Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Fletcher Dunn
Sorry, those messages are a bit confusing.  I'm assuming this is a TF game 
server, in which case the successfully logged in messages and the FAQ link 
refer to the TF gameserver account.  It's totally separate to the Steam 
gameserver account, and totally unrelated.  Perhaps you aren't specifying the 
login credentials early enough in the boot process?

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Wednesday, February 26, 2014 7:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam GameServer Account Logging Question

Changed the sv_setsteamaccount to the autoexec file and it worked great.
Someone should check if the failure message is being sent the way it was 
supposed to.

Thanks Rudy!


_pilger

On 26 February 2014 12:00, pilger 
pilger...@gmail.commailto:pilger...@gmail.com wrote:
Guess he was right then. It can't be on the server.cfg
Strangely enough, I'm getting two messages. First one that goes:
Assigned anonymous gameserver Steam ID [A-1:2176588802tel:2176588802(4095)].
And then two more that says:

Successfully logged into gameserver account **.
For more information about gameserver accounts, visit 
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **.
For more information about gameserver accounts, visit 
https://support.steampowered.com
/kb_article.php?ref=2825-AFGJ-3513.
Still, when I send the status command, I get a:

steamid : [A-1:2176588802tel:2176588802(4095)] (90089582615075842)
So the message saying the account login is failing isn't quite working for me. 
That's what I was getting confused about. Isn't quite as clear as one would 
imagine.
I'll go set it on the right place and then com back to tell the results.


Thanks, Rudy!



_pilger

On 26 February 2014 11:41, Rudy Bleeker 
rblee...@gmail.commailto:rblee...@gmail.com wrote:
Hi Pilger,

as far as I know sv_setsteamaccount should be set before a map is
loaded. That means you can either put it in the autoexec.cfg, a file
that is called with +exec from the command line or on the commandline
itself. Anywhere else, for example the file that you use as the
+servercfgfile, is too late and won't work.

The message you see in your log is quite clear isn't it? Logging in
was succesfull, so you can safely assume you did it right. If it
didn't work, for example when sv_setsteamaccount is called too late,
you'll get the following error message:

Warning: Game server already logged into steam.  You need to use the
sv_setsteamaccount command earlier.

You can verify if the server is correctly logged in by typing status
in the console and check the steamid line. If the steamid displayed
there starts with A-1 it is an anonymous steam ID which means the
server isn't logged in with it's proper steam ID. Those start with a G
I believe.

On Wed, Feb 26, 2014 at 3:26 PM, pilger 
pilger...@gmail.commailto:pilger...@gmail.com wrote:
 Hey guys,


 I've been talking to a friend about the new steam gameserver account logging
 system and he claims that the parameter sv_setsteamaccount should go on the
 command line, while I think it can go on the server.cfg or any other file
 that's executed the first time the server runs.

 With the server.cfg method, I'm getting the following messages on my log:

 Successfully logged into gameserver account **.
 L 02/26/2014 - 07:36:12: Successfully logged into gameserver account
 **.


 Does that mean it's all good!? Which one is the correct way?


 Thanks in advance,

 _pilger

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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Fletcher Dunn
Also, remember that the command line string can be accessed by other processes 
running on the box.  Be aware of that when deciding whether to specify your 
logon credential there.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, February 26, 2014 8:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam GameServer Account Logging Question

Sorry, those messages are a bit confusing.  I'm assuming this is a TF game 
server, in which case the successfully logged in messages and the FAQ link 
refer to the TF gameserver account.  It's totally separate to the Steam 
gameserver account, and totally unrelated.  Perhaps you aren't specifying the 
login credentials early enough in the boot process?

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Wednesday, February 26, 2014 7:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam GameServer Account Logging Question

Changed the sv_setsteamaccount to the autoexec file and it worked great.
Someone should check if the failure message is being sent the way it was 
supposed to.

Thanks Rudy!


_pilger

On 26 February 2014 12:00, pilger 
pilger...@gmail.commailto:pilger...@gmail.com wrote:
Guess he was right then. It can't be on the server.cfg
Strangely enough, I'm getting two messages. First one that goes:
Assigned anonymous gameserver Steam ID [A-1:2176588802tel:2176588802(4095)].
And then two more that says:

Successfully logged into gameserver account **.
For more information about gameserver accounts, visit 
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **.
For more information about gameserver accounts, visit 
https://support.steampowered.com
/kb_article.php?ref=2825-AFGJ-3513.
Still, when I send the status command, I get a:

steamid : [A-1:2176588802tel:2176588802(4095)] (90089582615075842)
So the message saying the account login is failing isn't quite working for me. 
That's what I was getting confused about. Isn't quite as clear as one would 
imagine.
I'll go set it on the right place and then com back to tell the results.


Thanks, Rudy!



_pilger

On 26 February 2014 11:41, Rudy Bleeker 
rblee...@gmail.commailto:rblee...@gmail.com wrote:
Hi Pilger,

as far as I know sv_setsteamaccount should be set before a map is
loaded. That means you can either put it in the autoexec.cfg, a file
that is called with +exec from the command line or on the commandline
itself. Anywhere else, for example the file that you use as the
+servercfgfile, is too late and won't work.

The message you see in your log is quite clear isn't it? Logging in
was succesfull, so you can safely assume you did it right. If it
didn't work, for example when sv_setsteamaccount is called too late,
you'll get the following error message:

Warning: Game server already logged into steam.  You need to use the
sv_setsteamaccount command earlier.

You can verify if the server is correctly logged in by typing status
in the console and check the steamid line. If the steamid displayed
there starts with A-1 it is an anonymous steam ID which means the
server isn't logged in with it's proper steam ID. Those start with a G
I believe.

On Wed, Feb 26, 2014 at 3:26 PM, pilger 
pilger...@gmail.commailto:pilger...@gmail.com wrote:
 Hey guys,


 I've been talking to a friend about the new steam gameserver account logging
 system and he claims that the parameter sv_setsteamaccount should go on the
 command line, while I think it can go on the server.cfg or any other file
 that's executed the first time the server runs.

 With the server.cfg method, I'm getting the following messages on my log:

 Successfully logged into gameserver account **.
 L 02/26/2014 - 07:36:12: Successfully logged into gameserver account
 **.


 Does that mean it's all good!? Which one is the correct way?


 Thanks in advance,

 _pilger

 ___
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 please visit:
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--
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  - Floyd Dell

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Re: [hlds] Steam GameServer Account Logging Question

2014-02-26 Thread Fletcher Dunn
Yes, I am pretty sure that server.cfg is too late.  I believe that autoexec.cfg 
is early enough and works.  (Right?  Others on this mailing list almost 
certainly know better than me.)

I think you could also use something like +exec credentials.cfg.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Wednesday, February 26, 2014 8:12 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam GameServer Account Logging Question

Just because people are having issues, and to avoid further problems, could you 
elaborate where exactly you would put those? Some of us prefer autoexec.cfg but 
should they be in command line? If not, where then? 
Server.cfg seems too late.

-ics

Fletcher Dunn kirjoitti:

 Sorry, those messages are a bit confusing.  I’m assuming this is a TF 
 game server, in which case the “successfully logged in” messages and 
 the FAQ link refer to the TF gameserver account.  It’s totally 
 separate to the Steam gameserver account, and totally unrelated.
 Perhaps you aren’t specifying the login credentials early enough in 
 the boot process?

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger
 *Sent:* Wednesday, February 26, 2014 7:10 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Steam GameServer Account Logging Question

 Changed the /sv_setsteamaccount/ to the autoexec file and it worked great.

 Someone should check if the failure message is being sent the way it 
 was supposed to.

 Thanks Rudy!



 _pilger

 On 26 February 2014 12:00, pilger pilger...@gmail.com 
 mailto:pilger...@gmail.com wrote:

 Guess he was right then. It can't be on the /server.cfg/

 Strangely enough, I'm getting two messages. First one that goes:

 Assigned anonymous gameserver Steam ID [A-1:2176588802 
 tel:2176588802(4095)].

 And then two more that says:

 Successfully logged into gameserver account **.

 For more information about gameserver accounts, visit 
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513.
 L 02/26/2014 - 09:54:54: Successfully logged into gameserver account 
 **.
 For more information about gameserver accounts, visit 
 https://support.steampowered.com

 /kb_article.php?ref=2825-AFGJ-3513.

 Still, when I send the /status/ command, I get a:

 steamid : [A-1:2176588802 tel:2176588802(4095)] (90089582615075842)

 So the message saying the account login is failing isn't quite working 
 for me. That's what I was getting confused about. Isn't quite as clear 
 as one would imagine.

 I'll go set it on the right place and then com back to tell the results.


 Thanks, Rudy!



 _pilger

 On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.com 
 mailto:rblee...@gmail.com wrote:

 Hi Pilger,

 as far as I know sv_setsteamaccount should be set before a map is 
 loaded. That means you can either put it in the autoexec.cfg, a file 
 that is called with +exec from the command line or on the commandline 
 itself. Anywhere else, for example the file that you use as the
 +servercfgfile, is too late and won't work.

 The message you see in your log is quite clear isn't it? Logging in 
 was succesfull, so you can safely assume you did it right. If it 
 didn't work, for example when sv_setsteamaccount is called too late, 
 you'll get the following error message:

 Warning: Game server already logged into steam.  You need to use the 
 sv_setsteamaccount command earlier.

 You can verify if the server is correctly logged in by typing status
 in the console and check the steamid line. If the steamid displayed 
 there starts with A-1 it is an anonymous steam ID which means the 
 server isn't logged in with it's proper steam ID. Those start with a G 
 I believe.


 On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.com 
 mailto:pilger...@gmail.com wrote:
  Hey guys,
 
 
  I've been talking to a friend about the new steam gameserver account
 logging
  system and he claims that the parameter sv_setsteamaccount should go
 on the
  command line, while I think it can go on the server.cfg or any other
 file
  that's executed the first time the server runs.
 
  With the server.cfg method, I'm getting the following messages on my
 log:
 
  Successfully logged into gameserver account **.
  L 02/26/2014 - 07:36:12: Successfully logged into gameserver 
  account **.
 
 
  Does that mean it's all good!? Which one is the correct way?
 
 
  Thanks in advance,
 
  _pilger
 

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

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Re: [hlds] [hlds_linux] Valve Only Servers in Community Servers

2014-02-18 Thread Fletcher Dunn
This bug will be fixed in the next update.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, February 16, 2014 1:30 AM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Valve Only Servers in Community Servers

If any other option has Don't care chosen, the Gameserver Host option will 
be interpreted as Don't care. I've already informed Valve and they are aware 
of this.


Dr. McKay
www.doctormckay.com


On Sun, Feb 16, 2014 at 4:12 AM, Paul ubyu@gmail.com wrote:

 I agree, othrewise that kind of makes the whole idea unfair to 
 communities and players if that's how they intended it to be (when 
 opting to go to a community server).


 On 15 February 2014 19:06, Abdulrahman Abdulkawi abdulk...@live.co.uk
 wrote:

  Valve servers are showing up when searching for Community Servers.
 
  If this is how it's meant to be, then that needs to be changed - 
  If we don't get listed in 'Valve servers' option, then Valve Servers 
  shouldn't get listed for Community Servers.
 
  All other filters are 'default'.
 
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Fletcher Dunn
You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎?

Anyone?

‎Thanks GE


Sent Via Pigeon
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.

On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.

On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account

Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Fletcher Dunn
It's possible that we might implement a mechanism to transfer ownership at some 
point, but I wouldn't do anything that depends on that.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thanks Ross. Have bookmarked and will get back to you if issues found (not 
expecting any).

Fletcher, what are the implications of linking to a single user? Should I 
register a new steam account for this? What if one of my admins creates the 
connection and it links to his account then he leaves our group a year later?
What if I use my own account but later get hacked?

John
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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Fletcher Dunn
Yes!  The token is essentially login credentials (combination account and 
password).  If you use the same token, you are asking all the servers to login 
to the same account.  But only one server can be on an account at a time.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Friday, February 07, 2014 3:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I’m confused.

Do I need a unique key for each server for the sv_setsteamaccount value?

Saint K.
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

You’ll need one token per server.  The logon only accepts the token, so the 
token serves as account+password.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers Exile
Sent: Friday, February 07, 2014 1:40 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual 
tokens‎?

Anyone?

‎Thanks GE

Sent Via Pigeon
From: Silencio Delgato
Sent: Friday, February 7, 2014 2:32 PM
To: Half-Life dedicated Win32 server mailing list
Reply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soon


Thank you very much Ross, I'll be sure to use this when I finally get some time 
to myself later today.

On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post.  Whoops.

On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID

Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Fletcher Dunn
Oops, sorry.  That's a work in progress and shouldn't have blocked anybody.  
I'll fix that now.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Thursday, February 06, 2014 10:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

account : not logged in  (In order to log into your gameserver account, you 
need to confirm that you have ready the latest policy.
See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for more 
information.)

How do i confirm?  The new method isn't being pushed out till the next update?  
Also there is a typo ready.



On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. 
nextra...@gmail.commailto:nextra...@gmail.com wrote:
That's how we have always done it, and Fletcher said this is pretty
much how it should be done. Players don't get matched to a 24/24
server even if there are hidden slots.

On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde 
peter-h...@jerde.netmailto:peter-h...@jerde.net wrote:
 Quickplay will still respect sv_visiblemaxplayers, right? So if we run a 
 32-slot server with visiblemaxplayers at 24, quickplay would never give us a 
 25th player?

 Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks 
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via console 
 -- that would meet the new criteria? Quickplay would never try to stuff a 
 player into a reserved slot, and Sourcemod would never kick a player who's 
 already playing, only those trying to join via console.

 As it has been mentioned by others, it sounds like this would be very hard to 
 enforce, as someone from Valve would have to manually investigate reports of 
 violators. We still want to play by the rules, though, and the more I think 
 about it I agree with the rationale -- if you've been matched to a server 
 which then seemingly at random kicks you for Slot Reservation that is 
 indeed a bad player experience. (Though one which has certainly encouraged 
 some of our players to donate to us).

  - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Fletcher Dunn
Max 50 steam gameserver accounts per user account.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Thursday, February 06, 2014 11:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Is the limit for registering servers in the new system going to be the same as 
with the current one (100 servers)?

Also providing there is a limit at all will the limit be global (per account) 
or per game?

On Thu, Feb 6, 2014 at 2:05 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Oops, sorry.  That's a work in progress and shouldn't have blocked anybody.  
I'll fix that now.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Chris Oryschak
Sent: Thursday, February 06, 2014 10:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

account : not logged in  (In order to log into your gameserver account, you 
need to confirm that you have ready the latest policy.
See https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for more 
information.)

How do i confirm?  The new method isn't being pushed out till the next update?  
Also there is a typo ready.



On Thu, Feb 6, 2014 at 12:04 PM, Valentin G. 
nextra...@gmail.commailto:nextra...@gmail.com wrote:
That's how we have always done it, and Fletcher said this is pretty
much how it should be done. Players don't get matched to a 24/24
server even if there are hidden slots.

On Thu, Feb 6, 2014 at 5:50 PM, Peter Jerde 
peter-h...@jerde.netmailto:peter-h...@jerde.net wrote:
 Quickplay will still respect sv_visiblemaxplayers, right? So if we run a 
 32-slot server with visiblemaxplayers at 24, quickplay would never give us a 
 25th player?

 Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks 
 non-slot-holding-players AS THEY TRY TO JOIN into a full server via console 
 -- that would meet the new criteria? Quickplay would never try to stuff a 
 player into a reserved slot, and Sourcemod would never kick a player who's 
 already playing, only those trying to join via console.

 As it has been mentioned by others, it sounds like this would be very hard to 
 enforce, as someone from Valve would have to manually investigate reports of 
 violators. We still want to play by the rules, though, and the more I think 
 about it I agree with the rationale -- if you've been matched to a server 
 which then seemingly at random kicks you for Slot Reservation that is 
 indeed a bad player experience. (Though one which has certainly encouraged 
 some of our players to donate to us).

  - Peter
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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Fletcher Dunn
Resetting token is planned if not already implemented.

We don't have anything planned to transfer server ownership at the moment.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
Sent: Thursday, February 06, 2014 11:25 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Will here be a way to transfer servers between accounts? Also, will here be a 
way to re-generate access token for existing server?

06.02.2014, 23:16, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:

Max 50 steam gameserver accounts per user account.

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Re: [hlds] Important changes to TF2 coming soon

2014-02-06 Thread Fletcher Dunn
We don't have an option to search for it explicitly, but there is a don't 
care option.

I think that response was in regard to modified (but not instant) respawn times.

The ability to search for more maps / game modes in quickplay has not changed.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Thursday, February 06, 2014 11:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

At all? Or is what Fletcher said earlier regarding Arena still valid?
We don't have an option to search for it explicitly, but there is a don't 
care option.

On Thu, Feb 6, 2014 at 2:38 PM, Jacob Urman 
jac...@valvesoftware.commailto:jac...@valvesoftware.com wrote:
The list has been updated and categorized. Arena, Degroot Keep and Hydro do not 
qualify for Quickplay.

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Doctor McKay
Sent: Wednesday, February 05, 2014 9:30 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Process, Snakewater, and Standin are listed in the mapcycle_quickplay_cp.txt 
that ships with the game, so it's safe to bet that they're Quickplay-eligible. 
Degroot Keep and Hydro are not eligible, nor are any Arena maps.


Dr. McKay
www.doctormckay.comhttp://www.doctormckay.com

On Wed, Feb 5, 2014 at 11:50 PM, Yun Huang Yong 
gumby_li...@mooh.orgmailto:gumby_li...@mooh.org wrote:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#maps

Is the omission of these maps deliberate?

cp_degrootkeep

cp_process_final
cp_snakewater_final1
cp_standin_final

tc_hydro

We run a full rotation server so am wondering if I should remove these maps for 
Quickplay...

Yarr! goosmurf
http://steamcommunity.com/id/goosmurf/


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[hlds] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove the TF accounts and only use Steam 
gameserver accounts.

HOW FAVORITES MIGRATION WORKS:

In the next few days we will release an updated Steam Client beta that knows 
how to migrate favorites.  On the client, each favorite has an IP:port and a 
gameserver account.  The account might be empty --- that will of course be the 
case for all previously existing favorites.  Periodically, a client will try to 
sync up the favorites list IP:port addresses and accounts.  If there is an 
IP:port without an associated account, it will ask the master server for 
information about that address.  If a server is running on that address and 
logged into an account, the client will record the account.   Once the client 
has an account associated with the favorite, the account becomes the primary 
key and will not change.  Instead, we will periodically try to refresh the 
address from the account.  (Again, this is done by querying the master server, 
and it depends on your server bring logged into the account and 

Re: [hlds] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed by account and migrating 
favorites: within a week or so.
All steam clients are capable of storing favorites keyed by account: No ETA.  
(Probably a few weeks at most.)

We are expecting the next TF update to be tomorrow.  Hopefully everybody who 
has been a TF server operator for any length of time knows that this is a hope, 
not a promise.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mtvnoob
Sent: Wednesday, February 05, 2014 3:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon

Can we expect these features to be implemented within the next 48 hours?

On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* Show servers button.  This runs the ordinary quickplay search, but instead 
of joining the server with the highest score, it presents the user with an 
ordered list of about 20 servers and lets them pick.  This gives players much 
of the convenience of quickplay by finding servers with a good ping and players 
on them, but also an easy way to express a preference over the map, server 
community, etc.
* We've added an advanced options page that allows players to opt into the most 
commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant 
respawn.

There are no more scoring penalties for maxplayers or rule changes; your server 
either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers.  
However, note that if a player wants to find a server with any of the supported 
modifications, then they must land on a community server, since Valve servers 
do not run with these settings.

We've updated the quickplay policy to more clearly specify what sorts of server 
modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature.  The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: 
client favorite lists are keyed by the Steam account if present.  This means 
that you can move your server to another IP address, and clients who have your 
server in their favorites or history will follow you to your new location.

CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI.  (Remember, this 
feature is currently in beta.  We'll add a nicer interface for this soon.)  
Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
  appid=440 (for Team Fortress)
  key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will 
own the server accounts. See http://steamcommunity.com/dev for how to get one 
of these.  (WARNING: Make sure and keep this key secret.  This key is an 
authentication token in some respects and makes it possible to do certain 
actions on your behalf.  Don't feed the key into anybody's nice convenient web 
page that automates this.  With your WebAPI key they could impersonate you for 
some actions.  If you don't want to go through the pain of making a WebAPI 
call, just wait until we have a nicer interface implemented.)

The output of the WebAPI will be the (permanent) SteamID of your gameserver, 
and a login token.  The login token is a random string of text that allows you 
to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS 
GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey

LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials 
on a Source engine server by executing this console command sometime before it 
loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver 
account and when you are logging in anonymously.  (The ordinary gameserver 
login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account 
and also your TF account.  The two accounts are not related.  The TF account is 
the one that determines quickplay eligibility, and the Steam one does favorites 
migration.  Eventually we will remove

Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
We don't have an option to search for it explicitly, but there is a don't 
care option.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Wednesday, February 05, 2014 4:25 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

Hiya Fletcher,

You mentioned: * We've added an advanced options page that allows players to 
opt into the most commonly-requested non-vanilla rules changes: nocrits, 
maxplayers, and instant respawn.

Will you include fast respawn (i.e. respawntimes) in that as well?

On Wed, Feb 5, 2014 at 7:22 PM, Weasels Lair 
wea...@weaselslair.commailto:wea...@weaselslair.com wrote:
Holy almost-name-resolution Batman!

 Gameserver accounts are now a Steam feature.
 The feature is currently in beta.

 Using a steam gameserver account provides one
 important advantage right now: client favorite lists
 are keyed by the Steam account if present.
 This means that you can move your server to
 another IP address, and clients who have your
 server in their favorites or history will follow you
 to your new location.
Been waiting from something like this (for years).
Thanks!

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Re: [hlds] [hlds_announce] [hlds_linux] Important changes to TF2 coming soon

2014-02-05 Thread Fletcher Dunn
This change is not related to SteamCMD in any way.  It's when the gameserver 
process logs in to Steam.  Does it sign on anonymously, or does it offer the 
key and sign into the account?  The game needs to expose a method for you to 
specify which credentials to use.

And yes, I suspect we will probably add a feature for GoldSrc engine games to 
signin to accounts at some point.

-Original Message-
From: Weasels Lair [mailto:wea...@weaselslair.com] 
Sent: Wednesday, February 05, 2014 5:03 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming 
soon

Again thanks for this feature.  Another question though.
I understand this will be only TF2 initially, and so only Source-engine games 
at least initialy (which all seem to use the Anonymous logon for the server 
in SteamCMD).

Is this something that will eventually come-over to the older GoldSrc games 
as well? at least the Valve titles like HL1, CS, TFC, DMC, etc.? I believe we 
currently log onto SteamCMD as separate Steam account? or are we talking about 
logging-on anonymously to something other than SteamCMD?

 LOGGING IN TO YOUR ACCOUNT
 (TF only for now):

 Once you have a gameserver login token, you can specify your login 
 credentials on a Source engine server by executing this console 
 command sometime before it loads the first map:

 sv_setsteamaccount login token

 The server output should make it clear when you are using a Steam 
 gameserver account and when you are logging in anonymously.
  (The ordinary gameserver
 login that has always been used.)

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Re: [hlds] GetServersAtAddress Steam API broken

2014-01-30 Thread Fletcher Dunn
The UpToDateCheck webapi is served directly by the same server that sends 
out-of-date info to the gameservers.

Can you clarify exactly what problems you have seen?

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Thursday, January 30, 2014 10:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] GetServersAtAddress Steam API broken

Is there also a plan to synchronize UpToDateCheck with your masterserver? 
Sometimes the version is updated a little bit late.
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Re: [hlds] GetServersAtAddress Steam API broken

2014-01-30 Thread Fletcher Dunn
There definitely could be a problem, but I'll need some more specific details 
in order to investigate.  Like I say, the WebAPI is served by the very same 
servers that maintain the version numbers and send the in-game out-of-date 
message notifications, so I don't think the version numbers are out of sync.

I can see how in-game notifications might be a bit delayed compared to the 
WebAPI, for a given servers.  I'm not understanding how the in-game 
notifications would be significantly ahead of the WebAPI, though.  Could there 
be some HTTP caching going on somewhere?

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Thursday, January 30, 2014 10:40 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] GetServersAtAddress Steam API broken

The last year I had two times (could not remind exactly) issues with the 
version numbers. I think it was 5 minutes after an update and the UpToDateCheck 
said that the server was up-to-date. Is UpToDateCheck with every mod/server 
synchronized?

2014-01-30 Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
The UpToDateCheck webapi is served directly by the same server that sends 
out-of-date info to the gameservers.

Can you clarify exactly what problems you have seen?

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Andre Müller
Sent: Thursday, January 30, 2014 10:20 AM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] GetServersAtAddress Steam API broken

Is there also a plan to synchronize UpToDateCheck with your masterserver? 
Sometimes the version is updated a little bit late.

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Re: [hlds] GetServersAtAddress Steam API broken

2014-01-30 Thread Fletcher Dunn
Correct, that WebAPI will not report out-of-date for optional updates.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, January 30, 2014 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] GetServersAtAddress Steam API broken


It's done by hand to prevent the message from hitting servers on optional 
updates. There haven't been many, which is probably why this is forgotten.

Kyle.
On 30 Jan 2014 11:41, Andre Müller 
gbs.dead...@gmail.commailto:gbs.dead...@gmail.com wrote:
The last year I had two times (could not remind exactly) issues with the 
version numbers. I think it was 5 minutes after an update and the UpToDateCheck 
said that the server was up-to-date. Is UpToDateCheck with every mod/server 
synchronized?

2014-01-30 Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
The UpToDateCheck webapi is served directly by the same server that sends 
out-of-date info to the gameservers.

Can you clarify exactly what problems you have seen?

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Andre Müller
Sent: Thursday, January 30, 2014 10:20 AM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] GetServersAtAddress Steam API broken

Is there also a plan to synchronize UpToDateCheck with your masterserver? 
Sometimes the version is updated a little bit late.

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Re: [hlds] GetServersAtAddress Steam API broken

2014-01-29 Thread Fletcher Dunn
This will be fixed later today.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, January 29, 2014 8:07 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: [hlds] GetServersAtAddress Steam API broken

The GetServersAtAddress WebAPI 
(http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=IP 
HEREformat=json) is currently returning false for all servers.  I'm not sure 
when this started, but it's been doing this for at least the last 24 hours.

This is the API given to us by Fletcher Dunn in August 2012 for checking if a 
server is in the master server list.
All servers get this response even if they're showing in the master server list:

{

response: {

   success: false,

   message: true

}

}


--
Powerlord
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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Fletcher Dunn
The server browser queries the server and then checks the numbers from the ping 
against authenticated player counts from Steam.  If there is a difference, then 
it performs a reconciliation according to some logic that is not totally 
brain-dead.  For example, one of the heuristics it uses is that if the server 
reports that it is full, then it will trust the server, no matter what Steam 
says.  (Because of the exact problem you describe.)

So I'm not sure that the problem is that Steam service is intermittent.  I 
think the problem is that the server is not reporting itself as full?  When you 
use a tool such as HLSW, which doesn't talk to Steam at all, does the data in 
the ping show the server as full?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, December 26, 2013 3:33 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Cc: Eric Smith
Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

So a few weeks (probably months now, actually) ago all of the in-game client 
tabs were moved to rely on data from Steam, instead of querying the actual 
server. Which is fine, this most likely hurt fake players users quite 
significantly.

However, from what started off as a few players incorrect (4~) has greatly 
increased. We're up to 14~ phantom slots, as the players clients are broken, or 
Steam is having trouble keeping up. This results in an actually full server 
(64/64) showing as 50/64. Client's are now unable to externally queue to join 
the server, it's actually pretty horrible. If servers are given an unverified 
leeway of 15% of their verified players, it might be enough to span the gap for 
those broken steam clients.

We run some pretty large servers, so this doesn't impact us as much.
Well, besides an endless amount of player reports, which is starting to take 
it's toll. However, if you're running a TF server with 24 slots, and 10 of them 
are empty... that's quite the thing.
Alternatively, if the max-player defines are increased, that would work as an 
interim solution.

A revert, or fix would be much appreciated. I don't believe this is easily 
fixable, as Steam's actual up time is around 80%.

Kyle.

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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Fletcher Dunn
full should mean that the player count in the ping = the max player count in 
the ping.

-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com] 
Sent: Thursday, December 26, 2013 5:14 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; Fletcher Dunn
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts 
from Steam.

There may be logic missing from cstrike if being full is the case (or missing 
from the GMS, if it's implemented there). My C++ classes, CheckValve, and the 
collection of PHP querying classes from xPaw all show the server as being full 
from the old masters.

It may also not be staying full (just under, from our AFK Manager), and players 
are thinking they shouldn't encounter it as the GMS is returning 10+ free 
slots. The human element may be wrecking the full implementation. Maybe we'd be 
better off faking being full if we've passed a threshold? Client's that return 
true from IsClientFullyAuthenticated should be part of the list; right?

Kyle.

On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
 The server browser queries the server and then checks the numbers from 
 the ping against authenticated player counts from Steam.  If there is 
 a difference, then it performs a reconciliation according to some 
 logic that is not totally brain-dead.  For example, one of the 
 heuristics it uses is that if the server reports that it is full, then 
 it will trust the server, no matter what Steam says.  (Because of the 
 exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated 
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as an 
 interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Fletcher Dunn
That logic is the same for any game.

There may be some weird edge case if the max player count is less than the 
total number of currently connected players (humans + bots) and your server 
contains bots.

-Original Message-
From: Fletcher Dunn 
Sent: Thursday, December 26, 2013 5:16 PM
To: Kyle Sanderson; Half-Life dedicated Win32 server mailing list; Half-Life 
dedicated Linux server mailing list
Cc: Eric Smith
Subject: RE: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts 
from Steam.

full should mean that the player count in the ping = the max player count in 
the ping.

-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, December 26, 2013 5:14 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; Fletcher Dunn
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts 
from Steam.

There may be logic missing from cstrike if being full is the case (or missing 
from the GMS, if it's implemented there). My C++ classes, CheckValve, and the 
collection of PHP querying classes from xPaw all show the server as being full 
from the old masters.

It may also not be staying full (just under, from our AFK Manager), and players 
are thinking they shouldn't encounter it as the GMS is returning 10+ free 
slots. The human element may be wrecking the full implementation. Maybe we'd be 
better off faking being full if we've passed a threshold? Client's that return 
true from IsClientFullyAuthenticated should be part of the list; right?

Kyle.

On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
 The server browser queries the server and then checks the numbers from 
 the ping against authenticated player counts from Steam.  If there is 
 a difference, then it performs a reconciliation according to some 
 logic that is not totally brain-dead.  For example, one of the 
 heuristics it uses is that if the server reports that it is full, then 
 it will trust the server, no matter what Steam says.  (Because of the 
 exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as an 
 interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
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 visit:
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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Fletcher Dunn
The server browser doesn't know anything about the actual max, it is totally 
based on the visible max.

-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com] 
Sent: Thursday, December 26, 2013 5:19 PM
To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life 
dedicated Win32 server mailing list
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts 
from Steam.

Is that the visible max, or the actual max? We only recently removed 
sv_visiblemaxplayers as a result from this about a week and a half ago; no 
improvement.

Kyle.

On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated 
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or missing 
 from the GMS, if it's implemented there). My C++ classes, CheckValve, and the 
 collection of PHP querying classes from xPaw all show the server as being 
 full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers 
 from the ping against authenticated player counts from Steam.  If 
 there is a difference, then it performs a reconciliation according to 
 some logic that is not totally brain-dead.  For example, one of the 
 heuristics it uses is that if the server reports that it is full, 
 then it will trust the server, no matter what Steam says.  (Because 
 of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle 
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life 
 dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game client 
 tabs were moved to rely on data from Steam, instead of querying the actual 
 server. Which is fine, this most likely hurt fake players users quite 
 significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are broken, 
 or Steam is having trouble keeping up. This results in an actually full 
 server (64/64) showing as 50/64. Client's are now unable to externally queue 
 to join the server, it's actually pretty horrible. If servers are given an 
 unverified leeway of 15% of their verified players, it might be enough to 
 span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to take 
 it's toll. However, if you're running a TF server with 24 slots, and 10 of 
 them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix would be much appreciated. I don't believe this is easily 
 fixable, as Steam's actual up time is around 80%.

 Kyle.

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-26 Thread Fletcher Dunn
I'd start my investigation by confirming that the raw ping from your server is 
correct and what you want it to be (using hlsw or something similar).


 Original message 
From: Kyle Sanderson
Date:2013/12/26 5:25 PM (GMT-08:00)
To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life 
dedicated Win32 server mailing list
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts 
from Steam.

and your server contains bots.
No bots (not even STV).

 totally based on the visible max.
Ah, so I'm presuming that's the case too with the GMS (the actual
field is ignored)?

I'll try gaming our queries to Steam and see if that declines in user reports.

Thanks,
Kyle.



On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is totally 
 based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half-Life 
 dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 Is that the visible max, or the actual max? We only recently removed 
 sv_visiblemaxplayers as a result from this about a week and a half ago; no 
 improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 full should mean that the player count in the ping = the max player count 
 in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player 
 counts from Steam.

 There may be logic missing from cstrike if being full is the case (or 
 missing from the GMS, if it's implemented there). My C++ classes, 
 CheckValve, and the collection of PHP querying classes from xPaw all show 
 the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and 
 players are thinking they shouldn't encounter it as the GMS is returning 10+ 
 free slots. The human element may be wrecking the full implementation. Maybe 
 we'd be better off faking being full if we've passed a threshold? Client's 
 that return true from IsClientFullyAuthenticated should be part of the list; 
 right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 The server browser queries the server and then checks the numbers
 from the ping against authenticated player counts from Steam.  If
 there is a difference, then it performs a reconciliation according to
 some logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it is full,
 then it will trust the server, no matter what Steam says.  (Because
 of the exact problem you describe.)

 So I'm not sure that the problem is that Steam service is intermittent.  I 
 think the problem is that the server is not reporting itself as full?  When 
 you use a tool such as HLSW, which doesn't talk to Steam at all, does the 
 data in the ping show the server as full?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
 Sanderson
 Sent: Thursday, December 26, 2013 3:33 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life
 dedicated
 Win32 server mailing list
 Cc: Eric Smith
 Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from 
 Steam.

 So a few weeks (probably months now, actually) ago all of the in-game 
 client tabs were moved to rely on data from Steam, instead of querying the 
 actual server. Which is fine, this most likely hurt fake players users 
 quite significantly.

 However, from what started off as a few players incorrect (4~) has greatly 
 increased. We're up to 14~ phantom slots, as the players clients are 
 broken, or Steam is having trouble keeping up. This results in an actually 
 full server (64/64) showing as 50/64. Client's are now unable to externally 
 queue to join the server, it's actually pretty horrible. If servers are 
 given an unverified leeway of 15% of their verified players, it might be 
 enough to span the gap for those broken steam clients.

 We run some pretty large servers, so this doesn't impact us as much.
 Well, besides an endless amount of player reports, which is starting to 
 take it's toll. However, if you're running a TF server with 24 slots, and 
 10 of them are empty... that's quite the thing.
 Alternatively, if the max-player defines are increased, that would work as 
 an interim solution.

 A revert, or fix

[hlds] Test message

2013-12-23 Thread Fletcher Dunn
Test.
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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Fletcher Dunn
Quickplay numbers should probably be stripped.  It means which quickplay 
attempt this client is on, since they booted.  Useful for us, probably not 
useful for you guys.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Thursday, November 14, 2013 8:20 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

I assume quickplay numbers mean cp, pl, ctf, attack defence, plr, sd, all modes 
etc gamemode, basically all the quikcplay options. Coaching is connection 
method too.

-ics

Lambda kirjoitti:
 Anyone knows what the number in quickplay_# means? I've got numbers as 
 big as 62, i've also got coaching as connection method which isn't 
 listed in the list provided earlier.


 2013/11/14 Chris Oryschak ch...@oryschak.com

 Yup this is really good to know how your community is doing.  
 Defiantly a awesome feature.. can't wait for some sql logging and 
 analytic pages made to make per server/date/time frame stats 
 displayed...  I'm getting some users that aren't returning a value though:


 11:09:08 [SM] Displaying connection method for all players...
 - 507 iL Cappo!!serverbrowser_history
 - NovaesThnGr8 serverbrowser_history
 - sic   serverbrowser_history
 - sleepyserverbrowser_internet
 - Friz  serverbrowser_history
 - HeSnakeHeroofEternisen
 - YYZ   serverbrowser_history
 - Sombreserverbrowser_history
 - Ash 2.0   serverbrowser_internet
 - [WCE] Monty   serverbrowser_favorites
 - shadowlerks   serverbrowser_history
 - Pinhead{EMC}  serverbrowser_favorites
 - Skorchy   serverbrowser_internet
 - BUMSPAM   serverbrowser_history
 - =(eGO)=Tango v1.0 serverbrowser_history
 - Hernii55338   serverbrowser_favorites
 - Spaceman  serverbrowser_favorites
 - supp0rt
 - Aminal Parade serverbrowser_history
 - Jizz_Syrupserverbrowser_history
 - DRAK?serverbrowser_favorites
 - Peppermiz serverbrowser_favorites
 - Jake  steam
 - fan951126 serverbrowser_history
 - Pwel  serverbrowser_internet
 - Princess Juggsserverbrowser_favorites
 - SGTBrutus serverbrowser_favorites
 - Paco Ernesto  serverbrowser_history
 - Machiavellian Spork   serverbrowser_favorites
 - Kbeezey   serverbrowser_history


 On Thu, Nov 14, 2013 at 10:39 AM, ics i...@ics-base.net wrote:

 Quite surprising results. Well not really. I just assumed quikcplay 
 connected players count would be higher but it does seems that ~70% 
 of
 our
 players join through favorites.

 Thanks for the plug-in!

 -ics

 Doctor McKay kirjoitti:

   Here is a plugin that simply displays how all in-game players 
 connected
 to
 the server after running a command:
 https://forums.alliedmods.net/showthread.php?t=229731

 More full-featured stats will be released soon.


 Dr. McKay
 www.doctormckay.com


 On Tue, Nov 12, 2013 at 3:13 PM, ics i...@ics-base.net wrote:

   I'd settle for a command that lists where current players of the 
 server
 came from, for example addition into status command field along 
 with
 ping
 and such.

 -ics

 DontWannaName! kirjoitti:

Grab the client value using sourcemod?

 Sent from my iPhone 5

On Nov 12, 2013, at 12:01 PM, Todd Pettit 
 pettit.t...@gmail.com
 wrote:

 cl_connectmethod = serverbrowser_favorites

 Ok, it works for myself but I know how I connected how do you 
 see how others connected?


 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list ( 
 hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Tuesday, November 12, 2013 2:45:44 PM
 Subject: Re: [hlds_linux] Where is my traffic coming from?

 It tells you what tab they used.  So you know whether they used 
 the favorites tab versus the main server list.

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

Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-13 Thread Fletcher Dunn
Yes, it should be there in the next multiplayer SDK update.  (I don't have any 
time frame for when that will be.)

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jesse Oak
Sent: Wednesday, November 13, 2013 9:39 AM
To: d...@forlix.org; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Where is my traffic coming from?

Will this update be making it's way into sdk base 2013 multiplayer as well?

On Tue, Nov 12, 2013 at 4:05 PM, Dominik Friedrichs 
d...@forlix.orgmailto:d...@forlix.org wrote:
This is great and the cherry on top would be to add that string to the player 
connect log line - something like this:

L 11/12/2013 - 21:52:16: Jimmy288STEAM_0:1:12345 connected, address 
1.2.3.4:27005http://1.2.3.4:27005, method serverbrowser_favorites


On 2013/11/12 20:45, Fletcher Dunn wrote:
It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-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 ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, 
DontWannaName!ad...@topnotchclan.commailto:ad...@topnotchclan.com  wrote:
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5
On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
wrote:

Several server operators have requested the ability to know how
their
clients are connecting to their server.  The latest TF update added a
new client convar, cl_connectmethod, that contains a string value that
indicates how the client connected to your server.  It's sent in the
same way as cl_rate and others, and a plugin should be able to access
this information.  It will be empty if joined directly through a
console connect command.  I apologize that I don't have the list of
values at hand, but I'm sure some helpful server operator or plugin
author will post the list of codes that are sent.

Please be aware that the field is not secure, and the work required
to
secure it is not trivial.  Without too much effort a client could send
you pretty much any string they want.  So this is best used for
general reporting purposes and understanding where your players are
coming from, not to treat players differently based on how they connect.

This is a Source engine change, so it will be available in CS:S,
DoD:S,
and HL2:DM in the next update for those games.
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[hlds] Where is my traffic coming from?

2013-11-12 Thread Fletcher Dunn
Several server operators have requested the ability to know how their clients 
are connecting to their server.  The latest TF update added a new client 
convar, cl_connectmethod, that contains a string value that indicates how the 
client connected to your server.  It's sent in the same way as cl_rate and 
others, and a plugin should be able to access this information.  It will be 
empty if joined directly through a console connect command.  I apologize that 
I don't have the list of values at hand, but I'm sure some helpful server 
operator or plugin author will post the list of codes that are sent.

Please be aware that the field is not secure, and the work required to secure 
it is not trivial.  Without too much effort a client could send you pretty much 
any string they want.  So this is best used for general reporting purposes and 
understanding where your players are coming from, not to treat players 
differently based on how they connect.

This is a Source engine change, so it will be available in CS:S, DoD:S, and 
HL2:DM in the next update for those games.
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Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread Fletcher Dunn
It tells you what tab they used.  So you know whether they used the favorites 
tab versus the main server list.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ElitePowered .
Sent: Tuesday, November 12, 2013 11:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Where is my traffic coming from?

What's the point of having this feature on the other games if the only way to 
connect is via the server browser?
On Nov 12, 2013 2:09 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Is it able to tell if they connect from their favorites?

 Sent from my iPhone 5

  On Nov 12, 2013, at 11:02 AM, Fletcher Dunn 
  fletch...@valvesoftware.com
 wrote:
 
  Several server operators have requested the ability to know how 
  their
 clients are connecting to their server.  The latest TF update added a 
 new client convar, cl_connectmethod, that contains a string value that 
 indicates how the client connected to your server.  It's sent in the 
 same way as cl_rate and others, and a plugin should be able to access 
 this information.  It will be empty if joined directly through a 
 console connect command.  I apologize that I don't have the list of 
 values at hand, but I'm sure some helpful server operator or plugin 
 author will post the list of codes that are sent.
 
  Please be aware that the field is not secure, and the work required 
  to
 secure it is not trivial.  Without too much effort a client could send 
 you pretty much any string they want.  So this is best used for 
 general reporting purposes and understanding where your players are 
 coming from, not to treat players differently based on how they connect.
 
  This is a Source engine change, so it will be available in CS:S, 
  DoD:S,
 and HL2:DM in the next update for those games.
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[hlds] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread Fletcher Dunn
We're making two changes to TF HTML MOTD support that server operators should 
be aware of:


1.)HTML MOTD's will no longer be shown by clients that connect via 
quickplay.  Those clients will show the plaintext message instead.  (The file 
identified by the convar motdfile_text, which defaults to motd_text.txt.)

2.)When sending a URL to the info panel by name, the URL must begin with 
'http://' or 'https://'.  Note that this change does not affect putting a URL 
in motd.txt directly, which has always required a protocol prefix in order for 
the file contents to be interpreted as a URL.

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

2013-10-31 Thread Fletcher Dunn
We recently fixed a bug that has been giving servers running bots an unfair and 
unintended quickplay scoring advantage.  This could change traffic patterns.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
Sent: Thursday, October 31, 2013 8:52 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

Same here... seeing the same issue on 12servers all where full yesterday :)


On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.comwrote:

 Server was full last night before update..but no one has been on since 
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander  
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24 
  constant before the update has seen all of its traffic vanish even 
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: Upward 
   Fast L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! 
   Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic just 
   vanished.
  
  
   - Original Message - From: Lambda 
   lambdace...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
   valvesoftware.com hlds_li...@list.valvesoftware.com
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  
Same here, i checked the quickplay status and it went from Good 
   to
  Bad
   out of a sudden, funny thing is that the client command to list 
   the identities and the status says that they're all good but upon 
   server launch it says that its Bad
  
  
   2013/10/31 Calvin Judy evo...@gmail.com
  
http://i.imgur.com/bejbG1m.png
  
   There has been a significant drop in quickplay traffic on our 
   servers
  as
   well.
  
  
   - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
  
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
  **
   valvesoftware.com hlds_linux@list.**valvesoftware.com
  hlds_li...@list.valvesoftware.com
   
   Sent: Thursday, October 31, 2013 11:13 AM
   Subject: [hlds_linux] Is sv_tags event247 broken after the update?
  
  
  
I noticed Halloween servers running plr_hightower_event are no
 longer
  
   receiving quickplay traffic after the last update.
   Is anyone else having the same issue? Normal servers seem
 unaffected.
  
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  --
  thesupremecommander (Steam
  http://steamcommunity.com/id/thesupremecommander
  )
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 --
 Padraig Fahy.
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Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Fletcher Dunn
There were no Valve event servers running until last night. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, October 31, 2013 10:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

Never run any bots, all of my servers were full yesterday and are completely 
dead last night until now.
Only change was the update.
One of the servers wasn't registered until this event (converted it from a 
custom server temporarily just to get a 24/7 helltower server for the week), so 
it was a brand new ID.


On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

 None of my servers are running any sort of bots, and they all dropped 
 quickplay traffic completely last night.

 Can you double check to verify this update didn't create an additional 
 issue, as it sure does look like something is wrong.

 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.


 - Original Message - From: Fletcher Dunn  
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.** valvesoftware.com 
 hlds_li...@list.valvesoftware.com
 Cc: hlds@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM

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


  We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage.  This could change 
 traffic patterns.

 -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 Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Same here... seeing the same issue on 12servers all where full 
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:

  Server was full last night before update..but no one has been on 
 since
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander  
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24 
  constant before the update has seen all of its traffic vanish even 
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: 
   Upward Fast L 10/31/2013 - 06:01:08: Game server authentication: 
   SUCCESS! 
  Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic 
   just vanished.
  
  
   - Original Message - From: Lambda
   lambdace...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
   valvesoftware.com 
   hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
   re.com
 
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  
Same here, i checked the quickplay status and it went from Good
   to
  Bad
   out of a sudden, funny thing is that the client command to list 
   the identities and the status says that they're all good but 
   upon server launch it says that its Bad
  
  
   2013/10/31 Calvin Judy evo...@gmail.com
  
http://i.imgur.com/bejbG1m.png
  
   There has been a significant drop in quickplay traffic on our 
   servers
  as
   well.
  
  
   - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
  
   To: Half-Life dedicated Linux server mailing list  
 hlds_linux@list.
  **
   valvesoftware.com 
   hlds_linux@list.**valvesoftwa**re.comhttp://valvesoftware.co
   m
 
  hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.
  com
 
   
   Sent: Thursday, October 31, 2013 11:13 AM
   Subject: [hlds_linux] Is sv_tags event247 broken after the  
   
 update?
  
  
  
I noticed Halloween servers running plr_hightower_event are 
   no
 longer
  
   receiving quickplay traffic after the last update.
   Is anyone else having the same issue? Normal servers seem
 unaffected.
  
   __**_
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 archives,
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Fletcher Dunn
This update will be the last time that happens.

We're getting rid of all instances where we encourage people to modify shipping 
files.  For all such customizations in the future, thingsa re setup to 
encourage people to copy it to a new file and modify that one.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne
Sent: Monday, June 03, 2013 7:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

Hey all,

Is it normal for SteamCMD to delete files during the conversion process from 
HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the left side 
of my screen with my 'cfg' folder on the right, and after a few seconds of 
running SteamCMD on a directory that was previously updated by HLDSUpdateTool, 
the cfg files disappeared as if they were deleted.

According to this 
articlehttps://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 it 
says files will only be moved, not deleted, but I have not found this to be 
true.  I have had several other users ask me about this issue, too.  I did some 
research with Process Monitor and found that SteamCMD does in fact overwrite 
the cfg files in addition to several others.

Note the highlighted line here (SetRenameInformationFile): 
http://tinypic.com/r/9zn38m/5

So in the article's question My XYZ file got deleted. Where did it go?  The 
conversion process does not delete any user files. - this is technically true, 
however, the conversion process does overwrite files.  User files outside of a 
specific set are not modified, like the 'addons' folder or 'server.cfg'.

Thoughts?

Thank you,

Brady Osborne
m...@bradyosborne.commailto:m...@bradyosborne.com

On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com 
ad...@aerolitegaming.co.ukmailto:ad...@aerolitegaming.co.uk wrote:
Thank you very much for that, it worked.

On 03/06/2013 23:46, Nicholas Hastings wrote:
If you have the Steam client installed on your server, launch it and check for 
updates.

That error can happen when they update the shipped steam_api (they did) and you 
have an older steamclient installed on the machine.
--
Nicholas Hastings
AlliedMods.nethttp://www.alliedmods.net



[cid:image001.jpg@01CE61C7.6C882150]
AeroliteGaming.commailto:ad...@aerolitegaming.co.uk
Monday, June 03, 2013 6:43 PM
Having troubles after this update:

** *
** *
* Unable to load Steam support library. *
* Unable to load Steam support library. *
* This server will operate in LAN mode only. *
* This server will operate in LAN mode only. *
** *
** *

Tried validating and still no luck.


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Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released

2013-05-20 Thread Fletcher Dunn
That's because I made the build available but forgot to force the out-of-date 
message.  Sorry.  I just did it and your servers should update automatically 
now.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Monday, May 20, 2013 10:53 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory updates for CS:S, HL2:DM, and DoD:S released

For some reason up to now none of my servers received an out of date message. 
However the update is down-loadable just fine.

On 2013/05/20 18:48, Fletcher Dunn wrote:
 The prerelease build released last Friday has been set live as the 
 official version. The PatchVersion for all the games is 1765266.

 Here are the change notes:

 Source engine:

 * Synced engine with latest changes from TF2.

 * Improved network compression to reduce impact of network spikes.

 * Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms

 * Fixed listen server creation dialog not showing maps in custom or 
 downloads folder.

 https://github.com/ValveSoftware/Source-1-Games/issues/252

 * SDK tools are now shipped by default with the client. (There is no 
 need to opt into the sdktools_beta branch.)

 HL2:DM:

 * Added VR support for Oculus Rift



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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread Fletcher Dunn
Hi, Big.

You'll need to be more specific.  What is the problem you're seeing?  Has it 
been reported before?

- Fletch


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Monday, May 20, 2013 4:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released


Did you fix hammer?
On May 20, 2013 6:59 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We've released an optional update for TF2 that all clients will receive when 
they restart. You may update your dedicated servers, but it's not required. The 
notes for the update are below.

-Eric

---

- Added support for VR mode on OSX
- Fixed a bad material on the HDMI Patch
- Fixed a server crash on changelevel when the Replay system has been 
initialized but is not currently running
- Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill 
Hat and the Soldier's Sparkplug
- Removed replay.cfg from depot and added replay_example.cfg to avoid 
clobbering user's replay.cfg

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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread Fletcher Dunn
Is it still happening with this update?  There was a hammer fix, it didn't make 
it into the release notes.

There's no need to opt into the sdk beta branch anymore.  The tools are just 
shipping with the game.  Opt out of all betas, sync the latest, and run the 
hammer.bat.  Does it work.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Monday, May 20, 2013 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released


Hey fletcher, on the tf2 sdk beta the compilers are broken, they are  showing 
tool brushes as regular brushes and compiling full bright.

Some people are using the old sdk to compile and the beta to map. Unfortunately 
the workaround needed to compile with the old sdk doesn't work for everyone.
On May 20, 2013 7:06 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Hi, Big.

You'll need to be more specific.  What is the problem you're seeing?  Has it 
been reported before?

- Fletch


From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of big john
Sent: Monday, May 20, 2013 4:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released


Did you fix hammer?
On May 20, 2013 6:59 PM, Eric Smith 
er...@valvesoftware.commailto:er...@valvesoftware.com wrote:
We've released an optional update for TF2 that all clients will receive when 
they restart. You may update your dedicated servers, but it's not required. The 
notes for the update are below.

-Eric

---

- Added support for VR mode on OSX
- Fixed a bad material on the HDMI Patch
- Fixed a server crash on changelevel when the Replay system has been 
initialized but is not currently running
- Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill 
Hat and the Soldier's Sparkplug
- Removed replay.cfg from depot and added replay_example.cfg to avoid 
clobbering user's replay.cfg

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Re: [hlds] Mandatory TF2 update released

2013-05-17 Thread Fletcher Dunn
A note regarding the CPU spikes:

I would encourage server operators to revert any changes made to disable 
compression, set all such convars to their default values, and re-evaluate 
performance and bandwidth.  I believe that the switch to a realtime compression 
library will fix the CPU spikes while getting the reduction in bandwidth that 
the compression was intended to  achieve.

The sv_compressfragments convar has been removed.  You can get the same 
functionality simply by setting net_compresspackets_minsize to a large value.

You might experiment with net_compresspackets_minsize to see if a larger or 
smaller value drastically effects performance and bandwidth.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, May 17, 2013 11:09 AM
To: Half-Life dedicated Win32 server mailing list; 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 Team Fortress 2. The notes for the update 
are below.

-Eric

==

Source Engine Changes
- Fixed server CPU spikes caused by compression of string tables and packets.
- Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars 
for investigating server performance
- net_compresspackets_minsize default value increased to 1024.  This convar now 
also determines the threshold to determine when a fragment (logical game 
network message, before being broken up into network packets) is compressed.
- Added vprof_vtrace and vprof_report_oninterval convars, and tweaked 
vprof_dump_spikes and vprof_dump_oninterval to reduce output

Team Fortress 2
- Added the Robotic Boogaloo community update: 
http://www.teamfortress.com/roboticboogaloo/
- Fixed a chat exploit that would cause other clients to timeout from dedicated 
servers
- Updated the Mann Co. Store
   - Added RoboCrate Keys
   - Added A Random RoboKey Gift
   - Added Pile of RoboKey Gifts
   - Backpack Expanders on sale at 80% off
- Updated the localization files


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Re: [hlds] Mandatory TF2 update released

2013-05-17 Thread Fletcher Dunn
sv_compressstringtablebaselines should still be present in this build, and it 
is defaulted to false.  The baselines are not compressed at that stage, instead 
we just compress them if desired like any other network data at either the 
fragment or packet stage.

You might try adjusting this convar and see if it makes any difference.  In my 
tests it did not, but I would be interested in any real world data on that 
question.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Friday, May 17, 2013 11:25 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.

On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
A note regarding the CPU spikes:

I would encourage server operators to revert any changes made to disable 
compression, set all such convars to their default values, and re-evaluate 
performance and bandwidth.  I believe that the switch to a realtime compression 
library will fix the CPU spikes while getting the reduction in bandwidth that 
the compression was intended to  achieve.

The sv_compressfragments convar has been removed.  You can get the same 
functionality simply by setting net_compresspackets_minsize to a large value.

You might experiment with net_compresspackets_minsize to see if a larger or 
smaller value drastically effects performance and bandwidth.

-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: Friday, May 17, 2013 11:09 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 
'hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update released

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

-Eric

==

Source Engine Changes
- Fixed server CPU spikes caused by compression of string tables and packets.
- Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars 
for investigating server performance
- net_compresspackets_minsize default value increased to 1024.  This convar now 
also determines the threshold to determine when a fragment (logical game 
network message, before being broken up into network packets) is compressed.
- Added vprof_vtrace and vprof_report_oninterval convars, and tweaked 
vprof_dump_spikes and vprof_dump_oninterval to reduce output

Team Fortress 2
- Added the Robotic Boogaloo community update: 
http://www.teamfortress.com/roboticboogaloo/
- Fixed a chat exploit that would cause other clients to timeout from dedicated 
servers
- Updated the Mann Co. Store
   - Added RoboCrate Keys
   - Added A Random RoboKey Gift
   - Added Pile of RoboKey Gifts
   - Backpack Expanders on sale at 80% off
- Updated the localization files


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[hlds] Server crash bug in latest build

2013-05-17 Thread Fletcher Dunn
There is a bug in the update we just released.



Setting net_compresspackets to 0 is a workaround.



We'll have a new update released shortly.  Apologies.

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Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread Fletcher Dunn
Buffer overflow if packet size is in a certain range, leading to server crash.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, May 17, 2013 11:46 AM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] Server crash bug in latest build

How bad is the bug?

Sent from my iPhone 5

On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 There is a bug in the update we just released.
 
 
 
 Setting net_compresspackets to 0 is a workaround.
 
 
 
 We'll have a new update released shortly.  Apologies.
 
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Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread Fletcher Dunn
I wouldn’t risk it.  Set net_compresspackets 0 now, and get the update when it 
becomes available in an hour or so.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, May 17, 2013 11:53 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Server crash bug in latest build

Ah Linux only?

Sent from my iPhone 5

On May 17, 2013, at 11:51 AM, Cody Woodson 
xxwoodyman123...@sbcglobal.netmailto:xxwoodyman123...@sbcglobal.net wrote:
Eh its not right away.  Mine was full 24/24 and crashed about 5 minutes after 
start up

Sent from my iPhone

On May 17, 2013, at 11:48 AM, Kyle Sanderson 
kyle.l...@gmail.commailto:kyle.l...@gmail.com wrote:

You will most likely crash the moment you have a player join...

Thanks,
Kyle.
On 17 May 2013 11:46, DontWannaName! 
ad...@topnotchclan.commailto:ad...@topnotchclan.com wrote:
How bad is the bug?

Sent from my iPhone 5

On May 17, 2013, at 11:42 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:

 There is a bug in the update we just released.



 Setting net_compresspackets to 0 is a workaround.



 We'll have a new update released shortly.  Apologies.

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[hlds] Prerelease updates available for HL2:DM, DoD:S, and CS:S

2013-05-17 Thread Fletcher Dunn
Updates are available in the prerelease betas of HL2:DM, DoD:S, and CS:S.

These changes bring the Source engine up-to-date date with the latest TF2 
release.  In particular, it includes the optimization to the network 
compression.

Because of the change to the compression algorithm, the PatchVersion was 
updated (this will be a mandatory update), and the prerelease server and 
client are not compatible with the main branch server and client.

The client also includes all the SDK tools.  (It will no longer be necessary to 
opt into the sdktools_beta branch.)

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.

For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe update.

There are also occasionally mini-spikes when a player spawns, but I don't think 
that's new.

I have a new prerelease beta that adds two convars that can be used to 
totally disable compression:

sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)

You can switch these at any time, but sv_compressfragments is sticky --- it 
takes effect on a per-client basis, at the time when a client connects.

You might try turning both of those off and see how performance changes or if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help to confirm that this is indeed the problem.

If anybody wants to do their own data gathering to see where the time is going, 
without the data gathering itself causing spikes that might not have otherwise 
occurred, I'd recommend the following netspike / vprof settings:

vprof_on
vprof_dump_spikes 20
sv_netspike 0
sv_netspike_sendtime_ms 2
sv_netspike_output 2

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Wednesday, May 15, 2013 12:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?

fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if 
they're still wanting logs or not. I think they've kind of found where the 
problem is. I don't know what it would hurt though.

On Wed, May 15, 2013 at 1:59 AM, DragonLight 
ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote:
Been catching the spikes with the new commands, should we email them to someone?

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
These are temporary measures to help diagnose and workaround the problem.

Once we confirm that this is the issue, we'll switch to Snappy or some other 
fast compression library.  Our own hand-rolled LZSS compressor is known to be 
slow.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz
Sent: Wednesday, May 15, 2013 9:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?

I forgot to ask you Fletcher.

Will sv_compressfragments and sv_compressstringtablebaselines serve as a 
permanent fix for this issue or is there more optimizations and a different fix 
for this on the way? Are player spawns causing a spike (Which I've always 
thought was normal, heh) something that is planned to be fixed/optimized as 
well?

Thanks

On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.

For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe update.

There are also occasionally mini-spikes when a player spawns, but I don't think 
that's new.

I have a new prerelease beta that adds two convars that can be used to 
totally disable compression:

sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)

You can switch these at any time, but sv_compressfragments is sticky --- it 
takes effect on a per-client basis, at the time when a client connects.

You might try turning both of those off and see how performance changes or if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help to confirm that this is indeed the problem.

If anybody wants to do their own data gathering to see where the time is going, 
without the data gathering itself causing spikes that might not have otherwise 
occurred, I'd recommend the following netspike / vprof settings:

vprof_on
vprof_dump_spikes 20
sv_netspike 0
sv_netspike_sendtime_ms 2
sv_netspike_output 2

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Essay Tew Phaun
Sent: Wednesday, May 15, 2013 12:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?

fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if 
they're still wanting logs or not. I think they've kind of found where the 
problem is. I don't know what it would hurt though.

On Wed, May 15, 2013 at 1:59 AM, DragonLight 
ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote:
Been catching the spikes with the new commands, should we email them to someone?

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Re: [hlds] [hlds_linux] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
This is the general FAQ.
https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672

However, I think for the moment there's no need for further data gathering into 
the frame rate spikes.  I might not be able to release an update today, but it 
will be soon.

The update will have to be a mandatory one if we change the compression scheme.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: Wednesday, May 15, 2013 10:39 AM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

Fletcher,

How should we procceed to generate and send you the windows traces?

_pilger


On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote:

 No need to send any netspike files.  We have enough good data and 
 further netspike files or vprof files are not likely to help right 
 now.  It anybody wants to send in more windows traces, however, feel free to 
 do so.

 For some reason the servers are spending huge amounts of time in 
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables and fragments can sometimes 
 take a very large amount of time.  The LZSS compression code has not 
 changed in ages.  The contents of the string tables, as far as I can 
 tell, did not change significantly in the SteamPipe update.  I am 
 still at a loss to explain what changed in the SteamPipe update.

 There are also occasionally mini-spikes when a player spawns, but I 
 don't think that's new.

 I have a new prerelease beta that adds two convars that can be used 
 to totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to 
 compress all fragments by default) sv_compressstringtablebaselines - 
 default OFF (new beahvior to turn off compression by default)

 You can switch these at any time, but sv_compressfragments is sticky 
 --- it takes effect on a per-client basis, at the time when a client connects.

 You might try turning both of those off and see how performance 
 changes or if any problems occur.  Of course, this will increase 
 bandwidth.  But it would help to confirm that this is indeed the problem.

 If anybody wants to do their own data gathering to see where the time 
 is going, without the data gathering itself causing spikes that might 
 not have otherwise occurred, I'd recommend the following netspike / vprof 
 settings:

 vprof_on
 vprof_dump_spikes 20
 sv_netspike 0
 sv_netspike_sendtime_ms 2
 sv_netspike_output 2

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
 Sent: Wednesday, May 15, 2013 12:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm 
 not sure if they're still wanting logs or not. I think they've kind of 
 found where the problem is. I don't know what it would hurt though.

 On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com 
 mailto:ad...@ponyfortress2.com wrote:
 Been catching the spikes with the new commands, should we email them 
 to someone?

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
We’ll confirm the fix in TF2.  Then release with the other games soon after.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
Sent: Wednesday, May 15, 2013 11:45 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?


I'm relatively sure it is just TF2 right now.

I'm sure it'll make its way to the other games once the fix is confirmed to 
work, but whether it's brought sooner (in its current workaround-y form /w 
these cvars) or later (once the issue itself is genuinely fixed) is anybody's 
guess.
On May 15, 2013 11:40 AM, Charlie 
sprayp...@gmail.commailto:sprayp...@gmail.com wrote:
Was this prerelease just pushed for TF2 or all Steampipe converted Source 
games? Will the new compression scheme (if switched) be rolled out to all?

On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar 
jeffsu...@gmail.commailto:jeffsu...@gmail.com wrote:
I just updated mine, and both commands are showing up fine. Try doing a 
validate on the server you updated to make sure it didn't miss anything

Also, I'm not sure how many other people are trying out this prerelease, but if 
I find anything out from my regulars before others get some idea whether this 
works/helps or not, I'll definitely contribute the info.

On Wed, May 15, 2013 at 11:12 AM, DragonLight 
ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote:
Updated one of my servers to the prerelease beta version but its not 
recognizing the new sv_ commands.

Quoting Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
These are temporary measures to help diagnose and workaround the problem.

Once we confirm that this is the issue, we'll switch to Snappy or some other 
fast compression library.  Our own hand-rolled LZSS compressor is known to be 
slow.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of D Bauhmz
Sent: Wednesday, May 15, 2013 9:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?

I forgot to ask you Fletcher.

Will sv_compressfragments and sv_compressstringtablebaselines serve as a 
permanent fix for this issue or is there more optimizations and a different fix 
for this on the way? Are player spawns causing a spike (Which I've always 
thought was normal, heh) something that is planned to be fixed/optimized as 
well?

Thanks
On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.

For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe update.

There are also occasionally mini-spikes when a player spawns, but I don't think 
that's new.

I have a new prerelease beta that adds two convars that can be used to 
totally disable compression:

sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)

You can switch these at any time, but sv_compressfragments is sticky --- it 
takes effect on a per-client basis, at the time when a client connects.

You might try turning both of those off and see how performance changes or if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help to confirm that this is indeed the problem.

If anybody wants to do their own data gathering to see where the time is going, 
without the data gathering itself causing spikes that might not have otherwise 
occurred, I'd recommend the following netspike / vprof settings:

vprof_on
vprof_dump_spikes 20
sv_netspike 0
sv_netspike_sendtime_ms 2
sv_netspike_output 2
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Essay Tew Phaun

Sent: Wednesday, May 15, 2013 12:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
That command line isn't syncing to the beta.  The -beta switch is being 
interpreted as a switch to steamcmd, and not to the app_update command.  It 
needs to be quoted.

Using a script avoids this complication.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of scott biszmaier
Sent: Wednesday, May 15, 2013 2:43 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Who do we send netspike.txt log too?

so i've updated my server to the pre-release version and i'm getting this
when i try to test the new commands;

 Unknown command sv_compressfragments
 Unknown command sv_compressstringtablebaselines

i get this when i run the version command;

 Protocol version 24
 Exe version 1756932 (tf)
 Exe build: 10:36:54 May 14 2013 (5287) (440)

which is the pre-release version according to  Peter
this in the command line i used to update the tf2 server;

 steamcmd.exe +login anonymous +force_install_dir 
 c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit

suggestions?


scott biszmaier


-Original Message-
From: Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 11:26 am
Subject: Re: [hlds] Who do we send netspike.txt log too?

Are you sure you actually updated it?



cvarlist comp should show you the two variables if you have the prerelease

version.



Use the version command to make sure you're actually running the prerelease

version. My Windows test server shows this on the pre-release version:



  Protocol version 24

  Exe version 1756932 (tf)

  Exe build: 10:36:54 May 14 2013 (5287) (440)



whereas my production servers show:



  Protocol version 24

  Exe version 1756932 (tf)

  Exe build: 12:02:13 May  7 2013 (5287) (440)







If you used the all-on-one-line method of invoking steamcmd, maybe you didn't

quote the beta flag properly?



The command line I used was:



 steamcmd +login anonymous +force_install_dir c:\path +app_update 232250

-beta prerelease +quit



 - Peter



On May 15, 2013, at 13:12 PM, DragonLight 
ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote:



 Updated one of my servers to the prerelease beta version but its not

recognizing the new sv_ commands.



 Quoting Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:



 These are temporary measures to help diagnose and workaround the problem.



 Once we confirm that this is the issue, we'll switch to Snappy or some other

fast compression library.  Our own hand-rolled LZSS compressor is known to be

slow.



 From: 
 hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
  
 [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com?]

On Behalf Of D Bauhmz

 Sent: Wednesday, May 15, 2013 9:51 AM

 To: Half-Life dedicated Win32 server mailing list

 Subject: Re: [hlds] Who do we send netspike.txt log too?



 I forgot to ask you Fletcher.



 Will sv_compressfragments and sv_compressstringtablebaselines serve as a

permanent fix for this issue or is there more optimizations and a different fix

for this on the way? Are player spawns causing a spike (Which I've always

thought was normal, heh) something that is planned to be fixed/optimized as

well?



 Thanks



 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com?

wrote:

 No need to send any netspike files.  We have enough good data and further

netspike files or vprof files are not likely to help right now.  It anybody

wants to send in more windows traces, however, feel free to do so.



 For some reason the servers are spending huge amounts of time in compression

code.  The data from the traces and vprof is very consistent.  Specifically,

compressing string tables and fragments can sometimes take a very large amount

of time.  The LZSS compression code has not changed in ages.  The contents of

the string tables, as far as I can tell, did not change significantly in the

SteamPipe update.  I am still at a loss to explain what changed in the SteamPipe

update.



 There are also occasionally mini-spikes when a player spawns, but I don't

think that's new.



 I have a new prerelease beta that adds two convars that can be used to

totally disable compression:



 sv_compressfragments - defaults ON (existing behavior to try to compress all

fragments by default)

 sv_compressstringtablebaselines - default OFF (new beahvior to turn off

compression by default)



 You can switch these at any time, but sv_compressfragments is sticky --- it

takes effect on a per-client basis, at the time when a client connects.



 You might try turning both of those off

[hlds] steamcmd problems

2013-05-14 Thread Fletcher Dunn
We're looking into the steamcmd problems.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Tuesday, May 14, 2013 7:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Having problems updating my servers. I've ran the validate command multiple 
times now, and SteamCMD keeps saying it's up to date. After starting up the 
server, it says it's out of date. The 'version' command shows the server as 
being at 1734532 (newest is 1756932 according to the UpToDateCheck WebAPI 
script).

The script I'm using to validate:
@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
login anonymous
force_install_dir /home/source/steamcmd/tf2
app_update 232250 validate
quit

And the output of the script (trimmed out the app info out of sync messages 
and other garbage):
http://pastebin.com/yM9PBSbM

On Tue, May 14, 2013 at 7:33 AM, Jason 
pctool...@gmail.commailto:pctool...@gmail.com wrote:
2 Server reboots and still getting:

Error! App '232250' state is 0x606 after update job.

Don't know what I can do other than reinstalling my server.

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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-14 Thread Fletcher Dunn
This is being actively investigated with high priority right now.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Tuesday, May 14, 2013 10:08 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow lerp 
and ping rising up to 200 (sometimes more) for about 1-2sec. This keeps 
happening about every 1 minute. Players are fully raged by this.


2013/5/14 Kyle Sanderson kyle.l...@gmail.com

 http://pastie.org/private/0nehujv54iw2lwtndcyopw
 http://pastie.org/private/hhwl7eougryhiin7n8ma
 http://pastie.org/private/t8sdtvfxuh9aigylqdc6w
 http://pastie.org/private/d4q26os0usxa4ofvd04uaw
 http://pastie.org/private/ns6sfnkp59avunqk0lkhpq

 The spikes seem to happen every minute. If you need more vprof spikes 
 I can now provide them. We're running with the parallel convars 
 enabled that are known to crash. Nothing has changed besides updating to 
 Steam|.

 Thanks,
 Kyle.



 On Mon, May 13, 2013 at 7:24 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  It's highly possible you're running on a supported game. I had a 
  vprof1.txt in that directory once, and it said no samples. I had
 thought
  I created the file, but it's highly possible it does work. If it 
  doesn't work for you, I have a horrible, horrible SM extension 
  available. What it does is capture VProf output text and will write 
  it to a file. What it isn't is portable across platforms, good, or 
  even not a cat killer. But
 if
  you're after trying the vprof approach, you're welcome to try it. I 
  can probably fix it up (and make it a MM:S plugin, un-hardcode 
  things) if there's any interest, but I'm hoping Valve fixes VProf 
  before that
 happens.
  I probably won't compile/support a Windows version as VTrace / 
  Telemetry
 is
  probably a better way forward.
 
  The files will be dumped in the directory that Peter Jerde mentioned 
  (vprof/). If the directory doesn't exist, you'll probably have to 
  create
 it
  by hand.
 
  http://stuff.plaguefest.com/kyle/vprof.tar.xz
 
  ( tar xJvf vprof.tar.xz ) There's only TF and CS:S binaries in 
  there. The extension can probably be independent, but this isn't 
  intended as a fix, rather a stopgap. If you've never used a lone 
  extension before, you
 either
  need to manually load it, or create a .autoload file alongside the 
  extension (VProfExt.autoload).
 
  Hope this helps,
  Kyle.
 
  PS: If your cat does die, it was this.
 
 
  On Mon, May 13, 2013 at 3:54 PM, Peter Jerde peter-h...@jerde.net
 wrote:
 
 
  On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
   There's no clean way to capture the output from vprof at the time 
   of
  this writing.
 
  Huh?
 
  I put in:
 
   vprof_on
   vprof_dump_spikes 20   // dump a vprof report if frame rate drops
  below 20
 
  ... on one of my servers, and it created /tf/vprof/vprof1.txt the 
  first time it hit a long frame.
 
  That seems pretty clean to me.
 
   - Peter
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[hlds] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
I do have a theory about the cause of the CPU spikes.  I'll release a build 
with the next mandatory update (which will probably be this afternoon) that I 
think could address the problem.  But since we are not reproducing the problem 
here, this is just a theory, not disciplined engineering.

In order to conduct disciplined engineering, we need data from those who are 
able to reproduce it.  Judging by the amount of discussion this problem has 
generated and the relatively small amount of effort that is required in order 
to get the data to us,  I'm really surprised we haven't received more traces.

I have given out vtrace keys to every person who has asked for one.  So far we 
have received traces from exactly two (2) server operators.  One server 
operator had processor affinities set, the other was running a high number of 
instances per core, such that the average CPU utilization was high and there 
was no headroom for more than one process to spike.


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Re: [hlds] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
To repeat, I haven't found a solution.  I have found a theory.

If you're still experiencing the problem after having eliminated that 
confounding factor, then send another trace!  If you can reproduce the problem 
with a single instance running, it is almost certain that there will be a 
smoking gun in there.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Monday, May 13, 2013 9:19 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 server performance spikes

Hello Fletcher,

I am the server operator who had the affinities set, but even after removing 
them I am still suffering insane lag spikes at times so that cannot be the 
problem. I am very pleased to hear that you may have found a solution and I 
can't wait to try it out. I am able to send in more traces if that will help.

Thanks!

n 13/05/2013 17:11, Fletcher Dunn wrote:
I do have a theory about the cause of the CPU spikes.  I'll release a build 
with the next mandatory update (which will probably be this afternoon) that I 
think could address the problem.  But since we are not reproducing the problem 
here, this is just a theory, not disciplined engineering.

In order to conduct disciplined engineering, we need data from those who are 
able to reproduce it.  Judging by the amount of discussion this problem has 
generated and the relatively small amount of effort that is required in order 
to get the data to us,  I'm really surprised we haven't received more traces.

I have given out vtrace keys to every person who has asked for one.  So far we 
have received traces from exactly two (2) server operators.  One server 
operator had processor affinities set, the other was running a high number of 
instances per core, such that the average CPU utilization was high and there 
was no headroom for more than one process to spike.






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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
Has anybody used vprof spike mode?  This sort of problem is pretty much exactly 
what it was designed to investigate.

E.g.

vprof_on
vprof_dump_spikes 20   // dump a vprof report if frame rate drops below 20

If the problem is caused by network traffic, using the -netspike command line 
argument can also be used to dig deeper into exactly what entity data is being 
sent.

If you have a report and you don't know how to interpret it, you can email it 
to me or post it here, I'm sure there are some people who can help analyze it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
Sent: Monday, May 13, 2013 9:42 AM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

Correct, I was one of the folks discussing this in the last round of messages 
and we run on Linux. Since my last message about having disabled replays I 
still get occasional hiccups in a full server, but nowhere near as bad as 
before, owing to the lack of replay overhead.

I'd be happy to run diagnostics if they were available for Linux, but alas 
that's not the case.




 From: Alex Kowald abkow...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 1:16:04 PM
Subject: Re: [hlds] TF2 server performance spikes
 


You are only accepting traces for windows servers correct? Some of the people 
that have complained are running linux. I have the issue myself on two 
independent servers. We get this new game studder after upgrading, leaving 
everything else the same.



On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:

I do have a theory about the cause of the CPU spikes.  I’ll release a build 
with the next mandatory update (which will probably be this afternoon) that I 
think could address the problem.  But since we are not reproducing the problem 
here, this is just a theory, not disciplined engineering.
 
In order to conduct disciplined engineering, we need data from those who are 
able to reproduce it.  Judging by the amount of discussion this problem has 
generated and the relatively small amount of effort that is required in order 
to get the data to us,  I’m really surprised we haven’t received more traces. 
 
I have given out vtrace keys to every person who has asked for one.  So far we 
have received traces from exactly two (2) server operators.  One server 
operator had processor affinities set, the other was running a high number of 
instances per core, such that the average CPU utilization was high and there 
was no headroom for more than one process to spike.
 
 
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Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
I’m not understanding how vprof is related to the console problems you 
described.  Would you mind clarifying?

If you’re reliably able to reproduce a spike, would it not be possible to turn 
on vprof spike mode, get a report, and then turn vprof off.  If the spikes are 
really huge, then just set the threshold really low.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, May 13, 2013 10:14 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes


The problem with vprof is SRCDS has become very verbose with bogus data table 
warnings and clients flooding server messages by running commands without args. 
There's con_logfile, but once that starts, it cannot be stopped. I had a 90MB~ 
log file after a couple hours, which isn't fun on an SSD.

vprof needs to write files/dumps automatically to disk in order to become 
useful for servers.

Thanks,
Kyle.
On 13 May 2013 10:09, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Has anybody used vprof spike mode?  This sort of problem is pretty much exactly 
what it was designed to investigate.

E.g.

vprof_on
vprof_dump_spikes 20   // dump a vprof report if frame rate drops below 20

If the problem is caused by network traffic, using the -netspike command line 
argument can also be used to dig deeper into exactly what entity data is being 
sent.

If you have a report and you don't know how to interpret it, you can email it 
to me or post it here, I'm sure there are some people who can help analyze it.

-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 Bjorn Wielens
Sent: Monday, May 13, 2013 9:42 AM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

Correct, I was one of the folks discussing this in the last round of messages 
and we run on Linux. Since my last message about having disabled replays I 
still get occasional hiccups in a full server, but nowhere near as bad as 
before, owing to the lack of replay overhead.

I'd be happy to run diagnostics if they were available for Linux, but alas 
that's not the case.




 From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 1:16:04 PM
Subject: Re: [hlds] TF2 server performance spikes



You are only accepting traces for windows servers correct? Some of the people 
that have complained are running linux. I have the issue myself on two 
independent servers. We get this new game studder after upgrading, leaving 
everything else the same.



On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:

I do have a theory about the cause of the CPU spikes.  I’ll release a build 
with the next mandatory update (which will probably be this afternoon) that I 
think could address the problem.  But since we are not reproducing the problem 
here, this is just a theory, not disciplined engineering.

In order to conduct disciplined engineering, we need data from those who are 
able to reproduce it.  Judging by the amount of discussion this problem has 
generated and the relatively small amount of effort that is required in order 
to get the data to us,  I’m really surprised we haven’t received more traces.

I have given out vtrace keys to every person who has asked for one.  So far we 
have received traces from exactly two (2) server operators.  One server 
operator had processor affinities set, the other was running a high number of 
instances per core, such that the average CPU utilization was high and there 
was no headroom for more than one process to spike.


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[hlds] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Fletcher Dunn
Today's the day.

Put it out to pasture.

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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Fletcher Dunn
If your auto update process is waiting for the notification from the master 
server that a new version is available, everything will work the same as 
before.  If you are using the WebAPI to poll for out of date, it will also work 
the same as before.

We're just making the next version available a little in advance of the client. 
 Many members of the distribution list have been asking for us to do this for 
quite some time.  The email is currently the only way we have to let people 
know that it's available for download.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Monday, May 13, 2013 1:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

How you update it without rebooting? MY GSP reboots during the update.

On Mon, May 13, 2013 at 4:24 PM, ics 
i...@ics-base.netmailto:i...@ics-base.net wrote:
No. That's why you update the server but reboot it only when it is time to do 
so.

-ics

Albert Davis kirjoitti:
Will the clients still be able to join the updated server until the clients 
been updated?

On Mon, May 13, 2013 at 4:06 PM, John 
lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net 
mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net 
wrote:

Eric,

We're working a mandatory update for Team Fortress 2. The
dedicated server update is now available for you to download
ahead of time...


For those of us that have automated systems that look at these
announcements and check for updates, this sort of pre-release can
cause servers to be upgraded too soon and kick a lot of clients
who then cannot reconnect. It may be better to send out
pre-releases under the optional update channel, or with some sort
of other special tag.

-John

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[hlds] New feature: -insert_search_path

2013-05-13 Thread Fletcher Dunn
I didn't get a chance to get this note added into the release notes:

Source engine:
* Added -insert_search_path command line argument.

This inserts a search path to the front of the list.  (Taking priority over the 
custom directories.)  It's intended to make it easier to run multiple instances 
from the same directory.  (No more need to symlink or copy files around.)

e.g.

srcds -game tf -insert_search_path c:\ tf_server\instance01

You can use any valid local filesystem path or VPK filename.  Relative paths 
work just like the other paths in gameinfo.txt.  If you need to insert more 
than one, separate them by semicolons.

If you type path at the command line, you should be able to see the search 
paths in effect.

If anybody gives it a shot, I'd be interested to know how it works for you.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Monday, May 13, 2013 1:00 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update coming

We're working a mandatory update for Team Fortress 2. The dedicated server 
update is now available for you to download ahead of time. The client update 
will be released in about 30 minutes. The notes for the update are below.

The new version number after the update will be: 1756932

-Eric

==

Team Fortress 2
- Added UGC Highlander Season 9 and UGC 6vs6 Season 11 medals
- Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using 
incorrect team materials for the arms
- Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode
- Fixed a problem where underwater explosions would cause graphics corruption
- Fixed an issue with HDR rendering where auto-exposure would vary incorrectly 
in some areas
- Fixed an issue where objects underwater would not render properly
- Fixed incorrect ellipsizing of text in some cases for the Mac version
- Updated the Phlogistinator to reduce the rate for gaining MMMPH when 
attacking tanks and robots in Mann Vs. Machine mode
- Updated the Tuxxy tuxedo so it can be crafted
- Updated The Wilson Weave and The Ham Shank so they can be crafted, traded and 
gift-wrapped 
- Updated the console so it can be accessed from the terminal that was used to 
run the game for the Linux and Mac versions
- Updated the Linux version
   - Fixed triggers never registering as released on certain game controllers
   - Fixed clipboard issues on some window managers, most notably KDE
   - Fixed a bug where the map list would be reversed
   - Made loading custom fonts for third party HUDs work on certain fonts

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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Fletcher Dunn
We're still working out the kinks.  It is a bit odd to sync a server and the 
find it immediately not be compatible with the latest released client, even if 
that window of time when they are out of sync is small.  Perhaps we could 
release the new server on a different branch.  (Perhaps prerelease?)  That 
way, syncing to the default branch would always sync to whatever server is 
compatible with the latest client.  If you don't want to download your server 
ahead of time, you don't have to mess with any of this.

Switching an installation between branches on steampipe is not a complicated 
thing, it is exactly the same as doing an update.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, May 13, 2013 1:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Actually in the past many server owners wanted server updates in advance so 
that they were able to have a server online ready for players and not to update 
at the same time when update hits to players. That was due to content servers 
being too busy at those times and we were unable to update servers. Personally 
i like the new way so far.

-ics

Mike Vail kirjoitti:

 Eric,

 I'm sorry, but I don't like this at all. Why are you changing the way 
 releases are done? Please don't release future updates like this. It 
 worked just fine before and after years of doing client and server 
 updates at the same time, people know how to deal with them and this 
 will create more confusion when it just isn't needed. And Lord help us 
 if the Client update is delayed after the server update is released.
 People won't be able to play on a ton of updated servers. Thank you 
 for your consideration.

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of 
 *fiveofeight
 *Sent:* Monday, May 13, 2013 1:22 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming

 I'm pretty sure it will say The server is running a newer version of 
 the software., since this is a mandatory update.

 On Mon, May 13, 2013 at 4:18 PM, Albert Davis davis.alb...@gmail.com 
 mailto:davis.alb...@gmail.com wrote:

 Will the clients still be able to join the updated server until the 
 clients been updated?

 On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.net 
 mailto:lists.va...@nuclearfallout.net wrote:

 Eric,

 We're working a mandatory update for Team Fortress 2. The dedicated 
 server update is now available for you to download ahead of time...


 For those of us that have automated systems that look at these 
 announcements and check for updates, this sort of pre-release can 
 cause servers to be upgraded too soon and kick a lot of clients who 
 then cannot reconnect. It may be better to send out pre-releases under 
 the optional update channel, or with some sort of other special tag.

 -John

 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
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 --
 Sent from my Asus G53



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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Fletcher Dunn
The fact that the new server/client are not compatible with the previous 
version is what makes the update a mandatory update.  If they are compatible, 
the update is optional.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Albert Davis
Sent: Monday, May 13, 2013 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Why not let the clients connect to an updated server even if the client hasn't 
been? Is there some technical reason this couldn't happen?

On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
We're still working out the kinks.  It is a bit odd to sync a server and the 
find it immediately not be compatible with the latest released client, even if 
that window of time when they are out of sync is small.  Perhaps we could 
release the new server on a different branch.  (Perhaps prerelease?)  That 
way, syncing to the default branch would always sync to whatever server is 
compatible with the latest client.  If you don't want to download your server 
ahead of time, you don't have to mess with any of this.

Switching an installation between branches on steampipe is not a complicated 
thing, it is exactly the same as doing an update.

-Original Message-
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of ics
Sent: Monday, May 13, 2013 1:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Actually in the past many server owners wanted server updates in advance so 
that they were able to have a server online ready for players and not to update 
at the same time when update hits to players. That was due to content servers 
being too busy at those times and we were unable to update servers. Personally 
i like the new way so far.

-ics

Mike Vail kirjoitti:

 Eric,

 I'm sorry, but I don't like this at all. Why are you changing the way
 releases are done? Please don't release future updates like this. It
 worked just fine before and after years of doing client and server
 updates at the same time, people know how to deal with them and this
 will create more confusion when it just isn't needed. And Lord help us
 if the Client update is delayed after the server update is released.
 People won't be able to play on a ton of updated servers. Thank you
 for your consideration.

 *From:*hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
  *On Behalf Of
 *fiveofeight
 *Sent:* Monday, May 13, 2013 1:22 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming

 I'm pretty sure it will say The server is running a newer version of
 the software., since this is a mandatory update.

 On Mon, May 13, 2013 at 4:18 PM, Albert Davis 
 davis.alb...@gmail.commailto:davis.alb...@gmail.com
 mailto:davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote:

 Will the clients still be able to join the updated server until the
 clients been updated?

 On Mon, May 13, 2013 at 4:06 PM, John 
 lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net
  wrote:

 Eric,

 We're working a mandatory update for Team Fortress 2. The dedicated
 server update is now available for you to download ahead of time...


 For those of us that have automated systems that look at these
 announcements and check for updates, this sort of pre-release can
 cause servers to be upgraded too soon and kick a lot of clients who
 then cannot reconnect. It may be better to send out pre-releases under
 the optional update channel, or with some sort of other special tag.

 -John

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 --
 Sent from my Asus G53



 ___
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Re: [hlds] [hlds_linux] New feature: -insert_search_path

2013-05-13 Thread Fletcher Dunn
Yeah, it inserts another directory in front.  So I think a common usage pattern 
might be to use the tf/custom folder for stuff common to all the instances, and 
the -insert_search_path path for instance-specific files.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers
Sent: Monday, May 13, 2013 1:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New feature: -insert_search_path

It takes priority over the custom directories, but it still loads them too 
right? Because now I have a custom directory in the custom folder for each 
server. But now it loads everything on every server. The insert_search_path 
would only fix this issue if I make the folder outside of the custom folder 
then correct?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:41
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds_linux] New feature: -insert_search_path

I didn't get a chance to get this note added into the release notes:

Source engine:
* Added -insert_search_path command line argument.

This inserts a search path to the front of the list.  (Taking priority over the 
custom directories.)  It's intended to make it easier to run multiple instances 
from the same directory.  (No more need to symlink or copy files around.)

e.g.

srcds -game tf -insert_search_path c:\ tf_server\instance01

You can use any valid local filesystem path or VPK filename.  Relative paths 
work just like the other paths in gameinfo.txt.  If you need to insert more 
than one, separate them by semicolons.

If you type path at the command line, you should be able to see the search 
paths in effect.

If anybody gives it a shot, I'd be interested to know how it works for you.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Monday, May 13, 2013 1:00 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Mandatory TF2 update coming

We're working a mandatory update for Team Fortress 2. The dedicated server 
update is now available for you to download ahead of time. The client update 
will be released in about 30 minutes. The notes for the update are below.

The new version number after the update will be: 1756932

-Eric

==

Team Fortress 2
- Added UGC Highlander Season 9 and UGC 6vs6 Season 11 medals
- Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using 
incorrect team materials for the arms
- Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode
- Fixed a problem where underwater explosions would cause graphics corruption
- Fixed an issue with HDR rendering where auto-exposure would vary incorrectly 
in some areas
- Fixed an issue where objects underwater would not render properly
- Fixed incorrect ellipsizing of text in some cases for the Mac version
- Updated the Phlogistinator to reduce the rate for gaining MMMPH when 
attacking tanks and robots in Mann Vs. Machine mode
- Updated the Tuxxy tuxedo so it can be crafted
- Updated The Wilson Weave and The Ham Shank so they can be crafted, traded and 
gift-wrapped
- Updated the console so it can be accessed from the terminal that was used to 
run the game for the Linux and Mac versions
- Updated the Linux version
   - Fixed triggers never registering as released on certain game controllers
   - Fixed clipboard issues on some window managers, most notably KDE
   - Fixed a bug where the map list would be reversed
   - Made loading custom fonts for third party HUDs work on certain fonts

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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Fletcher Dunn
Yes, we’re going to add a mechanism to get automatic notifications when a new 
build is available, but before version switch is mandatory.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Charlie
Sent: Monday, May 13, 2013 1:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Fletcher, would it be feasible to add a prerelease_version to the API call, 
for any server operators who want to automate checking of that branch?

On Mon, May 13, 2013 at 1:54 PM, E. Olsen 
ceo.eol...@gmail.commailto:ceo.eol...@gmail.com wrote:
Not to worry, Fletcher - it's much adoo about nothing.

It's a small change, folks. Adapt. Hell, I was able to update 15 servers in 
under 5 minutes. I would still be waiting for updates to finish an hour later 
in most cases on the old system.

I'm sold. Steampipe rocks.

On Mon, May 13, 2013 at 4:50 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
The fact that the new server/client are not compatible with the previous 
version is what makes the update a “mandatory” update.  If they are compatible, 
the update is “optional.”

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Albert Davis
Sent: Monday, May 13, 2013 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Why not let the clients connect to an updated server even if the client hasn't 
been? Is there some technical reason this couldn't happen?

On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
We're still working out the kinks.  It is a bit odd to sync a server and the 
find it immediately not be compatible with the latest released client, even if 
that window of time when they are out of sync is small.  Perhaps we could 
release the new server on a different branch.  (Perhaps prerelease?)  That 
way, syncing to the default branch would always sync to whatever server is 
compatible with the latest client.  If you don't want to download your server 
ahead of time, you don't have to mess with any of this.

Switching an installation between branches on steampipe is not a complicated 
thing, it is exactly the same as doing an update.

-Original Message-
From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of ics
Sent: Monday, May 13, 2013 1:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

Actually in the past many server owners wanted server updates in advance so 
that they were able to have a server online ready for players and not to update 
at the same time when update hits to players. That was due to content servers 
being too busy at those times and we were unable to update servers. Personally 
i like the new way so far.

-ics

Mike Vail kirjoitti:

 Eric,

 I'm sorry, but I don't like this at all. Why are you changing the way
 releases are done? Please don't release future updates like this. It
 worked just fine before and after years of doing client and server
 updates at the same time, people know how to deal with them and this
 will create more confusion when it just isn't needed. And Lord help us
 if the Client update is delayed after the server update is released.
 People won't be able to play on a ton of updated servers. Thank you
 for your consideration.

 *From:*hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
  *On Behalf Of
 *fiveofeight
 *Sent:* Monday, May 13, 2013 1:22 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming

 I'm pretty sure it will say The server is running a newer version of
 the software., since this is a mandatory update.

 On Mon, May 13, 2013 at 4:18 PM, Albert Davis 
 davis.alb...@gmail.commailto:davis.alb...@gmail.com
 mailto:davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote:

 Will the clients still be able to join the updated server until the
 clients been updated?

 On Mon, May 13, 2013 at 4:06 PM, John 
 lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net
 mailto:lists.va...@nuclearfallout.netmailto:lists.va...@nuclearfallout.net
  wrote:

 Eric,

 We're working a mandatory update for Team Fortress 2. The dedicated
 server update is now available for you to download ahead of time...


 For those of us that have automated systems that look at these
 announcements and check for updates, this sort of pre-release can
 cause servers to be upgraded too soon and kick a lot of clients who
 then cannot reconnect. It may

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
That trace doesn’t appear to be produced as a result of vprof_dump_spikes.  
That is a profile of average performance over about an hour’s worth of uptime.

314391 frames sampled for 4718.71 seconds
Average 66.63 fps, 15.01 ms per frame
Peak 3131.67 ms frame
99 pct of time accounted for

When spike mode is active, it will clear the profile data each frame, and then 
dump it if the frame time exceeds some threshold.  (You actually specify the 
reciprocal of the threshold, in hz.)


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, May 13, 2013 1:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes

Did you update? for the past hour or so I've been getting complaints about 
spikes, I'm thinking it's something non-threaded using the Steam API. I noticed 
Avatars have been working since the change, but I'm just pulling at straws now. 
vprof hasn't rendered anything useful.
Here's a vprof dump after a while (I wrote something to script most of the 
captures, my goodness vprof takes a long time to print). 
http://fpaste.org/11930/13684786/

Thanks,
Kyle.

On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun 
sc2p...@gmail.commailto:sc2p...@gmail.com wrote:
Oh my god Valve, the spikes are 10x worse now, what have you done lol.

On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens 
uniac...@yahoo.camailto:uniac...@yahoo.ca wrote:
I will attempt to get a few vprof dumps and post them here.


From: Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com; 
Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 2:09:14 PM

Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes

Has anybody used vprof spike mode?  This sort of problem is pretty much exactly 
what it was designed to investigate.

E.g.

vprof_on
vprof_dump_spikes 20  // dump a vprof report if frame rate drops below 20

If the problem is caused by network traffic, using the -netspike command line 
argument can also be used to dig deeper into exactly what entity data is being 
sent.

If you have a report and you don't know how to interpret it, you can email it 
to me or post it here, I'm sure there are some people who can help analyze it.

-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 Bjorn Wielens
Sent: Monday, May 13, 2013 9:42 AM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

Correct, I was one of the folks discussing this in the last round of messages 
and we run on Linux. Since my last message about having disabled replays I 
still get occasional hiccups in a full server, but nowhere near as bad as 
before, owing to the lack of replay overhead.

I'd be happy to run diagnostics if they were available for Linux, but alas 
that's not the case.




From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 1:16:04 PM
Subject: Re: [hlds] TF2 server performance spikes



You are only accepting traces for windows servers correct? Some of the people 
that have complained are running linux. I have the issue myself on two 
independent servers. We get this new game studder after upgrading, leaving 
everything else the same.



On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:

I do have a theory about the cause of the CPU spikes.  I’ll release a build 
with the next mandatory update (which will probably be this afternoon) that I 
think could address the problem.  But since we are not reproducing the problem 
here, this is just a theory, not disciplined engineering.

In order to conduct disciplined engineering, we need data from those who are 
able to reproduce it.  Judging by the amount of discussion this problem has 
generated and the relatively small amount of effort that is required in order 
to get the data to us,  I’m really surprised we haven’t received more traces.

I have given out vtrace keys to every person who has asked for one.  So far we 
have received traces from exactly two (2) server operators.  One server 
operator had processor affinities set, the other was running a high number of 
instances per core, such that the average CPU utilization was high

Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Fletcher Dunn
You should be able to enable it at any time.

You can test if it's working by executing the spike command, which just 
forces the server frame rate to stall for a second or so.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Monday, May 13, 2013 2:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes

Can these both be enabled at any point during the server running or must they 
be specified at startup? I've enabled both and seen 2 servers already dip below 
and nothing has been generated.

On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
That trace doesn't appear to be produced as a result of vprof_dump_spikes.  
That is a profile of average performance over about an hour's worth of uptime.

314391 frames sampled for 4718.71 seconds
Average 66.63 fps, 15.01 ms per frame
Peak 3131.67 ms frame
99 pct of time accounted for

When spike mode is active, it will clear the profile data each frame, and then 
dump it if the frame time exceeds some threshold.  (You actually specify the 
reciprocal of the threshold, in hz.)


From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Kyle Sanderson
Sent: Monday, May 13, 2013 1:59 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes

Did you update? for the past hour or so I've been getting complaints about 
spikes, I'm thinking it's something non-threaded using the Steam API. I noticed 
Avatars have been working since the change, but I'm just pulling at straws now. 
vprof hasn't rendered anything useful.
Here's a vprof dump after a while (I wrote something to script most of the 
captures, my goodness vprof takes a long time to print). 
http://fpaste.org/11930/13684786/

Thanks,
Kyle.

On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun 
sc2p...@gmail.commailto:sc2p...@gmail.com wrote:
Oh my god Valve, the spikes are 10x worse now, what have you done lol.

On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens 
uniac...@yahoo.camailto:uniac...@yahoo.ca wrote:
I will attempt to get a few vprof dumps and post them here.


From: Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com; 
Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 2:09:14 PM

Subject: Re: [hlds] [hlds_linux] TF2 server performance spikes

Has anybody used vprof spike mode?  This sort of problem is pretty much exactly 
what it was designed to investigate.

E.g.

vprof_on
vprof_dump_spikes 20  // dump a vprof report if frame rate drops below 20

If the problem is caused by network traffic, using the -netspike command line 
argument can also be used to dig deeper into exactly what entity data is being 
sent.

If you have a report and you don't know how to interpret it, you can email it 
to me or post it here, I'm sure there are some people who can help analyze it.

-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 Bjorn Wielens
Sent: Monday, May 13, 2013 9:42 AM
To: Half-Life dedicated Win32 server mailing list; 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

Correct, I was one of the folks discussing this in the last round of messages 
and we run on Linux. Since my last message about having disabled replays I 
still get occasional hiccups in a full server, but nowhere near as bad as 
before, owing to the lack of replay overhead.

I'd be happy to run diagnostics if they were available for Linux, but alas 
that's not the case.




From: Alex Kowald abkow...@gmail.commailto:abkow...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Monday, May 13, 2013 1:16:04 PM
Subject: Re: [hlds] TF2 server performance spikes



You are only accepting traces for windows servers correct? Some of the people 
that have complained are running linux. I have the issue myself on two 
independent servers. We get this new game studder after upgrading, leaving 
everything else the same.



On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:

I do have a theory about the cause of the CPU spikes.  I'll

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Fletcher Dunn
Do you have any files in use, zombie processes, etc?

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Monday, May 13, 2013 4:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming

I have updated 4 of my 5 servers.  With the 5th one, I keep getting the 
following error -- and I know I have my install directory correct.it went 
through the update, got to 100% then continually gives out the following error:

[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steam@ShutdownOnFailedCommand 1
@ShutdownOnFailedCommand = 1

Steam@NoPromptForPassword 1
@NoPromptForPassword = 1

Steamlogin anonymous

Connecting anonymously to Steam Public...Success.

Steamforce_install_dir tf2

Steamapp_update 232250 verify
 Initial App state (0x406) installed
 App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)
Error! App '232250' state is 0x606 after update job.



I tried with and without verify and it's the same result.  Also, I am on 
Ubuntu 12.04 and don't know how to get past this.any help would be 
appreciated.

On Mon, May 13, 2013 at 6:57 PM, Albert Davis 
davis.alb...@gmail.commailto:davis.alb...@gmail.com wrote:
I am using the update option through my GPS

On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose 
rbemr...@gmail.commailto:rbemr...@gmail.com wrote:
They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

Having said that, a few config files are overwritten if you use validate, 
specifically all the replay configs and config_arena.cfg

You are updating through SteamCMD, RIGHT?


On 5/13/2013 6:46 PM, Albert Davis wrote:
WHY when you guys put an update out, you insist on causing files such as 
MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened 
again. wtf?

On Mon, May 13, 2013 at 6:36 PM, Valentin G. 
nextra...@gmail.commailto:nextra...@gmail.com wrote:
It does happen. Updates take a while to distribute through the CDN.

On Tue, May 14, 2013 at 12:12 AM, Peter Jerde 
peter-h...@jerde.netmailto:peter-h...@jerde.net wrote:
Did today's different procedure somehow affect how the update was pushed out to 
clients? It took me several tries and restarting steam before my own client got 
updated, and I'm getting reports of other people unable to connect to our 
servers because their clients are out of date.

I don't recall that ever happening before pre-steampipe.

 - Peter



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Re: [hlds] Steampipe Quickplay

2013-05-08 Thread Fletcher Dunn
You should be able to reuse the account.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Edwards
Sent: Wednesday, May 08, 2013 2:51 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Steampipe  Quickplay

Do I need to re-register my steampipe TF2 server for quickplay, after updating 
from a hlds version? Or can I use the quickplay account from my previous 
(identical) hlds install of TF2?

Reason I ask is that I have had a steampipe version of a (previously) popular 
server which had a fair amount of quickplay traffic, but since moving to 
steampipe the player numbers have fallen dramatically. Today, as an experiment, 
I re-enabled the pre-steampipe (hlds) version of the server and player numbers 
immediately picked up. So it seems to me there must be something wrong with my 
steampipe/quickplay setup, even though all the setup of the server is identical 
to the previous hlds install.

Anyone else experiencing a similar issue to me?




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Re: [hlds] [hlds_linux] Huge sv drops and var spikes in net_graph 4.

2013-05-06 Thread Fletcher Dunn
I was able to get a trace from a Windows server operator that was experiencing 
a similar problem.  The problem in that case was that it was spending all of 
its time compressing snapshots.  The problem was exacerbated by some process 
affinity settings which were counterproductive and putting all the threads on 
the same core, while other cores were idle.

Tracking the overall CPU usage can be quite deceiving when investigating lag. 
 Lower CPU usage is not necessarily better!  For example, in this case if the 
process affinity were not set and more cores were allowed to be used, then the 
CPU usage on this 4-core system would have gone above 25% for a shorter burst, 
which would have been preferable to it being pegged at 25% (a single core 
saturated for a longer period of time).

I think it is a reasonable guess that his problem is similar to the one you 
guys are seeing.  (Of course they could be totally unrelated, so take all this 
with a grain of salt.)  But assuming that they are similar problems, there are 
two things to investigate.  First, did something change that is doing something 
subtly different with process affinity that it wasn't doing before, or is the 
process affinity thing totally a config issue with one server?  (Or if anybody 
else is tweaking processor affinities, do you fully understand the implications 
of it?)  When you are looking at the CPU usage, is the process pegging a single 
CPU, or is it pegging at some round fraction like 1/4 or 1/8?  The second thing 
to investigate is, what is happening at the high level that is causing the 
snapshot data to be so big?  Do network activity spikes correlates with the CPU 
spikes?  If that is the case, then we can use -netspike  or other tools that 
you guys are probably more familiar with than I am to track down what the 
entity data is that is causing all the busywork.

We have very powerful performance analysis tools we can use on Windows to track 
these problems down.  I only wish more windows server operators users would get 
setup with them!  Please help us help you!  It's not that difficult to get set 
up.  Email me directly and I can get you a CD key.
https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Saturday, May 04, 2013 11:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

Hmm. We didn't have this problem before Steampipe though. We just use the STV 
with a couple of slots open on it so that an admin can connect and watch for 
reported players.


On Sat, May 4, 2013 at 2:44 PM, ics i...@ics-base.net wrote:

 STV is known to cause issues and hogs a lot of memory. That's why 
 rarely no one uses it on public servers.

 -ics

 Essay Tew Phaun kirjoitti:

  Interesting. We're not hosting a replay, but we do have STV.


 On Sat, May 4, 2013 at 12:06 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

  Sounds like the same problem I'm having (see last few posts in 'CPU
 Increase' thread).




 __**__
   From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list  
 hlds_linux@list.valvesoftware.**com 
 hlds_li...@list.valvesoftware.com
 Sent: Saturday, May 4, 2013 12:43:59 PM
 Subject: Re: [hlds_linux] Huge sv drops and var spikes in net_graph 4.


 We've noticed this as well, no complaints though as the players does 
 not seem to notice it very much.

  Date: Sat, 4 May 2013 11:40:54 -0400
 From: sc2p...@gmail.com
 To: 
 hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.c
 om
 Subject: [hlds_linux] Huge sv drops and var spikes in net_graph 4.

 We never had this issue prior to Steampipe, but we're dealing with 
 these very random and rare spikes of lag where the server framerate 
 will

 suddenly

 drop from 66 to below 20 and var will spike to 20+. We're hosting 6 
 24

 slot

 servers on the following:

 E3-1230v2
 16GB
 CentOS 6.4 64bit

 I was able to capture a screenshot of one of the drops but they're 
 very hard to catch since they appear very very briefly.

 http://i.imgur.com/wxp8P3N.png

 server.cfg

 sv_minrate 35000
 sv_maxrate 20
 sv_maxupdaterate 67
 sv_minupdaterate 66
 sv_mincmdrate 66
 sv_maxcmdrate 67
 sv_client_cmdrate_difference 100


 Thanks
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 archives,

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 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_li
 nuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_li
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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Fletcher Dunn
We should have a beta build ready on Monday or Tuesday or next week.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, May 03, 2013 6:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

fletcherdvalvehttps://github.com/fletcherdvalve commented 
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15 days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of 
days.

Hope this helps,
Kyle.

On Fri, May 3, 2013 at 5:15 AM, scott biszmaier 
sc...@aol.jpmailto:sc...@aol.jp wrote:
i second this request. ive personally heard a couple different rumors so if 
someone
knew the answer to this id love to know.



scott biszmaier


-Original Message-
From: The Mighty Gerbil 
themightyger...@agapegraphics.commailto:themightyger...@agapegraphics.com
To: hlds hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Thu, May 2, 2013 10:49 pm
Subject: [hlds] ETA on the fix for hammer?

Hi I tried the mapping mailing list first but didn't get a response so I

was wondered if you guys know. Is if there an ETA on the fix for hammer

and the SDK tools after Steampipe broke them? I just want to know so I

can decide if I should go through

the trouble of hunting for a workaround which may or may not exist or

just wait a few days for the official fix. Thank you.



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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Fletcher Dunn
That’s Monday or Tuesday *OF* next week

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, May 03, 2013 9:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

We should have a beta build ready on Monday or Tuesday or next week.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, May 03, 2013 6:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

fletcherdvalvehttps://github.com/fletcherdvalve commented 
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15 days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of 
days.

Hope this helps,
Kyle.

On Fri, May 3, 2013 at 5:15 AM, scott biszmaier 
sc...@aol.jpmailto:sc...@aol.jp wrote:
i second this request. ive personally heard a couple different rumors so if 
someone
knew the answer to this id love to know.



scott biszmaier


-Original Message-
From: The Mighty Gerbil 
themightyger...@agapegraphics.commailto:themightyger...@agapegraphics.com
To: hlds hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Thu, May 2, 2013 10:49 pm
Subject: [hlds] ETA on the fix for hammer?

Hi I tried the mapping mailing list first but didn't get a response so I

was wondered if you guys know. Is if there an ETA on the fix for hammer

and the SDK tools after Steampipe broke them? I just want to know so I

can decide if I should go through

the trouble of hunting for a workaround which may or may not exist or

just wait a few days for the official fix. Thank you.



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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread Fletcher Dunn
Eventually.  But more urgently we need to fix the tools.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings
Sent: Friday, May 03, 2013 9:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

good one
--
Nicholas Hastings
AlliedMods.nethttp://www.alliedmods.net



[cid:image001.jpg@01CE47DE.C8064910]
AnAkInmailto:anakin...@gmail.com
Friday, May 03, 2013 12:03 PM
Is the SDK source code getting updated as well?


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[cid:image001.jpg@01CE47DE.C8064910]
Fletcher Dunnmailto:fletch...@valvesoftware.com
Friday, May 03, 2013 12:01 PM
That's Monday or Tuesday *OF* next week

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, May 03, 2013 9:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

We should have a beta build ready on Monday or Tuesday or next week.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, May 03, 2013 6:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

fletcherdvalvehttps://github.com/fletcherdvalve commented 
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15 days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of 
days.

Hope this helps,
Kyle.
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[cid:image001.jpg@01CE47DE.C8064910]
Fletcher Dunnmailto:fletch...@valvesoftware.com
Friday, May 03, 2013 12:01 PM
We should have a beta build ready on Monday or Tuesday or next week.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, May 03, 2013 6:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?

fletcherdvalvehttps://github.com/fletcherdvalve commented 
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15 days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of 
days.

Hope this helps,
Kyle.
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[cid:image001.jpg@01CE47DE.C8064910]
Kyle Sandersonmailto:kyle.l...@gmail.com
Friday, May 03, 2013 9:27 AM
fletcherdvalvehttps://github.com/fletcherdvalve commented 
https://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478
 15 days 
agohttps://github.com/ValveSoftware/Source-1-Games/issues/287#issuecomment-16612478

Hi all. Just to confirm: we are going to fix the SDK. Just give us a couple of 
days.

Hope this helps,
Kyle.


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[cid:image001.jpg@01CE47DE.C8064910]
scott biszmaiermailto:sc...@aol.jp
Friday, May 03, 2013 8:15 AM
i second this request. ive personally heard a couple different rumors so if 
someone
knew the answer to this id love to know.



scott biszmaier


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

2013-05-03 Thread Fletcher Dunn
SteamPipe did remove the functionality of allowing users to edit shipping 
files.  (Hippocrates and his oath notwithstanding.)

This was never really a good design in the first place, so we've been just 
removing any instances where users are encouraged to edit a shipping file.

We haven't done this for replay yet but will.  In the meantime, putting it in 
custom is the workaround.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Friday, May 03, 2013 11:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
DoD:S, and HL2:MP

However, it would be a whole lot of better if certain things that were 
configurable by anyone and had been configured previously, would not be 
overwritten by each update. A lot of server operators aren't not his list and 
aware of these things as things used to be different before the change.

-ics

DontWannaName! kirjoitti:
 Yeah this is what I'm doing. It works just like the client. If replay 
 is enabled but not configured the server will crash on map change.

 Sent from my iPhone 5

 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca 
 mailto:gamersex...@shaw.ca wrote:

 Just add your replay configs to /custom/mystuff/cfg


 Sent Via Pigeon

 *From: *Flubber
 *Sent: *Thursday, May 2, 2013 6:02 PM
 *To: *Half-Life dedicated Win32 server mailing list *Reply To: 
 *Half-Life dedicated Win32 server mailing list
 *Subject: *Re: [hlds] [hlds_linux] Optional updates available for 
 TF2, CS:S, DoD:S, and HL2:MP


 As the previous one, this update keep overwriting the 3 replay 
 related cfg file in /cfg.




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[hlds] Very early betas of Source engine SDK tools released

2013-05-03 Thread Fletcher Dunn
This is not really gameserver admin related, but several people on this list 
were asking, so I am posting here.

We've released some very early betas of the SDK tools that have been broken by 
the SteamPipe filesystem changes.  They are now going to go in the same folder 
as the game.  The separate Source SDK app is not used for these tools.  Please 
see this bug in github:

https://github.com/ValveSoftware/Source-1-Games/issues/8

That bug has the instructions for how to install the tools, and comments about 
what may or may not work.  (There are probably also some problems getting 
hammer to figure out where the .FGD files are.)  That bug will also serve as 
the location where you can give feedback.

Thanks for your patience.
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Re: [hlds] Steampipe Lag

2013-05-02 Thread Fletcher Dunn
I notice that you are emailing the Win32 mailing list, so I assume you are 
running servers on Windows.

If so, and you want to install some performance analysis tools and submit a 
trace that might help us understand what's going on, email me back privately 
and I can get you setup.

This same invitation applies to anybody running Windows servers who is having 
performance problems.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, May 02, 2013 8:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Steampipe Lag

After upgrading my TF2 servers to Steampipe they seem to be using more CPU 
usage and causing the odd bit of lag here and there.

Is there a reason for this and has anyone noticed the same issue? Is it 
possible sourcemod could be causing this?

Thanks.

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

2013-05-02 Thread Fletcher Dunn
If the plugins are tightly coupled with particular builds, then they probably 
should be versioned.  The ServerVersion field found in steam.inf uniquely 
identifies a build.  It will change every update, even if the PatchVersion does 
not.  (This field is currently only in TF, but if this is useful, we can easily 
add it to the other games.)  I believe that somehow associating any 
tightly-coupled plugin data with that identifier is the best solution to this 
problem.

Also, I think this problem is not really exclusive to optional updates.  
Clients now only find servers with the matching version in the server browser.  
So the urgency to delist out of date servers is greatly reduced.  In fact, 
the only real remaining reason we still do it is because it is the only 
mechanism we have by which to signal automatic updates!   Once we've improved 
that channel of communication, we will be in a position to make the transition 
across an update that requires changing the Patch Version much more graceful.  
We have had feedback on many occasions from this mailing list that the harsh 
transition that currently happens, including the scramble to be the first to 
get your server up, was not a desirable situation.  It's definitely not a good 
experience for clients to be dumped from server and start downloading the 
update in unison.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and 
HL2:MP

Well, I'm glad something is being done so that we can tell when optional 
updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both 
required changes to mods (SourceMod and EventScripts to name two major ones).  
However, since they're optional updates, we now need 3 different sets of 
configurations for servers for these mods depending on which optional updates 
they have.

Oh, and there are 2 (or more?) different configurations for the other three 
games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all 
 updates optional unless they need to be mandatory.  Unless we know 
 that a server crash is really widespread, we probably will not release 
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully 
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required 
 updates rather than optional updates?  Clients already auto-update to 
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the 
  class changes in this update your server will not function properly 
  with SourceMod and other addons that utilize static offsets. Until 
  the majority of servers update to this (3rd) optional update, I 
  don't believe there will be 3rd party support as there's no way to 
  discern
 versions (yet?).
 
  Thanks,
  Kyle.
  On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com
 wrote:
 
   These updates have now been released in the main branch for all games.
The prerelease beta is now the same build as the main build.
  
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
   Sent: Wednesday, May 01, 2013 3:11 PM
   To: Half-Life dedicated Linux server mailing list ( 
   hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 
   server mailing list (hlds@list.valvesoftware.com); 
   hlds_annou...@list.valvesoftware.com
   Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, 
   and HL2:MP
  
   Updates are available for the prerelease betas of TF2, CS:S, 
   DoD:S, and HL2:MP.
  
   The update does not change the PatchVersion and will not be 
   mandatory for servers.
  
   For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest
   TF2 release.  Here are the github issues addressed by this build:
  
   Bugs with sv_pure, especially after second map change:
   https://github.com/ValveSoftware/Source-1-Games/issues/259
   https://github.com/ValveSoftware

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

2013-05-02 Thread Fletcher Dunn
It doesn't now.  We're working on a new executive script in Python.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Thursday, May 02, 2013 2:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
DoD:S, and HL2:MP


How does the auto update work with windows?
On May 2, 2013 5:16 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
If the plugins are tightly coupled with particular builds, then they probably 
should be versioned.  The ServerVersion field found in steam.inf uniquely 
identifies a build.  It will change every update, even if the PatchVersion does 
not.  (This field is currently only in TF, but if this is useful, we can easily 
add it to the other games.)  I believe that somehow associating any 
tightly-coupled plugin data with that identifier is the best solution to this 
problem.

Also, I think this problem is not really exclusive to optional updates.  
Clients now only find servers with the matching version in the server browser.  
So the urgency to delist out of date servers is greatly reduced.  In fact, 
the only real remaining reason we still do it is because it is the only 
mechanism we have by which to signal automatic updates!   Once we've improved 
that channel of communication, we will be in a position to make the transition 
across an update that requires changing the Patch Version much more graceful.  
We have had feedback on many occasions from this mailing list that the harsh 
transition that currently happens, including the scramble to be the first to 
get your server up, was not a desirable situation.  It's definitely not a good 
experience for clients to be dumped from server and start downloading the 
update in unison.



-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 Ross Bemrose
Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and 
HL2:MP

Well, I'm glad something is being done so that we can tell when optional 
updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both 
required changes to mods (SourceMod and EventScripts to name two major ones).  
However, since they're optional updates, we now need 3 different sets of 
configurations for servers for these mods depending on which optional updates 
they have.

Oh, and there are 2 (or more?) different configurations for the other three 
games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all
 updates optional unless they need to be mandatory.  Unless we know
 that a server crash is really widespread, we probably will not release
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully
 roll over to) a new version when an optional update is released.

 -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 Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required
 updates rather than optional updates?  Clients already auto-update to
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson 
 kyle.l...@gmail.commailto:kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the
  class changes in this update your server will not function properly
  with SourceMod and other addons that utilize static offsets. Until
  the majority of servers update to this (3rd) optional update, I
  don't believe there will be 3rd party support as there's no way to
  discern
 versions (yet?).
 
  Thanks,
  Kyle.
  On 2 May 2013 11:24, Fletcher Dunn 
  fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
 
   These updates have now been released in the main branch for all games.
The prerelease beta is now the same build as the main build.
  
   From: 
   hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
[mailto:
   hlds-boun

Re: [hlds] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-05-01 Thread Fletcher Dunn
There is no automated conversion process for servers.  However, the install 
size is significantly smaller because we've removed all the texture and audio 
data.

Each Source Engine game is now totally independent; there is no shared content. 
 Everything the TF (or cstrike, hl2mp, dod) server needs is in a single 
install.  Srcds.exe and hlds_linux go in the root, and there are tf (or 
cstrike, hl2mp, dod) folder underneath, and a hl2 folder for the shared 
content that is now duplicated for each game.

From: David Neilsen [mailto:b4...@iinet.net.au]
Sent: Wednesday, May 01, 2013 5:28 AM
To: Fletcher Dunn; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life 
dedicated Linux server mailing list'; hlds_annou...@list.valvesoftware.com
Subject: RE: [hlds_announce] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

Is there ever going to be an automated conversion process for servers, as this 
is turning into a big mess for my hosting company. Pretty much all customers 
have to reinstall their servers which just isn't feasible or we spend hours 
moving files around for each and every single customer.

What is confusing me also is I notice new files under

Tf2server1/Orangebox/tf and tf2server1/tf. What I like to know is, do we have 
to move everything back up a level to continue receiving updates to the right 
folders.

Some clarification would be appreciated, as the game operators FAQ is lacking.

Thanks

Some_Thing

From: 
hlds_announce-boun...@list.valvesoftware.commailto:hlds_announce-boun...@list.valvesoftware.com
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Fletcher 
Dunn
Sent: Wednesday, 1 May 2013 3:08 AM
To: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com); Half-Life 
dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com); 
hlds_annou...@list.valvesoftware.commailto:hlds_annou...@list.valvesoftware.com
Subject: [hlds_announce] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

We've released an optional update to the TF2 SteamPipe beta.  Here are the 
change notes (since the last SteamPipe beta):

Team Fortress 2:
* Fixed network incompatibility causing custom names and descriptions to not 
display on client

Source engine:
* Fix sprays trying to load from the wrong directory
* Restored VPK file cache, with tuned size to reduce memory usage and improve 
client boot and map load times

This server is compatible with all currently running clients.  (SteamPipe and 
non-SteamPipe.)

We expect to flip the switch to force all clients to convert to SteamPipe in a 
few hours.  (Approx 2:00 PM Seattle time.)  At this time, the Steampipe beta 
server which has just been released will become the official server.  There 
will not be another update.

If you were waiting for the right time to start flipping your servers to 
SteamPipe, now is it.

Thanks,
Fletch
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Re: [hlds] [hlds_linux] steamcmd loop

2013-05-01 Thread Fletcher Dunn
Is everybody who is experiencing the problem running Linux?  Any Windows users 
experiencing steamcmd updating itself repeatedly?

We know that it can happen immediately after an update, if you are talking to 
different web hosts that are hosting the manifests and content, the different 
web hosts can be temporarily out of sync while the update propagates.  But it 
should not persist this long after an update has been released.
 
Those of you having the problem, do you have anything custom in your config 
that might be exposing the bug?  (using http proxy, forcing Steam to talk to 
particular servers, etc)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Wednesday, May 01, 2013 6:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop

Same thing happened to me. CentOS 32-bit.

Dr. McKay

On Wednesday, May 1, 2013, Erik-jan Riemers wrote:

 I've seen some other people mentioning it, but now it is just getting 
 silly.
 Sometimes it downloads steamcmd for more than 5 times, if not more 
 before it finally starts the server.

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

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-- 


Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
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Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-01 Thread Fletcher Dunn
It can take a bit of time for the app config changes to get propagated to 
clients.  And Steam just propped.

Restarting your client or accessing the url “steam://flushconfig” might help 
kick it.

CS:S does currently have a betas tab and a prerelease branch different from the 
default branch.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, May 01, 2013 4:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and 
HL2:MP

I think these are server only betas and the client has already shipped. The 
only game with a Beta's tab is TF.
Thanks,
Kyle.

On Wed, May 1, 2013 at 3:58 PM, List User 
l...@redspeedservers.commailto:l...@redspeedservers.com wrote:
Is it just me or is everyone missing the beta tab under CSS properties in the 
steam client?


On 5/1/2013 6:11 PM, Fletcher Dunn wrote:
Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S, and 
HL2:MP.

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

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

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

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

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

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

Most of the recent changes have been client-side fixes.


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

2013-05-01 Thread Fletcher Dunn
Thanks.  I am told that there is a bug in the current Steam Client beta (so 
many different betas!).  I made a kludge on the backend which works around this 
bug, so you should be able to see the beta tab.  The bug should be fixed in an 
update to the steam client beta this week.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Wednesday, May 01, 2013 5:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and 
HL2:MP


What I was told:

Quote: Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and 
HL2:DM
The betas tab only shows existing public beta branches that aren't at the same 
revision as the public/default branch. Right now the prerelease branch of those 
matches the actual release, so it has no beta branches to show, and thus, no 
tab. /Quote

My CSS, DODS and HL2DM at one time had the tab and permitted me to set the 
prerelease option. Then a day later after restarting steam the betas tab for 
these 3 games went away. Now with a new beta out the tab still isn't visible 
for these 3 games. The only game showing the beta tab is TF2.

So TBH, I'm not sure how it's really supposed to work, lol. I'm opt'd in for 
all 4 games though. Without having a tab for CSS, DODS and HL2DM... how is it 
possible to opt out?

From: Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Sent: Wednesday, May 1, 2013 6:07 PM
Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and 
HL2:MP

It can take a bit of time for the app config changes to get propagated to 
clients.  And Steam just propped.

Restarting your client or accessing the url “steam://flushconfig” might help 
kick it.

CS:S does currently have a betas tab and a prerelease branch different from the 
default branch.

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, May 01, 2013 4:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Prerelease updates available for TF2, CS:S, DoD:S, and 
HL2:MP

I think these are server only betas and the client has already shipped. The 
only game with a Beta's tab is TF.
Thanks,
Kyle.

On Wed, May 1, 2013 at 3:58 PM, List User 
l...@redspeedservers.commailto:l...@redspeedservers.com wrote:
Is it just me or is everyone missing the beta tab under CSS properties in the 
steam client?

On 5/1/2013 6:11 PM, Fletcher Dunn wrote:
Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S, and 
HL2:MP.

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

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

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

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

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

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

Most of the recent changes have been client-side fixes.


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Re: [hlds] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Fletcher Dunn
Two quick clarifications:

This update to the Steampipe beta is optional for servers.  Compared to the 
previous Steampipe beta build, it primarily contains client-side fixes.  So it 
is not necessary to update.

The HLDS server should continue to be able to successfully host clients, even 
after the flip.  So if you need a bit more breathing room, you have it.  
HOWEVER: I would definitely not delay switching to SteamPipe.  At this point 
the HLDS version of the server is no longer supported.  We also cannot promise 
that we might need to make a mandatory  update, perhaps as soon as tomorrow, 
which would make the HLDSUpdateTool server obsolete.
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Re: [hlds] [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Fletcher Dunn
Yes, it's possible.  We're going through and getting rid of any places where we 
expect users to edit a shipping file.  I'll add the replay config files to the 
list of files to fix.

In the meantime, you *should* be able to put your custom//cfg folder, which 
avoids the problem.  (I have not personally tested this.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Tuesday, April 30, 2013 12:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all 
clients to convert soon.

I just found out the hard way that validating TF2's files causes the steamcmd 
to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg

Or at least I hope it's because I validated, because just updating shouldn't be 
messing with those files.

Is this intended?

On Tue, Apr 30, 2013 at 3:16 PM, Saint K. sai...@specialattack.net wrote:

 I have kind off missed the entire discussion on SteamPipe.

 Will instructions etc. be posted along with the coming update/switch?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [ 
 hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn 
 [ fletch...@valvesoftware.com]
 Sent: 30 April 2013 21:07
 To: Half-Life dedicated Win32 server mailing list ( 
 hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing 
 list (hlds_li...@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 Subject: [hlds_linux] TF2 SteamPipe beta update released. Forcing all 
 clients to convert soon.

 We've released an optional update to the TF2 SteamPipe beta.  Here are 
 the change notes (since the last SteamPipe beta):

 Team Fortress 2:
 * Fixed network incompatibility causing custom names and descriptions 
 to not display on client

 Source engine:
 * Fix sprays trying to load from the wrong directory
 * Restored VPK file cache, with tuned size to reduce memory usage and 
 improve client boot and map load times

 This server is compatible with all currently running clients.  
 (SteamPipe and non-SteamPipe.)

 We expect to flip the switch to force all clients to convert to 
 SteamPipe in a few hours.  (Approx 2:00 PM Seattle time.)  At this 
 time, the Steampipe beta server which has just been released will 
 become the official server.  There will not be another update.

 If you were waiting for the right time to start flipping your servers 
 to SteamPipe, now is it.

 Thanks,
 Fletch
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--
Ross Bemrose
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Re: [hlds] [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Fletcher Dunn
Yes.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Invalid Protocol
Sent: Tuesday, April 30, 2013 12:33 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. 
Forcing all clients to convert soon.

A HLDS server will still be visible in servers list until next mandatory 
update?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released. 
Forcing all clients to convert soon.

Two quick clarifications:

This update to the Steampipe beta is optional for servers.  Compared to the 
previous Steampipe beta build, it primarily contains client-side fixes.  So it 
is not necessary to update.

The HLDS server should continue to be able to successfully host clients, even 
after the flip.  So if you need a bit more breathing room, you have it.
HOWEVER: I would definitely not delay switching to SteamPipe.  At this point 
the HLDS version of the server is no longer supported.  We also cannot promise 
that we might need to make a mandatory  update, perhaps as soon as tomorrow, 
which would make the HLDSUpdateTool server obsolete.
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[hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Fletcher Dunn
The updates released on Friday in the prerelease branch have now shipped in the 
main branch.  The updates did not change the PatchVersion, so they are optional 
for servers.  Patch notes are below.

Please note that there are some bugs in github tagged for next release which 
unfortunately were not merged over for this release.  We'll have another update 
soon that pushes these fixes out.

The prerelease branch is still active; it is currently the same build as the 
main branch.


From: Fletcher Dunn
Sent: Friday, April 26, 2013 10:49 AM
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.com
Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM

We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an optional update for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the Betas tab, and select the 
prerelease beta.  (This is a public beta and does not require a password.)

To select which branch to sync the dedicated server to using steamcmd, you need 
to pass -beta prerelease to the app_update command.  For example, if you are 
using a SteamCmd script file, you might have something like this:

login anonymous
force_install_dir cstrike
app_update 232330 -beta prerelease
quit

(I am told that it is possible to pass the -beta switch on the steamcmd command 
line, through some magic combination of quoting, so you can avoid having to 
create a script file.  Hopefully some kind soul will figure out how to do that 
and share it.)

Switching between two steampipe branches is really fast and easy, so if there's 
a problem, you can switch back quickly.  (Opting out of the steampipe beta 
was really painful because it was switching between two entirely different 
content distribution systems --- that will never apply again.)

If no big problems are detected, we'll make these builds the official build on 
Monday.

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.

We're not sure if every update we release needs to go out as a prerelease first.

Here are the change notes for the builds we are releasing today:

Source engine games:
* mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.
* Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.
* mapcycle file can contain blank lines and //-style comments
* mapcycle file loaded from the custom folder.
* Greatly reduced memory usage on the client and server
* Added some hardcoded rules to the end of sv_pure rule list.
* Fixed some filesystem calls not properly obeying pure server rules.
* Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)

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Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Fletcher Dunn
This would be a Steam feature, not an engine feature.  As you mention, in some 
cases the two branches are shipping identical builds, so there isn't anything 
that could be in the build image itself to distinguish which branch it came 
from.

If you have your own update script, it wouldn't take too much work to have the 
script write out a text or something file containing the name of the branch 
that was synced.  That seems like the best place to do it.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
Sent: Monday, April 29, 2013 11:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

This is a really welcome change to the release process, thanks.

Is there a trivial way for a server plugin (C++) to get the current beta branch 
name, any chance it could be exposed somewhere if not (although I guess the 
engine itself doesn't really care, but a function on IVEngineServer or a simple 
text file in the root would be really handy)?

On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com 
wrote:
 The updates released on Friday in the prerelease branch have now 
 shipped in the main branch.  The updates did not change the 
 PatchVersion, so they are optional for servers.  Patch notes are below.



 Please note that there are some bugs in github tagged for next release
 which unfortunately were not merged over for this release.  We'll have 
 another update soon that pushes these fixes out.



 The prerelease branch is still active; it is currently the same build 
 as the main branch.





 From: Fletcher Dunn
 Sent: Friday, April 26, 2013 10:49 AM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server 
 mailing list (hlds@list.valvesoftware.com); 
 hlds_annou...@list.valvesoftware.com
 Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM



 We're trying out different way to release updates that will hopefully 
 reduce disruption to your communities.



 New builds are now available for the client and dedicated server for 
 CS:S, DoD:S, and HL2:DM.  These builds have the same PatchVersion and 
 are network compatible with the current build.  (It's an optional 
 update for servers.) To obtain these builds, you need to opt into the 
 prerelease beta.



 To opt into the prerelease beta on the client, right click on the game 
 in the game list and select Properties, select the Betas tab, and 
 select the prerelease beta.  (This is a public beta and does not 
 require a password.)



 To select which branch to sync the dedicated server to using steamcmd, 
 you need to pass -beta prerelease to the app_update command.  For 
 example, if you are using a SteamCmd script file, you might have something 
 like this:



 login anonymous

 force_install_dir cstrike

 app_update 232330 -beta prerelease

 quit



 (I am told that it is possible to pass the -beta switch on the 
 steamcmd command line, through some magic combination of quoting, so 
 you can avoid having to create a script file.  Hopefully some kind 
 soul will figure out how to do that and share it.)



 Switching between two steampipe branches is really fast and easy, so 
 if there's a problem, you can switch back quickly.  (Opting out of the 
 steampipe beta was really painful because it was switching between 
 two entirely different content distribution systems --- that will 
 never apply
 again.)



 If no big problems are detected, we'll make these builds the official 
 build on Monday.



 Our current plan is to always keep the prerelease branch active, even 
 if it is the same build as the main branch.  This way you can stay 
 opted in.  In other words, prerelease actually means the latest available 
 build.



 We're not sure if every update we release needs to go out as a 
 prerelease first.



 Here are the change notes for the builds we are releasing today:



 Source engine games:

 * mapcycle and motd files now reside in the cfg folder by default, or 
 in the root as a fallback.

 * Default mapcycle and motd files are now shipped as 
 cfg/xxx_default.txt, and will be used if the filename convar is at the 
 default value and no custom file is found in the cfg folder or the root.

 * mapcycle file can contain blank lines and //-style comments

 * mapcycle file loaded from the custom folder.

 * Greatly reduced memory usage on the client and server

 * Added some hardcoded rules to the end of sv_pure rule list.

 * Fixed some filesystem calls not properly obeying pure server rules.

 * Fixed model bounds and simple materials consistency checking rules.
 (Fixed Counter-Strike server spew.)




 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo

[hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Fletcher Dunn
We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an optional update for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the Betas tab, and select the 
prerelease beta.  (This is a public beta and does not require a password.)

To select which branch to sync the dedicated server to using steamcmd, you need 
to pass -beta prerelease to the app_update command.  For example, if you are 
using a SteamCmd script file, you might have something like this:

login anonymous
force_install_dir cstrike
app_update 232330 -beta prerelease
quit

(I am told that it is possible to pass the -beta switch on the steamcmd command 
line, through some magic combination of quoting, so you can avoid having to 
create a script file.  Hopefully some kind soul will figure out how to do that 
and share it.)

Switching between two steampipe branches is really fast and easy, so if there's 
a problem, you can switch back quickly.  (Opting out of the steampipe beta 
was really painful because it was switching between two entirely different 
content distribution systems --- that will never apply again.)

If no big problems are detected, we'll make these builds the official build on 
Monday.

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.

We're not sure if every update we release needs to go out as a prerelease first.

Here are the change notes for the builds we are releasing today:

Source engine games:
* mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.
* Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.
* mapcycle file can contain blank lines and //-style comments
* mapcycle file loaded from the custom folder.
* Greatly reduced memory usage on the client and server
* Added some hardcoded rules to the end of sv_pure rule list.
* Fixed some filesystem calls not properly obeying pure server rules.
* Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)

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Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Fletcher Dunn
I'm not sure what the question is.  Does this not answer it?

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Friday, April 26, 2013 12:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

So will this pre-release build be updated all the time and then you will do a 
single update on let's say Monday?

On 4/26/2013 1:48 PM, Fletcher Dunn wrote:
We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an optional update for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the Betas tab, and select the 
prerelease beta.  (This is a public beta and does not require a password.)

To select which branch to sync the dedicated server to using steamcmd, you need 
to pass -beta prerelease to the app_update command.  For example, if you are 
using a SteamCmd script file, you might have something like this:

login anonymous
force_install_dir cstrike
app_update 232330 -beta prerelease
quit

(I am told that it is possible to pass the -beta switch on the steamcmd command 
line, through some magic combination of quoting, so you can avoid having to 
create a script file.  Hopefully some kind soul will figure out how to do that 
and share it.)

Switching between two steampipe branches is really fast and easy, so if there's 
a problem, you can switch back quickly.  (Opting out of the steampipe beta 
was really painful because it was switching between two entirely different 
content distribution systems --- that will never apply again.)

If no big problems are detected, we'll make these builds the official build on 
Monday.

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.

We're not sure if every update we release needs to go out as a prerelease first.

Here are the change notes for the builds we are releasing today:

Source engine games:
* mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.
* Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.
* mapcycle file can contain blank lines and //-style comments
* mapcycle file loaded from the custom folder.
* Greatly reduced memory usage on the client and server
* Added some hardcoded rules to the end of sv_pure rule list.
* Fixed some filesystem calls not properly obeying pure server rules.
* Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)





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Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Fletcher Dunn
We're actually not sure what will end up being the best use of this feature.  
However, I think right now our goal is for prerelease builds to be more like 
release candidates rather than nightly builds.

So ideally, we would release just one prerelease before the real update, and 
we'll send an announcement with what's changed, so you can decide whether to be 
in or out.


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Friday, April 26, 2013 12:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

My specific question is how often would this build be updated compared to the 
official build? Should I expect multiple updates per day?
On 4/26/2013 3:07 PM, Fletcher Dunn wrote:
I'm not sure what the question is.  Does this not answer it?

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.


From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Friday, April 26, 2013 12:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

So will this pre-release build be updated all the time and then you will do a 
single update on let's say Monday?


On 4/26/2013 1:48 PM, Fletcher Dunn wrote:
We're trying out different way to release updates that will hopefully reduce 
disruption to your communities.

New builds are now available for the client and dedicated server for CS:S, 
DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network 
compatible with the current build.  (It's an optional update for servers.)  
To obtain these builds, you need to opt into the prerelease beta.

To opt into the prerelease beta on the client, right click on the game in the 
game list and select Properties, select the Betas tab, and select the 
prerelease beta.  (This is a public beta and does not require a password.)

To select which branch to sync the dedicated server to using steamcmd, you need 
to pass -beta prerelease to the app_update command.  For example, if you are 
using a SteamCmd script file, you might have something like this:

login anonymous
force_install_dir cstrike
app_update 232330 -beta prerelease
quit

(I am told that it is possible to pass the -beta switch on the steamcmd command 
line, through some magic combination of quoting, so you can avoid having to 
create a script file.  Hopefully some kind soul will figure out how to do that 
and share it.)

Switching between two steampipe branches is really fast and easy, so if there's 
a problem, you can switch back quickly.  (Opting out of the steampipe beta 
was really painful because it was switching between two entirely different 
content distribution systems --- that will never apply again.)

If no big problems are detected, we'll make these builds the official build on 
Monday.

Our current plan is to always keep the prerelease branch active, even if it is 
the same build as the main branch.  This way you can stay opted in.  In other 
words, prerelease actually means the latest available build.

We're not sure if every update we release needs to go out as a prerelease first.

Here are the change notes for the builds we are releasing today:

Source engine games:
* mapcycle and motd files now reside in the cfg folder by default, or in the 
root as a fallback.
* Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and 
will be used if the filename convar is at the default value and no custom file 
is found in the cfg folder or the root.
* mapcycle file can contain blank lines and //-style comments
* mapcycle file loaded from the custom folder.
* Greatly reduced memory usage on the client and server
* Added some hardcoded rules to the end of sv_pure rule list.
* Fixed some filesystem calls not properly obeying pure server rules.
* Fixed model bounds and simple materials consistency checking rules.  (Fixed 
Counter-Strike server spew.)






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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to 
investigate where the time is going?

If anybody is having these problems on Linux, we have some really powerful 
tools we can use to capture performance data and track down issues like this.  
The process to get setup is a bit involved and requires installing some 
software on the server.  If anybody is having performance problems of any kind 
and is willing to do a little work to investigate them, send me an email and 
I'll get you setup.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe  had problems with the game speed, when I created 
a server via console e.g.: map cp_dustbowl. Sometimes everything was 
incredible fast, like move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 We've had our server FPS surpass 66~ (up to 300), and go down to 9~. 
 We also get freezes for about a second at a time (which is when the 9 
 happens). There's definitely something wrong that was introduced into 
 the engine, as you're seeing it as well with TF2 (well, I'm assuming 
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

 Is anyone else FPS issues with steampipe servers? I had one that ran 
 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it 
 to Steampipe.
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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Oops.  Fixed.  I mean we have good performance investigation tools on 
**windows**.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 4:22 PM
To: hlds_li...@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to 
investigate where the time is going?

If anybody is having these problems on **WINDOWS**, we have some really 
powerful tools we can use to capture performance data and track down issues 
like this.  The process to get setup is a bit involved and requires installing 
some software on the server.  If anybody is having performance problems of any 
kind and is willing to do a little work to investigate them, send me an email 
and I'll get you setup.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe  had problems with the game speed, when I created 
a server via console e.g.: map cp_dustbowl. Sometimes everything was 
incredible fast, like move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:
 We've had our server FPS surpass 66~ (up to 300), and go down to 9~. 
 We also get freezes for about a second at a time (which is when the 9 
 happens). There's definitely something wrong that was introduced into 
 the engine, as you're seeing it as well with TF2 (well, I'm assuming 
 you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

 Is anyone else FPS issues with steampipe servers? I had one that ran 
 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded it 
 to Steampipe.
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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Thanks.  It looks like AI / physics is taking a really long time for some 
reason.  If anybody Windows users want to get setup with some performance 
tracing software, I can dig into the problem in more detail.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, April 25, 2013 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FPS issues on Steampipe

I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro  
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler 
 to start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most 
 of them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
 re.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing 
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong 
 gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is 
 supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really 
 powerful tools we can use to capture performance data and track 
 down issues like this.  The process to get setup is a bit involved 
 and requires installing some software on the server.  If anybody 
 is having performance problems of any kind and is willing to do a 
 little work to investigate them, send me an email and I'll get you 
 setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
 .com 
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
 tware.com 
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, 
 when I created a server via console e.g.: map cp_dustbowl. 
 Sometimes everything was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when 
 the 9 happens). There's definitely something wrong that was 
 introduced into the engine, as you're seeing it as well with TF2 
 (well, I'm assuming you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one 
 that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded 
 it to Steampipe.
 ___

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 in/mailman/listinfo/hlds_linux
 

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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Fletcher Dunn
Is your system under any memory pressure?  If we added a bunch of memory usage, 
and it starts paging, of course that could cause really spiky behavior.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 5:16 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe

Thanks.  It looks like AI / physics is taking a really long time for some 
reason.  If anybody Windows users want to get setup with some performance 
tracing software, I can dig into the problem in more detail.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
Sent: Thursday, April 25, 2013 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FPS issues on Steampipe

I should probably note I was using bots as the fps only drops once I hit
10+ players


On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro  
smelly.feet.you.h...@gmail.com wrote:

 Works now.  Where should I post what I got?
 http://pastebin.com/kkVGcuzc


 On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:

 vprof toggles profiling on/off.  That triggers the built-in profiler 
 to start/stop collecting data.  You can also use vprof_on and vprof_off.

 vprof_generate_report  will dump the report to console.

 I guess you can use condump to save it to a file.

 There's a whole bunch of vprof_* commands but I don't know what most 
 of them do...

 https://developer.**valvesoftware.com/wiki/List_**
 of_TF2_console_commands_and_**variableshttps://developer.valvesoftwa
 re.com/wiki/List_of_TF2_console_commands_and_variables



 On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

 I tried that command you supplied but it doesn't seem to be doing 
 anything.
 Am I missing a step?


 On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong 
 gumby_li...@mooh.org
 wrote:

  I tried the vprof tools but have no idea what the profile is 
 supposed to
 look like.

 Should we be posting profiler output to this list (or to GitHub issues)?


 On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

  Are all of these problems peculiar to Linux?

 Has anybody tried using the engine's vprof tools (i.e.
 vprof_dump_spikes)
 to investigate where the time is going?

 If anybody is having these problems on Linux, we have some really 
 powerful tools we can use to capture performance data and track 
 down issues like this.  The process to get setup is a bit involved 
 and requires installing some software on the server.  If anybody 
 is having performance problems of any kind and is willing to do a 
 little work to investigate them, send me an email and I'll get you 
 setup.


 -Original Message-
 From: 
 hlds_linux-bounces@list.**valv**esoftware.comhttp://valvesoftware
 .com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **[mailto:
 hlds_linux-bounces@**list.**valvesoftware.comhttp://list.valvesof
 tware.com
 hlds_linux-**boun...@list.valvesoftware.comhlds_linux-bounces@li
 st.valvesoftware.com
 **]
 On Behalf Of AXVOID
 Sent: Thursday, April 25, 2013 4:16 PM
 To: hlds_linux@list.valvesoftware.comhlds_linux@list.**
 valvesoftware.com hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] FPS issues on Steampipe

 I'm in the client steampipe  had problems with the game speed, 
 when I created a server via console e.g.: map cp_dustbowl.
 Sometimes everything was incredible fast, like move speed etc.

 Am 26.04.2013 01:10, schrieb Kyle Sanderson:

  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
 We also get freezes for about a second at a time (which is when 
 the 9 happens). There's definitely something wrong that was 
 introduced into the engine, as you're seeing it as well with TF2 
 (well, I'm assuming you're talking about TF2).

 Thanks,
 Kyle.


 On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro  
 smelly.feet.you.h...@gmail.com wrote:

   Is anyone else FPS issues with steampipe servers? I had one 
 that ran

 at
 66.67 constantly and it keeps dropping to 10 now that i upgraded 
 it to Steampipe.
 ___

 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
 *hlds_linuxhttps://list.**valvesoftware.com/cgi-bin/**
 mailman/listinfo/hlds_linuxhttps://list.valvesoftware.com/cgi-b
 in/mailman/listinfo/hlds_linux
 

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 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
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 mailman/listinfo

Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Fletcher Dunn
Yes, very soon.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, April 25, 2013 8:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released

Any chance at an optional (or required, if required) CS:S sync? We're still 
having particle/spray/memory issues that have all been fixed in tip, and in TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and 
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the 
 cfg folder by default, but will fallback to the root folder if not 
 found in the cfg folder.  Motd.txt and motd_text.txt files are no longer 
 shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can 
 see exactoly the effective rules that are in effect --- but there is a 
 bug preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server 
 rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning 
 by old versions of SMAC.  (Note: this kludge will be removed soon.  
 Please update your servers to avoid angering your players.)

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Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

2013-04-25 Thread Fletcher Dunn
For servers, approximately 120MB, depending on which VPK files got accessed and 
much from each VPK was accessed.

For clients, it will be even more.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Thursday, April 25, 2013 8:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released

Hi Fletch,

What kind of improvement are we looking at in terms of memory usage? Any 
measurements to go off?

On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Yes, very soon.

-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 Kyle Sanderson
Sent: Thursday, April 25, 2013 8:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds_linux] [hlds] Optional updates to TF2 SteamPipe beta released

Any chance at an optional (or required, if required) CS:S sync? We're still 
having particle/spray/memory issues that have all been fixed in tip, and in TF.

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.comwrote:

  We’ve released optional updates to the SteamPipe beta client and
 dedicated server:

 ** **

 Source engine:

 * motd file(s) changed to work like the mapcycle file.  It goes in the
 cfg folder by default, but will fallback to the root folder if not
 found in the cfg folder.  Motd.txt and motd_text.txt files are no longer 
 shipped.
 Instead, we ship xxx_default.txt files.

 * Greatly reduced memory usage

 * Implicitly hardcode several rules to the end of the sv_pure rule list.
 (These rules will eventually be visible by typing sv_pure, so you can
 see exactoly the effective rules that are in effect --- but there is a
 bug preventing the proper display that will be fixed soon.)

 * Fix bugs causing some file system queries to ignore pure server
 rules.**
 **

 * Added dummy sv_consistency convar to client to prevent auto banning
 by old versions of SMAC.  (Note: this kludge will be removed soon.
 Please update your servers to avoid angering your players.)

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change

2013-04-25 Thread Fletcher Dunn
I have a fix for this ready to ship.

I’ll try to get that released tomorrow.

From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, April 25, 2013 9:18 PM
To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher 
Dunn; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds] [CS:S] Server locking up after Steam| (VPK) change

Found it, it's already partially reported and totally visible. Whenever the 
ForceModelBounds/ForceSimpleMaterial spam is encountered the server skips. 
Since we have Deathmatch essentially (clients get their default skin, before 
being assigned to a zombie one), this happens frequently. I have some vprof 
minidumps if anyone's interested, but I don't think the dumps are from this 
event. The behaviour is new with the VPK update, so I believe this is the cause.

http://pastie.org/private/fhomzcpoq011xrele6uhw
Thanks,
Kyle.

On Mon, Apr 22, 2013 at 2:35 PM, Dominik Friedrichs 
d...@forlix.orgmailto:d...@forlix.org wrote:
I can only confirm an indefinite locking up of the server that - if it happens 
- happens after a mapchange, when a player has entered the game, more precisely 
the last log line is the triggered clantag line.


On 2013/04/22 23:06, Kyle Sanderson wrote:
It appears after the VPK change our servers have been freezing for about
a second at a time, which throws mods into a bit of a frenzy. There was
some speculation that it was client side, however it's starting to look
like it isn't. Has anyone else noticed this?

Thanks,
Kyle.


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Re: [hlds] Server 'jitter' / studder

2013-04-25 Thread Fletcher Dunn
You're gonna have to tell us which game you're talking about. :)

Also, if you are running Windows, we have some good performance tools we can 
get you hooked up with that will help identify the causes of those issues.  If 
you are willing to install and run some software and perform a reasonably 
disciplined investigating of the problem, email me back directly and I can get 
you hooked up.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flickshot Tech
Sent: Thursday, April 25, 2013 9:50 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server 'jitter' / studder

Hi All.

Sorry if this topic has been covered lately. Just rejoined this mailing list.

Wondering if any others out there have had players complaining of 'jitter' or 
studder ingame.
It's becoming a huge problem and only kicked in after the steampipe update.
Weirdly though, only some players have this problem and others do not. Often 
the players that have the problem, will not have issues on any other servers.

Has anyone else had this problem? Is there a fix?

Thanks heaps!

4square
www.flickshot.co.nz

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Re: [hlds] Mandatory Team Fortress 2 update released

2013-04-24 Thread Fletcher Dunn
Just to clarify: the TF2 Beta app (client app id 520, dedicated server app id 
229830), has been deactivated until a need arises to use it again.  It is not 
the AppID you are looking for.

232250 is currently the dedicated server for the SteamPipe beta, but when we 
convert the clients to SteamPipe, it will no longer be beta, it will be the 
official server.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Wednesday, April 24, 2013 7:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

Thanks for information. Nice, it's only 1.96GiB.

2013/4/24 ics i...@ics-base.netmailto:i...@ics-base.net
https://developer.valvesoftware.com/wiki/SteamCMD

Team Fortress 2 dedicated server232250
Team Fortress 2 *Beta* dedicated server 229830


Beta is for TF2 beta, so you want 232250 through steampipe, which is the 
successor of current hldsupdatetool tf.

-ics

Andre Müller kirjoitti:

Ok, I saw this update is for the normal release, which we get over 
hldsupdatetool. So it is good to know which appid is for tf2-non-beta-steampipe 
and if the content from tf2-beta-steampipe can used for conversion.


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[hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Fletcher Dunn
We've released a mandatory update to the SteamPipe beta.  Please note that your 
server will NOT automatically detect that it is out of date and restart; you 
will need to manually update it.  (This should be the last such manual restart.)

We've also released an optional update to the non-SteamPipe version of TF2.  If 
you restart your server you may get an update to engine.dll/.so, but there are 
no relevant changes to the dedicated server so updating is not necessary.

These changes make the SteamPipe server and client interoperable with the 
non-SteamPipe server and client.  (Any client can connect with any server.)  We 
expect many more clients to opt into the beta after this change.  (And 
remember, we are planning on flipping the switch next Tuesday which forces all 
clients to convert.)

- Fletch
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Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Fletcher Dunn
You can run multiple instances out of the same folder.

I would not recommend trying to update a server while it is running.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Vail
Sent: Wednesday, April 24, 2013 12:05 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now 
interoperable with regular game

It's wonderful to know that I can build all my servers in advance to the public 
release. Thanks SO MUCH to Valve for setting it up this way! Awesome job 
Fletcher and Gang!

One quick question, and please forgive me if I missed this previously... Are we 
ok to run muliple servers under Windows on a single set of server files using  
custom configs for each server or are we now required to have a separate set of 
server files installed for each TF2 server? I have 20 MvMs and would like them 
to share the core files if possible to save update time.I jJust need to know 
before I set them all up.  Thanks in advance for the help.

Have a great day!

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, April 24, 2013 11:47 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list 
(hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now 
interoperable with regular game

So, if you were to switch your non-steampipe server over to
steampipe now, the client wouldn't know the difference?

Yes!

Well, yes, in theory.  And yes to the best of our knowledge.  There could be 
some bug we don't know about yet.  So, I'd definitely recommend switching your 
server to SteamPipe now, so that you will be ready for next Tuesday and can 
start working out the kinks.  At the same time, it's probably a good idea to 
keep the HLDS version of your server on hand, in case there's some problem we 
don't know about with your particular config, you can take down the SteamPipe 
one and put the HLDSUpdateOne back up.

To be clear: if you update your server now to SteamPipe, then you will not only 
be able to host any client now, you will be able to host all the clients after 
the switchover.  If you wait to update your server, you will be in a scramble 
on Tuesday.  Seriously, everybody really should download the server now and get 
it configured, even if you don't switch all of your installations now.


We didn't bump the required version in the GMS, which is want causes servers to 
delist and signals the out-of-date message, because SteamPipe and 
HLDSUpdateTool were running different PatchVersions.  Now that they are using 
the same PatchVersion, they will both have the same out-of-date notification 
support.  On Windows, we don't have an executive script to do the update 
automatically.  (As an aside, I have been in contact with the author of nemrun. 
 We are planning to ship his script as the official script, as a replacement to 
srcds_run, and are working to make the Windows server have all the same 
functionality.  He's also working on the update-in-the-background 
functionality.)


The App ID's haven't changed, however there is some confusion because the 
SteamPipe Beta is not related to the TF2 beta app, which has been 
discontinued.  (I've updated the wiki to make this more clear.)  232250 is the 
AppID you want to use.  Remember that you need to use anonymous login.




From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Donshik
Sent: Wednesday, April 24, 2013 11:25 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now 
interoperable with regular game

Will the steampipe beta now be updated alongside the release at the same time?

-Andrew

On Apr 24, 2013, at 2:03 PM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
We've released a mandatory update to the SteamPipe beta.  Please note that your 
server will NOT automatically detect that it is out of date and restart; you 
will need to manually update it.  (This should be the last such manual restart.)

We've also released an optional update to the non-SteamPipe version of TF2.  If 
you restart your server you may get an update to engine.dll/.so, but there are 
no relevant changes to the dedicated server so updating is not necessary.

These changes make the SteamPipe server and client interoperable with the 
non-SteamPipe server and client.  (Any client can connect with any server.)  We 
expect many more clients to opt into the beta after this change.  (And 
remember, we are planning on flipping the switch next Tuesday which forces all 
clients to convert.)

- Fletch

Re: [hlds] sv_pure custom hitsound scrambled?

2013-04-24 Thread Fletcher Dunn
Ah rats.  That is due to a difference in how the pure server rules are 
processed between the two versions.  Looking at the code, I thought they were 
100% compatible, but it looks like it might be more strict than necessary in 
some cases.  This should be fixed when everybody is converted to SteamPipe.

If, however, you get the same problem connecting a SteamPipe client to 
SteamPipe server, that's something we need to know about and fix.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Jerde
Sent: Wednesday, April 24, 2013 12:57 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] sv_pure custom hitsound scrambled?

I'm using the opt-in TF2 client on OS X, connected to an HLDSUpdate server.

The server runs sv_pure 1, and has sound/ui/hitsound.wav  any in its 
whitelist.

My custom dingaling is installed in:

SteamApps/common/Team Fortress 2/tf/custom/peter/sound/ui/hitsound.wav

and works fine in a listen server or connected to an sv_pure 0 server. But on 
my sv_pure 1 server, I hear the default hitsound.

 - Peter
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[hlds] SMAC is banning SteamPipe beta clients

2013-04-24 Thread Fletcher Dunn
Just a heads up, SMAC is banning SteamPipe clients.

http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32

The functionality of sv_consistency has been combined with sv_pure as part of 
the SteamPipe change.

- Fletch
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Re: [hlds] SMAC is banning SteamPipe beta clients

2013-04-24 Thread Fletcher Dunn
Thanks for that info.

Please clarify for the mailing list: you are saying that if any server is 
kicking SteamPipe beta clients, they are probably not running the most recent 
version of SMAC?

And if you could please help me understand exactly what is happening.  Does 
this message ( SMAC: ConVar sv_consistency violation (bad query result) ) mean 
that there is some problem checking the sv_consistency convar itself?  Or does 
it mean that there is some problem with the file CRC's being sent, i.e. part of 
the consistency enforcement?

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, April 24, 2013 4:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] SMAC is banning SteamPipe beta clients

SMAC's convar checking module was updated several weeks ago to remove the 
consistency check.

On 4/24/2013 6:52 PM, Fletcher Dunn wrote:
Just a heads up, SMAC is banning SteamPipe clients.

http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32

The functionality of sv_consistency has been combined with sv_pure as part of 
the SteamPipe change.

- Fletch




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[hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Fletcher Dunn
A mandatory update to the TF2 SteamPipe beta has been released.  Although the 
update is mandatory (the PatchVersion has been bumped so you will need to 
upgrade your server in order to host clients running the latest version), your 
server will not automatically restart.

Team Fortress 2:
* Synced with release version of game

Source engine:
* VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could 
not be located by the engine.
* Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It will 
be loaded if no mapcycle.txt file can be found and convar is set to default 
name.
* Mapcycle file will be loaded from cstrike/cfg directory if it exists, falling 
back to root cstrike directory otherwise.
* Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
* Mapcycle file parsing allows C-style comments and blank lines

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