Re: [hlds] [hlds_linux] TF2 dedicated server not logged in

2015-07-07 Thread Jesse Molina


If anyone at Valve is listening, it might be appropriate to printf a 
warning if certain commands are used in server.cfg which should only be 
in autoexec.cfg, or vice-versa. Alternatively, add this to the data 
which the cvarlist command spits out.


There really needs to be a document which indicates which server 
commands should be in autoexec.cfg, and which should be in server.cfg. 
Most online howto docs and config guides never mention autoexec.cfg.




On 7/6/15 9:57, Emil Larsson wrote:

For anyone who dosen't know, autoexec.cfg is the very first thing read at
startup, while server.cfg is read between every map change (including when
the first level that loads on the server).



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


[hlds] Dear Valve: Feature request regarding _restart

2015-06-29 Thread Jesse Molina


Dear Valve

I've written my own Linux server manager tool which acts as a 
replacement for the srcds_run script, and a number of server admins use 
it to manage their servers.


Recently I had a user ask me why the _restart console command caused 
the server to quit instead of restart.


The answer is that _restart on the console is, as far as I can tell, 
identical to the quit command. In both instances, the srcds_linux 
server shuts down and quits with exit code 0.


I would like to make a feature request. Please make the _restart 
console command quit with a specific exit code to indicate to the parent 
process that it should be restarted.


Alternatively, create a new console command which causes the server to 
quit with a specific exit code.


Just to be clear: This exit code would specifically be reserved as a 
signal to the parent process that the server process should be 
restarted. It should not be interpreted as being a crash or an otherwise 
unexpected event.


One way or another, there needs to be a differentiation between the 
quit and _restart commands.



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


Re: [hlds] KF2 Patch v1008

2015-06-05 Thread Jesse Molina


This is cut-and-paste from a previous email of mine:

For FK2, you have the following:

Killing Floor 2 Client AppID: 232090
Killing Floor 2 Server AppID: 232130

Thus your Client info URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232090version=1format=xml 



And the Server info URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232130version=1format=xml 





Also it looks like SteamPing now supports KF2 notifications:

http://steamping.com/?a=apps



On 6/4/15 16:44, Azarus # wrote:

https://wiki.teamfortress.com/wiki/WebAPI/UpToDateCheck

On 5 June 2015 at 01:23, Ash . astrida...@googlemail.com 
mailto:astrida...@googlemail.com wrote:


Hey guys, did anyone receive a patch notification. I just realised
my servers weren't up to date, like 10 days after the v1008 patch
and yet I never saw any patch notes released on the HLDS mailing
list (which has previously been used for communications between
Tripwire and the server hosting community).

Is there any decent way of tracking patches as soon as they hit?
Autoupdate didn't seem to work either.

___
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



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


Re: [hlds] [hlds_linux] TF2 server.cfg motdfile not being respected?

2015-06-02 Thread Jesse Molina


While we are on the topic and I have some attention, are there any other 
commands which behave in a similar manner? That they require a map 
change to take effect.


I can think of tf_birthday and tf_medieval.



On 6/2/15 18:54, Ross Bemrose wrote:


motdfile and motdfile_text don't take effect until the map change 
after you set them.



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


[hlds] TF2 server.cfg motdfile not being respected?

2015-06-02 Thread Jesse Molina


Hi all

I am using a nonstandard filename for motdfile, but it is not being 
respected. It is also notable that my motdfile_text is also not being 
respected in the same way, but that's the same issue.


My server.cfg has the following line:

motdfile motd.html

And then, that file has a single-line http:// reference to the real MOTD.

This is on a test server, so I have a lot of room to mess around. I've 
replaced the entire server.cfg and removed the addons folder to no 
effect. I don't think I am doing anything else funny which might be 
related to this issue.


It is notable that despite the above command in server.cfg, the server 
console says:


Set motd from file 'cfg/motd.txt'

But if I type motdfile to see what the current setting is, it says:

motdfile
motdfile = motd.html ( def. motd.txt )

So, the command was evaluated by the server, but isn't being respected 
for some reason.


This is on Linux FYI.

I know that this was working yesterday, because I was working on a MOTD 
then. Now, today, after the update, it's not working. Is this something 
broken today, or did I just not notice this behavior before?



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


Re: [hlds] [hlds_linux] TF2 server.cfg motdfile not being respected?

2015-06-02 Thread Jesse Molina


That would be a good explanation for the behavior I've seen. Thanks!

Solution: Move motdfile options to autoexec.cfg



On 6/2/15 18:54, Ross Bemrose wrote:

Is it really new or are you just now noticing it?

Hint: It's the latter.

motdfile and motdfile_text don't take effect until the map change 
after you set them.


Which means they don't get set for the first map if you set them in 
server.cfg, because server.cfg gets executed after the map change.


If you want to set them before the first map, you need to do so in 
autoexec.cfg, the server's startup line, or in a file that you +exec 
from the startup line (also useful for sv_setsteamaccount).


On 6/2/2015 9:35 PM, Jesse Molina wrote:


Hi all

I am using a nonstandard filename for motdfile, but it is not being 
respected. It is also notable that my motdfile_text is also not being 
respected in the same way, but that's the same issue.


My server.cfg has the following line:

motdfile motd.html

And then, that file has a single-line http:// reference to the real 
MOTD.


This is on a test server, so I have a lot of room to mess around. 
I've replaced the entire server.cfg and removed the addons folder to 
no effect. I don't think I am doing anything else funny which might 
be related to this issue.


It is notable that despite the above command in server.cfg, the 
server console says:


Set motd from file 'cfg/motd.txt'

But if I type motdfile to see what the current setting is, it says:

motdfile
motdfile = motd.html ( def. motd.txt )

So, the command was evaluated by the server, but isn't being 
respected for some reason.


This is on Linux FYI.

I know that this was working yesterday, because I was working on a 
MOTD then. Now, today, after the update, it's not working. Is this 
something broken today, or did I just not notice this behavior before?



___
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_linux



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


Re: [hlds] Limited User Accounts cl_gameserver_create_identity

2015-05-15 Thread Jesse Molina


Thanks for your testing Peter.  I guess I will go spend that $5.00 on 
keys, MvM tickets, or something.


FYI Valve's page on Limited User Accounts specifically says that having 
the $5.00 in your wallet *should* make the account no longer Limited.




On 5/15/15 0:16, Peter Jerde wrote:

I just tested this on an alt account I had loaded $5 on a long time ago. The account 
wasn’t limited and could send friend requests, etc, but in TF2 I got Your 
Steam account doesn't have rights to create game server accounts”

Then I spent that $5 from the steam wallet in the mannco store buying two keys, 
thus upgrading that account’s TF2 to premium. That did the trick! Right away 
that account could create gameserver identities.

So it seems buying a mannco item is a possible requirement for 
cl_gameserver_create_identity.

  - Peter
___
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


Re: [hlds] Limited User Accounts cl_gameserver_create_identity

2015-05-15 Thread Jesse Molina


Good, idea, but I doubt this is the issue. This is the same card I use 
with my regular steam account and I've fed Valve a lotta money.




On 5/14/15 22:47, Peter Jerde wrote:

Check your credit card activity. It might still show the $5 transaction to be 
“pending” and hasn’t cleared yet. From the KB article you cited:


What if my purchase is pending or processing? When will I become unlimited?

A purchase amount only counts towards this limit if it was processed 
successfully. If a purchase is pending/processing or our system is waiting to 
confirm payment with your bank it will not count towards this limit.

I wonder if there’s any other time-out-type restriction for having added a new 
funding source, like there is for trading?

  - Peter





On May 14, 2015, at 19:51 PM, Jesse Molina je...@opendreams.net wrote:


Hi all

Today I set up a new Steam user account specifically for creating Gameserver 
accounts (TF2 Quickplay and Fav Migrations). That way, they are not associated 
with my personal account and can be used/shared by other admins in my community 
who may need to add a new account.

However, I am not able to do this due to the relative new Limited User Account 
restrictions put in place.

When I issue the command cl_gameserver_create_identity, I get the following 
reply:

Request to create a game server account sent--please wait.
Unable to create a game server account attached to your Steam account.
Your Steam account doesn't have rights to create game server accounts.

https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663

Okay, so I took out my credit card and put $5.00 USD into the wallet of this 
new user, but that still was not enough to create game server accounts.

Now what Valve? There must be some other additional undocumented restrictions 
to creating Gameserver accounts.

The email address on this account has been verified and you now have a valid 
credit card, but that still isn't enough. What do I need to do?


___
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



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


[hlds] Limited User Accounts cl_gameserver_create_identity

2015-05-14 Thread Jesse Molina


Hi all

Today I set up a new Steam user account specifically for creating 
Gameserver accounts (TF2 Quickplay and Fav Migrations). That way, they 
are not associated with my personal account and can be used/shared by 
other admins in my community who may need to add a new account.


However, I am not able to do this due to the relative new Limited User 
Account restrictions put in place.


When I issue the command cl_gameserver_create_identity, I get the 
following reply:


Request to create a game server account sent--please wait.
Unable to create a game server account attached to your Steam 
account.
Your Steam account doesn't have rights to create game server 
accounts.


https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663

Okay, so I took out my credit card and put $5.00 USD into the wallet of 
this new user, but that still was not enough to create game server accounts.


Now what Valve? There must be some other additional undocumented 
restrictions to creating Gameserver accounts.


The email address on this account has been verified and you now have a 
valid credit card, but that still isn't enough. What do I need to do?



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


[hlds] Enabling automatic updates for server admins via the UpToDateCheck URL

2015-04-16 Thread Jesse Molina


Hi Jared

I am the author of a linux-based management tool for srcds servers 
called wrench.  If you ever make your game server Linux compatible, I 
will look into adding support for it with my tool.


I have not seen any info about automatic updates yet, so I wanted to 
make sure you are aware how some of srcds-based (TF2, CSGO, etc) game 
servers allow for automatic updates by tool authors like myself.


Steam has their WebAPI which allows polling of information of certain 
properties for each AppID.  One of them is UpToDateCheck.


For example, for TF2, I can poll the following URL to find out if there 
is a client/server update:


http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=1format=xml

The required_version is currently 2698188. Each time Valve issues an 
update for TF2 servers, this field gets updated. When that happens, my 
tool automatically uses SteamCMD to shut down servers, update them, them 
start again.


For FK2, you have the following:

Killing Floor 2 Client AppID: 232090
Killing Floor 2 Server AppID: 232130

Thus your Client info URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232090version=1format=xml

And the Server info URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232130version=1format=xml



I see that you have these enabled, but it looks like you are not 
currently updating these fields with each release and just some 
placeholder data in there.


It would be very helpful to us tool authors to have this field 
maintained during the release cycle, and be a checklist item during the 
release of server and client updates. Simply increment this version on 
each release, and our tools can automatically determine if an update has 
been released and we can enable server automatic updates as necessary.


Thanks for your attention.


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


Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-08-07 Thread Jesse Molina


Oh glorious. Someone at Valve learned what readline is.  The console 
command line is now accepting readline input.  That means command line 
history (up arrow), ctrl+a, ctrl+e, ctrl+u, ctrl+k, etc.


Look for these messages during server startup on the console:

WARNING: Failed to load term functions in libtinfo.so.5
WARNING: Failed to load term functions in libncurses.so.5

The symptoms I was seeing are that the console was not accepting any input.

Fixed with: sudo apt-get install lib32ncurses5 lib32tinfo5

Omitting this from the patch notes was a significantly negligent 
oversight, but in-line with expectations given historical trends.




On 8/7/14, 14:34, Ross Bemrose wrote:

It should also be noted that Linux servers have new dependencies on the
32-bit versions of ncurses and tinfo5.  Which aren't installed by default
on 64-bit systems.

On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5.


On Thu, Aug 7, 2014 at 4:54 PM, Eric Smith er...@valvesoftware.com wrote:


We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2351233.

-Eric

-

- Dedicated server performance/stability improvements
- Added a new startup music track from Expiration Date
- Added missing photos/thumb images for koth_badlands
- Fixed a client crash related to the snd_restart command for Linux clients
- Fixed a dedicated server crash related to arrows
- Fixed the Bolt Boy using the wrong material for the Blu team
- Improved memory usage for Linux clients
- Updated the Restart Game and Scramble Teams votes to always have a
mandatory cool-down period
- Updated sv_memlimit to not be marked as a cheat convar
 - Added sv_minuptimelimit and sv_maxuptimelimit to manage the
server restart window
- Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and
Vive La France
- Updated the localization files
- Updated pl_cactuscanyon
 - Removed rollback leading to the final capture point in stage 2
 - Reworked fence position on forward spawn building in stage 2
 - Expanded back alley near the final capture point in stage 2
 - Expanded back pathway near the final capture point in stage 1
 - Added small room inside building half way up the zig-zag in
stage 1
 - Adjusted health kits and ammo packs
 - Adjusted spawn times in stage 1 and 2
- Updated rd_asteroid
 - Widened left side spawn exit
 - Players can no longer build inside the staircase near A robots
 - Fixed sticky stair collision when coming out of the water near B
robots
 - Changed medium health kit near the C robots to a small health kit
 - Removed alert from voice over lines that announce your team
has dropped the reactor core
 - Fixed missing patch overlay under small health near center bridge

___
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


Re: [hlds] SteamCMD HTTP Remote Control

2014-07-05 Thread Jesse Molina


This has been verified as affecting the Windows version of SteamCMD as well.



On 7/5/14, 13:23, Mike Vail wrote:
I'm not seeing anything like this on my Windows Server box. Any idea 
if its Linux only? Anywhere else besides Services I should look?


Thanks!


Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:


Matter of time then before somebody will start controlling Valve and 
other servers that don't keep up.




*From:* Netshroud netshr...@gmail.com
*To:* Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
*Sent:* Saturday, 5 July 2014, 11:02
*Subject:* Re: [hlds] SteamCMD HTTP Remote Control

Try HTTPS :)

On 5 Jul 2014, at 2:44 pm, Peter Jerde peter-h...@jerde.net
mailto:peter-h...@jerde.net wrote:

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

 Dang that's creepy. It answers the TCP connection but just hangs
up when I send it any HTTP command... but still, it's answering to
ANYBODY.

 I made sure steamcmd is firewalled off from incoming
connections, just to be on the paranoid side. Any official comment
from Valve on this?



 ___
 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




___
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


[hlds] SteamCMD HTTP Remote Control

2014-07-04 Thread Jesse Molina

Dear Valve.

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



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



Relavant:

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

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

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



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


[hlds] SteamCMD update failed, but quit with exit 0?

2014-06-30 Thread Jesse Molina


Today the game Fistful of Frags published a server update. I have a 
script which automatically looks for the UpToDateCheck URL and starts a 
SteamCMD update if the version on the steam.inf file does not match the 
version on the UpToDateCheck URL.


My script also does a post-update version check where these versions are 
verified again. If they are still different, SteamCMD will be called 
again, up to three times before it gives up.


That happened today for the first time since I've been using this system.

Either SteamCMD failed to update correctly, or the steam.inf file in the 
depot that I downloaded from the first time was wrong. Maybe the 
publisher (R_Yell) did a quick change after he noticed the version he 
published the first time was wrong?  I don't know.


For the purposes of improving my script, I would be interested in 
knowing from Valve, or someone knowledgeable in this area, what the 
possibilities are here.  Did SteamCMD really fail to update these files, 
or perhaps did the publisher do a quick update on just the steam.inf 
file without rolling the version on the UpToDateCheck URL?




Below is a copy of the relevant portion of my update log.

--

Updating with SteamCMD

Updating with command:
  nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh 
+@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir 
/home/username/srcds/fof-MASTER/ +app_update 295230 +exit

Redirecting stderr to '/home/username/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
@ShutdownOnFailedCommand = 1

Connecting anonymously to Steam Public...Success.
 Initial App state (0x6) installed
 App state (0x10106) reconfiguring, progress: 0.00 (0 / 0)
 App state (0x300506) downloading, progress: 0.00 (0 / 61688349)
 App state (0x300506) downloading, progress: 37.50 (23132553 / 61688349)
 App state (0x300506) downloading, progress: 69.40 (42813959 / 61688349)
 App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349)
 App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349)
 App state (0x300506) downloading, progress: 100.00 (18067200 / 18067200)
Success! App '295230' fully installed.

Updater exit code 0.

SteamCMD completed successfully.

Post-update version check result: FAIL
  Try 1 failed, will try again in 15 seconds.


Updating with SteamCMD

Updating with command:
  nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh 
+@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir 
/home/username/srcds/fof-MASTER/ +app_update 295230 +exit

Redirecting stderr to '/home/username/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
@ShutdownOnFailedCommand = 1

Connecting anonymously to Steam Public...Success.
Success! App '295230' already up to date.

Updater exit code 0.

SteamCMD completed successfully.

Post-update version check result: Success


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


Re: [hlds] SteamCMD update failed, but quit with exit 0?

2014-06-30 Thread Jesse Molina


My original message clearly indicates the use of ShutdownOnFailedCommand.



On 6/30/14, 19:42, Ross Bemrose wrote:

In my experience, it will exit with 0 unless
@ShutdownOnFailedCommand 1
is specified in the script.

On 6/30/2014 10:38 PM, Jesse Molina wrote:


Today the game Fistful of Frags published a server update. I have a 
script which automatically looks for the UpToDateCheck URL and starts 
a SteamCMD update if the version on the steam.inf file does not match 
the version on the UpToDateCheck URL.


My script also does a post-update version check where these versions 
are verified again. If they are still different, SteamCMD will be 
called again, up to three times before it gives up.


That happened today for the first time since I've been using this 
system.


Either SteamCMD failed to update correctly, or the steam.inf file in 
the depot that I downloaded from the first time was wrong. Maybe the 
publisher (R_Yell) did a quick change after he noticed the version he 
published the first time was wrong?  I don't know.


For the purposes of improving my script, I would be interested in 
knowing from Valve, or someone knowledgeable in this area, what the 
possibilities are here.  Did SteamCMD really fail to update these 
files, or perhaps did the publisher do a quick update on just the 
steam.inf file without rolling the version on the UpToDateCheck URL?




Below is a copy of the relevant portion of my update log.

--

Updating with SteamCMD

Updating with command:
  nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh 
+@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir 
/home/username/srcds/fof-MASTER/ +app_update 295230 +exit


Redirecting stderr to '/home/username/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
@ShutdownOnFailedCommand = 1

Connecting anonymously to Steam Public...Success.
 Initial App state (0x6) installed
 App state (0x10106) reconfiguring, progress: 0.00 (0 / 0)
 App state (0x300506) downloading, progress: 0.00 (0 / 61688349)
 App state (0x300506) downloading, progress: 37.50 (23132553 / 61688349)
 App state (0x300506) downloading, progress: 69.40 (42813959 / 61688349)
 App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349)
 App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349)
 App state (0x300506) downloading, progress: 100.00 (18067200 / 
18067200)

Success! App '295230' fully installed.

Updater exit code 0.

SteamCMD completed successfully.

Post-update version check result: FAIL
  Try 1 failed, will try again in 15 seconds.


Updating with SteamCMD

Updating with command:
  nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh 
+@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir 
/home/username/srcds/fof-MASTER/ +app_update 295230 +exit


Redirecting stderr to '/home/username/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
@ShutdownOnFailedCommand = 1

Connecting anonymously to Steam Public...Success.
Success! App '295230' already up to date.

Updater exit code 0.

SteamCMD completed successfully.

Post-update version check result: Success


___
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



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


Re: [hlds] Frequent TF2 client crashes... any known triggers?

2014-06-26 Thread Jesse Molina


I saw this on the Love and War patch day.  About half the people on my 
server, including myself, had their clients crash at the same time.


I have no idea what it was.  There was no helpful clues on the console.  
This was an unmodded server; no MM/SM.


I have not seen it happen since.



On 6/25/14, 18:13, Peter Jerde wrote:

We've been having upwards of half of our players all crash at the same time, 
seemingly at random.

He have some funky plugins that might be contributing to it, so I'm curious if 
others are seeing the same thing on vanilla servers as well.

  - Peter
___
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


[hlds] Need help crashing my own server on purpose

2014-06-09 Thread Jesse Molina


Hi everyone

I am testing a crash recovery system on my srcds control system, and I 
need a way to purposefully and reliably seize up my server.  I don't 
want it to exit; that's easy to do.  I want it to seize up, like a spinlock.


FYI, doing cast_ray on the console causes a nice segfault, 7068 
Segmentation fault, exit code 139.


The killserver command is close. It is like a quit, but the server 
doesn't exit. Seems like part of the engine is shutting down, but I 
suspect it might be possible to start it back up again since it's still 
taking commands on the console.


I can do some external stuff, like hitting memory, attaching gdb, etc, 
but I'd like to know of an internal command that causes some spectacular 
CPU usage.  Something that only a kill -9 is going to fix.


This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.

Any advice would be appreciated.



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


Re: [hlds] [hlds_linux] Could not establish connection to Steam servers. (Result = 15)

2014-05-16 Thread Jesse Molina


I'll go look at it again. Could be something wrong with me and my 
config.  Thx for your report.




On 5/14/14, 18:16, Weasels Lair wrote:
I finally got-around to trying this on my FoF server's today.  I was 
able to generate 4 different tokens (one for each server instance) 
using the AppID (of the FoF *client*), and then put them into my 
autoexec.cfg file.


Everything seems to be working fine.  I have not actually done an IP 
or port change to see if it gets tracked / update on the client.  But, 
it is definately not causing my server to not function, etc.




On Wed, May 14, 2014 at 5:37 PM, Jesse Molina je...@opendreams.net 
mailto:je...@opendreams.net wrote:



The command was valid, so the FoF engine seems to know what to do
with it, and my token was registered about 48 hours before I
started using it. However, it seems to be breaking Steam login for
the server.



On 5/14/14, 9:16, Nicholas Hastings wrote:

It's built into the engine. Mod code doesn't touch it. I
believe that the 2013 SDK Base was last updated after it was
added, so it should be there.



___
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


[hlds] Could not establish connection to Steam servers. (Result = 15)

2014-05-13 Thread Jesse Molina


Hi all

I set up a new Fistful of Frags server yesterday and it is generally 
working, but it isn't listing in the server directory, and I am getting 
the following error message after startup:


Could not establish connection to Steam servers.  (Result = 15)
Could not establish connection to Steam servers.  (Result = 15)

Does anyone know what error code 15 is?

My situation is slightly peculiar in that my host has multiple IPs and I 
load many srcds servers onto a single IP across many different ports. I 
also have a complicated firewall setup which could be the cause. 
However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 servers on 
this host which don't have any similar problem.


I need to do a tcpdump and see if FoF is trying to do something naughty, 
like binding to the wrong IP for some ephemeral connection.



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


Re: [hlds] Could not establish connection to Steam servers. (Result = 15)

2014-05-13 Thread Jesse Molina


Nevermind. My sv_setsteamaccount token was invalid, though I don't yet 
know why.




On 5/13/14, 17:36, Jesse Molina wrote:


Hi all

I set up a new Fistful of Frags server yesterday and it is generally 
working, but it isn't listing in the server directory, and I am 
getting the following error message after startup:


Could not establish connection to Steam servers.  (Result = 15)
Could not establish connection to Steam servers.  (Result = 15)

Does anyone know what error code 15 is?

My situation is slightly peculiar in that my host has multiple IPs and 
I load many srcds servers onto a single IP across many different 
ports. I also have a complicated firewall setup which could be the 
cause. However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 
servers on this host which don't have any similar problem.


I need to do a tcpdump and see if FoF is trying to do something 
naughty, like binding to the wrong IP for some ephemeral connection.





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


[hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread Jesse Molina


I tried to set up a FoF server last night and was having problems.

I was getting these errors, and was unable to connect to the server from 
my client.


Client:
STEAM validation rejected

Console:
S3: Client connected with ticket for the wrong game: UserID: 2
S3: Client connected with ticket for the wrong game: UserID: 2



This appears to be some nonsense with the default steam_appid.txt 
(server APPID) in the root of the installation.  There is also a 
fof/steam_appid.txt (client APPID) file, but that file is fine.


fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt 
has a DOS end-of-line.


I simply deleted the default steam_appid.txt file and replaced it with a 
new one and it works fine. I guess the DOS line feed/end is a problem.


This may only be a problem on Linux, but I'm sending it out anyway as an 
FYI.




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


Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-11 Thread Jesse Molina


I really don't know a lot about the history behind this mod, but I 
immediately noticed that it has a built-in hard-coded global ban system 
which can't be disabled by the local admin.  Very disturbing.


http://www.fistful-of-frags.com/bbs/viewtopic.php?f=19t=1471

Other things I've read on their forum and elsewhere lead me to believe 
some of the devs on this mod are rather juvenile. It seems likely they 
have attracted some amount of negative publicity.




On 5/11/14, 18:11, Kevin wrote:
Anyone else getting (D)DoS attacked hosting this game? I just got an 
email, and my US servers were just hit with an attack. My EU servers 
were attacked the same day I put them up. Luckily my US server has 
mitigation, but I had to leave my EU servers down for now. How can 
someone try to attack servers on a free mod, it isn't like we have pay 
to win, ads, or even reserved slots on our servers.



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


Re: [hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread Jesse Molina


Hi, thanks for bringing this back to my attention.

So, I was sorta wrong. It's not the format of the file. It actually is 
the wrong AppID in the file, but it wasn't a problem of my doing. You 
were correct that the wrong APPID was in the wrong file.


FoF Client APPID = 265630
FoF Server AppID = 295230

The default steam_appid.txt files as distributed with SteamCMD are as 
follows:


--cat ~/srcds/fof-MASTER/steam_appid.txt
295230
--cat ~/srcds/fof-MASTER/fof/steam_appid.txt
265630

This seems to make sense, but it's wrong and will prevent a server from 
serving clients.


If you start a normal server installation, it appears to immediately 
overwrite the steam_appid.txt in the root of the installation with the 
Client APPID, so both files end up having APPID 265630 in them.


However, I use a symlinked installation type server (my wrench script), 
and the master installation files are read-only, to prevent servers from 
modifying the files. Because the server can't change this master file 
when it starts, client authorization fails.


The solution is to delete the steam_appid.txt symlink and replace it 
with a real file.


The file needs to be fixed upstream.



On 5/11/14, 18:58, big john wrote:


It's because your using the wrong appid the server appid is 295230

On May 11, 2014 8:36 PM, Jesse Molina je...@opendreams.net 
mailto:je...@opendreams.net wrote:



I tried to set up a FoF server last night and was having problems.

I was getting these errors, and was unable to connect to the
server from my client.

Client:
STEAM validation rejected

Console:
S3: Client connected with ticket for the wrong game: UserID: 2
S3: Client connected with ticket for the wrong game: UserID: 2



This appears to be some nonsense with the default steam_appid.txt
(server APPID) in the root of the installation.  There is also a
fof/steam_appid.txt (client APPID) file, but that file is fine.

fof/steam_appid.txt has no end-of-line, and the server
steam_appid.txt has a DOS end-of-line.

I simply deleted the default steam_appid.txt file and replaced it
with a new one and it works fine. I guess the DOS line feed/end is
a problem.

This may only be a problem on Linux, but I'm sending it out anyway
as an FYI.



___
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



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


Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!

2014-05-10 Thread Jesse Molina


Hi. Can you encourage the devs to publish their UpToDateCheck URL so 
that server ops can do automatic updates?


I assume this is just something they can set in Steamworks, but I don't 
know that.


For example, TF2's: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=1format=xml




On 5/10/14, 11:51, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game 
to play (and more importantly HOST)?


Fistful of Frags could use your help.  FoF launched (for FREE) on 
Steam yesterday, and the response has been overwhelming.


The down-side to that, is frankly there just are not enough dedicated 
servers to keep-up with the demand.  There are over 200 player-slots 
of dedicated servers - but that apparently just is not enough!


FoF is basically a reboot of the older FoF sourcemod - moved over 
to Steam.  The Steam version of FoF is kind-of stripped-down right now 
to just death-match and team-based death-match.


Even so, it is very fun to play (especially four-team DM).

However, being a free game (put-together by unpaid volunteers), the 
FoF dev team simply can not afford to bring-up enough servers to keep 
up with demand. I have personally helped-out by hosting 8 servers 
instances myself (up from my planned 3).


Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for 
installation/content delivery.  So, it essentially installs just like 
any SRCDS game, and is compatible with SourceMod, etc.


Steam store page (where to get client to install):
http://store.steampowered.com/app/265630

Steam community hub for FoF (discussion groups, etc.):
http://steamcommunity.com/app/265630

Steam official group page (update history, etc.):
http://steamcommunity.com/games/fof

Any help appreciated!


___
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


Re: [hlds] [hlds_linux] All SteamCMD authenticated logins failing for me at this time

2014-03-12 Thread Jesse Molina


Like right now for example.

It's down again.



On 3/12/14, 6:27, Mart-Jan Reeuwijk wrote:

lol, that applies to any day of the week.





From: Nicholas Hastings psycho...@alliedmods.net
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Sent: Wednesday, 12 March 2014, 1:48
Subject: Re: [hlds_linux] All SteamCMD authenticated logins failing for me at 
this time


Welcome to Tuesdays.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




wickedplayer494 mailto:wickedplayer...@gmail.com
Tuesday, March 11, 2014 8:47 PM
Steam died: http://steamstat.us/



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Jesse Molina mailto:je...@opendreams.net
Tuesday, March 11, 2014 8:45 PM
At this time, all SteamCMD authenticated logins are failing for me.

Logging in user 'xx' to Steam Public...Login Failure: Try
another CM
Failed.
ERROR! Failed to request AppInfo update, not online or not logged in
to Steam.

Updater exit code was 8


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

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




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



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


[hlds] All SteamCMD authenticated logins failing for me at this time

2014-03-11 Thread Jesse Molina


At this time, all SteamCMD authenticated logins are failing for me.

Logging in user 'xx' to Steam Public...Login Failure: Try 
another CM

Failed.
ERROR! Failed to request AppInfo update, not online or not logged in to 
Steam.


Updater exit code was 8


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


[hlds] Automated SteamCMD updates for non-Valve game servers

2014-02-19 Thread Jesse Molina


Hi all

What methodologies are available for automatically updating non-Valve 
games with SteamCMD?  Specifically, I am working on Linux here, and I am 
trying to produce an automatic update system for the Starbound server 
(AppID 211820).


With TF2, CSGO, and other Valve games, I can query the WebAPI to find 
out what the remote version is, and I have the local version in the 
game's steam.inf file.  This makes it very easy to determine if my 
locally installed version needs to be updated via SteamCMD.


However, games which have a dedicated server, like Starbound, don't have 
an UpToDateCheck WebAPI interface, and there is nothing in the 
distribution files which indicate the local version.


Is it the responsibility of Steam customers (Starbound devs in this 
case) to do something to enable the UpToDateCheck WebAPI interface for 
their game, or is this a Valve-only feature?


Any advice?


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


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

2013-12-26 Thread Jesse Molina


Oh, that's interesting.  Was this announced anyware?

This explains a lot of wrongness that I've seen from the perspective of 
a player:  lots of inaccuracy of what is being reported by my game 
client vs what server counts actually are.


Every other day it seems that half the people playing TF2 on my friend's 
list are actually asleep and not playing TF2.




On 12/26/13, 15:32, Kyle Sanderson wrote:

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.



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


Re: [hlds] [hlds_linux] SteamCMD Left 4 Dead appid?

2013-11-13 Thread Jesse Molina


L4D has not been converted to SteamPipe, or it has been abandoned. There 
was never an announcement, there is no AppID for it, etc etc.




On 11/13/13, 14:51, Ross Bemrose wrote:
OK, now that SteamGuard emails are being sent out again, I found out 
that this doesn't work for anonymous login or for an account that owns 
Left 4 Dead.


Valve, please fix this.

On 11/13/2013 2:52 PM, Daniel . wrote:

Try 222840
Am 13.11.2013 20:47 schrieb Ross Bemrose rbemr...@gmail.com:


L4D isn't on that list.

On 11/13/2013 2:13 PM, Daniel . wrote:


https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers
Am 13.11.2013 19:39 schrieb Ross Bemrose rbemr...@gmail.com:

  So, now that HLDSUpdateTool has been killed off, I went to 
install an L4D

server to test a plugin.

However, attempting to install appid 510 on Linux (510 is the Left 
4 Dead
Dedicated Server on the Steam Application IDs wiki page) as a 
logged in

user gives me this error:
ERROR! Failed to install app '510' (Invalid platform)

Logging in as anonymouse didn't work at all.

Since the L4D server is available for Linux, what is the CORRECT 
appid

for
it?  While we're at it, can we get the other missing Valve appids, 
such

as
Alien Swarm Dedicated Server for Windows?

___
To unsubscribe, edit your list preferences, or view the list 
archives,

please visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

  ___

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



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


___
To unsubscribe, edit your list preferences, or view the list 
archives, please visit:

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



___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:

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



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


Re: [hlds] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Jesse Molina


It looks like some of the update servers backed out the update or were 
otherwise in an improper state after the update today.  My auto update 
system first updated, then downgraded again when the UpToDateCheck 
version reverted.


Can I get a response from Valve?  Would it be reasonable to expect that 
a release version could revert, or will versions always be a positive 
increment, even in the event of a content reversion?


FYI It was more than 30 minutes after the first update that the 
reversion occurred.  My update check interval is every minute.




20130724165401-20228
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf

srcds-tf2-MASTER: Local version is 1833886
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml

srcds-tf2-MASTER: Remote version is: 1844935
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.


20130724173001-23606
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf

srcds-tf2-MASTER: Local version is 1844935
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml

srcds-tf2-MASTER: Remote version is: 1833886
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.




Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros using the 
Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only melee weapons
- Fixed players sometimes being damaged by doors when they are closing
- Fixed soccer/beach balls sometimes blocking Payload carts and trains
- Fixed paint can icons not showing the Red/Blue colors correctly
- Fixed the Loch-n-Load gun sight not drawing in the correct place
- Fixed the Bonk Boy model using the incorrect normals
- Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways

___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce



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



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


Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Jesse Molina


It is entirely possible that they have multiple servers which provide 
the web API services, and that one of them was an improper state.


I got unlucky.

Well... it's still broken right now:

api.steampowered.com. is 63.228.223.110

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml

responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour 
server is out of date, please upgrade/message/response


1833886 is the OLD version.



DontWannaName! wrote:

I was able to start my servers just fine. Windows 2008.

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:



It looks like some of the update servers backed out the update or were 
otherwise in an improper state after the update today.  My auto update system 
first updated, then downgraded again when the UpToDateCheck version reverted.

Can I get a response from Valve?  Would it be reasonable to expect that a 
release version could revert, or will versions always be a positive increment, 
even in the event of a content reversion?

FYI It was more than 30 minutes after the first update that the reversion 
occurred.  My update check interval is every minute.



20130724165401-20228
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1833886
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
srcds-tf2-MASTER: Remote version is: 1844935
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.


20130724173001-23606
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1844935
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
srcds-tf2-MASTER: Remote version is: 1833886
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.




Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros using the 
Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only melee weapons
- Fixed players sometimes being damaged by doors when they are closing
- Fixed soccer/beach balls sometimes blocking Payload carts and trains
- Fixed paint can icons not showing the Red/Blue colors correctly
- Fixed the Loch-n-Load gun sight not drawing in the correct place
- Fixed the Bonk Boy model using the incorrect normals
- Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways

___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce


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



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


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



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



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


Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Jesse Molina


You are misunderstanding the problem.

Valve's API webserver is saying the update today never happened.  Their 
web API is broken.


Update version released today per annoucement: 1844935
Actual version on the SteamPipe repositories: 1844935
Update version the web API says is UpToDate right now: 1833886 -- wrong



My auto update system doesn't do an integer comparison to see if the new 
version is positive from the previous version, it just checks to see if 
they differ.  If they do, it updates.


I have a lot of sanity checking in the system, which disables the whole 
thing after three failed updates.  If that wasn't in place it would be 
updating over and over again right now.




My master server updated correctly after the first update went out.  The 
problem is that 30 minutes later, the web API service says the version 
reverted, when it really did not.




DontWannaName! wrote:

Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:



It is entirely possible that they have multiple servers which provide the web 
API services, and that one of them was an improper state.

I got unlucky.

Well... it's still broken right now:

api.steampowered.com. is 63.228.223.110

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml

responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour
 server is out of date, please upgrade/message/response

1833886 is the OLD version.



DontWannaName! wrote:

I was able to start my servers just fine. Windows 2008.

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:



It looks like some of the update servers backed out the update or were 
otherwise in an improper state after the update today.  My auto update system 
first updated, then downgraded again when the UpToDateCheck version reverted.

Can I get a response from Valve?  Would it be reasonable to expect that a 
release version could revert, or will versions always be a positive increment, 
even in the event of a content reversion?

FYI It was more than 30 minutes after the first update that the reversion 
occurred.  My update check interval is every minute.



20130724165401-20228
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1833886
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
srcds-tf2-MASTER: Remote version is: 1844935
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.


20130724173001-23606
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath: 
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1844935
srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
srcds-tf2-MASTER: Remote version is: 1833886
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.




Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros using the 
Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only melee weapons
- Fixed players sometimes being damaged by doors when they are closing
- Fixed soccer/beach balls sometimes blocking Payload carts and trains
- Fixed paint can icons not showing the Red/Blue colors correctly
- Fixed the Loch-n-Load gun sight not drawing in the correct place
- Fixed the Bonk Boy model using the incorrect normals
- Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways

___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce


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



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


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


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

Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Jesse Molina


Fixed now.  Thanks.



Eric Smith wrote:

Can you check the link again from your side and let me know if you're still 
getting the wrong version?  Thanks.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Wednesday, July 24, 2013 7:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released


You are misunderstanding the problem.

Valve's API webserver is saying the update today never happened.  Their web API 
is broken.

Update version released today per annoucement: 1844935 Actual version on the 
SteamPipe repositories: 1844935 Update version the web API says is UpToDate right 
now: 1833886 -- wrong



My auto update system doesn't do an integer comparison to see if the new 
version is positive from the previous version, it just checks to see if they 
differ.  If they do, it updates.

I have a lot of sanity checking in the system, which disables the whole thing 
after three failed updates.  If that wasn't in place it would be updating over 
and over again right now.



My master server updated correctly after the first update went out.  The 
problem is that 30 minutes later, the web API service says the version 
reverted, when it really did not.



DontWannaName! wrote:

Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:



It is entirely possible that they have multiple servers which provide the web 
API services, and that one of them was an improper state.

I got unlucky.

Well... it's still broken right now:

api.steampowered.com. is 63.228.223.110

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver
sion=0format=xml

responsesuccesstrue/successup_to_datefalse/up_to_dateversi
on_is_listablefalse/version_is_listablerequired_version1833886/
required_versionmessageYour server is out of date, please
upgrade/message/response

1833886 is the OLD version.



DontWannaName! wrote:

I was able to start my servers just fine. Windows 2008.

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:



It looks like some of the update servers backed out the update or were 
otherwise in an improper state after the update today.  My auto update system 
first updated, then downgraded again when the UpToDateCheck version reverted.

Can I get a response from Valve?  Would it be reasonable to expect that a 
release version could revert, or will versions always be a positive increment, 
even in the event of a content reversion?

FYI It was more than 30 minutes after the first update that the reversion 
occurred.  My update check interval is every minute.



20130724165401-20228
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath:
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1833886
srcds-tf2-MASTER: Remote UpToDateCheck URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
ersion=0format=xml
srcds-tf2-MASTER: Remote version is: 1844935
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.


20130724173001-23606
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath:
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1844935
srcds-tf2-MASTER: Remote UpToDateCheck URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
ersion=0format=xml
srcds-tf2-MASTER: Remote version is: 1833886
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.




Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros
using the Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only
melee weapons
- Fixed players sometimes being damaged by doors when they are
closing
- Fixed soccer/beach balls sometimes blocking Payload carts and
trains
- Fixed paint can icons not showing the Red/Blue colors correctly
- Fixed the Loch-n-Load gun sight not drawing in the correct place
- Fixed the Bonk Boy model using the incorrect normals
- Updated Cp_Badlands and Koth_Badlands
 - Opened the windows around the center point
 - Smoothed player clipping around doorways

___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_annou
nce


--
# Jesse Molina
# Mail = je

Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread Jesse Molina


Valve recognized that there was a problem with today's update, and it 
was killing some servers/clients/whatever.


I am guessing they intentionally reverted the version on the WebAPI to 
stop more clients from auto-updating and thus getting the bad update.


The alternative would have been to release another real update via an 
increment of the version number, causing all clients to download the new 
update.  Lots more bandwidth, downtime, etc.


When they got the fix in place, they restored the new version number.



Given this, I am going to say that reversions are possible and should be 
ignored, since that's apparently the way they want their clients to behave.




Eric Smith wrote:

Can you check the link again from your side and let me know if you're still 
getting the wrong version?  Thanks.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Wednesday, July 24, 2013 7:14 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released


You are misunderstanding the problem.

Valve's API webserver is saying the update today never happened.  Their web API 
is broken.

Update version released today per annoucement: 1844935 Actual version on the 
SteamPipe repositories: 1844935 Update version the web API says is UpToDate right 
now: 1833886 -- wrong



My auto update system doesn't do an integer comparison to see if the new 
version is positive from the previous version, it just checks to see if they 
differ.  If they do, it updates.

I have a lot of sanity checking in the system, which disables the whole thing 
after three failed updates.  If that wasn't in place it would be updating over 
and over again right now.



My master server updated correctly after the first update went out.  The 
problem is that 30 minutes later, the web API service says the version 
reverted, when it really did not.



DontWannaName! wrote:

Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:



It is entirely possible that they have multiple servers which provide the web 
API services, and that one of them was an improper state.

I got unlucky.

Well... it's still broken right now:

api.steampowered.com. is 63.228.223.110

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver
sion=0format=xml

responsesuccesstrue/successup_to_datefalse/up_to_dateversi
on_is_listablefalse/version_is_listablerequired_version1833886/
required_versionmessageYour server is out of date, please
upgrade/message/response

1833886 is the OLD version.



DontWannaName! wrote:

I was able to start my servers just fine. Windows 2008.

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:



It looks like some of the update servers backed out the update or were 
otherwise in an improper state after the update today.  My auto update system 
first updated, then downgraded again when the UpToDateCheck version reverted.

Can I get a response from Valve?  Would it be reasonable to expect that a 
release version could revert, or will versions always be a positive increment, 
even in the event of a content reversion?

FYI It was more than 30 minutes after the first update that the reversion 
occurred.  My update check interval is every minute.



20130724165401-20228
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath:
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1833886
srcds-tf2-MASTER: Remote UpToDateCheck URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
ersion=0format=xml
srcds-tf2-MASTER: Remote version is: 1844935
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.


20130724173001-23606
Checking: srcds-tf2-MASTER
srcds-tf2-MASTER: Local steam.inf filepath:
/srv/srcds/srcds-tf2-MASTER/tf/steam.inf
srcds-tf2-MASTER: Local version is 1844935
srcds-tf2-MASTER: Remote UpToDateCheck URL is:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v
ersion=0format=xml
srcds-tf2-MASTER: Remote version is: 1833886
srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.




Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1844935.

-Eric

--

- Ended the Mann Co. Store summer sale
- The Summer Claim check is now a rare drop
- Medics using the Quick-Fix will now take jump force from Pyros
using the Detonator to explosive jump
- Fixed a client crash related to missing particle systems
- Fixed a server crash when entering Sudden Death mode with only
melee weapons
- Fixed players sometimes being damaged

Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today (steamping threadjacking)

2013-04-30 Thread Jesse Molina


A note about SteamPing...

I signed up for their service to get email notifications a month or two 
back, just to check it out.


I never got any notifications, so I forgot about it for a few weeks. 
Later, I noticed that all of their messages had been isolated in my spam 
folder.


It seems they have no understanding for how email servers should be set 
up.  No rDNS PTR, and the formatting is so bad that SpamAssassin 
probably won't let it through without a domain whitelist.


Here is a SpamAssassin analysis from one of their notifications:


Content analysis details:   (5.7 points, 4.8 required)

 pts rule name  description
 -- 
--

 2.0 BAYES_80   BODY: Bayes spam probability is 80 to 95%
[score: 0.9481]
 0.0 HTML_MESSAGE   BODY: HTML included in message
 0.7 MIME_HTML_ONLY BODY: Message only has text/html MIME parts
 0.4 HTML_MIME_NO_HTML_TAG  HTML-only message, but there is no HTML tag
 1.2 RDNS_NONE  Delivered to internal network by a host 
with no rDNS

 0.7 MIME_HEADER_CTYPE_ONLY 'Content-Type' found without required MIME
headers
 0.0 TO_NO_BRKTS_NORDNS_HTML To: misformatted and no rDNS and HTML only
 1.0 TO_NO_BRKTS_NORDNS To: misformatted and no rDNS





Seyhan AKDENIZ wrote:

You can track instantly Source games updates including Team Fortress 2
  via Steamping. For more info visit http://www.steamping.com or follow
Steamping on Twitter http://www.twitter.com/steamping

  From: peter-h...@jerde.net
  Date: Tue, 30 Apr 2013 14:07:31 -0500
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?
 
  It was was small, and did not change the version number.
 
  My client now reads:
 
   ] version
   Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 15:20:28 Apr 29 2013 (5287) (440)
  
 
  And the steampipe server I just updated now reads:
 
   13:56:19 Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 15:22:29 Apr 29 2013 (5287) (440)
  
 
  Good old HldsUpdateTool just downloaded one file for my non-steampipe
servers:
 
   0:26 100.00% downloading /orangebox\bin\engine.dll
 
  (Man, I am going to miss seeing which files changed in updates.)
 
  But the srcds.exe didn't change, and those servers still report:
 
   14:05:43 Protocol version 24
   Exe version 1734532 (tf)
   Exe build: 17:30:19 Apr 22 2013 (5280) (440)
  
 
 
 
  So... a tiny change got pushed out. Very stealthy.
 
  - Peter
  ___
  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



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



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


[hlds] Newly installed srcds installations fail on first startup

2013-04-30 Thread Jesse Molina


I think this is already a known issue, but as a reminder...

I am seeing my newly installed SteamPipe TF2 servers fail on first 
startup.  Subsequent startups operate normally.


I suspect this is because steam_appid.txt is not created until after the 
first startup.


I had also noticed this after previous SteamPipe conversions of css, 
hl2dm, etc, but it appears to still not be fixed.




Executing dedicated server config file server.cfg
Using map cycle file 'cfg/mapcycle_default.txt'.  ('cfg/mapcycle.txt' 
was not found.)

Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. 
('cfg/motd_text.txt' was not found.)

Cannot verify load for invalid steam ID [I:0:0]
WARNING: ClientActive, but we don't know his SteamID?
Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
*
*
*   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.*
*
*




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



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


Re: [hlds] [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Jesse Molina


I would ask that Valve please move these directories into a 
subdirectory.  They look like garbage temp directories that are not 
being cleaned up.


Placing these under a subdirectory with a static name would make it 
easier to prune them from symlinked installations, and probably have a 
number of other benefits.


Do this for the same reasons that it is bad for Windows to create 
randomly-named temporary directories under the C:/ root.




Fletcher Dunn wrote:

Keep those.  It contains bookkeeping info necessary for incremental updates.

I am CERTAIN that there is a good reason for the crazy filename.  But I don't 
know what it is.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Wednesday, April 24, 2013 12:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now 
interoperable with regular game

On 24.04.2013 19:03, Fletcher Dunn wrote:


We've released a mandatory update to the SteamPipe beta.  Please note


I've got another question, the folders like 
667d73250a8a21cbc9ff376aae86a31aaf4aad3b in the base folder, can they be 
ignored, or are they needed by the server?


/Peter

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

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



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



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


Re: [hlds] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update

2013-04-02 Thread Jesse Molina


Dear Valve

To start off, I don't want to be a huge jerk here and think I'm just 
griefing you Valve guys.  There is plenty of nonconstructive criticism 
on this mailing lists already, and that's not the kind of community 
contribution I want to be involved in.


I have no question people are doing their best, and I understand what 
it's like when someone comes out and tells your Your work is crap.


However, I want to demonstrate the monster you've created, intentionally 
or not.


With the old HLDSUpdateTool, this is, apparently, what you did to 
install/update czero:


./steam -command update -game czero -dir /mydir/mygame



With the new SteamCMD, this is what you, apparently, have to do to get 
similar behavior:


./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous 
+force_install_dir /mydir/mygame +app_set_config 90 mod czero 
+app_update 90 -beta beta +exit






Alfred Reynolds wrote:

You can get a dedicated install for it by using the following command line:
steamcmd +logon anonymous +force_install_dir ..\hlds +app_update 90 -beta 
beta +quit

Note you will need to use +app_set_config 90 mod czero before the +app_update 
command if you want to update condition zero.


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



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


Re: [hlds] Optional updates to Source engine betas released

2013-03-21 Thread Jesse Molina
 with any
setting other than sv_pure -1.

* Linux client: VPK tool now supports signature functionality

* Client and dedicated server: fixed sv_pure command not showing
current pure status


___
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

__ __


___
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



___
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



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



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


Re: [hlds] [hlds_announce] Mandatory updates to all Source engine game betas released

2013-03-19 Thread Jesse Molina


When products are retired from the HLDSUpdateTool, what behavior will we 
recieve when a user attempts to download said product using the old tool?




Fletcher Dunn wrote:

PLEASE NOTE: The Betas are drawing to a close.  We hope to release Day
of Defeat:Source early next week.

Betas for HL2:MP, DOD:S, CS:S, and TF:

* Deleted sv_consistency convar.  This security is now implemented using
sv_pure.

* Changed which pure server configuration files are loaded in the
various pure modes, and renamed them.  (See updated
pure_server_whitelist_example.txt for details.)

* Added “sv_pure -1” mode, which disables all consistency checking.
(Similar to turning off sv_pure and sv_consistency.)

* Removed unneeded CRC calculations on level load

* Removed check_crc functionality from pure server operation.  The only
supported file rule is now “trusted_source.”

* Added trusted_keys_example.txt.

* Added/updated sound cache files



___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce



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



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


Re: [hlds] Get compile the build number of game servers in PHP

2013-03-11 Thread Jesse Molina


On this subject, is there any way to determine the local version of the 
installed srcds server?  I find the steam.inf files are unreliable and 
only TF2 has the current client/server version in it that I could 
compare against the WebAPI.


Is there a better way of determining when srcds servers should be 
updated other than the WebAPI?  I looked into Steam Condenser this 
weekend but really didn't see anything interesting.


Advice from anyone who has already automated this this would be appreciated.



Adrian x wrote:

Unfortunately, that stops me is the fact I have no way of checking
whether a new update came out and download the exact number. Although
api provides ISteamApps / UpToDateCheck which is the ability to check
the current version of the game engine required, but will not let me in
any way to check whether it was updated game engine.



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



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


Re: [hlds] [hlds_linux] Get compile the build number of game servers in PHP

2013-03-11 Thread Jesse Molina


Netshroud wrote:

I just checked CS:GO and Steam.inf + ISteamApps UpToDateCheck seems to be fine 
for that.

What do you mean by unreliable?



I meant inconsistent.

Okay, I just realized that the WebAPI required_version is a half-assed 
tr -d . PatchVersion.


DERP:  1.22.2.7, 1.22.27.  What's the difference, right???

Maybe unreliable was the right word.  I hardly feel good about using 
something where it seems like the info I'm looking at is coincidental 
rather than intentional.


I had been paying only attention to ClientVersion/ServerVersion.

Thanks for pointing this out.



luser@host--for EACH in $(find srcds-*-MASTER -type f -name 
steam.inf) ; do echo  ; echo $EACH ; cat $EACH ; echo  ; done


srcds-csgo-MASTER/csgo/steam.inf
PatchVersion=1.22.2.7
ProductName=csgo
appID=730


srcds-css-MASTER/css/cstrike/steam.inf
PatchVersion=1.0.0.76
ClientVersion=0
ServerVersion=0
ProductName=cstrike
appID=240


srcds-hl2mp-MASTER/orangebox/hl2mp/steam.inf
PatchVersion=1.0.0.42
ClientVersion=0
ServerVersion=0
ProductName=hl2dm
appID=320


srcds-l4d2-MASTER/left4dead2/left4dead2/steam.inf
// NetworkVersion is the version in the wire protcol between 
client-server,

// its not used for matchmaking, PatchVersion is used for that to ensure
// we don't get cross connecting to different releases.  Only bump this if
// you know an incompatible change has happened to the network protocol in
// game and old demos will not work.
NetworkVersion=2.0.4.2
PatchVersion=2.1.2.1
ProductName=left4dead2
appID=550

srcds-l4d-MASTER/l4d/left4dead/steam.inf
PatchVersion=1.0.2.8
ProductName=left4dead
appID=500


srcds-tf2-MASTER/orangebox/tf/steam.inf
PatchVersion=1.2.5.8
ClientVersion=1258
ServerVersion=1258
ProductName=tf
appID=440





On 11/03/2013, at 8:19 PM, Jesse Molina je...@opendreams.net wrote:



On this subject, is there any way to determine the local version of the 
installed srcds server?  I find the steam.inf files are unreliable and only TF2 
has the current client/server version in it that I could compare against the 
WebAPI.

Is there a better way of determining when srcds servers should be updated other 
than the WebAPI?  I looked into Steam Condenser this weekend but really didn't 
see anything interesting.

Advice from anyone who has already automated this this would be appreciated.



Adrian x wrote:

Unfortunately, that stops me is the fact I have no way of checking
whether a new update came out and download the exact number. Although
api provides ISteamApps / UpToDateCheck which is the ability to check
the current version of the game engine required, but will not let me in
any way to check whether it was updated game engine.



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



___
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_linux



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



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


Re: [hlds] [hlds_linux] Get compile the build number of game servers in PHP

2013-03-11 Thread Jesse Molina


I forgot to mention that in my case, I am updating a set of 
master/vanilla/unconfigured installations that will never ever actually 
start.  They are instead used as referrals for symlinks.


Thus, getting the info from rcon is not a viable solution.

Since Fletcher says the game gets it's info from steam.inf anyway, that 
seems to indicate it being the definitive source of the local information.


I wish I could just srcds_linux -game tf --version.




Fletcher Dunn wrote:

The engine gets that info from steam.inf.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt
Sent: Monday, March 11, 2013 2:39 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Get compile the build number of game servers 
in PHP

Maybe parsing the version information from the `status` output via RCON is more 
reliable.


2013/3/11 Jesse Molina je...@opendreams.net



On this subject, is there any way to determine the local version of
the installed srcds server?  I find the steam.inf files are unreliable
and only
TF2 has the current client/server version in it that I could compare
against the WebAPI.

Is there a better way of determining when srcds servers should be
updated other than the WebAPI?  I looked into Steam Condenser this
weekend but really didn't see anything interesting.

Advice from anyone who has already automated this this would be
appreciated.




Adrian x wrote:


Unfortunately, that stops me is the fact I have no way of checking
whether a new update came out and download the exact number. Although
api provides ISteamApps / UpToDateCheck which is the ability to
check the current version of the game engine required, but will not
let me in any way to check whether it was updated game engine.



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



__**_
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps
://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_linux

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



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



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


Re: [hlds] [hlds_announce] Mandatory TF beta updated released

2013-02-27 Thread Jesse Molina


Are these files automatically removed upon update, or do end users need 
to manually delete the files?


See my request from a day or two ago about removing extraneous files 
from base installations.




Fletcher Dunn wrote:

* Dedicated server: removed textures and sounds from dedicated server
distribution.  Installation size reduced by approx 7.5GB



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



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


[hlds] Feature request: Add a SteamCMD flag to delete unknown files in an installation

2013-02-26 Thread Jesse Molina


Dear Valve

When SteamCMD is used to update an existing game server installation, 
please add an optional argument which will delete all unknown files.


Basically, I want rsync -a --delete.

There have been a number of times in the past when files have been 
removed from upstream, but those removals/changes don't get propagated 
down.  These files end up abandoned.


This will make it so that I don't have to download an entirely new 
installation every couple of months, just to make sure it's really clean.


Thanks for your consideration



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



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


Re: [hlds] [hlds_linux] Feature request: Add a SteamCMD flag to delete unknown files in an installation

2013-02-26 Thread Jesse Molina


I use a central vanilla/original installation to sync up multiple real 
game servers.


People who do symlinking probably already do this.

It means I only have to download from Valve once, per game, instead of 
for each game server.  In my case, I have five real TF2 game servers, 
and one central base installation.


If you are a GSP and want to make setup of new servers quick, you 
probably do this.


You would want to run this on a customized server if, for some reason, 
you wanted to restore it to it's original form.




Valentin G. wrote:

Well, wouldn't it delete any and all custom content then (even maps)? I
don't think that this would be a good thing, but I agree that SteamCMD
could be better at cleaning up dead things.


On Tue, Feb 26, 2013 at 10:25 AM, Jesse Molina je...@opendreams.net wrote:



Dear Valve

When SteamCMD is used to update an existing game server installation,
please add an optional argument which will delete all unknown files.

Basically, I want rsync -a --delete.

There have been a number of times in the past when files have been removed
from upstream, but those removals/changes don't get propagated down.  These
files end up abandoned.

This will make it so that I don't have to download an entirely new
installation every couple of months, just to make sure it's really clean.

Thanks for your consideration



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



__**_
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_linux


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



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



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


Re: [hlds] [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Jesse Molina


Here are some questions I am wondering.  These are not Rhetorical.



Why was an interactive command line interface developed at all?  What 
was the design specifications for the new SteamCMD?


A lot of work must have gone into that interactive shell.  Why do that? 
 What problem did it solve?


Were users requesting this?  Was there some kind of demand that I don't 
know about?


Are there future plans that Valve has for this tool which require a 
user-interactive session rather than command line arguments or a 
configuration file?


I can't imagine it was to provide a more user-friendly interface, as 
proficiency with cmd.exe/$SHELL is still a requirement for use, and the 
technical knowledge requirements still exist.


I don't get it.



Jesse Molina wrote:


Dear Valve

Please accept the following feedback for consideration.  This feedback
is specifically limited to usage of the SteamCMD interface on GNU/Linux.



Please document command usage for SteamCMD.  There doesn't seem to be any.

There is this document here, but it does not document the various
options and parameters which can be used with SteamCMD:
https://developer.valvesoftware.com/wiki/SteamCMD

If I do a ./steamcmd --help, nothing useful happens, which is probably
the first thing an educated administrator might do.

Exit codes?  Document them.



Please stop trying to use the binary itself as a means of documentation.
  Documentation is documentation.  The binary isn't.  I should not have
to type help arg1, help arg2, help arg2 subarg1 et-cetera on the
interactive menu-driven interface to find out how to use the app.  I
can't imagine how painful this must be to implement and keep up to date.



Should I be using the steamcmd.sh script, or steam.sh, or just call the
steamcmd binary directly?  steamcmd.sh magically appeared recently, and
nobody really knows why because you didn't communicate this change with
your user base.  Those of us who had been using steam.sh, found it
stopped working because you changed it and we don't understand why.
Looking at the header comments does not make it apparent how these
scripts are to be used and why each is different.  Please improve
communications when changes occur.



Design suggestion:  Please stop trying to make SteamCMD an interactive
command-line interface.  These are bad, sad, and wrong.  Pros hate
interfaces like this because they are slow and painful and feel like
they were written to be a crutch for stupid people.  Noobs can't use
them because a mouse isn't involved.  Thus, you piss off everyone and
spend a lot of effort doing it.  Why did you feel that bash needed to be
replaced?  Do you really hate readline so much that you needed to
re-implement it?  Something about those who feel the need to reinvent
unix are condemned to...  yea.



While I appreciate this;
https://developer.valvesoftware.com/wiki/Steam_Application_IDs

How's about a ./steamcmd --listappids, like the old ./steam -command
list?



Please stop littering log files all over the place.  I've already got a
steam.log file sitting in the steamcmd dir, and then you've got a logs
directory, which apparently wasn't good enough for this one log file.
And then there's that ~/Steam/logs/stderr.txt thing.  Am I going to have
to write a cleanup script just to clean up these logfiles?  And for F*ks
sake, why would you name your log files *_log.txt instead of just .log???



Thanks for your consideration.



Fletcher Dunn wrote:

The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.
Steam’s new-and-improved content delivery system.  SteamPipe is
currently used by most games on Steam.

This change will impact server operators in at least two significant
ways:

·You will use steamcmd instead of the HLDSUpdateTool to install/update
the server.

·The conversion will entail significant changes to the way the files
appear in the local filesystem on the server and client.  The client no
longer uses GCF files.  Instead, most assets are packed up into VPK, and
those VPKs are the same on the server and the client.  The server no
longer uses 1000’s of loose files.

We’re using the TF beta to test these changes and identify the bugs, and
give everybody a chance to make sure their favorite mod or plugin will
work in the new system.

Everybody is encouraged to download the TF beta!

We’ve prepared an FAQ that discusses the details of the change and
answers the questions we anticipate:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF beta
forum.

http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the
release game.)

- Fletch



___
hlds_announce mailing list

Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Jesse Molina


Andreas Grimm wrote:

steamcmd.exe +login anonymous +force_install_dir
insert_your_directory_here +app_update 229830 validate +exit

its equivalent to the classic hldsupdatetool command:

hldsupdatetool.exe -command update -game tf_beta -dir
insert_your_directory_here -verify_all




Here is a good example for me to pick on.  Please pardon my pointy rant. 
 I'm trying to be positive with my criticism, so don't please think I'm 
just trying to be a jerk.  I realize that I'm calling out someone's work 
here.




With the old steam tool, you specified the working directory with the 
-dir argument.  That's perfectly reasonable and sane.


With the new one, it's +force_install_dir.

Why are we forcing it?  Can we NOT force it?

And why is it the install dir.  Can there be some other dir where we 
might have otherwise gotten confused about which dir we were specifying?


WTF_is_with_the_underscores?  Why_are_they_even_necessary?

Do_you_realize_I_have_to_use_the_shift_key_every_time_I_want_to_type_an_underscore_and_how_much_additional_time_that_takes?

Why was -dir not usable enough that it needed to be re-invented badly?



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



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


Re: [hlds] [hlds_announce] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Jesse Molina


Dear Valve

Please accept the following feedback for consideration.  This feedback 
is specifically limited to usage of the SteamCMD interface on GNU/Linux.




Please document command usage for SteamCMD.  There doesn't seem to be any.

There is this document here, but it does not document the various 
options and parameters which can be used with SteamCMD:

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

If I do a ./steamcmd --help, nothing useful happens, which is probably 
the first thing an educated administrator might do.


Exit codes?  Document them.



Please stop trying to use the binary itself as a means of documentation. 
 Documentation is documentation.  The binary isn't.  I should not have 
to type help arg1, help arg2, help arg2 subarg1 et-cetera on the 
interactive menu-driven interface to find out how to use the app.  I 
can't imagine how painful this must be to implement and keep up to date.




Should I be using the steamcmd.sh script, or steam.sh, or just call the 
steamcmd binary directly?  steamcmd.sh magically appeared recently, and 
nobody really knows why because you didn't communicate this change with 
your user base.  Those of us who had been using steam.sh, found it 
stopped working because you changed it and we don't understand why. 
Looking at the header comments does not make it apparent how these 
scripts are to be used and why each is different.  Please improve 
communications when changes occur.




Design suggestion:  Please stop trying to make SteamCMD an interactive 
command-line interface.  These are bad, sad, and wrong.  Pros hate 
interfaces like this because they are slow and painful and feel like 
they were written to be a crutch for stupid people.  Noobs can't use 
them because a mouse isn't involved.  Thus, you piss off everyone and 
spend a lot of effort doing it.  Why did you feel that bash needed to be 
replaced?  Do you really hate readline so much that you needed to 
re-implement it?  Something about those who feel the need to reinvent 
unix are condemned to...  yea.




While I appreciate this;
https://developer.valvesoftware.com/wiki/Steam_Application_IDs

How's about a ./steamcmd --listappids, like the old ./steam -command 
list?




Please stop littering log files all over the place.  I've already got a 
steam.log file sitting in the steamcmd dir, and then you've got a logs 
directory, which apparently wasn't good enough for this one log file. 
And then there's that ~/Steam/logs/stderr.txt thing.  Am I going to have 
to write a cleanup script just to clean up these logfiles?  And for F*ks 
sake, why would you name your log files *_log.txt instead of just .log???




Thanks for your consideration.



Fletcher Dunn wrote:

The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.
Steam’s new-and-improved content delivery system.  SteamPipe is
currently used by most games on Steam.

This change will impact server operators in at least two significant ways:

·You will use steamcmd instead of the HLDSUpdateTool to install/update
the server.

·The conversion will entail significant changes to the way the files
appear in the local filesystem on the server and client.  The client no
longer uses GCF files.  Instead, most assets are packed up into VPK, and
those VPKs are the same on the server and the client.  The server no
longer uses 1000’s of loose files.

We’re using the TF beta to test these changes and identify the bugs, and
give everybody a chance to make sure their favorite mod or plugin will
work in the new system.

Everybody is encouraged to download the TF beta!

We’ve prepared an FAQ that discusses the details of the change and
answers the questions we anticipate:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF beta
forum.

http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the
release game.)

- Fletch



___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce



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



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


Re: [hlds] [hlds_announce] SteamPipe is coming. Download the TF beta

2013-02-19 Thread Jesse Molina


Please update the app ID list with the new TF2 beta ID:

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



Fletcher Dunn wrote:

The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day
of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.
Steam’s new-and-improved content delivery system.  SteamPipe is
currently used by most games on Steam.

This change will impact server operators in at least two significant ways:

·You will use steamcmd instead of the HLDSUpdateTool to install/update
the server.

·The conversion will entail significant changes to the way the files
appear in the local filesystem on the server and client.  The client no
longer uses GCF files.  Instead, most assets are packed up into VPK, and
those VPKs are the same on the server and the client.  The server no
longer uses 1000’s of loose files.

We’re using the TF beta to test these changes and identify the bugs, and
give everybody a chance to make sure their favorite mod or plugin will
work in the new system.

Everybody is encouraged to download the TF beta!

We’ve prepared an FAQ that discusses the details of the change and
answers the questions we anticipate:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Please report gameserver related bugs in this mailing list.

Client bugs can be reported through this mailing list, or in the TF beta
forum.

http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Thanks for your help, and happy testing!

(And remember, playtime in the beta counts towards item drops in the
release game.)

- Fletch



___
hlds_announce mailing list
hlds_annou...@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce



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



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


Re: [hlds] [hlds_linux] Community pl_ maps crashing clients at map end

2013-01-09 Thread Jesse Molina


Confirming that I saw this happen on pl_waste_v2 yesterday on 
themachine.org's TF2 server.


I am not an admin of that server, I just happened to be playing there.



Yun Huang Yong wrote:

pl_waste_v2 both cause most (often all) of the clients to crash to
desktop at the end of the map.


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



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


Re: [hlds] SRCDS not honoring -steamport parameter any more?

2012-11-01 Thread Jesse Molina


Note that I am a Linux-only server admin.  I know nothing about the 
Windows variant.  Sorry, I forget to look at which mailing list I am 
talking to.  My info may not be applicable to yourself.


One thing to note on the Linux side is that the srcds_run script, unless 
-norestart is specified, will auto-restart the server over and over 
again if -strictportbind is specified and if a conflict is detected. 
That is probably not desirable.


Thus, it may be wise to build your own script to replace srcds_run or 
just call srcds_linux directly, with the right environment.




Roman Hatsiev wrote:

Many thanks for the strictportbind hint, I wasn't aware of that one.

On Nov 1, 2012 2:18 AM, Jesse Molina je...@opendreams.net
mailto:je...@opendreams.net wrote:


This bug has existed for at least the last three years, probably
more. I don't know if it ever worked right.

Whatever port you assign for -steamport will not be used.  Instead,
it will be n+1.

Here is a real example taken from a TF2 server on GNU/Linux...

Process command arguments:
./srcds_linux -game tf -ip x.x.x.x +clientport 27017 +hostport 27117
+tv_port 27217 -steamport 26017 +replay_port 27417 -strictportbind
-pidfile /path/to/my/server.pid -maxplayers 25 +map cp_dustbowl

Now, here is what lsof said is actually in use:

lsof -i 4 -n -a -p $GAMESERVPID
COMMAND PID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 18039 hlds7u  IPv4 1132076712  0t0  UDP x.x.x.x:27117
srcds_lin 18039 hlds8u  IPv4 1132076713  0t0  UDP x.x.x.x:27017
srcds_lin 18039 hlds9u  IPv4 1132076714  0t0  UDP x.x.x.x:27217
srcds_lin 18039 hlds   10u  IPv4 1132076715  0t0  TCP
x.x.x.x:27117 (LISTEN)
srcds_lin 18039 hlds   11u  IPv4 1367389900  0t0  TCP x.x.x.x:26018



My command specified -steamport 26017, but 26018 is actually in use.



My solution for this is to simply space out all servers by odd
numbers when running multiple servers on the same IP.  So, I've got
a server at 2xx13, 2xx15, 2xx17, 2xx19, etc

Also note the use of -strictportbind above.  This feature was
added at my request by Valve, who graciously answered my call to do
so.  By default, the srcds application happily tramples on ports and
just assigns itself whatever the heck it pleases to have.  When
-strictportbind is used, in theory, the app is supposed to exit with
an error, as any sane and reasonable daemon would.

For verification, I nmap my own host and diff the output against the
previous output and get mailed if differences are found.  That way I
know if anything is gone amiss.



Roman Hatsiev wrote:

These are clientport and tv_port. For some reason srcds uses
steamport+1
instead of steamport.

On Oct 31, 2012 8:48 AM, Weasel wea...@weaselslair.com
mailto:wea...@weaselslair.com
mailto:wea...@weaselslair.com
mailto:wea...@weaselslair.com__ wrote:

 I have been using these parameters in the command-line for some
 time, to explicitly specify what ports to use for the game
and for
 Steam communication:

 +port 29016
 -steamport 29116

 Those ports are explicitly open on by firewall, etc.

 While troubleshooting some other issues (that I think are
 un-related), I noticed these errors in the logs:

 WARNING: Port 27005 was unavailable - bound to port 27006
instead
 WARNING: Port 27020 was unavailable - bound to port 27021
instead

 What are those ports all about?
 Is it not using the -steamport parameter?
 or is this yet more communication of some other form?

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


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



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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https

Re: [hlds] SRCDS not honoring -steamport parameter any more?

2012-10-31 Thread Jesse Molina


This bug has existed for at least the last three years, probably more. I 
don't know if it ever worked right.


Whatever port you assign for -steamport will not be used.  Instead, it 
will be n+1.


Here is a real example taken from a TF2 server on GNU/Linux...

Process command arguments:
./srcds_linux -game tf -ip x.x.x.x +clientport 27017 +hostport 27117 
+tv_port 27217 -steamport 26017 +replay_port 27417 -strictportbind 
-pidfile /path/to/my/server.pid -maxplayers 25 +map cp_dustbowl


Now, here is what lsof said is actually in use:

lsof -i 4 -n -a -p $GAMESERVPID
COMMAND PID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 18039 hlds7u  IPv4 1132076712  0t0  UDP x.x.x.x:27117
srcds_lin 18039 hlds8u  IPv4 1132076713  0t0  UDP x.x.x.x:27017
srcds_lin 18039 hlds9u  IPv4 1132076714  0t0  UDP x.x.x.x:27217
srcds_lin 18039 hlds   10u  IPv4 1132076715  0t0  TCP x.x.x.x:27117 
(LISTEN)

srcds_lin 18039 hlds   11u  IPv4 1367389900  0t0  TCP x.x.x.x:26018



My command specified -steamport 26017, but 26018 is actually in use.



My solution for this is to simply space out all servers by odd numbers 
when running multiple servers on the same IP.  So, I've got a server at 
2xx13, 2xx15, 2xx17, 2xx19, etc


Also note the use of -strictportbind above.  This feature was added at 
my request by Valve, who graciously answered my call to do so.  By 
default, the srcds application happily tramples on ports and just 
assigns itself whatever the heck it pleases to have.  When 
-strictportbind is used, in theory, the app is supposed to exit with an 
error, as any sane and reasonable daemon would.


For verification, I nmap my own host and diff the output against the 
previous output and get mailed if differences are found.  That way I 
know if anything is gone amiss.




Roman Hatsiev wrote:

These are clientport and tv_port. For some reason srcds uses steamport+1
instead of steamport.

On Oct 31, 2012 8:48 AM, Weasel wea...@weaselslair.com
mailto:wea...@weaselslair.com wrote:

I have been using these parameters in the command-line for some
time, to explicitly specify what ports to use for the game and for
Steam communication:

+port 29016
-steamport 29116

Those ports are explicitly open on by firewall, etc.

While troubleshooting some other issues (that I think are
un-related), I noticed these errors in the logs:

WARNING: Port 27005 was unavailable - bound to port 27006 instead
WARNING: Port 27020 was unavailable - bound to port 27021 instead

What are those ports all about?
Is it not using the -steamport parameter?
or is this yet more communication of some other form?

___
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



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



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