Re: [hlds] Problems caused by connecting server favorites to IP address
If a datacenter tells you moving your IP space is impossible, they are flat out lying. If that was the case, how would they assign more IPs when you order them? Not a single datacenter we work with it has any issue bringing up our IPs anywhere on the their network. On 9/28/2013 11:48 AM, Spencer 'Voogru' MacDonald wrote: We used to have to fight our provider pretty hard to retain our IP addresses. I had the same experiences but ultimately got to keep the IP's. It was a bit of a struggle, they're usually saying something along the lines that it's absolutely totally completely IMPOSSIBLE, which then gets changed to Okay fine. I really wish they'd go by dns names, or even use the server ID through the server registration instead of IP's. - Spencer. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson *Sent:* Friday, September 27, 2013 9:04 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Problems caused by connecting server favorites to IP address We used to have to fight our provider pretty hard to retain our IP addresses. Management would say it's alright, then the rest of the company would deny it ever occurred and would just close the ticket feigning ignorance. The whole process would take about two days to get the addresses transferred to the new, in limbo server. Now they just charge everyone $20 per /29 block to move. I'm sure there are other horrible providers, that still do the former. Thanks, Kyle. On Thu, Sep 26, 2013 at 11:33 PM, ics i...@ics-base.net mailto:i...@ics-base.net wrote: upgrading hardware doesn't always mean IP change. We have retained our IP's for years. But i'm all in for keeping my servers in users favorite lists in other methods too. -ics Jason Tango kirjoitti: I would definitely be curious to know how many server operators have decided against upgrading their hardware (which would be better for the overall game's userbase in the long run) for this very reason. Is it simply the difficulty of implementation? Or is Valve so close to releasing Source 2 (that may already have this implemented) that they think it's a waste of time? All I DO know is that I would have to recommend against changing IP's to anyone that doesn't absolutely have to. It's a disaster to your traffic. Date: Thu, 26 Sep 2013 14:33:59 -0700 From: thepauls...@gmail.com mailto:thepauls...@gmail.com To: mreeu...@yahoo.com mailto:mreeu...@yahoo.com; hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Subject: Re: [hlds] Problems caused by connecting server favorites to IP address I said this a month ago and I explained why it would be much easier and better for Valve to implement DNS instead of tying it to the server registration system. When people upgrade you usually change hosts because the old ones have gone bad so you cannot keep IPs. My experience with most hosts is that they may let you upgrade your server, but they will not fix their network providers, add ddos protection, or reduce your costs so you stop paying $200/month because that was the standard price 4 years ago. I think what we need to do in order to get this implemented is to understand why Valve has ignored this request for so long. This isn't rocket science or as difficult as implementing Source3, so the problem must be because Valve doesn't think this will improve anything. On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote: The only way to truly move is keeping the old servers for a while, and point those to the new servers so they can connect and favorite them. having a turnover time without paralel, would give no incentive to the players to add those IP's. I do agree a solution would really be nice to keep your playerbase of a server. I even proposed various workings for that (via steam group memberships to have a specific tab / option to show them in favs). But its been on deaf ears for years now. Also, I never hear anybody about having a chat with the hoster / datacenter to move the IP's to the new machines. *From:* Jason Tango jtrun...@outlook.com mailto:jtrun...@outlook.com mailto:jtrun...@outlook.com mailto:jtrun...@outlook.com *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Thursday, 26 September 2013, 22:11 *Subject:* [hlds] Problems caused by connecting server
Re: [hlds] Problems caused by connecting server favorites to IP address
* VPS = VDS * In a typical VPS setup, each host is assigned a block of IPs, and you are issued an IP from that block. So if you wanted to move your IP, they would need to move the whole block, and since they have other customers on that block, it's not happening. You could setup your network to where you can bring any IP, in any block, on any server, but as far as I know only SoftLayer runs that type of network. On 9/28/2013 5:57 PM, Bottiger wrote: For small customers (not GSPs), they don't want to deal with the hassle. For example, we''ve talked to NFO and they said they are unable to move IPs to a VPS because it is automated. When a server is provisioned their system probably automatically edits the routing table to point to the proper location. This can of course be done manually, but they still decline to do it. This concept extends to other hosts. ___ 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] Steam Server Ports
That's quite ironic, comparing the only OS (in server form) where you are going to be checking actual check boxes is Windows. On 8/31/2013 1:46 AM, Lep Racy wrote: nope. it's not a ready made product it's a way of configuring your networking in the windows environment. you're going to have to actually learn how networks work before you set it up to achieve the desired result(s). sorry, it's not going to be as easy as downloading someone else's work, installing and clicking a few check boxes (I know this will be a turn off to most Linux gurus, but someone has to actually understand how tech works). Date: Sat, 31 Aug 2013 01:26:59 -0400 From: l...@redspeedservers.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Steam Server Ports Port security? I really hope you are not referring to Windows Firewall. On 8/31/2013 12:24 AM, Lep Racy wrote: it's on source forge... download source code and compile for desired target. or just learn how to configure port security on a windows box. Date: Sat, 31 Aug 2013 00:22:01 -0400 From: violentcri...@convictgaming.com mailto:violentcri...@convictgaming.com To: hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Subject: Re: [hlds] Steam Server Ports Doesn't work on 64bit. On 8/31/2013 12:04 AM, Nomaan Ahmad wrote: http://wipfw.sourceforge.net/ ? On 31 August 2013 04:56, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: If he is on Windows then that might be a bit hard/impossible. I never found any linux-quality firewall(/options) for Windows. On 8/30/2013 11:40 PM, Calvin Judy wrote: What exactly are you trying to do with the master servers? Just drop packets with an invalid size. - Original Message - From: Violent Crimes violentcri...@convictgaming.com mailto:violentcri...@convictgaming.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Sent: Friday, August 30, 2013 11:31 PM Subject: Re: [hlds] Steam Server Ports Nope that didn't work On 8/30/2013 11:04 PM, List User wrote: Assuming you are on port 27015; #VAC Secure: Source Port(s): 27017,27018,27019,27020 Destination Port(s): 26901 Protocol(s): UDP #RCON: Source Port(s): 27015 Destination Port(s): 27015 Protocol(s): TCP #Client Query Source Ports(s): Any Destination Port(s): 27015 Protocol(s): UDP On 8/30/2013 10:35 PM, Violent Crimes wrote: Anyone know what ports for steam master servers. Keep getting attacked with split packet attacks. NET_GetLong: Split packet from 78.95.68.48:27047 http://78.95.68.48:27047 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 204.134.60.52:27013 http://204.134.60.52:27013 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 156.7.115.251:27022 http://156.7.115.251:27022 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 131.253.201.217:27018 http://131.253.201.217:27018 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 202.198.227.99:27038 http://202.198.227.99:27038 with invalid split size (number 99/ count 114) where size 8293 is out of valid range
Re: [hlds] Steam Server Ports
Assuming you are on port 27015; #VAC Secure: Source Port(s): 27017,27018,27019,27020 Destination Port(s): 26901 Protocol(s): UDP #RCON: Source Port(s): 27015 Destination Port(s): 27015 Protocol(s): TCP #Client Query Source Ports(s): Any Destination Port(s): 27015 Protocol(s): UDP On 8/30/2013 10:35 PM, Violent Crimes wrote: Anyone know what ports for steam master servers. Keep getting attacked with split packet attacks. NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 131.253.201.217:27018 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 196.207.97.162:27022 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] ___ 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] Steam Server Ports
If he is on Windows then that might be a bit hard/impossible. I never found any linux-quality firewall(/options) for Windows. On 8/30/2013 11:40 PM, Calvin Judy wrote: What exactly are you trying to do with the master servers? Just drop packets with an invalid size. - Original Message - From: Violent Crimes violentcri...@convictgaming.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, August 30, 2013 11:31 PM Subject: Re: [hlds] Steam Server Ports Nope that didn't work On 8/30/2013 11:04 PM, List User wrote: Assuming you are on port 27015; #VAC Secure: Source Port(s): 27017,27018,27019,27020 Destination Port(s): 26901 Protocol(s): UDP #RCON: Source Port(s): 27015 Destination Port(s): 27015 Protocol(s): TCP #Client Query Source Ports(s): Any Destination Port(s): 27015 Protocol(s): UDP On 8/30/2013 10:35 PM, Violent Crimes wrote: Anyone know what ports for steam master servers. Keep getting attacked with split packet attacks. NET_GetLong: Split packet from 78.95.68.48:27047 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 204.134.60.52:27013 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 156.7.115.251:27022 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 131.253.201.217:27018 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 202.198.227.99:27038 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 209.133.74.38:4380 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 147.69.94.143:27018 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 80.83.13.16:27016 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 174.4.182.232:27032 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 82.17.64.106:27049 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 171.229.12.88:27034 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 199.3.107.39:27023 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 74.94.35.133:27012 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 160.105.74.195:27048 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 164.249.36.231:27042 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 196.207.97.162:27022 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] ___ 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
Re: [hlds] Steam Server Ports
Port security? I really hope you are not referring to Windows Firewall. On 8/31/2013 12:24 AM, Lep Racy wrote: it's on source forge... download source code and compile for desired target. or just learn how to configure port security on a windows box. Date: Sat, 31 Aug 2013 00:22:01 -0400 From: violentcri...@convictgaming.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Steam Server Ports Doesn't work on 64bit. On 8/31/2013 12:04 AM, Nomaan Ahmad wrote: http://wipfw.sourceforge.net/ ? On 31 August 2013 04:56, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: If he is on Windows then that might be a bit hard/impossible. I never found any linux-quality firewall(/options) for Windows. On 8/30/2013 11:40 PM, Calvin Judy wrote: What exactly are you trying to do with the master servers? Just drop packets with an invalid size. - Original Message - From: Violent Crimes violentcri...@convictgaming.com mailto:violentcri...@convictgaming.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Sent: Friday, August 30, 2013 11:31 PM Subject: Re: [hlds] Steam Server Ports Nope that didn't work On 8/30/2013 11:04 PM, List User wrote: Assuming you are on port 27015; #VAC Secure: Source Port(s): 27017,27018,27019,27020 Destination Port(s): 26901 Protocol(s): UDP #RCON: Source Port(s): 27015 Destination Port(s): 27015 Protocol(s): TCP #Client Query Source Ports(s): Any Destination Port(s): 27015 Protocol(s): UDP On 8/30/2013 10:35 PM, Violent Crimes wrote: Anyone know what ports for steam master servers. Keep getting attacked with split packet attacks. NET_GetLong: Split packet from 78.95.68.48:27047 http://78.95.68.48:27047 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 204.134.60.52:27013 http://204.134.60.52:27013 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 156.7.115.251:27022 http://156.7.115.251:27022 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 131.253.201.217:27018 http://131.253.201.217:27018 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 202.198.227.99:27038 http://202.198.227.99:27038 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 209.133.74.38:4380 http://209.133.74.38:4380 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 147.69.94.143:27018 http://147.69.94.143:27018 with invalid split size (number 81/ count 81) where size 337 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 80.83.13.16:27016 http://80.83.13.16:27016 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from 174.4.182.232:27032 http://174.4.182.232:27032 with invalid split size (number 99/ count 114) where size 8293 is out of valid range [564 - 1248 ] NET_GetLong: Split packet from
Re: [hlds] Steampipe and /custom directory
Are you getting errors in console like I am? They say something along the lines of error serializing filename.vmt. On 5/11/2013 12:06 AM, CTScrivener wrote: I'm back yet again. So after getting all my directories setup properly (like they were before) steampipe, I was able to (only be forcing it) have clients who connected to my server download the custom model required by our plugin/mod. Problem is that even though the model and all the proper files (like 6 total) get downloaded by the client, it seems the clients games aren't actually reading the texture files at all. The model itself comes through and shows up in game but the entire thing is purple and black checkerboard like the textures are missing yet they are in the same folder. Is anyone else having issues with the new TF2 not reading textures? Is there something more to this issue? Could it be something with the way the model itself is coded to look for the other files? (even though the model structure is exactly the same as pre-steampipe directories) Any and all help to see if this is something TF2 is causing, or if it's something the custom model is causing would be GREATLY appreciated. *From:* Gamers Exile mailto:gamersex...@shaw.ca *Sent:* Friday, May 10, 2013 12:01 PM *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Subject:* Re: [hlds] Steampipe and /custom directory It's obviously operator dependent. For myself aside from meta and source mod all custom content on my servers are under the /custom/ it makes sorting the files easier and a bit safer no need to worry about steamcmd overwriting files (ex. Replay configs). Sent Via Pigeon *From: *Ross Bemrose *Sent: *Friday, May 10, 2013 9:42 AM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] Steampipe and /custom directory /tf/maps/ and /tf/custom/[anything]/maps/ will all point to maps/ on the fast download server, as the client is never told about anything before maps/ On Fri, May 10, 2013 at 11:29 AM, Albert Davis davis.alb...@gmail.com mailto:davis.alb...@gmail.com wrote: This server side? /tf2/custom/(custom folder name)/maps ? Or fast download? I don't have a TF2 folder on my server if that's the case. On Thu, May 9, 2013 at 9:25 PM, Gamers Exile gamersex...@shaw.ca mailto:gamersex...@shaw.ca wrote: Albert, Don't change anything on the fast download side. Make sure all custom maps are in the /tf2/custom/(custom folder name)/maps and they well download from the fast download server just fine. Sent Via Pigeon *From: *Albert Davis *Sent: *Thursday, May 9, 2013 7:02 PM *To: *Half-Life dedicated Win32 server mailing list *Reply To: *Half-Life dedicated Win32 server mailing list *Subject: *Re: [hlds] Steampipe and /custom directory I am apparently having trouble with people downloading maps from fast download as well, is there something special we need to do? On Wed, May 8, 2013 at 3:37 PM, CScrivener . ctscrive...@gmail.com mailto:ctscrive...@gmail.com wrote: Alright, thanks everyone. I do believe I have gotten the file directories correct now and the files are downloading and functioning properly. That was my bad on not fully comprehending that (even though EVERYONE told me to do it) adding a folder to the base tf folder was a valid option, I was trying to work through the folders shipped with the server only as I thought you weren't allowed to add additional base folders like models/sounds/etc into that folder after the conversion. Thanks for all the help! Still wish I didn't have to FORCE the files to download but what can ya do. Thanks again folks! On Wed, May 8, 2013 at 1:57 PM, Weasel wea...@weaselslair.com mailto:wea...@weaselslair.com wrote: Another thing people forget is that for most games, every client is also potentially a listen-server. That probably dictates keeping the handling or presence of some of the folder be the same on both clients/listen-servers and dedicated servers. ___ 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,
Re: [hlds] Very early betas of Source engine SDK tools released
Can you run multiple betas? sdk and prerelease? On 5/3/2013 8:21 PM, Kyle Sanderson wrote: Thanks Fletcher! Kyle. On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: This is not really gameserver admin related, but several people on this list were asking, so I am posting here. We've released some very early betas of the SDK tools that have been broken by the SteamPipe filesystem changes. They are now going to go in the same folder as the game. The separate Source SDK app is not used for these tools. Please see this bug in github: https://github.com/ValveSoftware/Source-1-Games/issues/8 That bug has the instructions for how to install the tools, and comments about what may or may not work. (There are probably also some problems getting hammer to figure out where the .FGD files are.) That bug will also serve as the location where you can give feedback. Thanks for your patience. ___ 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] Prerelease updates available for TF2, CS:S, DoD:S, and HL2:MP
Is it just me or is everyone missing the beta tab under CSS properties in the steam client? On 5/1/2013 6:11 PM, Fletcher Dunn wrote: Updates are available for the prerelease betas of TF2, CS:S, DoD:S, and HL2:MP. The update does not change the PatchVersion and will not be mandatory for servers. For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release. Here are the github issues addressed by this build: Bugs with sv_pure, especially after second map change: https://github.com/ValveSoftware/Source-1-Games/issues/259 https://github.com/ValveSoftware/Source-1-Games/issues/341 https://github.com/ValveSoftware/Source-1-Games/issues/343 https://github.com/ValveSoftware/Source-1-Games/issues/345 User sprays not working: https://github.com/ValveSoftware/Source-1-Games/issues/127 [HL2DM] Game keeps forcing the combine_soldier model after the SteamPipe update https://github.com/ValveSoftware/Source-1-Games/issues/263 If no major problems are detected, we will release these builds as the official builds tomorrow. Most of the recent changes have been client-side fixes. ___ 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] Pre-release updates available for CS:S, DoD:S, and HL2:DM
So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ 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] Pre-release updates available for CS:S, DoD:S, and HL2:DM
My specific question is how often would this build be updated compared to the official build? Should I expect multiple updates per day? On 4/26/2013 3:07 PM, Fletcher Dunn wrote: I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:04 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because it was switching between two entirely different content distribution systems --- that will never apply again.) If no big problems are detected, we'll make these builds the official build on Monday. Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. We're not sure if every update we release needs to go out as a prerelease first. Here are the change notes for the builds we are releasing today: Source engine games: * mapcycle and motd files now reside in the cfg folder by default, or in the root as a fallback. * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt, and will be used if the filename convar is at the default value and no custom file is found in the cfg folder or the root. * mapcycle file can contain blank lines and //-style comments * mapcycle file loaded from the custom folder. * Greatly reduced memory usage on the client and server * Added some hardcoded rules to the end of sv_pure rule list. * Fixed some filesystem calls not properly obeying pure server rules. * Fixed model bounds and simple materials consistency checking rules. (Fixed Counter-Strike server spew.) ___ 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] Pre-release updates available for CS:S, DoD:S, and HL2:DM
Was this update supposed to fix this spam on CSS? --- ForceModelBounds no longer supported. (models/player/ct_urban.mdl) ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl) ForceModelBounds no longer supported. (models/player/ct_sas.mdl) ForceModelBounds no longer supported. (models/player/ct_gign.mdl) ForceModelBounds no longer supported. (models/player/t_phoenix.mdl) ForceModelBounds no longer supported. (models/player/t_leet.mdl) ForceModelBounds no longer supported. (models/player/t_arctic.mdl) ForceModelBounds no longer supported. (models/player/t_guerilla.mdl) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gsg9/ct_gsg9.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) On 4/26/2013 3:17 PM, Fletcher Dunn wrote: We're actually not sure what will end up being the best use of this feature. However, I think right now our goal is for prerelease builds to be more like release candidates rather than nightly builds. So ideally, we would release just one prerelease before the real update, and we'll send an announcement with what's changed, so you can decide whether to be in or out. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:09 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM My specific question is how often would this build be updated compared to the official build? Should I expect multiple updates per day? On 4/26/2013 3:07 PM, Fletcher Dunn wrote: I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:04 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does not require a password.) To select which branch to sync the dedicated server to using steamcmd, you need to pass -beta prerelease to the app_update command. For example, if you are using a SteamCmd script file, you might have something like this: login anonymous force_install_dir cstrike app_update 232330 -beta prerelease quit (I am told that it is possible to pass the -beta switch on the steamcmd command line, through some magic combination of quoting, so you can avoid having to create a script file. Hopefully some kind soul will figure out how to do that and share it.) Switching between two steampipe branches is really fast and easy, so if there's a problem, you can switch back quickly. (Opting out of the steampipe beta was really painful because
Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM
I can't download the beta. app_update 232330 -beta prerelease validate Steam_: BugslayerUtil.DLL not found Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt' [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... Do you need a login for this beta or something? I'm using anonymous atm. On 4/26/2013 3:20 PM, Ross Bemrose wrote: According to the patch notes Fletcher posted, yes. On Fri, Apr 26, 2013 at 3:18 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Was this update supposed to fix this spam on CSS? --- ForceModelBounds no longer supported. (models/player/ct_urban.mdl) ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl) ForceModelBounds no longer supported. (models/player/ct_sas.mdl) ForceModelBounds no longer supported. (models/player/ct_gign.mdl) ForceModelBounds no longer supported. (models/player/t_phoenix.mdl) ForceModelBounds no longer supported. (models/player/t_leet.mdl) ForceModelBounds no longer supported. (models/player/t_arctic.mdl) ForceModelBounds no longer supported. (models/player/t_guerilla.mdl) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gsg9/ct_gsg9.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) On 4/26/2013 3:17 PM, Fletcher Dunn wrote: We're actually not sure what will end up being the best use of this feature. However, I think right now our goal is for prerelease builds to be more like release candidates rather than nightly builds. So ideally, we would release just one prerelease before the real update, and we'll send an announcement with what's changed, so you can decide whether to be in or out. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:09 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM My specific question is how often would this build be updated compared to the official build? Should I expect multiple updates per day? On 4/26/2013 3:07 PM, Fletcher Dunn wrote: I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:04 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates that will hopefully reduce disruption to your communities. New builds are now available for the client and dedicated server for CS:S, DoD:S, and HL2:DM. These builds have the same PatchVersion and are network compatible with the current build. (It's an optional update for servers.) To obtain these builds, you need to opt into the prerelease beta. To opt into the prerelease beta on the client, right click on the game in the game list and select Properties, select the Betas tab, and select the prerelease beta. (This is a public beta and does
Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM
Gah, someone needs to update the Wiki, it's using quotes for the examples. https://developer.valvesoftware.com/wiki/SteamCMD On 4/26/2013 6:01 PM, Saul Rennison wrote: Only use quotes on the command line On Fri, Apr 26, 2013 at 8:28 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: I can't download the beta. app_update 232330 -beta prerelease validate Steam_: BugslayerUtil.DLL not found Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt' [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... Do you need a login for this beta or something? I'm using anonymous atm. On 4/26/2013 3:20 PM, Ross Bemrose wrote: According to the patch notes Fletcher posted, yes. On Fri, Apr 26, 2013 at 3:18 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Was this update supposed to fix this spam on CSS? --- ForceModelBounds no longer supported. (models/player/ct_urban.mdl) ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl) ForceModelBounds no longer supported. (models/player/ct_sas.mdl) ForceModelBounds no longer supported. (models/player/ct_gign.mdl) ForceModelBounds no longer supported. (models/player/t_phoenix.mdl) ForceModelBounds no longer supported. (models/player/t_leet.mdl) ForceModelBounds no longer supported. (models/player/t_arctic.mdl) ForceModelBounds no longer supported. (models/player/t_guerilla.mdl) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gsg9/ct_gsg9.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) On 4/26/2013 3:17 PM, Fletcher Dunn wrote: We're actually not sure what will end up being the best use of this feature. However, I think right now our goal is for prerelease builds to be more like release candidates rather than nightly builds. So ideally, we would release just one prerelease before the real update, and we'll send an announcement with what's changed, so you can decide whether to be in or out. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:09 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM My specific question is how often would this build be updated compared to the official build? Should I expect multiple updates per day? On 4/26/2013 3:07 PM, Fletcher Dunn wrote: I'm not sure what the question is. Does this not answer it? Our current plan is to always keep the prerelease branch active, even if it is the same build as the main branch. This way you can stay opted in. In other words, prerelease actually means the latest available build. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Friday, April 26, 2013 12:04 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM So will this pre-release build be updated all the time and then you will do a single update on let's say Monday? On 4/26/2013 1:48 PM, Fletcher Dunn wrote: We're trying out different way to release updates
[hlds] [STEAMPIPE] Condition Zero no maps?
It seems that the steampipe server of CS Condition Zero comes with no maps? I don't even see a game folder... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [STEAMPIPE] Condition Zero no maps?
Well, I had to run SteamCmd multiple times to get the game folder. Maybe someone should take a look from Valve. Used Cmd Line: steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ +app_set_config 90 mod czero +app_update 90 validate +quit On 4/25/2013 7:28 PM, List User wrote: It seems that the steampipe server of CS Condition Zero comes with no maps? I don't even see a game folder... ___ 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] [STEAMPIPE] Condition Zero no maps?
I'm on Windows and it took multiple retries to get it. And this happens for Half-Life/Counter-Strike as well. Seems like a steamcmd issue now... On 4/25/2013 7:35 PM, Ross Bemrose wrote: I can confirm on Linux that the first time you install Counter-Strike: Condition Zero it just installs the base valve server files and none of the game-specific ones. A second update seems to install the game-specific files (or at least I assume it does, I'm testing it now). On 4/25/2013 7:33 PM, List User wrote: Well, I had to run SteamCmd multiple times to get the game folder. Maybe someone should take a look from Valve. Used Cmd Line: steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ +app_set_config 90 mod czero +app_update 90 validate +quit On 4/25/2013 7:28 PM, List User wrote: It seems that the steampipe server of CS Condition Zero comes with no maps? I don't even see a game folder... ___ 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
Re: [hlds] Counter-Strike:Source has been converted to SteamPipe
The steampipe server keeps spitting this out in console. --- ForceModelBounds no longer supported. (models/player/ct_urban.mdl) ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl) ForceModelBounds no longer supported. (models/player/ct_sas.mdl) ForceModelBounds no longer supported. (models/player/ct_gign.mdl) ForceModelBounds no longer supported. (models/player/t_phoenix.mdl) ForceModelBounds no longer supported. (models/player/t_leet.mdl) ForceModelBounds no longer supported. (models/player/t_arctic.mdl) ForceModelBounds no longer supported. (models/player/t_guerilla.mdl) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_urban/ct_urban_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_sas/ct_sas_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gsg9/ct_gsg9.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/ct_gign/ct_gign_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_phoenix/t_phoenix.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_guerilla/t_guerilla.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_leet/t_leet_glass.vmt) ForceSimpleMaterial no longer supported. (materials/models/player/t_arctic/t_arctic.vmt) --- Should probably be fixed! On 4/16/2013 9:43 PM, Doctor McKay wrote: No. You absolutely must download the new server via SteamCMD (or another third-party tool). HldsUpdateTool WILL NOT work anymore. Doctor McKay http://www.doctormckay.com mc...@doctormckay.com mailto:mc...@doctormckay.com On Tue, Apr 16, 2013 at 7:06 PM, Felipe Fujihara felipete...@hotmail.com mailto:felipete...@hotmail.com wrote: Well, is there a way to just update the old server? Or I really need to update and transfer the old files like addons, sounds, maps, etc, to the new files structure? Trying to update the server with -verify_all it just downloads the new files... Date: Wed, 17 Apr 2013 00:53:40 +0200 From: d...@forlix.org mailto:d...@forlix.org To: hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Subject: Re: [hlds] Counter-Strike:Source has been converted to SteamPipe On 2013/04/17 00:48, Felipe Fujihara wrote: Well, I have installed a full clean up CSS Server, and it's using much more RAM than the old version... 10 slots without any plugin is using 180 MB. Is it correct? I already saw this trend with the beta. ___ 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] SteamPipe: HL2DM Today?
Is everything on track for today? VALVe? Let's not push this update too late! =) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SteamPipe: HL2DM Today?
Fletcher, SteamCMD is giving us issues... --- Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Logging in user 'steamcmd_rss' to Steam Public...Success. ERROR! Failed to install app '232370' (No subscription) CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 1 items discarded. CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded. Steam_: BugslayerUtil.DLL not found Redirecting stderr to 'C:\TCAdmin\Monitor\Tools\steamcmd\logs\stderr.txt' [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... --- On 4/3/2013 12:16 PM, Fletcher Dunn wrote: The HL2:DM SteamPipe conversion has occurred. Clients will undergo a one-time conversion process the next time they launch the game. The steampipe client beta has ended; that version of the game is now the release version. Any HLDSUpdateTool servers are now out of date and can be put out to pasture. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan Reeuwijk *Sent:* Wednesday, April 03, 2013 9:03 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] SteamPipe: HL2DM Today? Give 'm a chance to arrive at their jobs in their Valve Mobile's (Sniper Truck), its only near 10 AM for them. Really depends on progress when they will put in the updates during their day. *From:*List User l...@redspeedservers.com mailto:l...@redspeedservers.com *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Wednesday, 3 April 2013, 17:52 *Subject:* [hlds] SteamPipe: HL2DM Today? Is everything on track for today? VALVe? Let's not push this update too late! =) ___ 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] SteamPipe: HL2DM Today?
Just a heads up to anyone using TCAdmin v2. It does not support annoymous because it wants a password (can't leave it blank). I will be contacting Luis. On 4/3/2013 3:26 PM, Fletcher Dunn wrote: Use anonymous logon. https://developer.valvesoftware.com/wiki/SteamCMD *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User *Sent:* Wednesday, April 03, 2013 12:25 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] SteamPipe: HL2DM Today? Fletcher, SteamCMD is giving us issues... --- Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Logging in user 'steamcmd_rss' to Steam Public...Success. ERROR! Failed to install app '232370' (No subscription) CWorkThreadPool::~CWorkThreadPool: work complete queue not empty, 1 items discarded. CWorkThreadPool::~CWorkThreadPool: work processing queue not empty: 1 items discarded. Steam_: BugslayerUtil.DLL not found Redirecting stderr to 'C:\TCAdmin\Monitor\Tools\steamcmd\logs\stderr.txt' [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... --- On 4/3/2013 12:16 PM, Fletcher Dunn wrote: The HL2:DM SteamPipe conversion has occurred. Clients will undergo a one-time conversion process the next time they launch the game. The steampipe client beta has ended; that version of the game is now the release version. Any HLDSUpdateTool servers are now out of date and can be put out to pasture. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan Reeuwijk *Sent:* Wednesday, April 03, 2013 9:03 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] SteamPipe: HL2DM Today? Give 'm a chance to arrive at their jobs in their Valve Mobile's (Sniper Truck), its only near 10 AM for them. Really depends on progress when they will put in the updates during their day. *From:*List User l...@redspeedservers.com mailto:l...@redspeedservers.com *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Wednesday, 3 April 2013, 17:52 *Subject:* [hlds] SteamPipe: HL2DM Today? Is everything on track for today? VALVe? Let's not push this update too late! =) ___ 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] SRCDS query pattern?
Does anyone know what pattern steam clients use for querying the server on the source port? The dest. port is 27015 of course. Thank you. ___ 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 query pattern?
When a steam client queries a server it does something like: udp: 59001 - 27015 I haven't been able to figure out the pattern for selecting the source port on the client... Thank you. On 3/31/2013 8:54 PM, Dave Rosca wrote: You might also check out the source code for Forlix SrcDS Manager or SrcDS Query: http://forlix.org/ . On Sun, Mar 31, 2013 at 5:50 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Does anyone know what pattern steam clients use for querying the server on the source port? The dest. port is 27015 of course. Thank you. ___ 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] Suggestion and query regarding MOTD
Wasn't Pinion claiming VALVe is working with them? If so, why would a VAVLe employee say that they are going to drop the MOTD feature. Doesn't make sense. On 3/29/2013 6:10 PM, Nomaan Ahmad wrote: I agree with Paul. Pinion needs to be changed if someone cheats their system like this. On 29 March 2013 21:52, Paul ubyu@gmail.com mailto:ubyu@gmail.com wrote: If this is all true, Pinion could solve their problems by doing more with JavaScript and possibly Flash to verify if a user is actually viewing the ad. One great example is using JavaScript's onmousemove event. Everyone shouldn't be restricted/punished with a rumored MOTD change just because of Pinion's ad security being flawed (supposedly). That's not our or Valve's problem, that's their problem and there are ways for them to fix it if Pinion have half decent developers on their team. On 29 March 2013 21:45, ics i...@ics-base.net mailto:i...@ics-base.net wrote: It's another kick in the face for some if MOTD is being removed. Instead, it should be re-invented. However about no one reads motd unless they have to. Some mods need it badly, some don't. Personally i would settle for something like L4D series have, a banner and some text about the server community. There was talk back then to add a button similiar like L4D2 has to allow people directly to join to the steamcommunity that the server has on it's configs. That never came to pass and it has been 2+ years. I could care less about Pinion but it seems to be the main cause for things like this to happen. Dammit. -ics Doctor McKay kirjoitti: Rumor that Valve is considering removing the MOTD entirely. https://forums.alliedmods.net/showthread.php?p=1922141#post1922141 Because of this, I decided to compile a list https://docs.google.com/document/d/14GFAlNwhtuoNq4XKqSFvPuAA7iZYmcztQiRT85FjTzU/edit?usp=sharing of plugins that would entirely or partially break if this change was made. Doctor McKay http://www.doctormckay.com mc...@doctormckay.com mailto:mc...@doctormckay.com mailto:mc...@doctormckay.com mailto:mc...@doctormckay.com On Fri, Mar 29, 2013 at 2:27 PM, 1nsane 1nsane...@gmail.com mailto:1nsane...@gmail.com mailto:1nsane...@gmail.com mailto:1nsane...@gmail.com wrote: Where did you hear this rumor from? On Fri, Mar 29, 2013 at 2:15 PM, Paul ubyu@gmail.com mailto:ubyu@gmail.com mailto:ubyu@gmail.com mailto:ubyu@gmail.com wrote: Disabling window.open(...)'s JavaScript function wouldn't effect pop-up screens, however if the rumor that I've heard is true then that would indeed be bad for such plugins, and could see the community shrink on TF2 as a result. On 29 March 2013 16:42, Mart-Jan Reeuwijk mreeu...@yahoo.com mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com mailto:mreeu...@yahoo.com wrote: Hmm, pop-up screens for plugins like !bp and many others are done by users, but its the server's plugin that pops the requested webpage to the client. I'd hate to see such go, unless some can be worked out with the steam overlay browser, but that would cause a lot of abuse is my guess. (servers loading up a huge site in there without the player aware etc). If it would be in the form of temporary links (bookmark) in the bar on top of the overlay browser, that those only get opened when the client clicks on them, that would end any form of abuse. *From:* Paul ubyu@gmail.com mailto:ubyu@gmail.com mailto:ubyu@gmail.com mailto:ubyu@gmail.com *To:* Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Sent:* Friday, 29 March 2013, 10:15
Re: [hlds] Windows vs Linux
All of these depend on the person you ask. I prefer Windows since my orangebox car plugin crashes on Linux (something with the vphysics that's shipped with it). CentOS is nice, but someone people use Debian as well. On 3/25/2013 1:02 AM, Felipe Fujihara wrote: Hello guys, I have some Team Fortress 2, CSGO, CSS and CS servers running on a Windows 2008 R2 and I'm thinking about moving to Linux. There are many reasons for that, like the monthly price paid for license and usage of resources. But before moving, I would like your opinion for some questions. Can you help me? 1) Linux servers use the same amount of CPU and Ram Memory? 2) Which one (Linux or Windows) provide the best performance for servers? 3) Which one is the best free version of Linux? I guess it's CentOS, right? Thanks! ___ 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] Mandatory Counter-Strike: Source update released
Updates went very smooth! Good work. Nothing broke. =) Hopefully this fixed my Linux copy of the game crashing (lots of custom materials). On 3/20/2013 5:26 PM, Eric Smith wrote: We've released a mandatory update for Counter-Strike: Source. The notes for the update are below. -Eric -- Counter-Strike: Source - Disabled Java for the in-game web browser - Added a new ConVar sb_filter_incompatible_versions. This will default to true and hide servers on the Internet tab that are running incompatible versions. - Fixed a client crash related to the audio system - Fixed a client crash related to rendering models - Fixed a client crash related to audio in the web browser - Fixed servers crashing with the error message Overflow error writing string table baseline - Fixed a missing material when setting mat_viewportscale to anything other than 1 - Fixed a missing material when changing the value of mat_color_projection - Fixed a material system client crash for the Linux version - Fixed windowed mode under certain window managers for the Linux version - Updated controller support for the Linux version - Improved performance for the Linux version ___ 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] Day of Defeat:Source SteamPipe dedicated server and client beta released
Thank you Fletcher, I run a highly custom server for CSS, so it's very important to me. Questions: My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? How different would these SteamPipe betas be compared to the actual SteamPipe release? Is it safe to assume no more updates until SteamPipe is live? On 3/14/2013 11:35 AM, Fletcher Dunn wrote: A CS:S beta will be coming very soon. We will probably not use the CS:S beta (the one that's a different app). But we will release a beta, using SteamPipe's beta feature. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, March 13, 2013 11:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Someone from Valve said that they will be moving one game to SteamPipe first before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, hl2dm and tf2 at the same time engine wise) so they see how it goes with that first before doing it for larger playerbase (TF2). CSS will follow later. Just wait but don't hold your breath too long. -ics Denis Eliseev kirjoitti: ^This And how about moving CS:S Beta (260) to SteamPipe for testing? 14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu: Hy Any news on when will be Counter-Strike Source migrated to steampipe? ___ 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 ___ 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] Day of Defeat:Source SteamPipe dedicated server and client beta released
Is there any performance difference in keeping these custom files in: orangebox/models/ vs orangebox/custom/roleplay/models If not, I rather stick it in custom for organization. On 3/14/2013 12:27 PM, Fletcher Dunn wrote: My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? The FastDL server server doesn't work with VPK's. (Currently.) VPK's are really ideal for client-side mods. I think the simplest thing to do that fits in with the design of the new filesystem conventions is to put your mod files under the custom directory, loose on disk. People have figured out how to do this on the TF beta. It is still possible to just drop files loose on disk in the game tree, and if that works for you, you can keep doing it. How different would these SteamPipe betas be compared to the actual SteamPipe release? Almost identical. Is it safe to assume no more updates until SteamPipe is live? No, we might need to update the non-beta versions of the game. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Thursday, March 14, 2013 9:00 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Thank you Fletcher, I run a highly custom server for CSS, so it's very important to me. Questions: My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? How different would these SteamPipe betas be compared to the actual SteamPipe release? Is it safe to assume no more updates until SteamPipe is live? On 3/14/2013 11:35 AM, Fletcher Dunn wrote: A CS:S beta will be coming very soon. We will probably not use the CS:S beta (the one that's a different app). But we will release a beta, using SteamPipe's beta feature. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, March 13, 2013 11:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Someone from Valve said that they will be moving one game to SteamPipe first before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, hl2dm and tf2 at the same time engine wise) so they see how it goes with that first before doing it for larger playerbase (TF2). CSS will follow later. Just wait but don't hold your breath too long. -ics Denis Eliseev kirjoitti: ^This And how about moving CS:S Beta (260) to SteamPipe for testing? 14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu: Hy Any news on when will be Counter-Strike Source migrated to steampipe? ___ 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 ___ 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] Day of Defeat:Source SteamPipe dedicated server and client beta released
If we do something like on the srcds server: dod/custom/myprop/models/myprop.mdl on the FastDL, how should we place it for client download: dod/custom/myprop/models/myprop.mdl or dod/myprop/models/myprop.mdl On 3/14/2013 1:05 PM, Fletcher Dunn wrote: To clarify: each subfolder under custom becomes its own search path. So this is an example of the right thing to do: dod/custom/[customization_name]/models dod/custom/[customization_name]/materials dod/custom/[customization_name]/maps Note that: * the custom folder goes under the game folder, not the orangebox folder. (There is no longer an orangebox folder or any shared content or binaries. Each game is totally distinct.) * you need to make a subfolder under custom. Putting materials or maps directly under custom is probably not what you want. Read gameinfo.txt for more details on this. The DoD:S beta just released had some old readmes in the wrong folder. I will fix that shortly with a beta update today. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Thursday, March 14, 2013 10:00 AM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] Day of Defeat:Source SteamPipe dedicated server and client beta released Having a ton of subfolders under custom could be a performance penalty (for boot / map changes). Having a few would probably will not impact server map change times by any real difference. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Thursday, March 14, 2013 9:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Is there any performance difference in keeping these custom files in: orangebox/models/ vs orangebox/custom/roleplay/models If not, I rather stick it in custom for organization. On 3/14/2013 12:27 PM, Fletcher Dunn wrote: My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? The FastDL server server doesn't work with VPK's. (Currently.) VPK's are really ideal for client-side mods. I think the simplest thing to do that fits in with the design of the new filesystem conventions is to put your mod files under the custom directory, loose on disk. People have figured out how to do this on the TF beta. It is still possible to just drop files loose on disk in the game tree, and if that works for you, you can keep doing it. How different would these SteamPipe betas be compared to the actual SteamPipe release? Almost identical. Is it safe to assume no more updates until SteamPipe is live? No, we might need to update the non-beta versions of the game. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User Sent: Thursday, March 14, 2013 9:00 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Thank you Fletcher, I run a highly custom server for CSS, so it's very important to me. Questions: My mod uses a bunch of custom things (models/materials). Should those be in a .vpk or can I keep it as it, where client gets it from my FastDL? How different would these SteamPipe betas be compared to the actual SteamPipe release? Is it safe to assume no more updates until SteamPipe is live? On 3/14/2013 11:35 AM, Fletcher Dunn wrote: A CS:S beta will be coming very soon. We will probably not use the CS:S beta (the one that's a different app). But we will release a beta, using SteamPipe's beta feature. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, March 13, 2013 11:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Day of Defeat:Source SteamPipe dedicated server and client beta released Someone from Valve said that they will be moving one game to SteamPipe first before TF2. DOD Source is close enough to TF2 in engine (as update hits dods, hl2dm and tf2 at the same time engine wise) so they see how it goes with that first before doing it for larger playerbase (TF2). CSS will follow later. Just wait but don't hold your breath too long. -ics Denis Eliseev kirjoitti: ^This And how about moving CS:S Beta (260) to SteamPipe for testing? 14.03.2013, 10:07, Molnár László mlaszl...@freemail.hu: Hy Any news on when will be Counter-Strike Source migrated to steampipe? ___ To unsubscribe, edit your list preferences
Re: [hlds] hl2mp migrations
This information is based for hosts. If your not actually hosting the server (buying from a GSP) the only thing you need to know is you put your maps in hl2mp\maps or hl2mp\custom\pick-a-name\maps If your hosting, you will need to move from hldsupdatetool tool to steamcmd, and move from orangebox\hl2mp to just hl2mp. On 3/14/2013 1:56 PM, Doug Simmons wrote: I have been holding off asking about hl2mp since I am very much a layman compared to the people on this list, and I'm trying to get educated about the changes. But, I can't stand it any longer. If my questions are too far out of scope, or too basic, for this forum, I apologize. What, if anything, is recommended that I do to prepare my servers for a smoother migration to steampipe? Should I be uninstalling my mods (sm:s/mm:s) and custom content (player model changer, for example) and relocating my maps? Will the whitelist feature and fast downloads work initially? Seems like I saw a statement somewhere that they wouldn't. Also, the FAQ at https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 doesn't address SDK/Hammer, etc. So, what about my mapping team, how can I prepare them for changes to SDK workflow? Thanks in advance for any suggestions/links/epiplectic outbursts, etc. ___ 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] Half-Life 2: Deathmatch and Counter-Strike: Source SteamPipe Betas released
If we do something like on the srcds server: cstrike/custom/myprop/models/myprop.mdl on the FastDL, how should we place it for client download: cstrike/custom/myprop/models/myprop.mdl or cstrike/myprop/models/myprop.mdl On 3/14/2013 10:19 PM, Fletcher Dunn wrote: SteamPipe Betas have been released for Half-Life 2: Deathmatch and Counter-Strike: Source. For each game, we have released a SteamPipe version of the dedicated server, which is a separate installation that should be installed using the SteamCMD tool, and a client beta that you can opt in to. The regular (non-beta) dedicated server and client are not affected by this beta. Further information about the SteamPipe conversion of the Source engine games can be found here: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 We will keep the games in beta as long as significant bugs are being reported. You can help ensure that your favorite feature works without any disruption by helping to test it! In particular, the following features are sensitive to the filesystem changes and could use extra testing: ·Custom maps and server-side mods, and downloading of custom content from servers. ·Pure servers Thanks for testing! ___ 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] TF2Beta SteamPipe - Cannot Download as User
You can't download the steampipe beta as a user? I tried to login with our steamcmd dedicated account and it said no subscriptions... anonymous worked fine tho. Is this intended? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Wonkagamings servers blacklisted? after recent update?
Probably getting DDoSed. And it's not a regular blacklist, it's a wonkablacklist. =) On 2/19/2013 7:40 PM, Doctor McKay wrote: Have you tried turning it off and on again http://www.wonkagaming.com/index.php?pageid=servers? Doctor McKay http://www.doctormckay.com mc...@doctormckay.com mailto:mc...@doctormckay.com On Tue, Feb 19, 2013 at 6:36 PM, HLDS Digest h...@wonkagaming.com mailto:h...@wonkagaming.com wrote: after recent update I noticed a couple of my ip ranges blacklisted with no contact from Fletcher or Eric or anyone with @valvesoftware.com http://valvesoftware.com/ behind there name.? *Fletcher please read email I sent* If you actually read this gibberish about how pinion is screwing everyone over And please guys don't troll spam and hate on WonkaGaming trying to sort out and see what actually is going on its no fun when servers get blacklisted from server masterlist. -Willywonka Your Humble SLAVE ___ 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] SteamPipe is coming. Download the TF beta
Fletcher, can you get CSS Beta moved over to steampipe as well? Thanks! On 2/19/2013 10:15 PM, Nicholas Hastings wrote: I stand corrected. The new addons filesystem mapping is treating the Metamod:Source binary as an override for the game's server dll. We're working on a solution. -- Nicholas Hastings AlliedMods.net Nicholas Hastings Tuesday, February 19, 2013 9:48 PM If you read the FAQ, you'll see that it most likely will _not_ break everything (though I'm still downloading and haven't tested yet). SourceMod is agnostic to the content delivery system and they claim to have made no further changes in the current beta. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds E. Olsen Tuesday, February 19, 2013 9:46 PM Hello, What is the time frame we have to prepare for this change? I'm assuming the Sourcemod team is already aware, since thiswillmost likely break everything - but are we going to get a few days warning order before this drops - i.e. will we know the exact day this change will go into effect? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds Fletcher Dunn Tuesday, February 19, 2013 9:36 PM 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives,
[hlds] Update tool overloaded?
Is the update tool overloaded right now? Can't get any updates... ___ 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] Counter-Strike: Source update next week
Well, thanks for the heads up. Lot's of gamedata files to update, haha! On 1/31/2013 3:34 PM, Kyle Sanderson wrote: Thanks for the heads up Eric! Kyle. On Thu, Jan 31, 2013 at 10:13 AM, Eric Smith er...@valvesoftware.com mailto:er...@valvesoftware.com wrote: We're working on a mandatory update for Counter-Strike: Source, and we should have it ready early next week. We're giving you a heads-up so can prepare to update your servers. It will probably require you to update your server scripts. This update will include moving the Linux dedicated server to using *_srv.so files just like Team Fortress 2, Day of Defeat: Source, and Half-Life 2: Deathmatch did late last year. We'll send more details next week when the update is ready. -Eric ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Counter-Strike 1.6 beta server
YES YES YES YES! On 1/28/2013 6:28 PM, Alfred Reynolds wrote: (and some fixes are still in progress, I am looking at you redirect 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] MOTD.TXT changer for adfly
You just complained about spam and are already advertising something else? Why not release it on the sourcemod forums? On 1/25/2013 6:22 PM, Ross Bemrose wrote: I write plugins. Not for a living, not because I get paid, but because I want to. So, when I point out (repeatedly) that the game engine has bugs that causes servers to crash when plugins precache over a certain number of models and sounds or that something in the game engine causes clients to crash when the server changes maps away from a certain map, it's not just for my own benefit. Feel free to get off your high horse or ride it on out of here. On 1/25/2013 6:14 PM, HLDS Digest wrote: We have been testing the MOTD.TXT changer for ad fly add agency we will be releasing on wonkagamings download section once all glitches are down So far the results are remarkable for impressions pinion only pay 1.50$ every 1000 impression where Ad-fly pays 6.00$ every 1000 impression... HUGE diference in money for server owners that worked years can now finally get what they deserve instead of pinion short handing them for 2013. And people please do not complain about big community's recruiting coders it's just rude that is why you never see us helping little community's with there problems they always complain when the big fish have something to say. -WillyWonka ___ 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] What is up with all the spam?
His SourceBans still say SourceBans, not WonkaBans haha. http://wonkagaming.com/sourcebans/index.php On 1/25/2013 8:34 PM, Joseph Miller wrote: Take anything this Willy Wonka guy says with a grain of salt. He's pretty much an idiot. For one thing, all of the SourceMod plugins on his servers are renamed to have Wonka in the title. SourceMod Anti-Cheat - Wonka Anti-Cheat GameME - WonkaME etc etc Additionally, http://wonkagaming.com/showthread.php?t=251s=ac10ed304b1522300085db8281e3361f Forums are plagued with spam http://www.wonkagaming.com/forum.php?s=ac10ed304b1522300085db8281e3361f. But hey, at least his servers support Big Picture http://www.wonkagaming.com/showthread.php?t=164. -Original Message- From: wickedplayer494 . Sent: Friday, January 25, 2013 6:44 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] What is up with all the spam? This guy has already made more than enough hall of fame threads, can we just ban him? Clearly still has no intent to contribute to the list. On Fri, Jan 25, 2013 at 4:57 PM, HLDS Digest h...@wonkagaming.com mailto:h...@wonkagaming.com wrote: Past 48 hours my email has been bombarded with off Half life 2 server side information with this list... Please guys stop with the spamming Fletcher and Eric have emails if you are having that many problems with your servers they also even created a help webpage you can reference to.. ALSO on another note WonkaGaming is recruiting and PAYING server-side coders for Windows SRCDS servers. We are beta testing a new program for windows server users to run servers in Ashersoftware version of SRCDS admin is out of date and needs to be remade but better. We are also looking for people with 2+ years exp in Source-mod scripting/coding for private mods for TF2 server side If any of these apply to you and your looking for good work or just love to test stuff on high populated servers WONKA WANTS YOU! apply at wonkagaming.net http://wonkagaming.net or wonkagaming.com http://wonkagaming.com -Willywonka PS please please please stop with the spam guys ___ 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] Web UI not working?
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds Is that timing out for everyone or am I blocked? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Web UI not working?
Does anyone know how I can subscribe to the cs_go mailing list without it? On 1/24/2013 9:09 PM, wickedplayer494 . wrote: This was due to a previously mentioned security issue: Milton Ngan mil...@valvesoftware.com Jan 16 (8 days ago) to Half-Life We had to disable it due to a security issue. We haven't had time to fix it with the holiday load. On Thu, Jan 24, 2013 at 8:01 PM, List User l...@redspeedservers.com wrote: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds Is that timing out for everyone or am I blocked? ___ 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] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
What game are you seeing this on, TF2? On 1/24/2013 10:08 PM, Essay Tew Phaun wrote: This is very, very, VERY interesting to me. We have been battling small lag spikes on our server and clients timing out in bunches. Just yesterday everyone on our server timed out all at once. I submitted a ticket to support who said there was absolutely nothing wrong with the network. Nothing on the system points to a specific problem. We have also had players reporting the connection loss error randomly appearing in the upper right. I'm not sure if this would help matters or not but could you provide your provider and system specs/OS? On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I know his has been discussed before on the thread http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html, but my server has been plaged with massive lag spikes once every hour or so. Sometimes the lag is just a prolonged freeze and sometimes the server remains inacessible for 30 seconds. I've monitored the server's network during the events and it shows no problem whatsoever. I've also tried disabling metamod and sourcemod altogether but the problem sill occours. My host administrator told me that he hasn't noticed anything unusual with memory or CPU usage during the events either. The only thing associated with the problem is the solid occourence of a log entry about auth tickets everytime the server freezes or everybody see the red timeout timer on the upper right corner. The auth problem looks as following: /L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure code 6 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure code 6 L 01/24/2013 - 17:46:15: Dessa 50.cal442STEAM_0:1:*Blue disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure code 6 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled))/ Since it has nothing to do with network or plugins, I can't help but wonder the same thing people were wondering on http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html. What could be causing this? Can an auth ticket issue cause massive lag on a server? If not, what could be causing the lag and the auth ticket problem? Any help on this would be muchly appreciated since it has been drawing players out of the server since the beggining of the year already. Thanks in advance. _pilger ___ 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] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
I checked a couple of TF2 servers we host for people and I don't see that, and these are pretty full servers. It may be the network, can you provide an IP so I can lookup the network? On 1/24/2013 10:16 PM, Essay Tew Phaun wrote: Yep. On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: What game are you seeing this on, TF2? On 1/24/2013 10:08 PM, Essay Tew Phaun wrote: This is very, very, VERY interesting to me. We have been battling small lag spikes on our server and clients timing out in bunches. Just yesterday everyone on our server timed out all at once. I submitted a ticket to support who said there was absolutely nothing wrong with the network. Nothing on the system points to a specific problem. We have also had players reporting the connection loss error randomly appearing in the upper right. I'm not sure if this would help matters or not but could you provide your provider and system specs/OS? On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I know his has been discussed before on the thread http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html, but my server has been plaged with massive lag spikes once every hour or so. Sometimes the lag is just a prolonged freeze and sometimes the server remains inacessible for 30 seconds. I've monitored the server's network during the events and it shows no problem whatsoever. I've also tried disabling metamod and sourcemod altogether but the problem sill occours. My host administrator told me that he hasn't noticed anything unusual with memory or CPU usage during the events either. The only thing associated with the problem is the solid occourence of a log entry about auth tickets everytime the server freezes or everybody see the red timeout timer on the upper right corner. The auth problem looks as following: /L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure code 6 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure code 6 L 01/24/2013 - 17:46:15: Dessa 50.cal442STEAM_0:1:*Blue disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure code 6 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled))/ Since it has nothing to do with network or plugins, I can't help but wonder the same thing people were wondering on http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html. What could be causing this? Can an auth ticket issue cause massive lag on a server? If not, what could be causing the lag and the auth ticket problem? Any help on this would be muchly appreciated since it has been drawing players out of the server since the beggining of the year already. Thanks in advance. _pilger ___ 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
Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
Essay, Are you located in the US or elsewhere? Test IP? Pilger, It might be the network. I've looked over the network carriers and the only non-Brazilian carrier is Cogent, which is known for terrible connections. If VALVe doesn't have any Steam servers in Steam, that may happen because Cogent is crap. So basically, my theory is, lost connection to steam for a bit = forget about other network connections and start dropping steam users to protect it from spoofing. Of course this all can be a coincidence and we will find out from Essay's setup whether it is providing he gives us the location of the servers and a test IP. On 1/24/2013 11:20 PM, Essay Tew Phaun wrote: We had the issue on one host and switched providers entirely. Now we're starting to have reports of the exact same thing as before. Different network entirely, brand new install and doesn't matter whether we're running MM:SM or not. On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: I checked a couple of TF2 servers we host for people and I don't see that, and these are pretty full servers. It may be the network, can you provide an IP so I can lookup the network? On 1/24/2013 10:16 PM, Essay Tew Phaun wrote: Yep. On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: What game are you seeing this on, TF2? On 1/24/2013 10:08 PM, Essay Tew Phaun wrote: This is very, very, VERY interesting to me. We have been battling small lag spikes on our server and clients timing out in bunches. Just yesterday everyone on our server timed out all at once. I submitted a ticket to support who said there was absolutely nothing wrong with the network. Nothing on the system points to a specific problem. We have also had players reporting the connection loss error randomly appearing in the upper right. I'm not sure if this would help matters or not but could you provide your provider and system specs/OS? On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I know his has been discussed before on the thread http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html, but my server has been plaged with massive lag spikes once every hour or so. Sometimes the lag is just a prolonged freeze and sometimes the server remains inacessible for 30 seconds. I've monitored the server's network during the events and it shows no problem whatsoever. I've also tried disabling metamod and sourcemod altogether but the problem sill occours. My host administrator told me that he hasn't noticed anything unusual with memory or CPU usage during the events either. The only thing associated with the problem is the solid occourence of a log entry about auth tickets everytime the server freezes or everybody see the red timeout timer on the upper right corner. The auth problem looks as following: /L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure code 6 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure code 6 L 01/24/2013 - 17:46:15: Dessa 50.cal442STEAM_0:1:*Blue disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure code 6 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 23:23:33: STEAMAUTH: Client polar received failure code 6 L 01/24/2013 - 23:23:33: polar244STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled))/ Since it has nothing to do with network or plugins, I can't help but wonder the same thing people were wondering on http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html. What could be causing this? Can an auth ticket issue cause massive lag on a server? If not, what could be causing the lag
Re: [hlds] Massive lag (5-30 seconds) associated with Steam auth ticket has been canceled
Alright, that's in NY, USA, and while it uses Cogent as well, it has plenty of other carriers, so you can strike that off that list. I just need to figure out why this doesn't happen to me in TX, USA... I know for a fact Steam has servers around the NY region. On 1/24/2013 11:35 PM, Essay Tew Phaun wrote: Test IP: 69.147.224.122 On Thu, Jan 24, 2013 at 11:24 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Essay, Are you located in the US or elsewhere? Test IP? Pilger, It might be the network. I've looked over the network carriers and the only non-Brazilian carrier is Cogent, which is known for terrible connections. If VALVe doesn't have any Steam servers in Steam, that may happen because Cogent is crap. So basically, my theory is, lost connection to steam for a bit = forget about other network connections and start dropping steam users to protect it from spoofing. Of course this all can be a coincidence and we will find out from Essay's setup whether it is providing he gives us the location of the servers and a test IP. On 1/24/2013 11:20 PM, Essay Tew Phaun wrote: We had the issue on one host and switched providers entirely. Now we're starting to have reports of the exact same thing as before. Different network entirely, brand new install and doesn't matter whether we're running MM:SM or not. On Thu, Jan 24, 2013 at 10:20 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: I checked a couple of TF2 servers we host for people and I don't see that, and these are pretty full servers. It may be the network, can you provide an IP so I can lookup the network? On 1/24/2013 10:16 PM, Essay Tew Phaun wrote: Yep. On Thu, Jan 24, 2013 at 10:12 PM, List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: What game are you seeing this on, TF2? On 1/24/2013 10:08 PM, Essay Tew Phaun wrote: This is very, very, VERY interesting to me. We have been battling small lag spikes on our server and clients timing out in bunches. Just yesterday everyone on our server timed out all at once. I submitted a ticket to support who said there was absolutely nothing wrong with the network. Nothing on the system points to a specific problem. We have also had players reporting the connection loss error randomly appearing in the upper right. I'm not sure if this would help matters or not but could you provide your provider and system specs/OS? On Thu, Jan 24, 2013 at 9:28 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I know his has been discussed before on the thread http://www.mail-archive.com/hlds@list.valvesoftware.com/msg47828.html, but my server has been plaged with massive lag spikes once every hour or so. Sometimes the lag is just a prolonged freeze and sometimes the server remains inacessible for 30 seconds. I've monitored the server's network during the events and it shows no problem whatsoever. I've also tried disabling metamod and sourcemod altogether but the problem sill occours. My host administrator told me that he hasn't noticed anything unusual with memory or CPU usage during the events either. The only thing associated with the problem is the solid occourence of a log entry about auth tickets everytime the server freezes or everybody see the red timeout timer on the upper right corner. The auth problem looks as following: /L 01/24/2013 - 20:16:15: STEAMAUTH: Client HunterBR received failure code 6 L 01/24/2013 - 20:16:15: HunterBR88STEAM_0:0:*Red disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Dessa 50.cal received failure code 6 L 01/24/2013 - 17:46:15: Dessa 50.cal442STEAM_0:1:*Blue disconnected (reason Client left game (Steam auth ticket has been canceled)) L 01/24/2013 - 17:46:15: STEAMAUTH: Client Firagonaut received failure code 6 L 01/24/2013 - 17:46:15: Firagonaut438STEAM_0:1:*Red disconnected (reason Client left game (Steam
[hlds] Steam backend is having issues.
We're actively investigating a server outage that impacts AuthenticateUserTicket (part of the multiplayer authentication system). I will update this thread when we have more details or the issue is resolved. This means our SourceMod does not work, since it won't accept invalid client by default. Just a heads up! =) From: http://forums.steampowered.com/forums/showthread.php?p=33169105#post33169105 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory Team Fortress 2 update released
Can we bring CSS up to date with srcds changes? On 10/17/2012 6:26 PM, Eric Smith wrote: We've released a mandatory update for Team Fortress 2. The notes for the update are below. -Eric -- Source Engine Changes (TF2, DoD:S, HL2:DM) - Fixed the disconnect command regression from the previous update - Fixed tools like vbsp working with new model format - Fixed a con_logfile ConVar exploit Team Fortress 2 - Fixed a common FindModel crash for replays - Fixed the Crafty Hair not using styles for the yellow and brown hair - Improved the Restore UI for customizing items in backpack - Fixed floating arrows on carried objects - Mann vs. Machine - Added a penalty system to deter players from repeatedly abandoning Mann Up games - Corrected the respawn time for the Mannslaughter mission - Updated MissionCycle behavior. Servers will always cycle to a mission listed in the MissionCycle file. ___ 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] Dah! No Half-Life / Valve
Add +map de_whatever to the command and the custom map will load and therefore, start your mapcycle. On 10/14/2012 12:07 PM, Paul Williams wrote: Hi there. Yes, sorry was too tired to bother earlier. ZZzzz. (Aside: I am still having trouble with mapcycle.txt seemingly being ignored, but will look into that later. I took out all the standard maps and have just one custom one. However it still seems to end up back on the standard maps!?) Anyway, with regards to the problems you folks helped me with yesterday: The upshot was, as suggested by many, I should NOT use the GUI!! I know, I was told, but I am a Windows man! The GUI told me how many players, CPU use etc... Sigh What really threw me was that it (Half-Life) was just simply missing from the GUI options. That combined with the 'fail to start' of the command line server (without start-up map!) made me think that there was some corruption in my Valve directory somewhere. Also being a noob, I did not realize I had to have the 'map whatever' entry in server.cfg. I assumed it would just automatically use mapcycle.txt and start at the beginning. I am currently using a batch file to start the server. It just contains: S:\HLServer\hlds.exe -console -game valve. I read somewhere it can be run as a Windows service? I am not really keen on having an 'oops-I-closed-it' server window that at a glance looks like a command window. May look into writing a Windows Service wrapper for it in VB.NET. Once I had got the server up and running I spent an age trying to get 'sv_downloadurl' to work, in order to have custom maps etc. download at a decent speed. It turns out Microsoft IIS gives a 404 error for file types which are not in its known MIME type list. In the end I just added a new MIME type with: Extension '*' - type 'application/octet-stream'. Took me a while to realize this issue was IIS, I just assumed I had done something wrong in the HLDS server config. I think at some point I also had a missing trailing / on the url in the server.cfg file. This MAY have also stopped it working. Hard to remember with so many 'edit-try-edit-try' recursions! Then, before I could leave it and go to bed, I just had to fiddle a bit more. Here is the final server.cfg I ended up with. Any comments welcome J (Q. There was an RCON password setting in the GUI. Am I supposed to have this set in the server.cfg now instead?) //BEGIN sv_aim 0 sv_clienttrace 3.5 pausable 0 sv_maxspeed 320 exec listip.cfg exec banned.cfg maxplayers 32 ip 91.235.58.128 map ag_crossfirexM sv_cheats 0 hostname BanzaiBob's Half-Life Server net_maxfilesize 9 sv_allowupload 1 sv_allowdownload 1 sv_downloadurl http://www.pencoedfarm.co.uk/hlserver/valve/; sys_ticrate 800 sv_contact banzai...@live.co.uk sv_maxrate 0 sv_region 3 hpk_maxsize 0 sv_send_logos 1 sv_filetransfercompression 1 sv_send_resources 1 //END Cheers folks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Steam update broke HL2DM vanilla server.
** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam update broke HL2DM vanilla server.
Can Valve provide a fix? I have customers breathing down my neck at this point. Thanks, Artie On 9/21/2012 7:52 PM, Charlie wrote: Same for DoD:S. No addons or anything loaded, DoD:S server will not launch. Uses 100% of the core it's on and stops there. On Fri, Sep 21, 2012 at 4:25 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: ** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- */// UNCLASSIFIED* ___ 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] Steam update broke HL2DM vanilla server.
This is also valid for DOD:S and GMOD (garry's problem right? =P). Do we have any further information like if this affects a certain OS? Thanks, Artie On 9/21/2012 8:01 PM, Fletcher Dunn wrote: We're investigating the problem and will keep you posted. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, September 21, 2012 4:57 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam update broke HL2DM vanilla server. Can Valve provide a fix? I have customers breathing down my neck at this point. Thanks, Artie On 9/21/2012 7:52 PM, Charlie wrote: Same for DoD:S. No addons or anything loaded, DoD:S server will not launch. Uses 100% of the core it's on and stops there. On Fri, Sep 21, 2012 at 4:25 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: ** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- */// UNCLASSIFIED* ___ 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] Steam update broke HL2DM vanilla server.
Excellent, thank you Mark. =) I will also add that ingame grav gun for HL2DM is malfunctioning in a way I can't describe. I'm sure someone will describe it better on SPUF. Thanks, Artie On 9/21/2012 8:15 PM, Mark Wagner wrote: I can confirm it's the same deal with CentOS 6.3 On Fri, Sep 21, 2012 at 7:14 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: This is also valid for DOD:S and GMOD (garry's problem right? =P). Do we have any further information like if this affects a certain OS? Thanks, Artie On 9/21/2012 8:01 PM, Fletcher Dunn wrote: We're investigating the problem and will keep you posted. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, September 21, 2012 4:57 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam update broke HL2DM vanilla server. Can Valve provide a fix? I have customers breathing down my neck at this point. Thanks, Artie On 9/21/2012 7:52 PM, Charlie wrote: Same for DoD:S. No addons or anything loaded, DoD:S server will not launch. Uses 100% of the core it's on and stops there. On Fri, Sep 21, 2012 at 4:25 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: ** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- */// UNCLASSIFIED* ___ 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
Re: [hlds] Steam update broke HL2DM vanilla server.
Our TF2 servers seen to be working fine. Thanks, Artie On 9/21/2012 8:56 PM, wickedplayer494 . wrote: I don't believe it's affecting TF2. Correct me if I'm wrong. On Fri, Sep 21, 2012 at 7:52 PM, Cameron Munroe cmun...@cameronmunroe.com mailto:cmun...@cameronmunroe.com wrote: Is this issue affecting tf2? If so Debian seems fine and running with no issues. On 9/21/2012 5:17 PM, RSS List User wrote: Excellent, thank you Mark. =) I will also add that ingame grav gun for HL2DM is malfunctioning in a way I can't describe. I'm sure someone will describe it better on SPUF. Thanks, Artie On 9/21/2012 8:15 PM, Mark Wagner wrote: I can confirm it's the same deal with CentOS 6.3 On Fri, Sep 21, 2012 at 7:14 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: This is also valid for DOD:S and GMOD (garry's problem right? =P). Do we have any further information like if this affects a certain OS? Thanks, Artie On 9/21/2012 8:01 PM, Fletcher Dunn wrote: We're investigating the problem and will keep you posted. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, September 21, 2012 4:57 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam update broke HL2DM vanilla server. Can Valve provide a fix? I have customers breathing down my neck at this point. Thanks, Artie On 9/21/2012 7:52 PM, Charlie wrote: Same for DoD:S. No addons or anything loaded, DoD:S server will not launch. Uses 100% of the core it's on and stops there. On Fri, Sep 21, 2012 at 4:25 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: ** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- */// UNCLASSIFIED* ___ 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 ___ 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] Steam update broke HL2DM vanilla server.
Thank you Valve, I'm getting tired of all these: ZOMG!!!111 my server is broken, tickets. Thanks, Artie On 9/21/2012 8:59 PM, Eric Smith wrote: It only affects DoD:S and HL2:DM. We're getting ready to release the fix. -Eric *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, September 21, 2012 5:57 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam update broke HL2DM vanilla server. Our TF2 servers seen to be working fine. Thanks, Artie On 9/21/2012 8:56 PM, wickedplayer494 . wrote: I don't believe it's affecting TF2. Correct me if I'm wrong. On Fri, Sep 21, 2012 at 7:52 PM, Cameron Munroe cmun...@cameronmunroe.com mailto:cmun...@cameronmunroe.com wrote: Is this issue affecting tf2? If so Debian seems fine and running with no issues. On 9/21/2012 5:17 PM, RSS List User wrote: Excellent, thank you Mark. =) I will also add that ingame grav gun for HL2DM is malfunctioning in a way I can't describe. I'm sure someone will describe it better on SPUF. Thanks, Artie On 9/21/2012 8:15 PM, Mark Wagner wrote: I can confirm it's the same deal with CentOS 6.3 On Fri, Sep 21, 2012 at 7:14 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: This is also valid for DOD:S and GMOD (garry's problem right? =P). Do we have any further information like if this affects a certain OS? Thanks, Artie On 9/21/2012 8:01 PM, Fletcher Dunn wrote: We're investigating the problem and will keep you posted. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, September 21, 2012 4:57 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam update broke HL2DM vanilla server. Can Valve provide a fix? I have customers breathing down my neck at this point. Thanks, Artie On 9/21/2012 7:52 PM, Charlie wrote: Same for DoD:S. No addons or anything loaded, DoD:S server will not launch. Uses 100% of the core it's on and stops there. On Fri, Sep 21, 2012 at 4:25 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: ** For Half-Life 2 Deathmatch ** All our servers since upgrading to the new update today will not load any map with this update. To double-check, we downloaded a fresh copy from hldsupdatetool and tried to run it, with the console saying map started, but the map not loading in the green bar at the top of the window. This is for Windows. We also have an update before copy which works fine, so anything on our end is out of the question. All of our hl2dm servers are not working. Thanks, Artie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- */// UNCLASSIFIED* ___ 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
Re: [hlds] Mandatory DoD:s and HL2:DM updates released
HL2:DM is now working, so confirmed. Thanks, Artie On 9/21/2012 9:19 PM, Eric Smith wrote: We've released mandatory updates to DoD:S and HL2:DM. The notes for the updates are below. -Eric -- - Updated with other Orange Box client/server fixes ___ 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] write logs with crash
What was that cvar for srcds which disables the log buffer so it will write the logs, even if crashed? ___ 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] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin
I don't see how taking screenshots is a problem. Punkbuster does it and no one complains. It's a powerful cheater stopping tool. I'd enjoy it. I do think that the plugin should have a option to not make any outside connections, especially because it's closed source. On 9/10/2012 10:40 AM, Ross Bemrose wrote: (I added hlds to the To list as well, since this affects both Windows and Linux servers) The problem is that it appears to be running client commands that the server isn't supposed to have access to. AND uploading files from a client's machine back to the server. AND sending them to the author of the plugin; you did catch that part, right? The plugin's author won't even send the source code to the admins of ETF2L, let alone anyone else. Which means, unless you decompile it, you have no idea what it's doing. Heck, even if you DO decompile it, you may have no idea what it's doing... decompilation isn't exactly the easiest thing to read. So... you have Security by Obscurity that is itself bypassing the game client's security. On 9/10/2012 10:35 AM, ics wrote: Presumably it's all there in the SDK and i have to say it's an awesome feature. If i would have to guess, Valve propably uses same thing on VAC as extra proof of cheating. No one wouldn't even be alarmed if they didn't know such feature exists on this plugin or on the server they play on. I tested this yesterday and already got 1 cheater caught. Besides, it only takes screenshots. No desktop shots, just ingame footage. -ics 10.9.2012 16:47, Drogen Viech kirjoitti: What the hell? Servers can tell the client to take screenshots *and* tell them to upload them to the server? Whatever happened about privacy? 2012/9/8 lwf l...@rocketblast.com: http://etf2l.org/forum/general/topic-21038/page-24/?recent=406717#post-406387 This is absolutely brilliant, great job! Now just imagine having something like Greenlight to go through those... I'm not even going to bother asking you to open source it but please, at least consider releasing a stable version with that doesn't open connection (no auto-update or reports to you or anywhere else, no offense) and has no undocumented features (now or later). I'd really like to use this, we should have had this long ago. On Wed, Apr 11, 2012 at 7:23 PM, AnAkIn . anakin...@gmail.com wrote: Hi, As Valve is too lazy to do anything about hacks, I started working back in January on a plugin that can detect: - POTENTIAL triggerbotters - Prediction hacks (crit hacks/no spread hacks) - An anti-speedhack bypass exploit Triggerbots: To make it clear as some people I gave it to didn’t understand, the detection is kind of “heuristic” (I won’t explain in detail, if I do then the cheat coders will bypass it in no time), so it’s not because someone got detected that he is surely cheating. It’s just a tool to help you find people that can potentially cheat and you can just check the STV demos then to confirm that they cheat or not. The most detections for a single person in the less timespan you will find in the log, the more likely he is using a triggerbot. Prediction hacks: I guess this is what will interest most people on this list, it detects the crit hacks that does 100% crits all the time which is an engine exploit which has been added into many hacks lately. It's also used for various no spread/low spread hacks. The detections get printed to a log called TriggerBotDetections.log in tf/ (and are also sent to me) on EVERY MAP change or when all players have disconnected from the server. It’s important to note this otherwise you could loose all the detections (especially if your server automatically restarts every night). There is a simple reason for this: writing in a file while you play can cause lags, especially if someone is getting detected a lot. Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip -- Best regards, AnAkIn ___ 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] Mandatory TF2 update coming later TOMORROW
Haven't we screwed with client's TF2 servers enough? Cant even get a days worth of break time! :) On 8/21/2012 7:22 AM, Sampson Rogers wrote: Very doubtful. On Mon, Aug 20, 2012 at 10:52 PM, Yuki d...@dazzozo.com mailto:d...@dazzozo.com wrote: ...first thing tomorrow? On 21/08/2012 03:52, ozgamingdot...@gmail.com mailto:ozgamingdot...@gmail.com wrote: This is the first TF2 update I can remember that is MASSIVELY overdue.. Server lag spikes, crashes, clients not able to connect, ugh... So what is the ETA of this way overdue TF2 update? On 8/20/2012 10:21 PM, Daniel Barreiro wrote: At least they found the bug instead of releasing it with the bug. On Mon, Aug 20, 2012 at 10:19 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We found a problem that will prevent us from releasing this update tonight. We should have it ready first thing tomorrow. My apologies. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kush Mahajani *Sent:* Monday, August 20, 2012 6:55 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Mandatory TF2 update coming later today I doubt the update will be any later than 7PM (PST) On Mon, Aug 20, 2012 at 6:50 PM, Lance Waidzunas lswa...@gmail.com mailto:lswa...@gmail.com wrote: I know it's not high priority for you guys, but in North America the competitive TF2 season is back on and we're trying to get matches streamed/casted tonight... so any ETA on this update would be great. On Mon, Aug 20, 2012 at 7:18 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We're preparing an update that addresses the most important problems people are experiencing: ·String table overflow ·Player counts in the server browser useless / meaningless in MvM ·Server and client crash on map change when player was being healed by dispenser ·Matchmaking connecting players to out-of-date servers ·General improvements to matchmaking throughput and match quality. This will be a mandatory update. Apologies for the late release. - Fletch ___ 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 -- - Kush Mahajani ___ 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
Re: [hlds] [hlds_linux] TF MvM hosting questions
Great! Then people won't expect to us to let them host a 6 slot person 28 bot server for $6 dollars. Pay for 32 and let your bots run wild! On 8/14/2012 2:27 PM, Fletcher Dunn wrote: The server will need to launch with -maxplayers 32 to host MvM properly. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe Sent: Tuesday, August 14, 2012 11:16 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions Pretty much its 32 players for the 26 bots that you will be up against. So no 10 player servers wont work. The penalize is really for PvP, which I do understand. On 8/14/2012 11:13 AM, slimecou...@live.com wrote: So wait, will these servers have to be actual 32 slot servers to run MvM? Hasn't Valve always penalized for anything over 24 players? I just rented a few 10 slot servers thinking this would be adequate to host some MvM matches. Is there no way around this? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Server Delisting, does it need some changes?
Is there any way VALVe can notify providers (such as us) if our IPs are being used for such things? On 8/10/2012 9:04 PM, Todd Pettit wrote: Any server who wants to squeeze 50 Ads in a MOTD window that is their prerogative. The window displays one time on connection. Also if you have a problem with fake client servers. Get on the server hit F7 and submit a damn report. If they start a new server do it again. Eventually they will loose. Admins who have a server delisted have to: change IP's, alert their communities, register quickplay with new accounts, update sourcebans, probably gameme and maybe more. The penalty is severe and if you keep getting them delisted they WILL loose their community and will go broke. Its not hard to follow up. Track down the servers and if they are using fake clients report them to they die. - Original Message - From: Sampson Rogers kritskring...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, August 10, 2012 8:54:57 PM Subject: Re: [hlds] Server Delisting, does it need some changes? Todd the comment of 'plastered' was mainly aimed at servers who throw several advertisements in to the MOTD and not just one. Anyway, the point of this post isn't about advertisements. ___ 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] Server Delisting, does it need some changes?
Your right, does anyone have a list of what the codes that thing returns mean? On 8/10/2012 9:13 PM, 1nsane wrote: You can use the API fletcher posted to check your ips against at any time. On Fri, Aug 10, 2012 at 9:11 PM, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Is there any way VALVe can notify providers (such as us) if our IPs are being used for such things? On 8/10/2012 9:04 PM, Todd Pettit wrote: Any server who wants to squeeze 50 Ads in a MOTD window that is their prerogative. The window displays one time on connection. Also if you have a problem with fake client servers. Get on the server hit F7 and submit a damn report. If they start a new server do it again. Eventually they will loose. Admins who have a server delisted have to: change IP's, alert their communities, register quickplay with new accounts, update sourcebans, probably gameme and maybe more. The penalty is severe and if you keep getting them delisted they WILL loose their community and will go broke. Its not hard to follow up. Track down the servers and if they are using fake clients report them to they die. - Original Message - From: Sampson Rogers kritskring...@gmail.com mailto:kritskring...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Sent: Friday, August 10, 2012 8:54:57 PM Subject: Re: [hlds] Server Delisting, does it need some changes? Todd the comment of 'plastered' was mainly aimed at servers who throw several advertisements in to the MOTD and not just one. Anyway, the point of this post isn't about advertisements. ___ 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
Re: [hlds] Half-Life 1 dedicated server update released
That's what I thought as well, but from another hand, if people can't do that, they might rage quit and the game might die. Its a 2 edged sword. On 8/9/2012 4:57 PM, AnAkIn wrote: Fixing the redirect exploit would make them stop making fake servers. 2012/8/9 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org On 2012/08/09 20:25, Invalid Protocol wrote: A HL1 server can force the players to execute the connect command or even you can reply with a redirect packet when they connect. So any kid can host 10 fake servers (usually using the names of other servers), all being almost full, and redirect the players to a real server. Some real servers have even hundreds of fake servers behind them, hosted by regular players, because this is a condition for getting administrative rights. Also some companies hosting game servers provide a service or support for hosting such fake servers. For example they provide the kits so the players can download and run the fake servers with only 2 clicks, or even they can host for free some fake servers if you buy a real server. What a disgusting community... Thanks for the insight! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ 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] TF2 Server with WordPress Sites Hacked Help
Am I missing something or why can't he just put the WordPress blog on WordPress.com? They host it for you. myBB recently did that and it's working out fine for them. On 7/23/2012 8:38 AM, Albert Davis wrote: In all honesty, I would run the TF2 server on it's own box or GSP. On Mon, Jul 23, 2012 at 1:01 AM, ozgamingdot...@gmail.com mailto:ozgamingdot...@gmail.com ozgamingdot...@gmail.com mailto:ozgamingdot...@gmail.com wrote: Recently my TF2 server was hacked. It had a few sites on it, WordPress sites, need I say more.. Can anyone recommend an inexpensive but secure solution to install on this TF2/WordPress server that can prevent someone from installing Malware/JavaScripts and Re-Directs again? Since It's a little on the time consuming side to download the entire public_html, scan it clean and restore it. Please don't school me on WordPress, already been there. I appreciate any urls or suggestions anyone may have on free or in-expensive security software for a web host/game server. Thanks, Oz | pc. On 7/22/2012 11:51 PM, Cc2iscooL wrote: Try downloading a default server, run it as default with default configs (change name or something). See if server shows. If server shows, issue is with plugin/configuration/installation. We would have had a lot more complaints already on the boards if servers weren't showing up on the listing, even on DoD:S. On Sun, Jul 22, 2012 at 9:45 PM, PAL-18 pal...@zombiegamer.net mailto:pal...@zombiegamer.net wrote: I noticed something else that is odd; only my windows servers are suffering from this. I have 5 servers on my Linux box and none of them have this happening. Could a valve employee comment on this? Maybe something is messed up in the windows code. ___ 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
Re: [hlds] Is the policy of truth still going?
Unless VALVe runs a ranked service provider program, they will not be able to ban this stuff. It's too time consuming to check and ban/delist these servers. On 7/14/2012 8:59 PM, Cameron Munroe wrote: Eventually people will learn and just blacklist your server. The biggest thing is that valve will eventually realize that players are just leaving before 15 minutes and throw your server into the deep hole that you will never come out of, but yes I do understand where you are coming from. Valve wont do anything to most of the servers that are hacking as they are too important to be removed, i.e. lotusclan. They run still to this day with the hat effects that if I tried to run would get a big no no from Valve. So yeah, valve is picking favorites and I understand why as well. On 7/14/2012 5:42 PM, Eli Witt wrote: All I read here is Wah, they're cheating better than me and I cheat the system as just like them, going against Valve's desires for the core gameplay but I justify it by putting instant respawn in the title that no one that uses quickplay will even see I'm gonna laugh my ass off if they delist you for a month now after you put it on the mailing list that you fake tags. On Sat, Jul 14, 2012 at 7:52 PM, icsi...@ics-base.net wrote: They never banned or punished for using fakeclients on a server but they did punish for making bots look like players. -ics 15.7.2012 2:50, AeroliteGaming.com kirjoitti: Are bot/fake player servers still being banned? I know tons that are running it and they have their ranks 100 on game tracker. This is all while I'm trying to get regulars on one of my servers to get it populated. All my efforts are failing so far while these are tricking quickplay into populating their servers whilst sitting and relaxing. I'm half tempted to start the packet spoofing job because everyone else is getting away with it and having their servers filled with people 24/7 and making money off motd ads to go and add more servers to con quickplay with. I won't lie, I'm not all good myself. I'm running instant respawn on 2 of my servers whilst using quickplay, but at least i'm displaying in the title and not conning player counts. Those 2 servers have now gained alot of regular players that enjoy them. This is probably because they aren't as common. My Vanilla settings server is suffering from this though. __**_ 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/**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 ___ 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] Hide the srcds console
You could run them with ServiceEx, where it will run as a Service and set interactive to false. The benefit with this is also that when the machine reboots, you will not need to login for the servers to start. http://serviceex.com/ On 7/11/2012 2:32 AM, Bruno Garcia wrote: Hello, I'm using a tool on Windows 2003 Server called ServerChecker to leave auto-restart my servers, add easy command line parameters, etc... The only problem is , that, for each srcds server has a console of it's own. And it's quite annoying to have 5 or 6 srcds console on your desktop. Is there any way to run a server *without *a console (So only the process is running) Thanks ___ 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] Steam CMD
Where can we get this other account? I am tried of sharing my personal account for work. On 7/6/2012 12:54 PM, Alfred Reynolds wrote: - CS:GO is a special case because it is in closed beta, access to its dedicated server is limited to blessed accounts which is why you need a special login. If you are having problems running CS:GO servers and are in the beta email the team and ask for access to another account for your dedicated servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Steam CMD
Hello all, I don't really keep up to date on steamcmd, but what games are currently using steamcmd? Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Steam CMD
If valve would let us build an update package with only files that were changed, it would be no problem. On 7/5/2012 9:03 PM, Ryan Stecker wrote: Having to update more than one server at a time with an update tool is awful practice. Please do all other server operators a favor and use rsync or similar. On Thu, Jul 5, 2012 at 7:46 PM, Bobby bobby3...@gmail.com mailto:bobby3...@gmail.com wrote: How is this progress? Seems like it going back 5 yrs. HLDS update and done. Now we have to sign in and hope you signed out of the game. Can't update more than one server at a time. It's the worst idea ever!! -bobby *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jared *Sent:* Thursday, July 05, 2012 7:55 PM *To:* hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com *Subject:* Re: [hlds] Steam CMD CS:GO, Killing Floor, and Red Orchestra 2: Heroes of Stalingrad Jared Creasy Community Relations Tripwire Interactive On 7/5/2012 7:48 PM, Nomaan Ahmad wrote: CS:GO Beta On 6 July 2012 00:32, RSS List User l...@redspeedservers.com mailto:l...@redspeedservers.com wrote: Hello all, I don't really keep up to date on steamcmd, but what games are currently using steamcmd? Thanks! ___ 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
Re: [hlds] hldsupdatetool problem
Try using this. hldsupdatetool -command update -game Counter-Strike Source -dir C:\CSSServer I believe Counter-Strike Source must be in quotes. On 1/4/2012 9:36 PM, jarett ambrosat wrote: I'm trying to set up a CS:S server and i'm having trouble with the update tool. I enter in the cmd hldsupdatetool -command update -game Counter-Strike Source -dir C:\CSSServer. Yes, i'm in the directory that my update tool is in. Anyway, another window pops up, text appears, but before I can read it the window disappears and it doesn't update. I've tried multiple times and it does the same thing every time. ___ 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] Merry Christmas!
Merry Christmas to you too. And happy holidays to everyone who has other traditions! And if this is what we got in 2011 with the list, imagine what 2012 will be. On 12/25/2011 12:11 AM, Ook wrote: Seriously. Merry Christmas to all! And Happy Holidays to those that don't observe Christmas or otherwise don't want to hear it. Alas, what happened to the good old days when we could do something as simple as wishing others MC on this mailing list without the list nazis getting their noses pushed out of shape? On 12/24/2011 08:37 PM, Kyle Sanderson wrote: Happy Holidays. Don't be a scrooge. Kyle. On Sat, Dec 24, 2011 at 8:15 PM, Ant essential...@bigpond.com wrote: I can't believe this has to be said, Everyone should STFU about religion and politics on this thread. It's for Steam HLDS related issues From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk Sent: Sunday, 25 December 2011 1:55 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Merry Christmas! Atheist too, but then I still can be able to convey the message to wish for everybody a Merry Xmass? Its not about christ anyway, its some pagan ritual of like couple thousand year ago that us "pagans" used to have, 2 weeks of celebrations before turning to work again, before we where mandatory converted into christians. Oh, we had some rituals... lets put those in some biblical context... so we move the village tree from the outside into our houses, let them have a small stable with child Jesus in it and then its sanctioned... and that 2 weeks, let cut off every time a day or so, so it gets shortened to a day. But Jesus was actually born somewhere in spring if one would believe the scientist who researched the whole bunch, for the population count Maria was traveling for was then, not in winter. and oops, where off a couple years as well... should be like 2006 right now, or 2015, nobody knows exactly. The Apostles didn't learn to write till 65 AD or some. Well, back to the pagan rite, it was mostly to celebrate the midwinter turn, as from now the days become longer (on northern half of the world anyway). Yeah, yeah, that was the 21st... more influence from those Christian church. All of the sudden, the whole Christmas isn't about Christ, or about pagan rites or w/e. Its all make-believe. The wishes? its just wishing ppl to have a good time during those days. Thats bout it. If you feel offended by it, one should get some dose of humor for those ppl that in the past couldn't seem to get it right. so far we got: - Birth of christ: off by at least 3 months - pagan winter solstice rite, off for bout 4 days. - ehm? whats left? getting together and having a good time. Now, again: Merry Christmas
Re: [hlds] Let's be honest
I've seen this email multiple times, but I have yet to see any policing. Please, what actions have you taken right now? As I still see these servers. On 12/8/2011 7:39 PM, Fletcher Dunn wrote: Date for expected compliance: right now. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan Reeuwijk *Sent:* Thursday, December 08, 2011 4:00 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Let's be honest Cant wait till that its enacted and in full effect. Set a date per to comply. Already all set up. (had to change nothing) *From:*Damien Delay damien.delay1...@gmail.com *To:* hlds@list.valvesoftware.com hlds@list.valvesoftware.com *Sent:* Friday, 9 December 2011, 0:04 *Subject:* Re: [hlds] Let's be honest So does that mean valve are finally going to deal with saigns.de and night team? FINALY! On 8 Dec 2011, at 22:07, hlds-requ...@list.valvesoftware.com mailto:hlds-requ...@list.valvesoftware.com wrote: able ___ 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] TF2 Player Count Drop After Halloween
Same just happened to me! On 11/4/2011 11:04 PM, Team BOOM! wrote: ALL 7 my servers are full again! How bizarre! *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason *Sent:* Friday, November 04, 2011 12:51 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] TF2 Player Count Drop After Halloween Followed the latest Tribes (in Dec)and then first quarter 2012 will be CS:GO.so is this the inevitable slow and painful TF2 death? Who knowsbut 4 years for a popular FPS with constant updates? I say it's still here for a bit longer and hats off to Valve for it. On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com mailto:1nsane...@gmail.com wrote: Modern Warfare 3 is next. That should give us a nice drop as well. On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.com mailto:leon.l.a.niel...@gmail.com wrote: I think I can confirm that as a css server operator. I believed it was because of the new tf2 update, but I guess BF3 and other games have some influence too. 2011/11/4 E. Olsen ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com: Actually, if you'll look at the Steam stats, it's pretty obvious that overall TF2 traffic has taken a downturn. Add to that all the additional servers that went up after F2P went live, along with a pretty cluttered release schedule of new PC games (BF3, etc.), and I think what most operators are seeing is simply a symptom of less public players overall, and too many servers - not a problem with quickplay. With only 40k or so TF2 players to go around, if you haven't built up a relatively large group of regulars, you're going to be struggling. We've seen a downturn as well (although, not in our UK-based servers, only in the US), but it's simply moving toward where traffic levels were prior to F2P/quickplay. Personally, I think operators that have been relying solely on quickplay to fill their servers are going to have a tough go at keeping full servers from now on (unless, of course, Valve has another big update up their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - and without a large group of regulars already built up, I doubt I would launch and TF2 servers today. Building consistent traffic takes a ton of time and dedication - even when a game is new. Quickplay is a crutch, and if your servers can't fill without it, you're already sunk. On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies tyler.k.dav...@gmail.com mailto:tyler.k.dav...@gmail.com wrote: I'm having the same ordeal with my servers. And I know that it's totally unrelated to the amount of time people have been playing in it because over 10 people (almost constantly) had been connected for more than one hour on the day of the most recent update. Everyone who connected to the three of my servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the next day, not a single soul from quickplay to be found, only the regular players. This all started happening after the Halloween update. This is very bizarre because we're normally full and people stay on for an extended amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of the time. Maybe this should be looked into? I don't know. But I will say that people play on the servers quite a bit and now quickplay is discriminating my servers. I've seen other servers that cannot hold a single person in for more than 45 minutes yet quickplay keeps them full all day and night. I don't like saying there is something wrong but I think there is something wrong. On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net mailto:teamb...@comcast.net wrote: I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of them were running totally full of players until the day after Halloween. In fact they've been running full for months. Now all but one or two usually sit empty. It's like quickplay is not directing traffic to them anymore. Something is weird here. I don't get it. Is anyone else seeing something goofy like this. Mike -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Thursday, November 03, 2011 3:09 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty So I'm not sure if this is related to quickplay or not, but I've noticed the past 2 days that my (pure vanilla, no SM or anything) quickplay servers have gotten next to no traffic. Which is very strange considering at least 1 of them usually is full of players, and since the start of the Halloween event they've been full nearly 20 hours a day.
Re: [hlds] About the TF2 in-game abuse reporting tool
I have a question: What can us, GSPs, do to control and get information regarding what customers are doing with our IP addresses? On 10/28/2011 3:13 PM, Fletcher Dunn wrote: Just one last comment. Engaged game server administrators who police their community, experiment with rule changes and custom maps and modes, etc, add a /tremendous/ amount of value to our game. We would be making a huge mistake to alienate those guys (you guys) or stifle any experimentation. We're hoping this tool will help to identify those servers who maliciously make a hostile experience for players who just want to play the game, thus doing damage to our community. Now excuse me, I need to get back to figuring out why registered servers sometimes aren't getting the special gift drops! Your humble servant, Fletch *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason *Sent:* Friday, October 28, 2011 11:54 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] About the TF2 in-game abuse reporting tool Well, we have a set of rules and a lot of banned players who've tried hacking us, trolling us, etc to get us back. What rules *WE* enforce should be our business, shouldn't it? So we've got a large ban list of trolls, dicks, hackers, etc. People often do not like us for actually enforcing our rulesand want to hate on us. We have a decent player base who support us and like that we take an active and often hardline approach toward the isms (racism, sexism, ageism, etc.) as well as toward trolls/dicks in general. Will valve investigate and actually consult with the server owner/community? Do I need to start doing demos, screenshots and recordings of folks spewing all of the hate speech and rule breaking just to cover my back? I ask this because compared to some other servers, we *ARE* a little more strict than other servers. So with this new subjective aspect, it has me wondering what's to come. And why now? Free to play was implemented, which allows even more anonymous trolls to make account after account (and even change their IP as well), and now I gotta answer for banishing groups of them off my server? This may just be the end of our servers, as I never thought, as a server owner, I'd have to answer to Valve for the server I ran when I am not violating any terms of service in doing so. On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com wrote: That's a valid question - an abuse reporting system has been put in place, without telling the users what consittutes abuse (which I think would lead to many more false reports than not). Some guidelines (both for users and server operators) might be beneficial, both to keep down the number of nuisance reports, AND help the server operators to stay in compliance. It's all well and good to say that Valve reserves the right to ban servers/IP's for abuse, but without knowing what the rules/guidelines are, it's giving operators an invisible line and telling us don't cross this. On Fri, Oct 28, 2011 at 2:18 PM, doctor...@web.de mailto:doctor...@web.de wrote: What is considered as abusive behaviour? ___ SMS schreiben mit WEB.DE http://WEB.DE FreeMail - einfach, schnell und kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
WOOT! Halloween time is the only time where I run a TF2 server. On 10/27/2011 9:25 PM, Brian Cagle wrote: FINALLY!!! *Dances* From: jas...@valvesoftware.com To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Date: Fri, 28 Oct 2011 01:23:47 + Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Halloween 2011 Event - Viaduct has been haunted and is now... Eyeaduct! - One full multi-piece costume set has been added for each class - Random gifts containing costume pieces drop in Eyeaduct on registered servers - 2 new Halloween 2011 achievements - Any unusual hats uncrated during the event will be Halloween-themed - New Halloween-themed items are available in the Mann Co. store, but only for a limited time! - Updated effects for The Cow Mangler 5000 - Updated in-game abuse reporting tool to include option for reporting abusive game servers - Added mapcycle_halloween containing all Halloween event maps - Fixed team colors and styles not updating properly in store previews - Fixed bug in reputation trend status display for registered servers - Fixed a problem that could cause repeated stutters after joining a server - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers - New Halloween-themed community-created items submitted to the Workshop are now available in the Mann Co. store! Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Lucky. I can't update this server since release. On 10/27/2011 10:08 PM, gamead...@127001.org wrote: I don't know if we were just ahead of the curve or something, but the updates tonight were incredibly quick. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger *Sent:* 28 October 2011 02:53 *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Team Fortress 2 Update Released The next 5, while we wait for the servers to update, will be of productivity zero. :P On 27 October 2011 23:27, Rob Liu robl...@gmail.com mailto:robl...@gmail.com wrote: Awesome.. I can go back to work again. the last 5 hours productivity is zero. On Fri, Oct 28, 2011 at 2:25 PM, Brian Cagle brian...@msn.com mailto:brian...@msn.com wrote: FINALLY!!! *Dances* From: jas...@valvesoftware.com mailto:jas...@valvesoftware.com To: hlds_li...@list.valvesoftware.com mailto:hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com mailto:hlds_annou...@list.valvesoftware.com Date: Fri, 28 Oct 2011 01:23:47 + Subject: [hlds] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. The specific changes include: - Halloween 2011 Event - Viaduct has been haunted and is now... Eyeaduct! - One full multi-piece costume set has been added for each class - Random gifts containing costume pieces drop in Eyeaduct on registered servers - 2 new Halloween 2011 achievements - Any unusual hats uncrated during the event will be Halloween-themed - New Halloween-themed items are available in the Mann Co. store, but only for a limited time! - Updated effects for The Cow Mangler 5000 - Updated in-game abuse reporting tool to include option for reporting abusive game servers - Added mapcycle_halloween containing all Halloween event maps - Fixed team colors and styles not updating properly in store previews - Fixed bug in reputation trend status display for registered servers - Fixed a problem that could cause repeated stutters after joining a server - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers - New Halloween-themed community-created items submitted to the Workshop are now available in the Mann Co. store! Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Halloween 2011
Has any launch date been announced yet? On 10/25/2011 12:23 AM, Fletcher Dunn wrote: Yes, drops are tied to particular maps. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *m33crob *Sent:* Monday, October 24, 2011 9:22 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Halloween 2011 Do you have to run the event maps specifically to get the drops? Sorry if this seems dumb, but I had my male period hiatus last year and did not play TF2 or follow it for that matter from October thru January of this year... On Mon, Oct 24, 2011 at 3:06 PM, Jason pctool...@gmail.com mailto:pctool...@gmail.com wrote: I already got itmsleeper, thanks for doing your best to make some of us look like morons even more. Learn a little tact and learn to respect that some of us *do* have comprehension issues sometimes. Peace to you and the others who made us feel more stupid than we already did. Cheers On Mon, Oct 24, 2011 at 5:00 PM, msleeper mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com wrote: You're not reading the entire article then, and only skipping to the parts you don't like. The article is about how to setup your server to be quickplay enabled. Part of that process is that you have to register your servers - but that's the only part you have to follow to be eligible for the Halloween stuff. There's no criteria for your servers to be registered. The only thing that cares about as vanilla as possible is the quickplay matchmaking system. Nowhere does it say anything about that with just registering your server. How is this a hard concept to understand. On Sat, Oct 22, 2011 at 12:33 PM, Jason pctool...@gmail.com mailto:pctool...@gmail.com wrote: msleeper, I am not reading between the lines, because it clearly states: Servers should be running as vanilla as possible. In particular, these server tags (sv_tags) will disqualify a server: We don't have but ONE vanilla server, thus my concern/question. So to someone who may reply in a HELPFUL way: We don't have to put the results of the confirmation into our server.cfg as the instructions state, correct? Just register and that's it? Thanks in advance. On Sat, Oct 22, 2011 at 3:59 AM, msleeper mslee...@ismsleeperwrong.com mailto:mslee...@ismsleeperwrong.com wrote: There's nothing to be confused about. Stop trying to read between the lines. In order to participate in the event, you have to REGISTER your servers. You don't have to make them quickplay valid. You JUST have to register them. How is there 20 replies to this thread. On Sat, Oct 22, 2011 at 2:46 AM, Jason pctool...@gmail.com mailto:pctool...@gmail.com wrote: Ok, I am confused. The quickplay (and registration of servers) is for servers without mods, etc. Which is why we only have one of our five servers in the quickplay registration. Yet, the OTHER servers is where we get most of our traffic. Your quickplay registration rules say something along the lines of either getting blacklisted or ignored if you have modded servers. So people who have fun modded servers are simply shit out of luck? If this is not the case, then please, explain and give DETAILS of what we will need to do. I don't mind registering my servers for the halloween event stuff, my community would love itbut if I get left out because we have mods, I think that's a bit crappy of valve. Let us know exactly what we need to do to participate please...thank you in advance. Jason On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu robl...@gmail.com mailto:robl...@gmail.com wrote: Why even bother trying to police it. It's a holiday special events. People who's going to cheat/abuse it is still going get what they want in the end. On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes maxim_confus...@yahoo.com mailto:maxim_confus...@yahoo.com wrote: Would setting up a 10 person private server for you and your friends to get the gifts and not have to deal with other people be abusing the system? From: Jon Lippincott j...@valvesoftware.com mailto:j...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com mailto:hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com Cc: TF Team tft...@valvesoftware.com mailto:tft...@valvesoftware.com Sent: Friday, October 21, 2011 10:32 PM Subject: [hlds] Halloween 2011 We're going to be launching some new Halloween content in the near future and wanted to give you all a quick heads-up. There will be random gift drops, but this year we are requiring that participants register their servers. If you choose not to register, you can still run the Halloween maps, but
[hlds] CSS Bot Help
I currently have the following commands running on my server: bot_quota 4 bot_quota_mode: fill bot_auto_vacate 1 The bots are in the server 24/7 with or without the players. I want the bots to leave when a players joins, for example if 1 player joins 1 bot leaves, if 2 players join 2 bots leave and so on. If the player leaves the bots rejoin maintaining the bot quota. Thanks for any help you guys can provide. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Update today?
Hello, Does anyone know if the update for source engine 2009 has been released? I believe it's the one which locks FPS. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Update today?
Did Tony say anything about the update getting pushed back today as well? Or are we still on plan? Thanks! On 10/13/2011 4:23 PM, Jonah Hirsch wrote: There has been no update released yet today. --- Jonah Hirsch On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com mailto:li...@redspeedservers.com wrote: Hello, Does anyone know if the update for source engine 2009 has been released? I believe it's the one which locks FPS. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Well, actually they seem not to care. We always wait until around 4 hours before updating. Can anyone confirm that SourceMod works with this update? On 10/13/2011 5:32 PM, Ant wrote: You mean since last update. I am sure they will address this issue ASAP. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *steve grout *Sent:* Friday, 14 October 2011 7:30 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released i cant remember it being this bad since well.. i can't remember :) On 13/10/2011 22:27, Chris Brunelle wrote: No kidding. This is unreal. On Thu, Oct 13, 2011 at 3:13 PM, Lambda lambdace...@gmail.com mailto:lambdace...@gmail.com wrote: Its basically impossible to update a server 2011/10/13 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org Checking bootstrapper version ... Updating Installation Command aborted Oh joy :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from my Commodore64 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Windows or Linux? On 10/13/2011 5:39 PM, Gareth Clarke wrote: Does for me. --- Sent from my Sinclair ZX80 --- On Thu, Oct 13, 2011 at 2:38 PM, RSS List User li...@redspeedservers.com mailto:li...@redspeedservers.com wrote: Can anyone confirm that SourceMod works with this update? On 10/13/2011 5:32 PM, Ant wrote: You mean since last update. I am sure they will address this issue ASAP. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *steve grout *Sent:* Friday, 14 October 2011 7:30 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released i cant remember it being this bad since well.. i can't remember :) On 13/10/2011 22:27, Chris Brunelle wrote: No kidding. This is unreal. On Thu, Oct 13, 2011 at 3:13 PM, Lambda lambdace...@gmail.com mailto:lambdace...@gmail.com wrote: Its basically impossible to update a server 2011/10/13 Dominik Friedrichs d...@forlix.org mailto:d...@forlix.org Checking bootstrapper version ... Updating Installation Command aborted Oh joy :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sent from my Commodore64 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Latest Update Issues
Hello, I've been unable to get this update to work. Connecting to 216.172.106.26:27015... The server you are trying to connect to is running an older version of the game. Server has been updated with -verify_all flag as well. Any ideas? On 10/14/2011 1:06 AM, pilger wrote: It's nothing but stable. I've been getting reports of synchronized crashes affecting a set of players on my server and experienced it myself. It doesn't affect all players, but it definitely affects more than one player at the same time and it crashes the client back to OS without any warning or message. It's frequent and it appears to be happening on other servers aswell, as i have been told. Can't confirm that 100%, though. I think it should have something to do with the item server as long as it is a synchronized crash. On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We have had stability problems with the item server and have been bouncing the item server frequently, so all of the servers have been losing the connection to the item server. This should be stable now, though. We might bounce it one or two more times tonight. The libsteam change was to fix the steam.log crash on startup problem. This lib plays a relatively minor role nowadays (most of the stuff is happening in steamclient). There will be a small client update to fix the most common client crash. it will not require updating servers. -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: Thursday, October 13, 2011 6:01 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Latest Update Issues Did valve just update ../orangebox/bin/libsteam.so? One guy in my friendslist couldn't get his server running because of Unable to start steam support library -- This server will operate in LAN mode, out of curiosity i restarted my server and 100.00% downloading ../orangebox/bin/libsteam.so ?? Also, i'm constantly loosing connection to the item server 2011/10/14 Nomaan Ahmad n0man@gmail.com mailto:n0man@gmail.com: Download server files on new a directory and work from there. On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com mailto:cc2isc...@gmail.com wrote: Did you delete the blob files in the updater directory? On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com mailto:unrealize...@gmail.com wrote: -verify_all is not functioning.. I deleted the bin folders and binaries, and it is not re-downloading any of them.. No installation record found at . No installation record found at ./css Checking/Installing 'Counter-Strike Source Shared Content' version 117 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Counter-Strike Source Linux Dedicated Server' version 2 100.00% downloading ./css/bin/libsteam.so HLDS installation up to date CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com mailto:1nsane...@gmail.com wrote: Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since last update and everything is running fine. On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay jonza...@aol.com mailto:jonza...@aol.com wrote: Disabled MM and the servers are running fine now, I take it that MM/SM was the issue. On 14 Oct 2011, at 01:11, Team BOOM! wrote: All, I disabled Metamod on all my Windows 2008 TF2 Servers and they are up, running and full. Of course SourceMod won't work, but at least you will have running servers again if this is your problem. Mike -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay Sent: Thursday, October 13, 2011 5:03 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Latest Update Issues This could be an issue related to
Re: [hlds] Latest Update Issues
Ah yes. Counter-Strike Source. Windows 2008 Standard R2. All modifications on that server are disabled. On 10/14/2011 1:18 AM, Lane Eckley wrote: You may want to mention which game J *Lane *Eckley Hypernia Hosting Corp Desk: 1.305.390.2124 Toll Free: 1.800.284.6978 ext. 600 http://www.hypernia.com http://www.hypernia.com/ l...@hypernia.com mailto:l...@hypernia.com *Confidentiality Note:* The information contained in this transmission is legally privileged and confidential, intended only for the use of the individual or entity named above. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution, or copying of this communication is strictly prohibited. Thank you. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, October 14, 2011 1:17 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Latest Update Issues Hello, I've been unable to get this update to work. Connecting to 216.172.106.26:27015... The server you are trying to connect to is running an older version of the game. Server has been updated with -verify_all flag as well. Any ideas? On 10/14/2011 1:06 AM, pilger wrote: It's nothing but stable. I've been getting reports of synchronized crashes affecting a set of players on my server and experienced it myself. It doesn't affect all players, but it definitely affects more than one player at the same time and it crashes the client back to OS without any warning or message. It's frequent and it appears to be happening on other servers aswell, as i have been told. Can't confirm that 100%, though. I think it should have something to do with the item server as long as it is a synchronized crash. On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We have had stability problems with the item server and have been bouncing the item server frequently, so all of the servers have been losing the connection to the item server. This should be stable now, though. We might bounce it one or two more times tonight. The libsteam change was to fix the steam.log crash on startup problem. This lib plays a relatively minor role nowadays (most of the stuff is happening in steamclient). There will be a small client update to fix the most common client crash. it will not require updating servers. -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: Thursday, October 13, 2011 6:01 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Latest Update Issues Did valve just update ../orangebox/bin/libsteam.so? One guy in my friendslist couldn't get his server running because of Unable to start steam support library -- This server will operate in LAN mode, out of curiosity i restarted my server and 100.00% downloading ../orangebox/bin/libsteam.so ?? Also, i'm constantly loosing connection to the item server 2011/10/14 Nomaan Ahmad n0man@gmail.com mailto:n0man@gmail.com: Download server files on new a directory and work from there. On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com mailto:cc2isc...@gmail.com wrote: Did you delete the blob files in the updater directory? On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com mailto:unrealize...@gmail.com wrote: -verify_all is not functioning.. I deleted the bin folders and binaries, and it is not re-downloading any of them.. No installation record found at . No installation record found at ./css Checking/Installing 'Counter-Strike Source Shared Content' version 117 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Counter-Strike Source Linux Dedicated Server' version 2 100.00% downloading ./css/bin/libsteam.so HLDS installation up to date CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com mailto:1nsane...@gmail.com wrote: Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since last update and everything is running fine. On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay jonza...@aol.com mailto:jonza...@aol.com wrote: Disabled MM and the servers are running fine now, I take it that MM/SM was the issue. On 14 Oct 2011, at 01:11, Team BOOM! wrote: All, I disabled Metamod on all my Windows 2008 TF2 Servers
Re: [hlds] Latest Update Issues
Hmm, did cstrike get put into css from orangebox? On 10/14/2011 1:19 AM, RSS List User wrote: Ah yes. Counter-Strike Source. Windows 2008 Standard R2. All modifications on that server are disabled. On 10/14/2011 1:18 AM, Lane Eckley wrote: You may want to mention which game J *Lane *Eckley Hypernia Hosting Corp Desk: 1.305.390.2124 Toll Free: 1.800.284.6978 ext. 600 http://www.hypernia.com http://www.hypernia.com/ l...@hypernia.com mailto:l...@hypernia.com *Confidentiality Note:* The information contained in this transmission is legally privileged and confidential, intended only for the use of the individual or entity named above. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution, or copying of this communication is strictly prohibited. Thank you. *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, October 14, 2011 1:17 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Latest Update Issues Hello, I've been unable to get this update to work. Connecting to 216.172.106.26:27015... The server you are trying to connect to is running an older version of the game. Server has been updated with -verify_all flag as well. Any ideas? On 10/14/2011 1:06 AM, pilger wrote: It's nothing but stable. I've been getting reports of synchronized crashes affecting a set of players on my server and experienced it myself. It doesn't affect all players, but it definitely affects more than one player at the same time and it crashes the client back to OS without any warning or message. It's frequent and it appears to be happening on other servers aswell, as i have been told. Can't confirm that 100%, though. I think it should have something to do with the item server as long as it is a synchronized crash. On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We have had stability problems with the item server and have been bouncing the item server frequently, so all of the servers have been losing the connection to the item server. This should be stable now, though. We might bounce it one or two more times tonight. The libsteam change was to fix the steam.log crash on startup problem. This lib plays a relatively minor role nowadays (most of the stuff is happening in steamclient). There will be a small client update to fix the most common client crash. it will not require updating servers. -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: Thursday, October 13, 2011 6:01 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Latest Update Issues Did valve just update ../orangebox/bin/libsteam.so? One guy in my friendslist couldn't get his server running because of Unable to start steam support library -- This server will operate in LAN mode, out of curiosity i restarted my server and 100.00% downloading ../orangebox/bin/libsteam.so ?? Also, i'm constantly loosing connection to the item server 2011/10/14 Nomaan Ahmad n0man@gmail.com mailto:n0man@gmail.com: Download server files on new a directory and work from there. On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com mailto:cc2isc...@gmail.com wrote: Did you delete the blob files in the updater directory? On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com mailto:unrealize...@gmail.com wrote: -verify_all is not functioning.. I deleted the bin folders and binaries, and it is not re-downloading any of them.. No installation record found at . No installation record found at ./css Checking/Installing 'Counter-Strike Source Shared Content' version 117 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Counter-Strike Source Linux Dedicated Server' version 2 100.00% downloading ./css/bin/libsteam.so HLDS installation up to date CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0 multi object alertable sleeps On Thu, Oct 13, 2011 at 5:36 PM, 1nsane 1nsane...@gmail.com mailto:1nsane...@gmail.com wrote: Counter-Strike: Source Linux, Metamod and Sourcemod unchanged since last update and everything is running fine. On Thu, Oct 13, 2011 at 8:18 PM, Jonathan Zakay jonza...@aol.com mailto:jonza...@aol.com wrote: Disabled MM and the servers are running fine now, I take it that MM/SM was the issue. On 14 Oct 2011
Re: [hlds] Latest Update Issues
It's not on the update list and it's downloading css/cstrike. Should be orangebox/cstrike. On 10/14/2011 1:29 AM, Ant wrote: maybe you should read the update list posted *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, 14 October 2011 3:26 PM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Latest Update Issues Hmm, did cstrike get put into css from orangebox? On 10/14/2011 1:19 AM, RSS List User wrote: Ah yes. Counter-Strike Source. Windows 2008 Standard R2. All modifications on that server are disabled. On 10/14/2011 1:18 AM, Lane Eckley wrote: You may want to mention which game J *Lane *Eckley Hypernia Hosting Corp Desk: 1.305.390.2124 Toll Free: 1.800.284.6978 ext. 600 http://www.hypernia.com http://www.hypernia.com/ l...@hypernia.com mailto:l...@hypernia.com *Confidentiality Note:* The information contained in this transmission is legally privileged and confidential, intended only for the use of the individual or entity named above. If the reader of this message is not the intended recipient, you are hereby notified that any dissemination, distribution, or copying of this communication is strictly prohibited. Thank you. *From:*hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *RSS List User *Sent:* Friday, October 14, 2011 1:17 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Latest Update Issues Hello, I've been unable to get this update to work. Connecting to 216.172.106.26:27015... The server you are trying to connect to is running an older version of the game. Server has been updated with -verify_all flag as well. Any ideas? On 10/14/2011 1:06 AM, pilger wrote: It's nothing but stable. I've been getting reports of synchronized crashes affecting a set of players on my server and experienced it myself. It doesn't affect all players, but it definitely affects more than one player at the same time and it crashes the client back to OS without any warning or message. It's frequent and it appears to be happening on other servers aswell, as i have been told. Can't confirm that 100%, though. I think it should have something to do with the item server as long as it is a synchronized crash. On Thu, Oct 13, 2011 at 10:52 PM, Fletcher Dunn fletch...@valvesoftware.com mailto:fletch...@valvesoftware.com wrote: We have had stability problems with the item server and have been bouncing the item server frequently, so all of the servers have been losing the connection to the item server. This should be stable now, though. We might bounce it one or two more times tonight. The libsteam change was to fix the steam.log crash on startup problem. This lib plays a relatively minor role nowadays (most of the stuff is happening in steamclient). There will be a small client update to fix the most common client crash. it will not require updating servers. -Original Message- From: hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech Sent: Thursday, October 13, 2011 6:01 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Latest Update Issues Did valve just update ../orangebox/bin/libsteam.so? One guy in my friendslist couldn't get his server running because of Unable to start steam support library -- This server will operate in LAN mode, out of curiosity i restarted my server and 100.00% downloading ../orangebox/bin/libsteam.so ?? Also, i'm constantly loosing connection to the item server 2011/10/14 Nomaan Ahmad n0man@gmail.com mailto:n0man@gmail.com: Download server files on new a directory and work from there. On 14 October 2011 01:42, Cc2iscooL cc2isc...@gmail.com mailto:cc2isc...@gmail.com wrote: Did you delete the blob files in the updater directory? On Oct 13, 2011 7:41 PM, unrealized unrealize...@gmail.com mailto:unrealize...@gmail.com wrote: -verify_all is not functioning.. I deleted the bin folders and binaries, and it is not re-downloading any of them.. No installation record found at . No installation record found at ./css Checking/Installing 'Counter-Strike Source Shared Content' version 117 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Counter-Strike Source Linux Dedicated Server' version 2 100.00% downloading ./css/bin/libsteam.so HLDS installation up to date CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 102 single object sleeps, 0 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 0