]

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/engine.so
 [0xf7dbba]

 bin/dedicated.so[0xd54c23]
 bin/dedicated.so[0xd58471]
 bin/dedicated.so[0xd59ced]
 bin/dedicated.so[0xd58471]
 bin/dedicated.so[0xd5503a]
 bin/dedicated.so(DedicatedMain+0x24)[0xd5632f]
 ./srcds_linux[0x80488ec]
 /lib/libc.so.6(__libc_start_main+0xdc)[0x341dec]
 ./srcds_linux[0x8048771]
 === Memory map: 
 0011-00112000 rwxp 0011 00:00 0
 00112000-00118000 r-xp  fd:00 44597254

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/libsteam_
 api.so

 00118000-0011a000 rwxp 6000 fd:00 44597254

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/libsteam_
 api.so

 0011a000-00126000 r-xp 8000 fd:00 44597254

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/libsteam_
 api.so

 00126000-00127000 rwxp 00014000 fd:00 44597254

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/libsteam_
 api.so

 00127000-00158000 rwxp 00127000 00:00 0
 00158000-0018a000 r-xp  fd:00 44597263

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/soundemit
 tersystem.so

 0018a000-0018b000 ---p 00032000 fd:00 44597263

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/soundemit
 tersystem.so

 0018b000-0018c000 r-xp 00032000 fd:00 44597263

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/soundemit
 tersystem.so

 0018c000-0018d000 rwxp 00033000 fd:00 44597263

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/soundemit
 tersystem.so

 0018d000-0018f000 rwxp 0018d000 00:00 0
 0018f000-001a4000 r-xp  fd:00 44597262

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/shaderapi
 empty.so

 001a4000-001a6000 r-xp 00014000 fd:00 44597262

 /usr/local/games/tf/202413/server_ip:27015/orangebox/bin/shaderapi
 empty.so

 001a6000-001a7000 rwxp 00016000 fd:00 44597262

 

Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-19 Thread Tony Paloma
Will. Combine the file parts in order to generate the .dem file.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 10:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Can replay be used by admins to check for
cheaters?

On Mon, 18 Jul 2011 13:21:35 -0700, Tony Paloma wrote:

 Combining the block files for any replay stored on your server should 
 result in a playable demo of the whole round the replay was generated 
 on.

Should, or will?  I haven't tried, and my question more or less was if
anyone else had experience with it :)


/Peter

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Re: [hlds_linux] My server is still crashing

2011-07-18 Thread Tony Paloma
So you're 300 frames deep? Can you post the first few frames right before it
starts to repeat? Also, if you make your shell window taller before starting
gdb, you won't have to page thru as much.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Sunday, July 17, 2011 11:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

/home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
#304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
---Type return to continue, or q return to quit---q


ETC ETC ETC ETC

On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.comwrote:

 What do you mean holding in return and force return? Like literally 
 holding down the return key? Why are you doing that?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 9:09 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 I see a bunch more output now.. I have done logging on with a file but 
 i've been holding in return for about an hour.

 Is there an easier way to force return instead of just holding it in?

 On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote:

  Might not be the right way of running it. I use Nemrun, which saves 
  my cores in a seperate cores folder, so this is how I run gdb:
 
   gdb srcds_linux cores/tf2_20110711155904.core
 
  From the orangebox directory. If you use srcd_run by itself, just 
  run gdb srcds_linux corefile also from the orangebox directory.
 
 
  On 7/17/2011 10:13 PM, E3pO wrote:
 
  Yeah sorry I tried sending like 8 times.
 
  I CD into /orangebox/ and then type gdb. When it is open I type sym 
  tf On Jul 17, 2011 7:07 PM, 
  SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
   wrote:
 
  I asked you before how you're running gdb but never got an answer.
 
  On 7/17/2011 9:18 PM, E3pO wrote:
 
  For some reason i can not post to this list, keeps saying my 
  message is
 
  so
 
  big so i'm starting a new thread.
 
 
  Core was generated by `./srcds_linux -debug -console -game tf +ip
  65.18.168.205 +port 27015 +map surf_'.
  Program terminated with signal 11, Segmentation fault.
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char 
  const*,
  int)
  ()
  (gdb) thread apply all bt
 
  Thread 11 (Thread 8007):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7631b86 in ?? ()
  #2 0x1388 in ?? ()
  #3 0x0001 in ?? ()
  #4 0xae6baff4 in ?? ()
  #5 0xae6b2718 in ?? ()
  #6 0xafaba304 in ?? ()
  #7 0xae6b08a3 in ?? ()
  #8 0xb76cab60 in ?? ()
  #9 0xae6b0e8b in ?? ()
  #10 0xb76cab60 in ?? ()
  #11 0xae6b12b5 in ?? ()
  #12 0x in ?? ()
 
  Thread 10 (Thread 8008):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 9 (Thread 8251):
  #0 0xb7824430 in __kernel_vsyscall () ---Typereturn  to 
  continue, or qreturn  to quit---
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 8 (Thread 9686):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6015 in ?? ()
  #2 0x in ?? ()
 
  Thread 7 (Thread 8024):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb7638971 in ?? ()
  #2 0xb059bd9c in ?? ()
  #3 0xafcd68b6 in ?? ()
  #4 0xafbe354e in ?? ()
  #5 0xafbe3722 in ?? ()
  #6 0xafbe3769 in ?? ()
  #7 0xafcd2a1e in ?? ()
  #8 0xafbe5a9c in ?? ()
  #9 0xb76d196e in ?? ()
  #10 0x0d3b4a50 in ?? ()
  #11 0xb763fa4e in ?? ()
 
  Thread 6 (Thread 8026):
  ---Typereturn  to continue, or qreturn  to quit---
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 5 (Thread 8015):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 4 (Thread 8014):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 3 (Thread 8013):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
 
  Thread 2 (Thread 8012):
  #0 0xb7824430 in __kernel_vsyscall ()
  #1 0xb76d6342 in ?? ()
  #2 0x in ?? ()
  ---Typereturn  to continue, or qreturn  to quit---
 
  Thread 1 (Thread 8011):
  #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity

Re: [hlds_linux] Can replay be used by admins to check for cheaters?

2011-07-18 Thread Tony Paloma
Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 1:07 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Can replay be used by admins to check for cheaters?

Hi All,

Seeing that F2P have given my server a large boost in popularity (both F2P
players, and also a growing group of regulars), being a more active admin is
a necessity.

But, the server is filled almost 24/7, and we haven't got staff to be on
call all day round (this is a non-profit server), so I was wondering if its
possible for me to use replay (which is setup and working on the server), to
check for suspicious activity, based on chatlogs and reports from players?

If not, have anyone got any good ideas on how I could achieve some sort of
after-the-fact factchecking/banning?


Thanks in advance,

/Peter

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Re: [hlds_linux] My server is still crashing

2011-07-18 Thread Tony Paloma
You crashed in vphysics. I've also had hangs/crashes in vphysics on my
servers since about a month ago. I've told Valve about it before, but I'm
not sure they've made any progress. Check the console for any error message.
I was getting something like this before the crashes:
Infinite origin from vphysics! (entity tf_ammo_pack)
Infinite angles from vphysics! (entity tf_ammo_pack)
Infinite origin from vphysics! (entity tf_ammo_pack)
models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in
contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq =
770495132652453366284468427199241500061299959747319934521807
8991130326129448151154688.00
models/weapons/c_models/c_medigun/c_medigun.mdl (2) at nan nan nan in
contact with vdisp_0198 (2) at 12.2 -0.0 0.0, crash. dist = -1, minq =
770495132652453366284468427199241500061299959747319934521807
8991130326129448151154688.00

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Monday, July 18, 2011 2:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

Okay i set logging on again and this time the crash was a bit less mangled
(didn't repeat)..

http://www.lowlagfrag.com/gdb.txt

On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma
drunkenf...@hotmail.comwrote:

 So you're 300 frames deep? Can you post the first few frames right 
 before it starts to repeat? Also, if you make your shell window taller 
 before starting gdb, you won't have to page thru as much.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
 Sent: Sunday, July 17, 2011 11:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] My server is still crashing

 /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #300 0xb3f8de54 in CBasePlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #301 0xb41a7f61 in CTFPlayer::ValidateCurrentObserverTarget() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #302 0xb3f861de in CBasePlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #303 0xb4191419 in CTFPlayer::CheckObserverSettings() ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 #304 0xb41abc26 in CTFPlayer::SetObserverMode(int) ()
   from /home/srcds/srcds_new_surf/orangebox/tf/bin/server.so
 ---Type return to continue, or q return to quit---q


 ETC ETC ETC ETC

 On Mon, Jul 18, 2011 at 1:26 AM, Tony Paloma drunkenf...@hotmail.com
 wrote:

  What do you mean holding in return and force return? Like literally 
  holding down the return key? Why are you doing that?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
  Sent: Sunday, July 17, 2011 9:09 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] My server is still crashing
 
  I see a bunch more output now.. I have done logging on with a file 
  but i've been holding in return for about an hour.
 
  Is there an easier way to force return instead of just holding it in?
 
  On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org
 wrote:
 
   Might not be the right way of running it. I use Nemrun, which 
   saves my cores in a seperate cores folder, so this is how I run gdb:
  
gdb srcds_linux cores/tf2_20110711155904.core
  
   From the orangebox directory. If you use srcd_run by itself, just 
   run gdb srcds_linux corefile also from the orangebox directory.
  
  
   On 7/17/2011 10:13 PM, E3pO wrote:
  
   Yeah sorry I tried sending like 8 times.
  
   I CD into /orangebox/ and then type gdb. When it is open I type 
   sym tf On Jul 17, 2011 7:07 PM, 
   SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
wrote:
  
   I asked you before how you're running gdb but never got an answer.
  
   On 7/17/2011 9:18 PM, E3pO wrote:
  
   For some reason i can not post to this list, keeps saying my 
   message is
  
   so
  
   big so i'm starting a new thread.
  
  
   Core was generated by `./srcds_linux -debug -console -game tf 
   +ip
   65.18.168.205 +port 27015 +map surf_'.
   Program terminated with signal 11, Segmentation fault.
   #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, 
   char const*,
   int)
   ()
   (gdb) thread apply all bt
  
   Thread 11 (Thread 8007):
   #0 0xb7824430 in __kernel_vsyscall ()
   #1 0xb7631b86 in ?? ()
   #2 0x1388 in ?? ()
   #3 0x0001 in ?? ()
   #4 0xae6baff4 in ?? ()
   #5 0xae6b2718 in ?? ()
   #6 0xafaba304 in ?? ()
   #7 0xae6b08a3 in ?? ()
   #8 0xb76cab60 in ?? ()
   #9 0xae6b0e8b in ?? ()
   #10 0xb76cab60 in ?? ()
   #11 0xae6b12b5 in ?? ()
   #12 0x in ?? ()
  
   Thread 10

Re: [hlds_linux] My server is still crashing

2011-07-17 Thread Tony Paloma
What do you mean holding in return and force return? Like literally holding
down the return key? Why are you doing that?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Sunday, July 17, 2011 9:09 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My server is still crashing

I see a bunch more output now.. I have done logging on with a file but i've
been holding in return for about an hour.

Is there an easier way to force return instead of just holding it in?

On Sun, Jul 17, 2011 at 10:30 PM, Sazpaimon sazpai...@x-cult.org wrote:

 Might not be the right way of running it. I use Nemrun, which saves my 
 cores in a seperate cores folder, so this is how I run gdb:

  gdb srcds_linux cores/tf2_20110711155904.core

 From the orangebox directory. If you use srcd_run by itself, just run 
 gdb srcds_linux corefile also from the orangebox directory.


 On 7/17/2011 10:13 PM, E3pO wrote:

 Yeah sorry I tried sending like 8 times.

 I CD into /orangebox/ and then type gdb. When it is open I type sym 
 tf On Jul 17, 2011 7:07 PM, 
 SazpaimonSazpaimon@x-cult.**orgsazpai...@x-cult.org
  wrote:

 I asked you before how you're running gdb but never got an answer.

 On 7/17/2011 9:18 PM, E3pO wrote:

 For some reason i can not post to this list, keeps saying my 
 message is

 so

 big so i'm starting a new thread.


 Core was generated by `./srcds_linux -debug -console -game tf +ip
 65.18.168.205 +port 27015 +map surf_'.
 Program terminated with signal 11, Segmentation fault.
 #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char 
 const*,
 int)
 ()
 (gdb) thread apply all bt

 Thread 11 (Thread 8007):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb7631b86 in ?? ()
 #2 0x1388 in ?? ()
 #3 0x0001 in ?? ()
 #4 0xae6baff4 in ?? ()
 #5 0xae6b2718 in ?? ()
 #6 0xafaba304 in ?? ()
 #7 0xae6b08a3 in ?? ()
 #8 0xb76cab60 in ?? ()
 #9 0xae6b0e8b in ?? ()
 #10 0xb76cab60 in ?? ()
 #11 0xae6b12b5 in ?? ()
 #12 0x in ?? ()

 Thread 10 (Thread 8008):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 9 (Thread 8251):
 #0 0xb7824430 in __kernel_vsyscall () ---Typereturn  to continue, 
 or qreturn  to quit---
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 8 (Thread 9686):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6015 in ?? ()
 #2 0x in ?? ()

 Thread 7 (Thread 8024):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb7638971 in ?? ()
 #2 0xb059bd9c in ?? ()
 #3 0xafcd68b6 in ?? ()
 #4 0xafbe354e in ?? ()
 #5 0xafbe3722 in ?? ()
 #6 0xafbe3769 in ?? ()
 #7 0xafcd2a1e in ?? ()
 #8 0xafbe5a9c in ?? ()
 #9 0xb76d196e in ?? ()
 #10 0x0d3b4a50 in ?? ()
 #11 0xb763fa4e in ?? ()

 Thread 6 (Thread 8026):
 ---Typereturn  to continue, or qreturn  to quit---
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 5 (Thread 8015):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 4 (Thread 8014):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 3 (Thread 8013):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()

 Thread 2 (Thread 8012):
 #0 0xb7824430 in __kernel_vsyscall ()
 #1 0xb76d6342 in ?? ()
 #2 0x in ?? ()
 ---Typereturn  to continue, or qreturn  to quit---

 Thread 1 (Thread 8011):
 #0 0x00811602 in CPointTemplate::AddTemplate(**CBaseEntity*, char 
 const*,
 int)
 ()
 #1 0xafb1a64c in ?? ()
 #2signal handler called
 #3 0xafaba384 in ?? ()
 #4 0x003c6f28 in CKothLogic::InputRoundSpawn(**inputdata_t) () 
 Cannot access memory at address 0xb75e1e04
 (gdb)
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Re: [hlds_linux] Server Trend

2011-07-14 Thread Tony Paloma
If your trend is measuring your rank against other servers, you can't be
going upwards forever.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Thursday, July 14, 2011 2:31 AM
To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated
Linux server mailing list'
Subject: [hlds_linux] Server Trend

Our main community server has been almost constantly full since the
matchmaking/F2P release so i would like to thank who ever thought up that
idea at Valve..

now to the point.. Since registering our main community server our trend has
always been 'good' standing Trend: slightly upwards.  It's been this way for
weeks but today i noticed that our standing is still 'good' but the Trend is
'downwards fast'.  We've changed nothing on our server at all over this time
and like i have mentioned it's been constantly full.

Anyone got any ideas as to why this might be?

Thanks for your time

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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-13 Thread Tony Paloma
Hardware problem? Run a memory testing tool and let it go all day.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Wednesday, July 13, 2011 4:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] My Server keeps crashing non stop.

Still is crashing randomly. It fills up to 32\32 and for hours and hours and
then just crashes.

Weirdly enough the last crash actually didn't crash the server.. It crashed
all the clients in the server? every single person.

On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:

 (gdb) thread apply all bt

 Thread 11 (Thread 31279):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xab83de4c

 Thread 10 (Thread 31208):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaf99c210

 Thread 9 (Thread 31243):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaf251214

 Thread 8 (Thread 31209):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xb6f84214

 Thread 7 (Thread 4419):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xad38c2f0

 Thread 6 (Thread 31241):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaf453214

 Thread 5 (Thread 2449):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xae38e0f4

 Thread 4 (Thread 31244):
 ---Type return to continue, or q return to quit---
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaf150214

 Thread 3 (Thread 31281):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaaa9c084

 Thread 2 (Thread 31242):
 #0  0xb7706430 in ?? ()
 Cannot access memory at address 0xaf352214

 Thread 1 (Thread 31238):
 #0  0x00811602 in ?? ()
 Cannot access memory at address 0xaf99bd20
 (gdb)


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Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-12 Thread Tony Paloma
Any chance you can get a full stack trace? Also, have you tried removing all
plugins (not just the sourcemod plugins as you've done)? Try renaming the
addons folder to something else to disable them all and then try again.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Tuesday, July 12, 2011 2:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] My Server keeps crashing non stop.

I've had a pretty stable server going for some time now and have play tested
every single map to insure no maps are causing crashes. The server is
usually pretty full until it crashes resulting in an admin having to restart
the server manually. I tried setting up a PHP script with
shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can
execute the script but will not execute the screen for some reason. This
means that last night while i was sleeping and it crashed with 19 players in
it nobody was able to play for 8 hours until i woke up and found it was
down. It would be nice if there was a better way to tell players that the
server crashed instead of just having them disconnect. This server stopped
without a clean goodbye which probably means it has crashed or the network
is down. Click here to retry or get a notification when it is back up.

The last few lines in the console are:

rcon from 65.18.168.205:58386: command status
rcon from 65.18.168.205:58386: command 
sv_visiblemaxplayers = -1
 - Overrides the max players reported to prospective clients rcon from
65.18.168.205:58386: command sv_visiblemaxplayers
PreMinidumpCallback: updating dump comment

and DEBUG.LOG:
--
CRASH: Tue Jul 12 17:19:40 EDT 2011
Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port
27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread
25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread
25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread
25804]
#0  0x00811602 in ?? ()
No symbol table info available.
eax0xf0 240
ecx0x0 0
edx0x2 2
ebx0xafbafacc -1346700596
esp0xafad9d20 0xafad9d20
ebp0xafad9d58 0xafad9d58
esi0x0 0
edi0x0 0
eip0x811602 0x811602
eflags 0x10202 [ IF RF ]
cs 0x73 115
ss 0x7b 123
ds 0x7b 123
es 0x7b 123
fs 0x0 0
gs 0x33 51
End of Source crash report
--


I've tried removing plugins from sourcemod that might be the culprit but
still no luck.. It's crashed with just me walking around in the server so
it's totally random. Nothing has changed from the last few days of 100%
uptime other then changing sm_cvar mp_waitingforplayers_time 0 which
shouldn't cause a crash..
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Tony Paloma
Hey Jay,

You're running the SourceOP plugin, right? It's a new issue with today's
update. I'll be fixing the problem in the plugin such that it doesn't occur
in future updates either.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Monday, June 27, 2011 6:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Neither I or anyone can connect to my servers. It says connection failed
after four retries. Is anyone else getting this problem?

 From: jas...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
 Date: Tue, 28 Jun 2011 00:34:30 +
 Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 Required updates to Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
changes include:
 
 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Reduced CPU usage for idle servers
 
 Team Fortress 2
 - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
the whitelist for Medieval mode
 - Added a server console message when a player is sent to the server via
the matchmaking system
 - Fixed the cl_gameserver_list output
 - Fixed the Quick-Fix showing the fire overlay when running in DX8
 - Fixed a problem with team paints not being displayed properly when
playing
 - Fixed a display problem with Hatless hats
 - Fixed a problem that prevented the new Scout items from being used in
crafting recipes
 - Fixed a problem with clients seeing the incorrect vote options after
changing servers
 - Fixed the backpack image for the Schadenfreude not being disabled when
using paint
 - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
 - Updated the taunt items to be nameable
 - Updated the localization files
 
 Jason
 
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Tony Paloma
No problem. And in case you missed it, the plugin update is out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Monday, June 27, 2011 7:06 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Thanks a bunch.

 From: drunkenf...@hotmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 27 Jun 2011 18:57:39 -0700
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 Hey Jay,
 
 You're running the SourceOP plugin, right? It's a new issue with 
 today's update. I'll be fixing the problem in the plugin such that it 
 doesn't occur in future updates either.
 
 Thanks,
 Tony
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay 
 Singh
 Sent: Monday, June 27, 2011 6:29 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day 
 of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released
 
 
 Neither I or anyone can connect to my servers. It says connection 
 failed after four retries. Is anyone else getting this problem?
 
  From: jas...@valvesoftware.com
  To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  Date: Tue, 28 Jun 2011 00:34:30 +
  Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day 
  of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released
  
  Required updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.  The 
 specific changes include:
  
  Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Reduced CPU usage for idle servers
  
  Team Fortress 2
  - Added the Splendid Screen, Ali Baba's Wee Booties, and the 
  Mantreads to
 the whitelist for Medieval mode
  - Added a server console message when a player is sent to the server 
  via
 the matchmaking system
  - Fixed the cl_gameserver_list output
  - Fixed the Quick-Fix showing the fire overlay when running in DX8
  - Fixed a problem with team paints not being displayed properly when
 playing
  - Fixed a display problem with Hatless hats
  - Fixed a problem that prevented the new Scout items from being used 
  in
 crafting recipes
  - Fixed a problem with clients seeing the incorrect vote options 
  after
 changing servers
  - Fixed the backpack image for the Schadenfreude not being disabled 
  when
 using paint
  - Updated the Planeswalker Goggles to not hide the Scout's 
  hat/headset
  - Updated the taunt items to be nameable
  - Updated the localization files
  
  Jason
  
  
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Tony Paloma
The server has access to a player's backpack private or not, but I agree
it's still not a good method for detecting free players.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ian R.
Justman
Sent: Friday, June 24, 2011 11:12 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

On 06/23/2011 23:25, Netshroud wrote:
 Or just kick or ban those with a backpack capacity of 50. Premium 
 users get
 300-1000 depending on how many Backpack Expanders they use.

 On Fri, Jun 24, 2011 at 3:53 PM, Amerstalker...@gmail.com  wrote:

 I highly doubt valve is going to add this cvar since it defeats the 
 purpose of making tf2 free to play in the first place

 If you insist on disallowing f2p anyway then I figure you could run a 
 script or something that will query for players backpack on joining 
 and ban or kick those without Proof of Purchase hat in their 
 backpack. But this will only allow old players that paid for their copy
of tf2 to join your server.

 Amer

You run into a problem if you base your kick and/or ban entirely on the
contents or even the number of slots of someone's backpack.  You cannot do
it to me for example.  My profile is private.  Sites like tf2items.com
cannot see my backpack, which was a side effect of making my profile
private.  As such, nobody can see what is in my backpack.

Slight digression, long after I had set my backpack private, I had some
random schmuck ask for one of my items; I realized he might have been going
by what tf2items.com had for me.  It said that the last time it had accurate
data was in November of 2009.  At that point, I asked drunken_f00l to clear
the data he had on the site.  I do not like being approached by random
people asking about items in my backpack.

However, back to the topic at hand, the point of that is that, yes, it may
be handy to base a kick and/or ban on the state of a player's backpack.
What if you cannot even GET TO it?  There needs to be some other way.
Letting any server administrator into a player's backpack is not the answer.
Neither is requiring players wear their Proof of Purchase.

--IJ.

--
Ian R. Justman
UNIX hacker.  Anime fan.  Any questions?
ianj (at) ian-justman.com

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Re: [hlds_linux] Max players penalty

2011-06-24 Thread Tony Paloma
+1. Nearly 70k players. That's about 4x normal.
http://store.steampowered.com/stats/

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Friday, June 24, 2011 12:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Max players penalty

I think there are just not that many empty servers open right now.

On Fri, Jun 24, 2011 at 11:54 AM, ics i...@ics-base.net wrote:

 The quickplay thing doesn't work like it is ment to work. I've tried 
 it now
 5 times in a row, always ending up on 160ms+ ping server.  So 
 basically it's overcrowded, doesn't work like it should or there 
 aren't free servers around here in Europe.

 May i remind that up to this day, L4D2 lobby search does the same thing.
 Only recently it started giving out less pinged servers.

 -ics

 24.6.2011 21:48, 1nsane kirjoitti:

 The faq says that even with that quickplay will send players.

 On Fri, Jun 24, 2011 at 2:31 PM, 
 DarthNinjahlds-lin@**darthninja.comhlds-...@darthninja.com
  wrote:

 Your tags have increased_maxplayers in them.


 On Fri, Jun 24, 2011 at 1:58 PM, Saint K.sai...@specialattack.net
 wrote:

 I'm not seeing any indication of the match system sending any 
 players to
 our servers.

 Our tags read; sv_tags =

 HLstatsX:CE,_registered,**alltalk,increased_maxplayers,**
 payload,replays,specialattack

 While we only permit 24 players due to visible slots cvar, and 
 alltalk

 (not

 sure if that decreases your score) is only active during round end.

 Saint K.
 __**__
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list
 .valvesoftware.com[ 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list
 .valvesoftware.com]
 On Behalf Of 1nsane [

 1nsane.pw@

 gmail.com]
 Sent: 24 June 2011 16:05
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Max players penalty

 I have something similar and use sv_visiblemaxplayers as well.

 But recently I've been seeing things like 27/24 so it makes me 
 think as though I'm being penalized because matchmaking puts more 
 players on the server than it should.

 On Fri, Jun 24, 2011 at 4:43 AM, Saint K.sai...@specialattack.net
 wrote:

 Hi,

 I am wondering about the same question. We have our servers setup 
 with reserved slots, but they are hidden. So essentionally most of 
 the times

 the

 server is on the correct 24 player limit, although the maxplayers 
 is configured as 26 to allow reserved slot owners to join without 
 having

 to

 kick others out or constantly leave a slot open.

 Saint K.
 __**__
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@lis
 t.valvesoftware.com[ 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@lis
 t.valvesoftware.com]
 On Behalf Of Ronny Schedel

 [

 i...@ronny-schedel.de]
 Sent: 24 June 2011 08:53
 To: 
 hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.
 com
 Subject: [hlds_linux] Max players penalty

 Hello,

 we are running a server with maxplayers set to 25, we have 1 
 reserved

 slot

 which gets emptied all the time. We have set sv_visiblemaxplayers 
 to

 24.

 The FAQ says:
 Increasing the max player count above 24 will incur a matchmaking

 scorking

 penalty, but will not disqualify you from the list.

 My question: do you respect the sv_visiblemaxplayers setting or do 
 we

 get

 a penalty for having one reserved slot?

 Best regards

 Ronny Schedel


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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Tony Paloma
That's not what the plugin does. Check out the source and/or forum thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of anna rack
Sent: Friday, June 24, 2011 12:21 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

Thing is, it's not really a good idea to base a player on the amount of
items that they have in their backpacks. Many players delete/craft/trade
their items, therefore leaving their backpack quite minimilistic making it
unreasonable and unfair to kick/ban/whatever becuase of that reason.

annarack


From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
[rbemr...@vgmusic.com]
Sent: 24 June 2011 19:29
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Free-to-Play and hackers...

There's a SourceMod plugin named Free2BeKicked that checks whether a player
has the TF2 Premium DLC, which is apparently appid 459 if that plugin is to
be believed.
https://forums.alliedmods.net/showthread.php?t=160049
it requires the SourceMod SteamTools extension:
https://forums.alliedmods.net/showthread.php?t=129763


On Fri, Jun 24, 2011 at 2:11 PM, Ian R. Justman i...@ian-justman.comwrote:

 On 06/23/2011 23:25, Netshroud wrote:

 Or just kick or ban those with a backpack capacity of 50. Premium 
 users get
 300-1000 depending on how many Backpack Expanders they use.

 On Fri, Jun 24, 2011 at 3:53 PM, Amerstalker...@gmail.com  wrote:

  I highly doubt valve is going to add this cvar since it defeats the
 purpose
 of making tf2 free to play in the first place

 If you insist on disallowing f2p anyway then I figure you could run 
 a script or something that will query for players backpack on 
 joining and ban or kick those without Proof of Purchase hat in their 
 backpack. But this will only allow old players that paid for their 
 copy of tf2 to join your server.

 Amer


 You run into a problem if you base your kick and/or ban entirely on 
 the contents or even the number of slots of someone's backpack.  You 
 cannot do it to me for example.  My profile is private.  Sites like 
 tf2items.comcannot see my backpack, which was a side effect of making my
profile private.  As such, nobody can see what is in my backpack.

 Slight digression, long after I had set my backpack private, I had 
 some random schmuck ask for one of my items; I realized he might have 
 been going by what tf2items.com had for me.  It said that the last 
 time it had accurate data was in November of 2009.  At that point, I 
 asked drunken_f00l to clear the data he had on the site.  I do not 
 like being approached by random people asking about items in my backpack.

 However, back to the topic at hand, the point of that is that, yes, it 
 may be handy to base a kick and/or ban on the state of a player's
backpack.
  What if you cannot even GET TO it?  There needs to be some other way.
  Letting any server administrator into a player's backpack is not the 
 answer.  Neither is requiring players wear their Proof of Purchase.

 --IJ.

 --
 Ian R. Justman
 UNIX hacker.  Anime fan.  Any questions?
 ianj (at) ian-justman.com

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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Tony Paloma
Perhaps a dumb question, but you created three different identities, ya?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Thursday, June 23, 2011 3:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

note to valve.
i setup
tf_server_identity_account_id n
tf_server_identity_token x

a few weeks ago on 3 servers, but when checking the status on it with
cl_gameserver_list it only shows 1 server added.
The above cvars are in the server.cfg

On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 Thanks for the headsup, cant wait for the update!

 On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're preparing to release a mandatory Team Fortress 2 update this 
  afternoon. This update includes a new matchmaking system for 
  clients. To learn how you can use this to drive traffic to your 
  server(s) follow this
  link:
 
 
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
  We have also put together a FAQ with extra info.  You can check it 
  out
  here:
 
 
  -Eric
 
 
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  archives, please visit:
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Tony Paloma
Yep. Run it 5 times. Also that question is answered in the FAQ.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Thursday, June 23, 2011 3:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

maybe i'm not understanding correctly.
Say i have 5 servers, does  cl_gameserver_create_identity have to be run 5
times getting a new id each time?

i ran it once and pasted the info into each server.cfg

On Thu, Jun 23, 2011 at 6:38 PM, Tony Paloma drunkenf...@hotmail.comwrote:

 Perhaps a dumb question, but you created three different identities, ya?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad 
 iron
 Sent: Thursday, June 23, 2011 3:33 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

 note to valve.
 i setup
 tf_server_identity_account_id n
 tf_server_identity_token x

 a few weeks ago on 3 servers, but when checking the status on it with 
 cl_gameserver_list it only shows 1 server added.
 The above cvars are in the server.cfg

 On Thu, Jun 23, 2011 at 6:19 PM, DontWannaName!
 ad...@topnotchclan.comwrote:

  Thanks for the headsup, cant wait for the update!
 
  On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith 
  er...@valvesoftware.com
  wrote:
 
   We're preparing to release a mandatory Team Fortress 2 update this 
   afternoon. This update includes a new matchmaking system for 
   clients. To learn how you can use this to drive traffic to your
   server(s) follow this
   link:
  
  
  https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
  
   We have also put together a FAQ with extra info.  You can check it 
   out
   here:
  
  
   -Eric
  
  
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-23 Thread Tony Paloma
Remove your plugins until they are updated.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Thursday, June 23, 2011 8:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update coming this afternoon

I'm getting the same crash error on tf2 as on the beta.   (linux)

Anyone else getting these on linux ?

 Console initialized.
 Game.dll loaded for Team Fortress
 Setting breakpad minidump AppID = 440
 Forcing breakpad minidump interfaces to load Looking up breakpad 
 interfaces from steamclient Calling BreakpadMiniDumpSystemInit 
 Installing breakpad exception handler for appid(440)/version(4608)
 CSoundEmitterSystem:  Registered 3885 sounds 
 scripts/talker/tf.txt(token 1098) : No such response 'ScoutTauntAtomizer'
for rule 'ScoutTauntAtomizer'
 Discarded rule ScoutTauntAtomizer
 CResponseSystem:  scripts/talker/response_rules.txt (885 rules, 405 
 criteria, and 855 responses)
 Particles: Missing 'particles/error.pcf'
 material particle/smoke1/smoke1 not found.
 material particle/fire_particle_8/fire_particle_8 not found.
 material particle/vistasmokev1/vistasmokev1 not found.
 material particle/particle_ring_wave_5_add not found.
 material particle/particle_glow_07 not found.
 material particle/particle_swirl_04 not found.
 material particle/particle_glow_05_add_15ob_minsize not found.
 material particle/bendibeam not found.
 material particle/particle_glow_05_add_15ob_noz not found.
 material particle/smoke1/smoke1_nearcull not found.
 Plugins: found file sourceop.vdf
 Plugins: found file metamod.vdf
 PreMinidumpCallback: updating dump comment Segmentation fault (core 
 dumped)
 BFD: Warning: /home/servers/ob_tfpyro/orangebox/core is truncated:
expected core file size = 130662400, found: 2609152.
 Failed to read a valid object file image from memory.
 Cannot access memory at address 0xc0fb6c
 /home/servers/ob_tfpyro/orangebox/debug.cmds:5: Error in sourced command
file:
 No function contains program counter for selected frame.
 email debug.log to li...@valvesoftware.com



On Thu, Jun 23, 2011 at 10:26 PM, clad iron cladi...@gmail.com wrote:

 Even tho the servers are saying to update, they will not.
 i guess mass updating is putting quite a load on the masterserver.

 This free TF2 makes me think twice about buying other games threw valve.
 It would be my luck, i go buy another game and they GIVE IT AWAY.
 I wonder what the guys and girls that just bought the game are saying?

 No more purchases from me.

 On Thu, Jun 23, 2011 at 7:20 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 Did anyone else notice that there's no second link? It says You can 
 check it out here:, and then it goes straight to  -Eric :v


 On Thu, Jun 23, 2011 at 3:09 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're preparing to release a mandatory Team Fortress 2 update this 
  afternoon. This update includes a new matchmaking system for 
  clients. To learn how you can use this to drive traffic to your 
  server(s) follow
 this
  link:
 
 
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
 
  We have also put together a FAQ with extra info.  You can check it 
  out
  here:
 
 
  -Eric
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] Mandatory TF2 update released

2011-06-09 Thread Tony Paloma
After this update, I am seeing a lot more crashes due to no free edicts.
Anyone else?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Wednesday, June 08, 2011 3:30 PM
To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

We've released a mandatory update for TF2.  The notes are below.

-Eric

-

Team Fortress 2
- Added the Saxxy
- Updated the kill icons
- Updated the vote system
   - Added a convar to prevent voting on the next level if one has already
been set (sv_vote_issue_nextlevel_prevent_change)
   - Fixed scrambleteams resetting how many rounds have been played
  - Updated mp_scrambleteams to support a parameter of 2, which prevents
resetting the number of rounds that have been played
   - Fixed the server automatically creating votes while in training or
using itemtest




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Re: [hlds_linux] Mandatory TF2 update released

2011-06-09 Thread Tony Paloma
Ya, 32 players. It's happening most frequently on goldrush. I've seen it
happen at least once on hydro too. It prints the message ED_Alloc: no free
edicts and then restarts.

My apologies if this message comes in twice. The first time it was claimed
to have been rejected.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, June 09, 2011 12:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

None yet, got 32 slot server? I'm running only 30 ones and smaller.

-ics

9.6.2011 19:38, Tony Paloma kirjoitti:
 After this update, I am seeing a lot more crashes due to no free edicts.
 Anyone else?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric 
 Smith
 Sent: Wednesday, June 08, 2011 3:30 PM
 To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server 
 mailing list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update for TF2.  The notes are below.

 -Eric

 -

 Team Fortress 2
 - Added the Saxxy
 - Updated the kill icons
 - Updated the vote system
 - Added a convar to prevent voting on the next level if one has 
 already been set (sv_vote_issue_nextlevel_prevent_change)
 - Fixed scrambleteams resetting how many rounds have been played
- Updated mp_scrambleteams to support a parameter of 2, which 
 prevents resetting the number of rounds that have been played
 - Fixed the server automatically creating votes while in training 
 or using itemtest




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Re: [hlds_linux] Replay issues

2011-05-27 Thread Tony Paloma
MEANWHILE:
find . -mtime +2 -exec rm -v {} \;

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
Sent: Friday, May 27, 2011 8:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay issues

I've written something to delete old replay files, I'll post it to the list
shortly.



On Fri, May 27, 2011 at 8:36 PM, Eric Riemers riem...@binkey.nl wrote:

 Over 10gb of old files now..

 I think where stuck at the old crontab find mtime or something similar.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: zaterdag 28 mei 2011 0:04
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Replay issues

 I'm not sure if a TF2 update released will clean the demofiles or if 
 there is some sort of system that cleans up week old demos but our 
 servers do that automatically.

 -ics

 28.5.2011 0:07, DarthNinja kirjoitti:
  The replay system really needs to clean up after itself.
  I'm getting tired of finding my web server's replays folder is at 
  2-4GB because it still has files from over a week ago.
 
 
  On Fri, May 27, 2011 at 2:47 PM, Eli Witteliw...@gmail.com  wrote:
 
  Can we expect a fix for the .dmx file problem in this patch as well?
 
  Also, how about having the client abandon 2 week old replay 
  download attempts after receiving something in the neighborhood of 
  50,000 404 file not found errors?
 
  I've got clients who are still trying to download 2 or 3 .dmx files 
  from day
  1 of the replay feature, 2 or 3 requests every 10 seconds, that's 
  over 1000 an hour, times like 10 people who like to play a lot and
idle.
 
  My error.log is ridiculously stupid right now, it's over 50MB of 
  just
  404 errors for .dmx files.
 
  On Fri, May 27, 2011 at 2:11 AM, Jon 
  Lippincottj...@valvesoftware.com
  wrote:
  A fix for this issue and the memory leak should not be too far off
now.
 
  -Jon
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Octo
  Sent: Thursday, May 26, 2011 4:08 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  I've had this happen anytime its trying to offload and is unable 
  to
  connect
  to the
  remote server.  A large message on console and everything else 
  just freezes, its unresponsive to any input on console also.  I 
  had it happen twice
  today
  when
  the server the replays are ftp'd to had some short network outages.
 
  -octo
 
  On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
  I can confirm with some other test, that if you have replay with 
  ftp
  and
  it
  was working.. if your ftp server goes down at some point then 
  your
  servers
  will start to hang and will not continue to load. Last thing in 
  console
  is
  some text about replay that it fails and it stops there.
 
  Can anybody confirm this too? Just to make sure.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
  Eric
  Riemers
  Sent: donderdag 26 mei 2011 17:13
  To: 'Half-Life dedicated Linux server mailing list'
  Subject: Re: [hlds_linux] Replay issues
 
  Also, i've seen several times that if something goes with replay 
  (for instance that the ftp server is no longer reachable) that it 
  says
  replay
  disabled but then fails to start normally. It just hangs there..
  have
  more
  seen this?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  h...@gmx.com
  Sent: dinsdag 24 mei 2011 0:18
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Replay issues
 
  There are two methods to enable the replay system:
 
  a) From server's command line (using -replay or +exec replay.cfg).
  The advantage is that the replay is enabled for the first map, 
  but the disadvantage is that the bot is not visible to outside 
  world (is not included into A2S_INFO response packets).
  b) From server's config file. The disadvantage in this case is 
  that the replay is not enabled for the first map (so you must 
  reload the map
  after
  the server is started), but the bot is visible to outside world 
  (is
  included
  into A2S_INFO response packets).
 
 
  There are two problems with the first method:
 
  a) The bot is connected to server, it is using a slot, but is not
  visible
  to
  outside world. This cause problems to any plugin which manage the
  reserved
  slots, because it adjusts the sv_visiblemaxplayers cvar thinking 
  that
  the
  outside clients see X connected players, while in reality they 
  see
  X-1 connected players.
 
  b) The bot is not visible to 

Re: [hlds_linux] Upate today

2011-05-12 Thread Tony Paloma
And you guys are activating replay via -replay configfile on the command
line? This is the new way and it was mentioned that otherwise you will get
the player count bug.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, May 12, 2011 9:03 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Upate today

I can confirm this. Some weird is going on.

Before the update, our website status for servers shows player counts
correctly (0/30 and 0/24) but steam browser shows one less while replay is
enabled.

After this latest update, these look ok if no players are in but if replay
is enabled and someone joins server, the server shows 0/30 (or
0/24 on browser with 1 player and 1/31 (or 1/25) on the website. I coun't
test this now with more players but slot count rises +1.

-ics

13.5.2011 5:04, Ross Bemrose kirjoitti:
 OK, I'm seeing a lot of weirdness going on with slot counts.

 I tested this on a password server I use to test SourceMod plugins

 On Steam:
 I see 0/25 players when the Replay bot is active.
 I see 0/25 players when the SourceTV bot is active.
 I see 0/25 players when the Replay AND SourceTV bots are active.

 In TF2:
 I see 0/24 players when the Replay bot is active I see 0/24 players 
 when the SourceTV bot is active.
 I see 0/23 players when both bots are active.

 Now, these numbers tell me some funny interaction with the Steam 
 browser is going on.  It also tells me that there is some funny 
 interaction going on between the two of them.

 Also, does anyone know which kill signal to send the server to make it 
 properly shut down the replay system?  My other admin is, for whatever 
 reason, sending a kill -9 to the screen process running the server, 
 which is clearly the wrong way to go about it.  Does a normal SIGTERM 
 kill shut down replays correctly?

 On 5/12/2011 8:56 PM, Jeff Sugar wrote:
 I am still getting the issue where, in TF2, the *visible* max players 
 is one less than what I set it to.  Meaning, I set 
 sv_visiblemaxplayers to 24, and
 TF2 server browser shows it as 23. This wouldn't be so bad if the 
 STEAM server browser didn't then show it as what I set it to.

 So, if I set it to 25 to account for the issue in TF2 showing one 
 less, then the Steam server browser also shows 25. It's a no-win 
 situation.

 This long-standing issue is what caused us to avoid running SourceTV. 
 It mucked up our (reserve) slots in exactly this way.


 On Thu, May 12, 2011 at 3:41 PM, Jon
 Lippincottj...@valvesoftware.comwrote:

 You can run with -replayconfig filename or just -replay, which 
 will default to replay.cfg.

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon 
 Lippincott
 Sent: Thursday, May 12, 2011 12:39 PM
 To: Half-Life dedicated Linux server mailing list; 'Half-Life 
 dedicated
 Win32 server mailing list'
 Subject: [hlds_linux] Upate today

 After today's update, you can remove +exec replay.cfg from your 
 command line.  Instead, use -replay which will:


 1.   Automatically exec replay.cfg after valve.rc on startup.

 2.   Fix the max players bug.

 -Jon
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Tony Paloma
The voice data is still broadcast in the same way now that it is using Steam
to decode them. It's just when it reaches the client, it uses Steam
interfaces to decompress instead of IVoice interfaces and Speex.  I have the
Steam voice stuff disabled in my servers and do not recall hearing voice in
replays.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Wednesday, May 11, 2011 4:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay feature requests

On Wed, May 11, 2011 at 3:46 PM, Nephyrin
Zey nephy...@doublezen.net wrote:
 replay_savevoice
  - Bandwidth isn't a concern for me, and our players are very 
 talkative - being able to hear the game chatter as its going on would 
 be an awesome feature. I can understand why it's stripped by default, 
 but a var to enable it would be epicwin


I think this is just a technical limitation due to the change to using Steam
for voice.
It used to be that the server just rebroadcast the voice data coming in from
the clients, and since demos are basically just saved network packets, the
voice data was stored. You could easily test this by turning off
sv_use_steam_voice for a bit and seeing if voice is in the reply recordings.
This is pretty much just guesswork based on what I know about the old voice
chat system and the new one, if I'm correct though it would mean that voice
isn't recorded into SourceTV recordings as of the hatless update either.

Asher.

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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-10 Thread Tony Paloma
Or... no port number. What is it needed for? A relic of SourceTV? Get rid of
it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of daniel
jokiaho
Sent: Tuesday, May 10, 2011 7:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New Replay feature listening on 27040

i would prefeer low port numbers like 9000 and so on...
Den 10 maj 2011 22.35 skrev Jon Lippincott j...@valvesoftware.com:
 I can potentially change the default port for replay. If anyone has a
preference please let me know.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson
 Sent: Tuesday, May 10, 2011 8:42 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New Replay feature listening on 27040

 change replay_port

 Done through server.cfg or startupcommand?

 //Daniel

 ics skrev 2011-05-09 21:32:
 Also, find replay into server console gives you lots of more options 
 that were not mentioned in update notes.

 -ics

 9.5.2011 22:22, AnAkIn . kirjoitti:
 Change the replay_port cvar.

 2011/5/9rep...@servon.dk

 Hi,

 after the new Counter-Strike Source update, our servers now listens 
 on port 27040 and so forth, which is a big issue, because we have 
 servers running from port 27015-27060.

 Isn't there a command to disable this replay feature, so it doesn't 
 listen on that port?

 Regards,
 Lasse Poulsen
 servON.dk


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[hlds_linux] Replay upload done on main thread

2011-05-06 Thread Tony Paloma
Just a PSA. Replay upload is done on the main thread (at least for Linux
servers) at least in part and can cause noticeable frequent lag spikes.
Thus, I would not recommend the FTP offloading feature until they fix it.
Sample stack trace:

http://pastebin.com/JS0wCBRR

 

Thanks,

Tony

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Re: [hlds_linux] Failed to move replay file

2011-05-06 Thread Tony Paloma
Valve is attempting to rename the file which fails across partitions. Are
those two paths on the same partition?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
reref...@gmail.com
Sent: Friday, May 06, 2011 1:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Failed to move replay file

I enabled this new replay system, but it not work.

Testing command replay_dosanitycheck and replay_local_fileserver_path says:

  ** ERROR: Failed to rename
'/game_servers/srcds/orangebox/tf/replay/server/tmp/testpublish_4516.tmp'  
- '/var/www/tf2replays/jump/testpublish_4516.tmp'

I logged into terminal under same user as server runs and tried to move this
file by hands to check permissions. And he moved smoothly.

Any suggestions what I'm doing wrong?

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Re: [hlds_linux] Failed to move replay file

2011-05-06 Thread Tony Paloma
Well I suppose that explains it. Bug valve to fix it I guess or write some
script to watch for new files and copy them.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
reref...@gmail.com
Sent: Friday, May 06, 2011 2:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Failed to move replay file

Nope. Those paths on different devices.

Tony Paloma drunkenf...@hotmail.com wrote:

 Valve is attempting to rename the file which fails across partitions. 
 Are those two paths on the same partition?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 reref...@gmail.com
 Sent: Friday, May 06, 2011 1:18 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Failed to move replay file

 I enabled this new replay system, but it not work.

 Testing command replay_dosanitycheck and replay_local_fileserver_path
 says:

   ** ERROR: Failed to rename
 '/game_servers/srcds/orangebox/tf/replay/server/tmp/testpublish_4516.tmp'
 - '/var/www/tf2replays/jump/testpublish_4516.tmp'

 I logged into terminal under same user as server runs and tried to 
 move this file by hands to check permissions. And he moved smoothly.

 Any suggestions what I'm doing wrong?

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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Tony Paloma
Good thing it's Thursday in Valve Land.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury
Sent: Thursday, May 05, 2011 5:53 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory updates coming later today

Well, I'm sure it's afternoon *somewhere!* I guess we should have expected
the *usual* *
hit-the-update-button-on-the-way-out-the-door-and-not-fix-anything-until-Mon
day
* routine.



On Thu, May 5, 2011 at 8:26 PM, Eric Smith er...@valvesoftware.com wrote:

 We're about 45 minutes from having it be released.

 -Eric


 -Original Message-
 From: Eric Smith
 Sent: Thursday, May 05, 2011 11:02 AM
 To: 'h...@list.valvesoftware.com'; 'hlds_linux@list.valvesoftware.com'
 Subject: Mandatory updates coming later today

 We're getting ready to release mandatory updates for TF2, CS:S, DoD:S, 
 and HL2:DM this afternoon. This is just a heads-up that they're coming.

 -Eric


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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Tony Paloma
I seem to recall the beta being updated recently and containing several
yet-to-be-released additions, but I'm sure that doesn't matter to you.
There's obviously no satisfying you.

Meanwhile, myself and what seems to be the rest of us are thankful that they
provided notice for today's update and that it's not late on Friday. There
have been plenty of Thursday updates where they fix issues the next day.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John Marbury
Sent: Thursday, May 05, 2011 6:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory updates coming later today

Too bad it takes Valve 2+ days to fix the bugs they add in every update.

Say, speaking of bugs in updates, wasn't that the point of the TF2 beta?  Or
I guess they just like to test things in production like all the 'cool'
software companies do.


On Thu, May 5, 2011 at 9:00 PM, Tony Paloma drunkenf...@hotmail.com wrote:

 Good thing it's Thursday in Valve Land.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John 
 Marbury
 Sent: Thursday, May 05, 2011 5:53 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Mandatory updates coming later today

 Well, I'm sure it's afternoon *somewhere!* I guess we should have 
 expected the *usual* *

 hit-the-update-button-on-the-way-out-the-door-and-not-fix-anything-unt
 il-Mon
 day
 * routine.



 On Thu, May 5, 2011 at 8:26 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're about 45 minutes from having it be released.
 
  -Eric
 
 
  -Original Message-
  From: Eric Smith
  Sent: Thursday, May 05, 2011 11:02 AM
  To: 'h...@list.valvesoftware.com'; 'hlds_linux@list.valvesoftware.com'
  Subject: Mandatory updates coming later today
 
  We're getting ready to release mandatory updates for TF2, CS:S, 
  DoD:S, and HL2:DM this afternoon. This is just a heads-up that they're
coming.
 
  -Eric
 
 
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Re: [hlds_linux] Request: Adding servers by domain name

2011-04-25 Thread Tony Paloma
I'm pretty sure they're working on something like this, except that it's by
SteamID, not hostname.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Monday, April 25, 2011 3:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Request: Adding servers by domain name

Since people are talking about implementing ipv6, I thought I'd bring this
up as a more urgent improvement.

Servers can change IPs from time to time due to a decline in quality of the
host or datacenter, or to move to better hardware at a better price.

Unfortunately it is my experience, and probably many others here, that when
you switch IPs, you will lose the vast majority of your player base. I've
tried mitigating this by putting up the new IP on the name of the old server
or automatically spamming it repeatedly in the chat, and it just doesn't
work very well. I still get people asking me a month later where my server
went, and that's only the people that bothered to friend me.

By being able to favorite a server by domain name, the player experience
would improve by not forcing them to re-add IP addresses or search through
2000 servers to find the new one in case they missed all the signs.

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Re: [hlds_linux] OB update today

2011-04-21 Thread Tony Paloma
Yes, there was a TF2 update:
Fixed a crash on startup for Mac clients
Fixed class names/descriptions not showing up on the class menu
Fixed a bug that allowed the Crit-a-Cola to be used repeatedly with no
cooldown
Fixed the character loadout panel not animating at the correct rate
Fixed the Sticky Jumper and the Stickybomb Launcher using the wrong skins
Updated the Grimm Hatte and the Pyromancer's Mask with changes from the
community creators
Added more instructions to the Engineer training regarding metal resources
Added new styles to the Troublemaker's Tossle Cap

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud
 Ljus Produktion
Sent: Wednesday, April 20, 2011 11:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] OB update today

We recived an update this morning.

-
Updating ''OB Linux Dedicated Server'' from version 87 to version 88

4.61%   downloading ../orangebox/bin/datacache.so
11.26%   downloading ../orangebox/bin/dedicated.so
40.04%   downloading ../orangebox/bin/engine.so
42.53%   downloading ../orangebox/bin/libtier0.so
44.69%   downloading ../orangebox/bin/libvstdlib.so
59.14%   downloading ../orangebox/bin/materialsystem.so
67.90%   downloading ../orangebox/bin/replay.so
68.85%   downloading ../orangebox/bin/scenefilecache.so
70.14%   downloading ../orangebox/bin/shaderapiempty.so
72.29%   downloading ../orangebox/bin/soundemittersystem.so
80.25%   downloading ../orangebox/bin/studiorender.so
100.00%   downloading ../orangebox/bin/vphysics.so
---

it didnt solve the problem with shiny helmets in dods (axis) and it didnt
solve the problem we having with custom skins (crashing
servers)

I do hope that you at Valve are looking into this.

Peter
Sweden 



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Re: [hlds_linux] Numerous freezes at: PreMinidumpCallback: updating dump comment

2011-04-19 Thread Tony Paloma
For what it's worth, I haven't had any freezes. I also don't run Sourcemod.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Tuesday, April 19, 2011 6:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Numerous freezes at: PreMinidumpCallback: updating
dump comment

Just had another crash at server.so + 966df8 which is
CFilterTFTeam::InputRoundActivate. This time it didn't freeze and was on a
production server, so there are still crashes in this patch.

On Tue, Apr 19, 2011 at 1:05 PM, bottige...@gmail.com bottige...@gmail.com
wrote:
 No this wasn't my issue since the server only had bots, and bots can't 
 wear shogun items.

 On Tue, Apr 19, 2011 at 12:46 PM, Eric Riemers riem...@binkey.nl wrote:
 If you also saw my message crashes any fresh installations didn't 
 have the correct models, which would make it crash the moment someone 
 with shogun items would join the server. I verified with last update 
 and all files are now correct again. Perhaps this was your issue too. 
 (just thinking out loud
 here)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 bottige...@gmail.com
 Sent: dinsdag 19 april 2011 21:29
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Numerous freezes at: PreMinidumpCallback: 
 updating dump comment

 I just want to say that my non-test servers haven't crashed so this 
 isn't urgent for me.

 The dump probably wasn't sent to valve so I posted it here. Though I 
 did hear that anything with sourcemod on the stack gets ignored even 
 though it is only 1 line.

 On Tue, Apr 19, 2011 at 4:35 AM, Jay Singh singh...@live.com wrote:
 I am getting this same exact error. How the hell do we fix this?





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Re: [hlds_linux] Client timed out

2011-04-17 Thread Tony Paloma
There are two separate messages. The one that says Player name timed out
is because they are no longer responding to game traffic (ex: they crashed).
The one that says Client timed out (literally that) is due to a Steam
connection problem usually on the client end but can occur en masse
occasionally when Steam goes down.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Sunday, April 17, 2011 9:32 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Client timed out

The clients do not time out due to connection loss, they actually crashed
their game and thus timed out for that reason.

I suspect that the culprit relies in the 1st update, specifically in dynamic
model loading that isn't just quite complete because this looks more of the
same thing as the multicore system back in the days when it wasn't running
just quite stable.

-ics

17.4.2011 18:46, Brian Simon kirjoitti:
 I've noticed that a lot of clients keep crashing and the server 
 displays  has timed out. Steam seems to be the culprit. Is this 
 just the major screwup of Friday's update, or is a malicious attack by
steam?
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Tony Paloma
Potentially relevant pastebin from psychonic:
http://p.hlxce.com/422

Diff is of eiface.h.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Thursday, April 14, 2011 11:43 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released

This update has broken plugin which uses Valve API only :(

 Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
 Source and Half-Life 2: Deathmatch are now available.  Please run 
 hldsupdatetool to receive the updates.  The specific changes include:


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Fixed a packet injection exploit in the client/server streams

 - Fixed UDP logging exploit

- Added a new server convar sv_logsecret which emits a new
 S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value 
 pre-pended



 Team Fortress 2

 - Added new map Koth_Badlands

 - Updated CP_Well

- Spawn room by second cap for each time is now a one-way door

 - Updated Training

- Added 3 new training courses for the Demoman, Engineer, and Spy

- Added the Ready for Duty achievement for completing all of the 
 training courses

 - Added a new system to associate dedicated servers with Steam 
 accounts

- Use the ConCommand cl_gameserver_create_identity in the Team 
 Fortress 2 client console to create a server account using the 
 currently logged in Steam account. This will generate values for 
 tf_server_identity_account_id and tf_server_identity_token

- Put the values for tf_server_identity_account_id and 
 tf_server_identity_token into your server.cfg

- Use the ConCommand cl_gameserver_list in the Team Fortress 2 
 client console to list all of the game server accounts owned by the 
 currently logged in Steam account

 - Added a new system for coaching players

 - Added a new vote system

- Server convars to control the vote system

   - sv_allow_votes   : Allow voting?

   - sv_vote_failure_timer: A vote that fails
 cannot be voted on again during this period.

   - sv_vote_allow_specators  : Allow spectators to
 vote?

   - sv_vote_issue_changelevel_allowed: Allow votes to change
 levels?

   - sv_vote_issue_kick_allowed   : Allow votes to kick
 players from the server?

   - sv_vote_issue_nextlevel_allowed  : Allow votes to set the
 next level?

   - sv_vote_issue_nextlevel_allowextend  : Allow votes to extend
 the current map?

   - sv_vote_issue_restart_game_allowed   : Allow votes to restart
 the game?

   - sv_vote_issue_scramble_teams_allowed : Allow votes to scramble
 the teams?

   - sv_vote_issue_nextlevel_choicesmode  : Present players with a
 list of maps with the lowest playtimes to choose from?

   - sv_vote_kick_ban_duration: How long should a kick
 vote ban someone from the server? (in minutes)

 - Added dynamic model loading to improve performance

 - Combat Text changes

   - Added a new convar hud_combattext_healing to display the 
 amount of healing done per second

   - Added bonus points to the items displayed using Combat Text

   - Starting position of values is now affected by range to 
 target, making it easier to see numbers when next to targets

 - Updated voice to use the Steam voice codec to improve quality

- Servers can toggle between the old codec and the new codec with 
 the convar sv_use_steam_voice, which defaults to 1.

 - Fixed not being able to see the correct colors for painted hats when 
 running with DX8

 - Fixed not being able to see the | character in custom names and 
 descriptions

 - Fixed a couple cases where custom sprays would not import correctly

 - Duel changes

- The duel dialog has been extended to include class-specific duels 
 in addition to the default duels

- Duel badges now only show the number of wins a player has

 - Added Payload maps to Offline Practice

 - Fixed taunt kills made with a Katana not counting towards honorbound 
 kills

 - Fixed a bug where killing a Katana wielder with a Katana was 
 incorrectly causing an increased crit chance

 - Fixed infinite noisemakers exploit where noisemakers could continue 
 to be used after their charges had run out

 - Improved the Medic overheal effect so it's more noticeable

 - Fixed func_build entities to respect the team value and prevent the 
 associated team from building in the area

 - Items changes:

- Added new Sort by Rarity option for sorting backpack items

- Improved the backpack sorting algorithms

- Added styles for the Ghastlier Gibus, Scotsman's Stove Pipe, 
 Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly 
 Gazer

- Added paint 

Re: [hlds_linux] Server not on master list

2011-04-14 Thread Tony Paloma
Generally these My server isn't on the list problems turn out to be you
not seeing the whole list. The most common issue is your home router's NAT
table filling up and preventing UDP traffic from other IPs.

Another possibility is your server is behind a NAT and you didn't forward
ports correctly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark T
Sent: Thursday, April 14, 2011 10:02 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not on master list

I have tried the heartbeat command, it has no effect. I have sniffed the
traffic and the master server responds to the heartbeat but the severs still
never show in the list. I have to run a really old server version to get
them to show in the list. Its a bug that needs fixing.

-Original Message-
From: Christoffer Pedersen
Sent: Thursday, April 14, 2011 9:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not on master list



 Have you tried to execute the heartbeat-command in the server console?
 
 /Chris
 
 Sendt fra min iPhone 4
 
 Den 14/04/2011 kl. 10.04 skrev Jacob Juul dimitri6...@hotmail.com:
 
 
 
 Hello all, i have mentioned this problem before. Now i mailed valve about
the problem, and they just send me to the forums, where i've already have
posted the problem. I realised when i posted the problem that many people
have been complaining about this..
 
 So what should we do? New servers conntects fine to the master server,
but doesnt show up on the steam list.
 
 All ports open, valves guide completed. I have tested this at 2 hosts and
created about 8 servers. same problem.
 
 So.. what should we do?
 
 the user, and the 2 hosts. 
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Re: [hlds_linux] Server not on master list

2011-04-14 Thread Tony Paloma
What is this old version and upgrade version? Can you check the
steam.inf for each and look for differences? It may also help to give out
the IP/port for your unlisted server so that we can verify.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark T
Sent: Thursday, April 14, 2011 11:11 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not on master list

Nope.

I can run the old version and everything is happy. Upgrade and run from the
same directory with the same command line options and plugins and it never
shows in the list. If i run a new install totally generic it does not show
either, if i replace the binaries in the new generic install with the old
version it shows in the list. This is a bug!!

-Original Message-
From: Tony Paloma
Sent: Thursday, April 14, 2011 10:54 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Server not on master list



 Generally these My server isn't on the list problems turn out to be 
 you not seeing the whole list. The most common issue is your home 
 router's NAT table filling up and preventing UDP traffic from other IPs.
 
 Another possibility is your server is behind a NAT and you didn't 
 forward ports correctly.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mark T
 Sent: Thursday, April 14, 2011 10:02 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server not on master list
 
 I have tried the heartbeat command, it has no effect. I have sniffed 
 the traffic and the master server responds to the heartbeat but the 
 severs still never show in the list. I have to run a really old server 
 version to get them to show in the list. Its a bug that needs fixing.
 
 -Original Message-
 From: Christoffer Pedersen
 Sent: Thursday, April 14, 2011 9:33 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Server not on master list
 
 
 
 Have you tried to execute the heartbeat-command in the server console?
 
 /Chris
 
 Sendt fra min iPhone 4
 
 Den 14/04/2011 kl. 10.04 skrev Jacob Juul dimitri6...@hotmail.com:
 
 
 
 Hello all, i have mentioned this problem before. Now i mailed valve 
 about
 the problem, and they just send me to the forums, where i've already 
 have posted the problem. I realised when i posted the problem that 
 many people have been complaining about this..
 
 So what should we do? New servers conntects fine to the master 
 server,
 but doesnt show up on the steam list.
 
 All ports open, valves guide completed. I have tested this at 2 
 hosts and
 created about 8 servers. same problem.
 
 So.. what should we do?
 
 the user, and the 2 hosts. 
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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 archives,
 please visit:
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 please visit:
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Re: [hlds_linux] Lag issues on running updates

2011-04-12 Thread Tony Paloma
The update tool causes a lot of disk activity. It's possible your servers
are attempting to access the disk and lagging on some of the synchronous
operations (flush the log file, upload/download a player spray). I've
noticed similar problems and have come to this conclusion. It hasn't really
bothered me since it has been minor and only during updates.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, April 12, 2011 12:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Lag issues on running updates

Hi,

As soon as we run an update on one of our game servers, the other game
servers are getting 2 short lag bursts (takes a few seconds each). This
happened on running the command ./steam -command update -game tf -dir
/bla/bla -verify_all. It's reproducible as it occurs every time you run an
update.

The issue is not caused by not having enough resources. We can put a lot of
extra load on the machine without affecting any of the game servers. It
looks like the update process somehow causes a small machine stall twice in
its process, once during the start, and one at the end.

Our servers run Debian Squeeze with the default supplied kernel.

Anyone else experiencing these issues?

Cheers,

Saint K.

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Re: [hlds_linux] Lag issues on running updates

2011-04-12 Thread Tony Paloma
You'd be surprised. When a new player connects and uploads his spray, all
the clients currently connected will go to download it. Each time a client
downloads it, srcds lists the entire contents of the downloads directory as
a naïve way of checking that the file exists, then open the file, then
transfer the file. On a bogged down disk with a full server and a large
downloads directory where this will be occurring 30 times or so in quick
succession, it can cause noticeable lag.

However, I will concede that if you're reliably noticing issues exactly at
the start and end of the update process, that this is probably not the
issue. I have no idea what else it could be though.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, April 12, 2011 1:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag issues on running updates

Hi,

The server has 3 Cheetah 15k SAS drives in RAID configuration, I am quite
positive these aren't the issue, especially not because writing sprays and
logs are just a couple hundred KB's at the time.

Cheers, 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: 12 April 2011 22:07
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag issues on running updates

The update tool causes a lot of disk activity. It's possible your servers
are attempting to access the disk and lagging on some of the synchronous
operations (flush the log file, upload/download a player spray). I've
noticed similar problems and have come to this conclusion. It hasn't really
bothered me since it has been minor and only during updates.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, April 12, 2011 12:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Lag issues on running updates

Hi,

As soon as we run an update on one of our game servers, the other game
servers are getting 2 short lag bursts (takes a few seconds each). This
happened on running the command ./steam -command update -game tf -dir
/bla/bla -verify_all. It's reproducible as it occurs every time you run an
update.

The issue is not caused by not having enough resources. We can put a lot of
extra load on the machine without affecting any of the game servers. It
looks like the update process somehow causes a small machine stall twice in
its process, once during the start, and one at the end.

Our servers run Debian Squeeze with the default supplied kernel.

Anyone else experiencing these issues?

Cheers,

Saint K.

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Re: [hlds_linux] Lag issues on running updates

2011-04-12 Thread Tony Paloma
ionice. Similar to nice.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, April 12, 2011 1:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag issues on running updates

I'll give that a try, thanks.

Are there perhaps any way's to run the updater with low disk priority?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Sent: 12 April 2011 22:17
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag issues on running updates

On 4/12/2011 1:11 PM, Saint K. wrote:
 The server has 3 Cheetah 15k SAS drives in RAID configuration, I am quite
positive these aren't the issue, especially not because writing sprays and
logs are just a couple hundred KB's at the time.
Tony's probably right. Regardless of the type of drive, you're going to be
using all of your I/O bandwidth temporarily as the tool reads all the files.

As a test, try turning off logging temporarily on one of the servers while
you perform an update in the background.

-John

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Re: [hlds_linux] l4d2 steamgroups (yes again)

2011-03-24 Thread Tony Paloma
You realize what you ask for is more than just one convar, right? It's a
whole new scenario that has to be implemented. Not to mention, without
reworking the way the client discovers a group's servers, it would be
vulnerable to the same problem that exists now and solve nothing.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D3vilfish -
Simiancage.org
Sent: Thursday, March 24, 2011 2:12 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] l4d2 steamgroups (yes again)

I have also asked in the past that we are able to set a password in the
steamgroup admin page which then has to be present in the server config for
it tobe added to the steamgroup listing but apparently that's to much like
hard work for valve to add 1 convar!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: 24 March 2011 20:47
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] l4d2 steamgroups (yes again)

So,

It is not improving its getting worse, we have our own steamgroups and
whenever someone wants to play a game for l4d2 its filled with servers that
are not ours.
Yes, it depends on which steamgroups you are in, for instance I only have my
own steamgroups and nothing extra but still I see servers that are not mine.

Since somebody decided to allow l4d2 servers to be assigned to multiple
steamgroup id's it really started to explode.

Perhaps now that your busy (valve) with the new campaign for l4d2, you could
install something that prevents this riding on the success of others
server abusers.
Maybe a special code in your steamgroup, that you set in l4d2 or something
else as simple as that... (or for starters, only allow 1 steamgroup or at
least minimize it)

I think that most people on the list can understand the effort one has put
into its own community to just see somebody else take advantage of it *is
wrong*
This is in my opinion the same as those tf2 servers that had redirects in it
and false players (I am sure some still exist, but you all know what I mean)

Thanks for listening,
  Eric


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