That happens when updates end sometimes. Really, as long as you see the
100%, you're good. I've never run into a problem afterwards, but I'll
always run the update again to be sure and it never downloads anything
else. After that second run, you'll get 100% complete and the message:
HLDS instal
I think the HLDSUpdateTool's errorchecking it slightly off:
95.79% ./orangebox\bin\stdshader_dx7.dll
96.31% ./orangebox\bin\stdshader_dx8.dll
97.00% ./orangebox\bin\stdshader_dx9.dll
97.66% ./orangebox\bin\studiorender.dll
97.99% ./orangebox\bin\tier0.dll
98.52% ./orangebox\bin\vgui2.dll
99.
I notice in the update it pulls down a new version of the base orangebox
package (which you announced to us the other day to use to fix obox
mods). Since this update has come out using -game orangebox in
hldsupdate no longer pulls down a version which works with mods.
Any tips?
Rob C.
Jason R
Followed by 3 pages of people saying how that isn't good enough.
Gotta love Valve game "fans"!
On Thu, 2009-03-05 at 18:17 -0800, Ryan Mannion wrote:
> http://forums.steampowered.com/forums/showthread.php?t=816875
>
> Quote:
> ===
> Crouch jump will be fixed, <3 u valve
> I sent an e-mail to Ro
http://forums.steampowered.com/forums/showthread.php?t=816875
Quote:
===
Crouch jump will be fixed, <3 u valve
I sent an e-mail to Robin Walker and, being the ninja that he is, he
replied within minutes.
The reply stated
"It was a side effect of the changes we made to ensure the bounding
box mor
The jump timing has been altered somehow, though. A few examples:
* Engineers cannot jump on top of their sentries
* On cp_badlands, you can no longer jump on top of the crates on the
center point trains
* On pl_frontier_b2, in BLU spawn, you can no longer jump from the
track area to the train pla
I am having this problem, but strangely only on 1 of 4 servers. All 4
are running linux and all 4 on are on separate machines. The one that is
erroring is a 24/7 2fort server if that makes any difference to anyone.
On Thu, 2009-03-05 at 20:44 -0500, 1nsane wrote:
> I too am experiencing this prob
I too am experiencing this problem. Happens with or without plugins.
On Thu, Mar 5, 2009 at 8:33 PM, Ryan Mannion wrote:
> I'm experiencing the same - players lose their connection immediately
> after joining a team. I have not yet isolated the conditions under
> which this happens (one TF2 serv
I'm experiencing the same - players lose their connection immediately
after joining a team. I have not yet isolated the conditions under
which this happens (one TF2 server is working fine, two are not), but
at this point, I am unable to run more than one server.
Ryan
On Thu, Mar 5, 2009 at 5:13 P
Is NephDSU still working?
Even if they now upload the stats asynchronously the mapchange takes a
LOT longer than with Neph's plugin.
Sometimes the whole srcds just freezes and I have to restart it,
sometimes it almost hits the 60 seconds timeout the most clients use
(default).
Flubber schrieb:
We have strange lags and client crash, not on a few people but on 10-12
players at the same time, (maybe more but we were 10 on teamspeak).
2009/3/6 Bengt Rosenberger
> Yay, they fixed the timeout bug on mapchange. But now EACH mapchange
> crashes for me...
>
> Rick Payton schrieb:
> > Content s
You can duck ONCE in midair.
On 3/5/09, Ryan Mannion wrote:
> The duck in midair change makes it impossible to jump on top of
> crates, ledges, and many other map elements that are meant to be
> reachable by this method. These aren't exploitable areas - just normal
> parts of maps that take advan
Works but sadly not for the map. If client has the map ('.bsp' file)
then any other required file will be downloaded, like '.nav'.
Brent Veal wrote:
> Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have
> everything set up the same way that CLAN RCR described (but with the l4
The duck in midair change makes it impossible to jump on top of
crates, ledges, and many other map elements that are meant to be
reachable by this method. These aren't exploitable areas - just normal
parts of maps that take advantage of the delay involved in a
crouch-jump as a tradeoff to using tha
Yay, they fixed the timeout bug on mapchange. But now EACH mapchange
crashes for me...
Rick Payton schrieb:
> Content servers = hammered at the moment. Business as usual after an
> update.
>
> -mauirixxx
> - Sent from my #hlserveradmins IRC fanboyism
>
> -Original Message-
> From: hlds-b
i believe it does not, ive tried to use sourcemod to get it to add files to
the download table, has never worked.
On Fri, Mar 6, 2009 at 11:18 AM, Brent Veal wrote:
> Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have
> everything set up the same way that CLAN RCR described
I don't think content downloading even works for L4D. I know that at one
point the sv_allowdownload and sv_allowupload were unknown cvars. That
may be different now though.
On Thu, 2009-03-05 at 16:18 -0800, Brent Veal wrote:
> Does anyone know if sv_downloadurl works for Left 4 Dead servers? I h
Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have
everything set up the same way that CLAN RCR described (but with the l4d
folder structure, of course) but whenever the server switches to a custom
map, anyone who doesnt have the map gets booted to the main menu.
On Thu, Ma
Content servers = hammered at the moment. Business as usual after an
update.
-mauirixxx
- Sent from my #hlserveradmins IRC fanboyism
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Thursday, March 05, 200
I can't get it, it says "trying again in 30 seconds"
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Thursday, March 05, 2009 5:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds
hopefully it works. thanks for the update!
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
> From: jas...@valvesoftware.com
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Date: Thu, 5 Mar 2009 15:41:16 -0800
> Subject: [hl
Beautiful! Fixed timeout bug AND the string tables all in one.
On Thu, Mar 5, 2009 at 3:51 PM, Saul Rennison wrote:
> Woo thanks Jason!
>
> Sent from my iPhone
>
> On 5 Mar 2009, at 23:41, Jason Ruymen wrote:
>
> > A required update for Team Fortress 2 is now available. Please run
> > hldsupdat
Woo thanks Jason!
Sent from my iPhone
On 5 Mar 2009, at 23:41, Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available. Please run
> hldsupdatetool to receive it. The specific changes include:
>
> Gameplay changes:
> - Added a duck timer that prevents duck spamming whil
Lookup .htaccess files. They can do all of these options and more with ease
given your running "apache" as your web server and not IIS.
If anyone is in need of a web sv_download url I would be happy to help if
your email me personally.
SmOoThEm
Leader of Right To Rule
www.RightToRule.com
-Or
Well said. We're spoiled and we don't realize it.
On Thu, 2009-03-05 at 13:40 -1000, Rick Payton wrote:
> Every release, WE are the beta testers. Don't you know that by now? ;)
>
> Besides, it could be worse. We could be dealing with EA/Dice and that
> horrid horrid BF2 v1.3 patch that was ultr
A required update for Team Fortress 2 is now available. Please run
hldsupdatetool to receive it. The specific changes include:
Gameplay changes:
- Added a duck timer that prevents duck spamming while running around
on-ground.
- In-air, players are only allowed to duck once before they touch
Every release, WE are the beta testers. Don't you know that by now? ;)
Besides, it could be worse. We could be dealing with EA/Dice and that
horrid horrid BF2 v1.3 patch that was ultra crash happy for servers for
what ... 6 MONTHS or so before there was a stable fix?
It could be worse.
-mauirix
Okay, so ive been looking in to this issue further.
Here are some thoughts:
According to http://msdn.microsoft.com/en-us/library/ms740532(VS.85).aspx
under Windows Vista/Win2K8, setsockopt() will fail with WSAEINVAL (instead
of WSAENOPROTOOPT) when the option is not supported - which is the case
It could work, giving us the same beta options as the steam client and such.
Imagine if we went into the steam options and enabled the "beta testing"
option. Then we could see the client update intended for release and test it
prior to being a mass problem for everyone.
Right now they are shooting
1. You don't need an NDA to do a beta, especially if you have nothing not
known by the public.
2. They have done beta updates to clients in the past and there is a beta
option in the settings of Steam.
On Thu, Mar 5, 2009 at 6:26 PM, Arg! wrote:
> since the dedicated server is free and theres no
since the dedicated server is free and theres no NDA or similar licensing
arrangement, and in the case of most updates the client has to be updated as
well, this would never work.
On Fri, Mar 6, 2009 at 10:17 AM, SmOoThEm wrote:
> That's awesome, I didn't have anything else to do today besides t
That's awesome, I didn't have anything else to do today besides try to fix
mystery updates and problems being reintroduced into my servers.
WE NEED A BETA PERIOD, MAKING PATCHES FINAL WITHOUT TESTING FORCES EVERYONE
TO SCRAMBLE TO FIND SOLUTIONS NORMALLY ENDING IN HORRIBLE OUTCOMES!
Im sure everyo
Thanks for the heads up Jason
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, 6 March 2009 9:34 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_an
The update updates some files to newer versions.
On Thu, Mar 5, 2009 at 6:00 PM, Arg! wrote:
> thanks for the advance heads up, now, wheres my debugging stick.
>
> On Fri, Mar 6, 2009 at 9:55 AM, wrote:
>
> > Fixing problems, then introducing new problems.
> >
> > --Original Message--
>
thanks for the advance heads up, now, wheres my debugging stick.
On Fri, Mar 6, 2009 at 9:55 AM, wrote:
> Fixing problems, then introducing new problems.
>
> --Original Message--
> From: Saul Rennison
> Sender: hlds-boun...@list.valvesoftware.com
> To: Half-Life dedicated Win32 server ma
so true..
On Thu, Mar 5, 2009 at 5:55 PM, wrote:
> Fixing problems, then introducing new problems.
>
> --Original Message--
> From: Saul Rennison
> Sender: hlds-boun...@list.valvesoftware.com
> To: Half-Life dedicated Win32 server mailing list
> ReplyTo: Half-Life dedicated Win32 server
Fixing problems, then introducing new problems.
--Original Message--
From: Saul Rennison
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life dedicated Win32 server mailing list
ReplyTo: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming
Se
Payload fix, crossing my fingers. I am jonesing some Goldrush.
On Thu, 2009-03-05 at 14:33 -0800, Jason Ruymen wrote:
> A required update for Team Fortress 2 will be released later today, hopefully
> within the next hour or two.
>
> Jason
>
> ___
> T
Having multiple servers accessing the same files would actually be faster.
The files will be in the cache, reducing reads to the hard drive. The disk
i/o block scheduler may or may not be faster depending on what else is being
read. If more then one process tries to read the same sector such tha
Death and destruction to all but those affiliated with Tony Paloma who
writes a patch for them so they may live another couple weeks.
;-)
I look forward to the update, although.. I wish there was more of a
changelog description given by Jason.
-Matt
On Thu, Mar 5, 2009 at 4:43 PM, Saul Rennison
h what could it be!?
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
> From: and...@mammoth.com.au
> To: hlds@list.valvesoftware.com
> Date: Fri, 6 Mar 2009 09:35:45 +1100
> Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv
> IP port / bind errors
>
Which will bring...?
2009/3/5 Jason Ruymen
> A required update for Team Fortress 2 will be released later today,
> hopefully within the next hour or two.
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> pleas
Thats the info Arg, nice one, referral header. I CAN do this in IIS, but
nice to know both sides aswell.
On Thu, Mar 5, 2009 at 10:24 PM, Arg! wrote:
> referal header. the client will send the following format referrer to the
> download server
>
> hl2://0.0.0.0
>
> where 0.0.0.0 is the ip addres
Hi Matt, Olly,
I tried both +ip (address) and -ip (address), they both had the same result.
I tried +ip 0.0.0.0 and had the same result.
Interestingly this morning the server boots up, and I see the "Failed to
start in-process Steam service" message still, but a status report says:
version : 1.
A required update for Team Fortress 2 will be released later today, hopefully
within the next hour or two.
Jason
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im a bit of a linux noob, but wouldnt there be some potential latency
involved with multiple server accessing the same files?
i wonder if this would work with windows junction points as well :P
On Fri, Mar 6, 2009 at 5:09 AM, f0rkz wrote:
> You could share the source shared content as a single
referal header. the client will send the following format referrer to the
download server
hl2://0.0.0.0
where 0.0.0.0 is the ip address is the GAME servers ip address. You can use
.htaccess in apache to limit connections by using
SetEnvIfNoCase Referer hl2://0\.0\.0\.0 allow_download
Order Deny,
There was a discussion on this a while back I skimmed through, I think
they said that Source engine games will send the information as to what
server the client was trying to connect to through the HTTP referral
header. Might want to try that.
Patrick Shelley wrote:
> However, if someone knows
To further protect yourself you could run apache instead of IIS.
http://list.valvesoftware.com/mailman/private/hlds/2008-October/052140.h
tml
^^^ contains what I did to secure mine. Granted that was under linux -
dunno if the same setup works under apache + windows.
-mauirixxx
- Sent from my #hl
Don't publicly share your downloadurl then? Plus it would be kind of
dumb to rip off someone else's content since you don't know what they
may or may not have, or you might delete something altogether. You
should also put a blank index file in each directory in your
downloadurl, so people can't sno
However, if someone knows different... :)
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As it is the client making a direct connection, theres no way you can
prevent your sv_downloadurl being used by other server admins as their fast
dl source - leeching from you?
I was under the impression that even though the fast dl is a different
source to the game server, the game server acted a
Another tidbit: I think most of the games now support BZIP
compression. So for all of my maps, I've BZ2'd them and put them in
the sv_downloadurl path... That obviously shrinks the size
dramatically on the map files -- the client downloads the compressed
file and then uncompresses it.
I do that
Yep, it shows it as being secure.
-Matt
On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong wrote:
> Is your server VAC secured though Matt? Type 'status' and see if it says
> its
> secure/insecure.
>
> - Andrew
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hl
Also, to add.. When you add the sv_download URL you need to make a folder
called maps and put all the maps in the maps folder on the fast download
server.
The TF2 client must see a maps folder on the download server in order to
download the maps so recurse one level higher when you put the URL on
Yes.
2009/3/5 Patrick Shelley
> OK - so basically the **client** is making a direct connection to the fast
> dl source?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailm
You could share the source shared content as a single symlink point.
Getting any deeper into sharing content may get tricky, but its
possible.
For instance, you set up something like /home/serverfiles/hl2
You could then symlink that in your server's directory..
/home/myuser/mygameserver/
ln -
OK - so basically the **client** is making a direct connection to the fast
dl source?
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Currently i'm running multiple TF2 servers each from their own installation
directory and have heard of people symlink'ing all the additional servers to
one installation folder. This would probably clean up data along with making
server updates much easier across all servers in one shot.
Anyon
These commands aren't in the engine, but in the server_i486.so/server.dll
2009/3/5 AnAkIn .
> I was wrong about TF2. It seems that VALVe fixed it in TF2 already,
> probably
> with one of the last updates. Same for DoD S.
>
> I've tested on CSS and DIPRIP, and it did work. I think that they fixed
I was wrong about TF2. It seems that VALVe fixed it in TF2 already, probably
with one of the last updates. Same for DoD S.
I've tested on CSS and DIPRIP, and it did work. I think that they fixed them
only on the last OB engine version, which OB engine mods don't use, that's
why you can use it on D
Ok, here is how it works:
- The client sees it doesn't have the files
- The client starts to download the files
- The player sees the downloadbar
- The player stops the download and joins a different server with stock maps
- Repeat for next player
(Sry for a useless answer but thats the way it goe
Basically, when a map is loaded by the server, it adds a list of strings to
a downloadables table. The client then sees if those files are currently on
the client's system. If not, and the filter isn't set by the client, then
they are downloaded to the client from the server.
If the server has s
When a client connects to a server that is playing a custom map with custom
sounds, textures etc etc - and the client doesnt have any of the needed
files, maps etc, what is the process for the client to obtain the needed
files?
Does the client connect to the game server and find out they dont have
If I see nothing at all in the server console, did I spam all the commands
right?
:P
Again, no effect.
On Thu, Mar 5, 2009 at 10:27 AM, AnAkIn . wrote:
> Did you look at the server console ?
>
> 2009/3/5 Cc2iscooL
> - Show quoted text -
>
> > Tried spamming all these commands on my Windows se
Did you look at the server console ?
2009/3/5 Cc2iscooL
> Tried spamming all these commands on my Windows server.
>
> No effect. Looks like a false positive.
>
> On Thu, Mar 5, 2009 at 6:45 AM, AnAkIn . wrote:
>
> > A guy posted those commands to lag/crash servers on the myg0t forums:
> >
> > d
Tried spamming all these commands on my Windows server.
No effect. Looks like a false positive.
On Thu, Mar 5, 2009 at 6:45 AM, AnAkIn . wrote:
> A guy posted those commands to lag/crash servers on the myg0t forums:
>
> dumpentityfactories
> dump_entity_sizes
> dumpeventqueue
> dbghist_addline
Oh sorry, didn't fully read it since I was only replying to that
particular mail. But I will read it fully in the future :P .
AnAkIn . wrote:
> That's what I said in my first email, :P
>
> 2009/3/5 Jarno Veuger
>
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That's what I said in my first email, :P
2009/3/5 Jarno Veuger
> Garry's Mod got fixed for those commands a few days ago. That's all I know.
>
>
> Ronny Schedel wrote:
> > Which games are affected?
> >
> >
> >
> >> They print messages into the server console if a client uses them, so
> yes
> >>
Garry's Mod got fixed for those commands a few days ago. That's all I know.
Ronny Schedel wrote:
> Which games are affected?
>
>
>
>> They print messages into the server console if a client uses them, so yes
>> they do affect the server. If spammed they can probably lag the server I
>> think.
TF2 is, dunno about others.
2009/3/5 Ronny Schedel
>
> Which games are affected?
>
>
> > They print messages into the server console if a client uses them, so yes
> > they do affect the server. If spammed they can probably lag the server I
> > think.
> >
> > 2009/3/5 Clyde cide
> >
> >> I tried
Which games are affected?
> They print messages into the server console if a client uses them, so yes
> they do affect the server. If spammed they can probably lag the server I
> think.
>
> 2009/3/5 Clyde cide
>
>> I tried some of these out, on th server I tested they did not crash it
>> out
>
They print messages into the server console if a client uses them, so yes
they do affect the server. If spammed they can probably lag the server I
think.
2009/3/5 Clyde cide
> I tried some of these out, on th server I tested they did not crash it out
> ___
I tried some of these out, on th server I tested they did not crash it out
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these affect other games?
On Thu, Mar 5, 2009 at 12:45 PM, AnAkIn . wrote:
> A guy posted those commands to lag/crash servers on the myg0t forums:
>
> dumpentityfactories
> dump_entity_sizes
> dumpeventqueue
> dbghist_addline
> dbghist_dump
> dump_entity_sizes
> dump_globals
>
>
> I guess he too
A guy posted those commands to lag/crash servers on the myg0t forums:
dumpentityfactories
dump_entity_sizes
dumpeventqueue
dbghist_addline
dbghist_dump
dump_entity_sizes
dump_globals
I guess he took them from the garrymods update changelog (
http://store.steampowered.com/news/2306/).
___
Is your server VAC secured though Matt? Type 'status' and see if it says its
secure/insecure.
- Andrew
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
Sent: Thursday, 5 March 2009 9:19 PM
To: Half-Life dedicat
Everytime I start our server it always says:
steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
Service
It never seems to affect anything, and numerous research attempts on google
have left me with nothing to try. I can say though, that the server will run
despite that er
As far as I remember you should be using '-ip' rather than '+ip'
Also, did you try -ip 0.0.0.0 ?
2009/3/5 Andrew Armstrong
> The server only has one IP, and that's the public one. I tried starting it
> without +ip as well, but the same error occurred.
>
> - Andrew
>
> -Original Message-
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