Re: [hlds] Optional TF2 update released
>From the client patch notes from October 12, 2015: - Running in textmode now places the client in insecure mode On Sun, Oct 11, 2015 at 2:50 AM, HDwrote: > Anyone else having issues now using a client into their servers using > -textmode for launch options? I log in an account this way every so often to > "listen" in the server while reading chat but for some reason now I get the > "You are in insecure mode. You must restart before you can connect to secure > servers.". > > I've not changed nothing - not a single thing and it just started after last > nights update came out. I've reinstalled TF2 on that computer but nothing > has changed. > I'm convinced something got messed up from this update as I tried it on > another computer and it did the exact same thing. > > Anyone able to explain this? > > > -Original Message- > From: hlds-boun...@list.valvesoftware.com > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith > Sent: Friday, October 09, 2015 5:52 PM > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com > Subject: [hlds] Optional TF2 update released > > We've released an optional update for TF2 that updates the Invasion > Community Update Coin to also count assists. This is an optional dedicated > server update and is not required unless you are running any of the Invasion > maps and would like to support this new feature. > > Thanks. > > -Eric > > > ___ > 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 released
They must be targetting specific list members in that case because I've never received an email from that address. That is to say, the query in:all from:amy2...@sefernsa.com returned nothing for me in Gmail. On Wed, Aug 19, 2015 at 6:00 PM, N-Gon ngongamedes...@gmail.com wrote: Hey, while we're at it. Can we remove amy2...@sefernsa.com from the mailing list? As gudlookin' as that chicks pics are getting these spam emails is really annoying On Tue, Aug 18, 2015 at 9:11 PM, Ross Bemrose rbemr...@gmail.com wrote: As long as we're talking about bugs and stuff, the Sandman and Wrap Assassin can steal the ball from a distance. On 8/18/2015 9:07 PM, N-Gon wrote: You can also walk right into enemy spawns it seems... On Tue, Aug 18, 2015 at 8:48 PM, N-Gon ngongamedes...@gmail.com wrote: #DEFLATEGATE On Tue, Aug 18, 2015 at 8:46 PM, Peter Jerde peter-h...@jerde.net wrote: So… the short-circuit “pops” or removes the Jack (ball) in pass_warehouse. Anybody know off-hand the easiest way to disable short circuit? Perhaps a sourcemod plugin? - Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] SteamCMD HTTP Remote Control
Thanks for the clarification Alfred :-) On Mon, Jul 7, 2014 at 9:05 PM, Alfred Reynolds alf...@valvesoftware.com wrote: Enabling the remote control API was not intended for the steamcmd tool, we will have an update soon that disables it. The web service requires strong authentication via Steam for any interaction so it shouldn't be an issue beyond the port it binds while steamcmd is running. You can use the command line option -remotecontrolport Port in the meantime to force a different port if it is interfering with your server operations. - Alfred -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Friday, July 04, 2014 4:56 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list Subject: [hlds_linux] SteamCMD HTTP Remote Control Dear Valve. Explain why SteamCMD has started a remote control daemon on my computer during a SteamCMD update. Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...[HTTP Remote Control] Wrote private key to remoteui/certs/https.key [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem [HTTP Remote Control] HTTP server listening on port 27037. OK. Relavant: http://steamdb.info/blog/37/ http://steamdb.info/blog/30/ http://steamdb.info/blog/31/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Can we have a Quickplay Status report, please? 2
Team Fortress 2 is now almost 7 years old. That means it's player base has also aged. Those who played it often in high school/college when they had plenty of spare time might have graduated, gotten jobs and something called a life and simply gotten too busy to play TF2 on a regular basis. This, together with the release of new FPS games like Interstellar Marines, and plenty of MOBA games to virtually kill others in a competitive or casual manner (including Valve's very own Dota 2), might account for the slow but steady decline of concurrent TF2 players. It's still having it's occasional ups, but I think we'll see a downward trend on the whole. This is just a hypothesis of course, but I'm speaking from the experience of myself and my friends, who used to play TF2 a lot but don't anymore, as much fun as it used to be. When we have time to play a game in the evenings it's usually Dota 2 nowadays. On Fri, Jun 6, 2014 at 1:27 AM, Robert Paulson thepauls...@gmail.com wrote: Are you fking serious? The kind of players that play FPS like TF2 have very little overlap with mmos. If you have actually watched player counts like I do, you would know this. The release of Mists of Pandaria and Guild Wars 2 pretty much had 0 impact on the TF2 player count. The TF2 collapse has been happening since February and Wildstar just released 2 days ago... On Thu, Jun 5, 2014 at 4:14 PM, Lyrai lyr...@gmail.com wrote: There's Wildstar, which just came out, and is an MMO. Final Fantasy 14 is apparently doing very well, and just had a minor content patch. Both of those are things I'd blame for loss of player count, before this Chicken Little screaming. ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 Nuclear Dawn update released
Thanks for this Nicholas, I hope that pulling ND out of beta for Linux and the other fixes will lure some new players to this great game, so we can actually play some fun matches again online. On Sun, Apr 20, 2014 at 9:23 PM, Nicholas Hastings psycho...@alliedmods.net wrote: A mandatory update for Nuclear Dawn has been released. For anyone still running servers, you will need to update in order for clients to still be able to connect. This is the final version of the update that has been on the linuxbeta branch for the past few months. As a reminder, ND Dedicated Server's app id is 111710. The full changelog is below. General: - Added client support for Linux. - Fixed Russian and Czech Languages not being selectable in Steam game properties. - Fixed minimap placement issues that would sometimes occur after resolution change. - Fixed issue where commander could get stuck on a ladder in RTS view. - Fixed sonic turret fire range being slightly shorter than lock-on range. - Whitelisted r_decals client convar by community request. - Improved overall stability. Community-created Content: - Updated Workshop map instructions link. - Added missing Final Hammer compile configuration. - Fixed typo in Hammer fgd file causing Empire wall and barrier issues. - Fixed client crash when subscribed to Workshop file that no longer exists or has been made private. - Fixed server crashes that could occur when attempting to sync Workshop maps when Steam was down or syncing current map. - Fixed uploading maps of size 100mb to Workshop. - Increased individual user Workshop storage quota to 1gb. - Greatly improved client subscribed Workshop map sync time on game launch. - HTTPS map downloads with self-signed certificates now work. - Clients now automatically download game server Workshop-synced maps directly from Workshop on connect. - Map support files (scripts, loading image, etc.) now get automaticallybspzipped into the map before upload if not already in map. -- Nicholas Hastings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 GameServer Account Logging Question
Unfortunately I'm already using +exec on the command line for something else. Is it still true that you can only use one +exec command? On Wed, Feb 26, 2014 at 5:18 PM, Ross Bemrose rbemr...@gmail.com wrote: server.cfg is too late. I found that out by empirical testing. However, either putting it in autoexec.cfg or in a file you +exec on the command line seems to work. On 2/26/2014 11:16 AM, Fletcher Dunn wrote: Yes, I am pretty sure that server.cfg is too late. I believe that autoexec.cfg is early enough and works. (Right? Others on this mailing list almost certainly know better than me.) I think you could also use something like +exec credentials.cfg. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, February 26, 2014 8:12 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Steam GameServer Account Logging Question Just because people are having issues, and to avoid further problems, could you elaborate where exactly you would put those? Some of us prefer autoexec.cfg but should they be in command line? If not, where then? Server.cfg seems too late. -ics Fletcher Dunn kirjoitti: Sorry, those messages are a bit confusing. I’m assuming this is a TF game server, in which case the “successfully logged in” messages and the FAQ link refer to the TF gameserver account. It’s totally separate to the Steam gameserver account, and totally unrelated. Perhaps you aren’t specifying the login credentials early enough in the boot process? *From:*hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *pilger *Sent:* Wednesday, February 26, 2014 7:10 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Steam GameServer Account Logging Question Changed the /sv_setsteamaccount/ to the autoexec file and it worked great. Someone should check if the failure message is being sent the way it was supposed to. Thanks Rudy! _pilger On 26 February 2014 12:00, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Guess he was right then. It can't be on the /server.cfg/ Strangely enough, I'm getting two messages. First one that goes: Assigned anonymous gameserver Steam ID [A-1:2176588802 tel:2176588802(4095)]. And then two more that says: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513. L 02/26/2014 - 09:54:54: Successfully logged into gameserver account **. For more information about gameserver accounts, visit https://support.steampowered.com /kb_article.php?ref=2825-AFGJ-3513. Still, when I send the /status/ command, I get a: steamid : [A-1:2176588802 tel:2176588802(4095)] (90089582615075842) So the message saying the account login is failing isn't quite working for me. That's what I was getting confused about. Isn't quite as clear as one would imagine. I'll go set it on the right place and then com back to tell the results. Thanks, Rudy! _pilger On 26 February 2014 11:41, Rudy Bleeker rblee...@gmail.com mailto:rblee...@gmail.com wrote: Hi Pilger, as far as I know sv_setsteamaccount should be set before a map is loaded. That means you can either put it in the autoexec.cfg, a file that is called with +exec from the command line or on the commandline itself. Anywhere else, for example the file that you use as the +servercfgfile, is too late and won't work. The message you see in your log is quite clear isn't it? Logging in was succesfull, so you can safely assume you did it right. If it didn't work, for example when sv_setsteamaccount is called too late, you'll get the following error message: Warning: Game server already logged into steam. You need to use the sv_setsteamaccount command earlier. You can verify if the server is correctly logged in by typing status in the console and check the steamid line. If the steamid displayed there starts with A-1 it is an anonymous steam ID which means the server isn't logged in with it's proper steam ID. Those start with a G I believe. On Wed, Feb 26, 2014 at 3:26 PM, pilger pilger...@gmail.com mailto:pilger...@gmail.com wrote: Hey guys, I've been talking to a friend about the new steam gameserver account logging system and he claims that the parameter sv_setsteamaccount should go on the command line, while I think it can go on the server.cfg or any other file that's executed the first time the server runs. With the server.cfg method, I'm getting the following messages on my log: Successfully logged into gameserver account **. L 02/26/2014 - 07:36:12: Successfully logged into gameserver account **. Does that mean it's all good!? Which one is the correct way? Thanks in advance, _pilger
Re: [hlds] Steam GameServer Account Logging Question
On Wed, Feb 26, 2014 at 5:39 PM, Asher Baker asher...@gmail.com wrote: That has never been true afaik, exec to your heart's content. I've tried, but every time I do that the second config file that I exec isn't actually executed. I should note that I'm running my servers on Linux, so there might be a difference between the srcds_run bash-script and whatever you guys have on Windows. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 GameServer Account Logging Question
On Wed, Feb 26, 2014 at 5:53 PM, Dondon Tudtud don...@applei.ph wrote: You said you're already using +exec for something else, can't you just put the login commands on that cfg file instead? Or do you use that cfg file for more than one server? Indeed, my homebrew startup script exec's a config file depending on what kind of server I want to start (ctf, payload, mvm, etc.) so it could theoretically be used by multiple instances. On Wed, Feb 26, 2014 at 6:00 PM, Kyle Sanderson kyle.l...@gmail.com wrote: second config file that I exec isn't actually executed. Even if that's true, you can have a server specific config file that calls down to the template :P not the other way around. I'm not sure what you mean by this Kyle. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_announce] Mandatory TF2 update released
sv_pure works fine if you start your server with +sv_pure 1 on the command line. From there you can switch to sv_pure 0 or sv_pure 2 at any time. However if you don't start with +sv_pure 1 on the command line you're stuck with a server running sv_pure 0. So correct me if I'm wrong but isn't this just a simple case of changing the default? On Sat, Feb 8, 2014 at 5:49 PM, AnAkIn anakin...@gmail.com wrote: Any news on fixing sv_pure ? 2014-02-08 13:45 GMT+01:00 ics i...@ics-base.net: If you run linux, it's a problem known. Set -steamport x to command line to fix it for now. This was mentioned by Fletcher earlier. But if you are running windows, i have no idea. -ics davidaap1...@gmail.com kirjoitti: My Servers are losing connections to steam randomly since the last update, and not regaining them until i reboot them.. anyone else having the same problem? -- Original Message -- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) hlds_annou...@list.valvesoftware.com Sent: 7-2-2014 19:29:58 Subject: [hlds_announce] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server
Re: [hlds] [hlds_announce] Mandatory TF2 update released
No, the default steamport is 26901 which is different from the hostport default of 27015. You might experience problems if you set them to the same port, I've never tried. On Sat, Feb 8, 2014 at 7:43 PM, Dill Bates dillbat...@gmail.com wrote: I'm assuming the x is the same port I set for hostport? Sent from my iPhone On Feb 8, 2014, at 4:45 AM, ics i...@ics-base.net wrote: If you run linux, it's a problem known. Set -steamport x to command line to fix it for now. This was mentioned by Fletcher earlier. But if you are running windows, i have no idea. -ics davidaap1...@gmail.com kirjoitti: My Servers are losing connections to steam randomly since the last update, and not regaining them until i reboot them.. anyone else having the same problem? -- Original Message -- From: Eric Smith er...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com; 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com) hlds_annou...@list.valvesoftware.com Sent: 7-2-2014 19:29:58 Subject: [hlds_announce] Mandatory TF2 update released We've released a mandatory TF2 update. The notes for the update are below. The new version is 2108330. -Eric -- Weapon Updates - The Shortstop - Reduced extra knockback penalty from 80% to 40% - The Short Circuit - Added Penalty - No longer gain metal from dispensers when active - The Cleaner's Carbine - Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds - Natascha - Added Positive Attribute +50% extra ammo - The Reserve Shooter - Increased clip size from 3 to 4 - Time to mini-crit airborne targets changed from 3 to 5 - The Beggar's Bazooka - Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active - The Quick Fix - Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen Weapon Fixes - Fixed deflected projectiles not affecting Strange and Killstreak counts - Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed - Fixed the Spy's revolver using the incorrect reload sound - Fixed third-person Medi Gun beams appearing jittery - Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc. - Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character Community Updates - Added the Strongbox Key to the Mann Co. Store - Added 43 community-contributed items to the Strongbox Crate - Added the Tumblr Vs Reddit Participation Medal Mann vs. Machine - Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list: - The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads - Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent - Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill - Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed - Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have - Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended Quickplay - Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times - Added Show Servers button to quickplay. This will run the normal quickplay search, but instead of joining the best server, it will present a list of about 20 servers and let you pick. Other Changes - Improved loading of item information panels to prevent hitches when cycling through backpack pages. - Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data. - Fixed Australium items not using the correct images in the Steam Community Market - Added missing payload audio for the Medic, Soldier, Demoman, and Spy - Added the server command sv_setsteamaccount for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future. - Added the game server's SteamID to the output of the
Re: [hlds] TF2 Service Memory Leaks on Windows 2008
If you use sv_shutdown as the restart command it'll only restart the server when it's empty or after a few hourse (5 or 6). Usually a server empties out before the timeout is reached. On Sun, Feb 2, 2014 at 9:45 PM, Mike Vail supp...@boomgaming.net wrote: Thanks to the guys who responded to this. I was hoping to avoid the nightly restarts because many of the servers I’m having the trouble with remain full 24/7 and I hate kicking the players off with a restart. I guess that’s the only thing I can do right now for these. I’ll look into an auto-restart script for the others like my MvMs so they restart when they empty. Thanks again and have a good weekend…. Mike From: Ryan Stecker [mailto:voidedwea...@gmail.com] Sent: Friday, January 31, 2014 1:18 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Service Memory Leaks on Windows 2008 Running on windows here, our instances start at around 400MB and will just climb and climb to upwards of 2GB. We do nightly restarts to deal with the usage. On Fri, Jan 31, 2014 at 2:05 PM, ics i...@ics-base.net wrote: They run on Linux and on Linux, i have 0,8-1,5GB of memory use for TF2 instance, no more. So no leaking. -ics Dominik Friedrichs kirjoitti: I can confirm that the TF2 srcds is leaking all over the place. A year ago it was still manageable but today theres no other solution than to restart at least once a day. Wonder if/how Valve deals with this on their stock 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, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] FYI tf2 added another vpk file
On Sun, Nov 24, 2013 at 9:40 AM, Doctor McKay mc...@doctormckay.com wrote: There's actually 11, as it starts numbering at 0. :) And if you count tf2_misc_dir.vpk, there are 12 ;-) -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] plr_hightower_event - no free edicts
Surely you mean 24 :-) On Wed, Oct 30, 2013 at 11:26 AM, Eli Witt eliw...@gmail.com wrote: It's almost as if the game were designed to only have 28 players On Wed, Oct 30, 2013 at 5:03 AM, Andreas Grimm l...@gmx.net wrote: Dear Valve, to run a 32 player slots plr_hightower_event server is dangerous ... L 10/30/2013 - 09:55:53: World triggered Mini_Round_Win (winner Red) (round plr_round_C) L 10/30/2013 - 09:55:53: World triggered Mini_Round_Length (seconds 187.32) L 10/30/2013 - 09:55:53: World triggered Round_Win (winner Red) L 10/30/2013 - 09:55:53: Team Red current score 5 with 17 players L 10/30/2013 - 09:55:53: Team Blue current score 4 with 16 players L 10/30/2013 - 09:56:01: World triggered Round_Start L 10/30/2013 - 09:56:01: World triggered Round_Setup_Begin L 10/30/2013 - 09:56:01: World triggered Mini_Round_Selected (round plr_round_C) L 10/30/2013 - 09:56:01: World triggered Mini_Round_Start L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free edict remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free edicts remaining. L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts Maybe it's possible to decrease the entity count on that map a little bit? - Andreas ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] tf2 halloween event 2013 ETA ?
The update is live now, but no announcement on the mailing list. I still have a question though: are the eventmix and event247 tags still required this year to receive quickplay traffic on servers running the Halloween event maps? Any other information about the event from a Valve employee would also be appreciated. On Tue, Oct 29, 2013 at 6:28 AM, Todd Pettit pettit.t...@gmail.com wrote: Something is coming, everybody. Not right now coming... - Original Message - From: Doctor McKay mc...@doctormckay.com To: Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com Sent: Monday, October 28, 2013 11:26:22 PM Subject: Re: [hlds_linux] tf2 halloween event 2013 ETA ? http://www.teamfortress.com/post.php?id=11727 Dr. McKay www.doctormckay.com On Mon, Oct 28, 2013 at 11:11 PM, Carl aidsf...@gmail.com wrote: IF it happens. If Valve had a mediocre idea for 2013, would you rather them release it or shelve it? On 10/28/2013 1:54 PM, wickedplayer494 wrote: It'll happen when it happens. On 10/28/2013 3:19 PM, louloubizou wrote: an ETA ? :) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 server from certain IP's?
As Jason said, just blocking his IP isn't good enough since the attack comes from many other IP's. And since the server queries go through Valve's master servers, I don't think what Jason wants to accomplish is possible. On Tue, Oct 22, 2013 at 9:00 PM, Doctor McKay mc...@doctormckay.com wrote: Use iptables or a similar firewall to drop all traffic from his IP. Dr. McKay www.doctormckay.com On Tue, Oct 22, 2013 at 6:12 AM, Jason Tango jtrun...@outlook.com wrote: Hello, We've had several DDOS attacks in the past several weeks. We now know the IP address of the person who is initiating the attacks (he has admitted as much). Unfortunately, he is using some kind of reflection attack that comes from hundreds of different IP addresses, so just blocking his IP won't do us much good. My question is - is there some way to prevent our server from even appearing in the server browser for his IP address? It sure would be wonderful for server operators to be able to blacklist certain IPs from even being able to see our servers in the server browser ;-) ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Recurring player clip issue on Windows TF2 servers?
I have actually encountered this myself as a player, although it might be a slightly different issue. I've had it happen a few times on my own server, which runs on Linux (hence the crosspost) and isn't symlinked or runs any mods. It's a single installation, completely vanilla. I haven't made an effort to do a bugreport through the game client yet. The symptoms I'm experiencing are that when I spawn I'm clipping through the floor of the map, resulting in a view as if I've sunken through the ground to the waist. I can play normally, only the vision is screwed up. Other players don't notice anything unusual about my avatar. The issue resolves itself when I get killed and respawn, or sometimes after I've been alive for a long time. I couldn't say on which maps it has occured, but at least on pl_goldrush. On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde peter-h...@jerde.net wrote: This happened to us when the number of VPK files constituting TF2 changed back on August 29th (or thereabouts). We share one set of VPK files among multiple server instances using symlinks (windows mklink), but when that update added tf2_misc_009.vpk, our cloned servers each lacked a symlink to that file, since it hadn't existed before. This resulted in no problems at all on some maps (ctf_turbine) but caused the bizarre players-falling-through-solid-objects problem on mvm_coaltown and certain payload maps. It could be something completely different, but I figured those exact symptoms were too similar to what we'd experienced, that I figured I'd throw this out there. Double-check that your servers have all the files tf2_misc_000 through tf2_misc_009. For giggles, here are the sizes, in bytes, of the vpk files we have currently in our /tf folder: 106302753 tf2_misc_000.vpk 106575133 tf2_misc_001.vpk 106642649 tf2_misc_002.vpk 103888545 tf2_misc_003.vpk 106077677 tf2_misc_004.vpk 108387643 tf2_misc_005.vpk 105606193 tf2_misc_006.vpk 105574190 tf2_misc_007.vpk 105401440 tf2_misc_008.vpk 105299483 tf2_misc_009.vpk 1477522 tf2_misc_dir.vpk 87701 tf2_sound_misc_dir.vpk 382253 tf2_sound_vo_english_dir.vpk 537892 tf2_textures_dir.vpk Cheers, - Peter On Sep 23, 2013, at 22:50 PM, Justin Bounds jstn7...@gmail.com wrote: Hi, I've been receiving reports from players and admins in my community concerning a server issue where trains, rocks, stairs, etc. basically become non-solid objects and players can walk or fall through them, obviously disrupting gameplay to some extent. I haven't had time to experience this myself, but supposedly the problem is temporarily corrected by restarting the server. This keeps occurring on my main public TF2 server and even happens on competitive servers as well (only basic SM/MM:S functionality is present), and has been doing so for a few weeks. Is anyone else experiencing this issue, or is it just me? I figured I would ask/discuss this here first before attempting to email any probably busy Valve employees. The host server is running Windows Server 2008 R2, no idea how up to date it is since it's a virtual dedicated server managed by NFO. Any ideas? -Justin ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Recurring player clip issue on Windows TF2 servers?
In this case (rocket) jumping didn't help, neither did running up a slope. On Tue, Sep 24, 2013 at 11:21 AM, Valentin G. nextra...@gmail.com wrote: It's a bug that has been around in GoldSrc aswell. Your origin needs to change height for the view to fix itself. So jumping or running up a slope is enough in most cases. On Tue, Sep 24, 2013 at 10:59 AM, Rudy Bleeker rblee...@gmail.com wrote: I have actually encountered this myself as a player, although it might be a slightly different issue. I've had it happen a few times on my own server, which runs on Linux (hence the crosspost) and isn't symlinked or runs any mods. It's a single installation, completely vanilla. I haven't made an effort to do a bugreport through the game client yet. The symptoms I'm experiencing are that when I spawn I'm clipping through the floor of the map, resulting in a view as if I've sunken through the ground to the waist. I can play normally, only the vision is screwed up. Other players don't notice anything unusual about my avatar. The issue resolves itself when I get killed and respawn, or sometimes after I've been alive for a long time. I couldn't say on which maps it has occured, but at least on pl_goldrush. On Tue, Sep 24, 2013 at 7:40 AM, Peter Jerde peter-h...@jerde.net wrote: This happened to us when the number of VPK files constituting TF2 changed back on August 29th (or thereabouts). We share one set of VPK files among multiple server instances using symlinks (windows mklink), but when that update added tf2_misc_009.vpk, our cloned servers each lacked a symlink to that file, since it hadn't existed before. This resulted in no problems at all on some maps (ctf_turbine) but caused the bizarre players-falling-through-solid-objects problem on mvm_coaltown and certain payload maps. It could be something completely different, but I figured those exact symptoms were too similar to what we'd experienced, that I figured I'd throw this out there. Double-check that your servers have all the files tf2_misc_000 through tf2_misc_009. For giggles, here are the sizes, in bytes, of the vpk files we have currently in our /tf folder: 106302753 tf2_misc_000.vpk 106575133 tf2_misc_001.vpk 106642649 tf2_misc_002.vpk 103888545 tf2_misc_003.vpk 106077677 tf2_misc_004.vpk 108387643 tf2_misc_005.vpk 105606193 tf2_misc_006.vpk 105574190 tf2_misc_007.vpk 105401440 tf2_misc_008.vpk 105299483 tf2_misc_009.vpk 1477522 tf2_misc_dir.vpk 87701 tf2_sound_misc_dir.vpk 382253 tf2_sound_vo_english_dir.vpk 537892 tf2_textures_dir.vpk Cheers, - Peter On Sep 23, 2013, at 22:50 PM, Justin Bounds jstn7...@gmail.com wrote: Hi, I've been receiving reports from players and admins in my community concerning a server issue where trains, rocks, stairs, etc. basically become non-solid objects and players can walk or fall through them, obviously disrupting gameplay to some extent. I haven't had time to experience this myself, but supposedly the problem is temporarily corrected by restarting the server. This keeps occurring on my main public TF2 server and even happens on competitive servers as well (only basic SM/MM:S functionality is present), and has been doing so for a few weeks. Is anyone else experiencing this issue, or is it just me? I figured I would ask/discuss this here first before attempting to email any probably busy Valve employees. The host server is running Windows Server 2008 R2, no idea how up to date it is since it's a virtual dedicated server managed by NFO. Any ideas? -Justin ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Up Server
Hi Reinaldo, all HL 1 server files in the hldsupdatetool are out of date. They should now be downloaded though the new SteamPipe tool, also known as steamcmd. See https://developer.valvesoftware.com/wiki/SteamCMD for more information. On Tue, Sep 3, 2013 at 4:57 PM, Reinaldo Matias rc.mat...@hotmail.com wrote: Hi, I am Brazilian and I have a bad english, I'm sorry but we will try. :) I'm trying to host a server HL 1, without modification, only one server pure since I found online are full of mods and unethical players in game. Just trying to put the server as suggested by hldsupdatetool this link https://support.steampowered.com/kb_article.php?ref=6758-tcmf-2234 I can not, I return the server is out of date. I try to update but not return any updates. I create steam by itself and even can not connect to the server, but it does not appear in the list online and also the island also is stating that I have a server out of date. Can anyone help me? Ty. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 released
I can confirm this. The 3 stock replay files replay.cfg, replay_ftp.cfg and replay_local_http.cfg get deleted during updating. However a new replay_example.cfg is downloaded. On Mon, Jun 3, 2013 at 11:50 PM, E. Olsen ceo.eol...@gmail.com wrote: Also - you guys are still overwriting (actually, deleting) the replay.cfg file. On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote: Does this fix the Taunt exploit that is currently crashing servers, or do we still need to use a plugin to block it? On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.comwrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1783578. -Eric -- Team Fortress 2 - Added new Adult Swim items to the Mann Co. Store - The Breather Bag, The Weather Master, and The Bacteria Blocker - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament medals - Fixed mat_viewportupscale using an error material for clients using DirectX8 - Fixed config_arena.cfg being replaced by the default version when dedicated servers update - Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill Hat and the Soldier's Sparkplug - Fixed a missing LOD on the dispenser - Updated the -insert_search_path delimiter to be a comma instead of a semi-colon - Updated the equip region on the Practitioner's Processing Mask to match the Physician's Procedure Mask - Updated The Conscientious Objector and The Bat Outta Hell so they can be crafted and can be used to craft other items ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] ETA on the fix for hammer?
I think you can trust Valve to fix the tools they themselves use to get stuff done. Just show some patience people. On Fri, May 3, 2013 at 2:15 PM, scott biszmaier sc...@aol.jp wrote: i second this request. ive personally heard a couple different rumors so if someone knew the answer to this id love to know. scott biszmaier -Original Message- From: The Mighty Gerbil themightyger...@agapegraphics.com To: hlds hlds@list.valvesoftware.com Sent: Thu, May 2, 2013 10:49 pm Subject: [hlds] ETA on the fix for hammer? Hi I tried the mapping mailing list first but didn't get a response so I was wondered if you guys know. Is if there an ETA on the fix for hammer and the SDK tools after Steampipe broke them? I just want to know so I can decide if I should go through the trouble of hunting for a workaround which may or may not exist or just wait a few days for the official fix. Thank you. ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] MvM Mission Cycle Clarification
With the steampipe update for Team Fortress 2 just around the corner, I would like to ask where our custom MvM mission cycle files should be located in the new directory tree. I can't find the default tf_mvm_missioncycle.res anymore which I hoped to use as a reference, I assume it's been packed in one of the VPK files. Since the mapcycle and motd files have been moved in this update, I was wondering if the same was the case for our custom MvM mission cycle files. On Wed, Oct 10, 2012 at 7:34 PM, Mike Lee mi...@valvesoftware.com wrote: First we have a Con Command that will let you specify your own mission cycle file tf_mvm_missioncyclefile myfile.res where the default .res file is tf_mvm_missioncycle.res that is located in the tf directory. You can use this con command to set custom missioncycle files for each server instance. For how a mission cycle file works Example contents of missioncycle.res file - tf_mvm_missioncycle.res { categories 2 1 { count 3 1 { map mvm_decoy popfile mvm_decoy } 2 { map mvm_coaltown popfile mvm_coaltown } 3 { map mvm_mannworks popfile mvm_mannworks } } 2 { count 3 1 { map mvm_decoy popfile mvm_decoy_expert1 } 2 { map mvm_coaltown popfile mvm_coaltown_expert1 } 3 { map mvm_mannworks popfile mvm_mannworks_expert1 } } } - format of the file: file name - Name of the res file { categories Number - Number of Categories, by default this corresponds to the number of difficulties Category Index - Numerical Index of this category, numbered in order starting at 1 { Mission Count Number - Number of missions in this category Mission Index - Numerical Index of this mission, numbered in order starting at 1 { map mapname - Name of the mvm map without the extension popfile popfilename - Name of the popfile without the extension } } } When a mission is completed the game looks at the missioncycle file and looks for the current map / mission pair. If it's found it then loads the next mission in that category, cycling back to the first one if it's the last one in that category. If the map / mission is not found, it simply restarts the current mission. This behavior at the end is probably what’s causing some bizarre issues with custom maps and popfiles. If a custom map is loaded and does not contain a default popfile [Ie playing map mvm_decoy.bsp the game expects to load a popfile of mvm_decoy.pop] the previous popfile will remain loaded. Finishing this mission will just simply restart this “bad” combination. Similarly if a custom popfile is loaded (via con commands or vote) the server will seemingly be stuck on that particular combination until a vote or server command is issued. This default behavior seems undesirable and we’ll change it to load the next well known mission from the missioncycle file - Mike Lee //--- Hi, Unless I'm missing something, nothing in that article explains how to have an unofficial MvM server rotate through a series of different maps with appropriate popfiles. tf_mvm_missioncycle.res appears to have changed in today's
Re: [hlds] Server Replay Cleanup
I use local http for replays on my server. In my replay.cfg I have replay_dofileserver_cleanup_on_start 1 and every time I restart to server it seems to clean up the old replay files just fine. replay_docleanup also works (reports nothing to clean up at the moment) and doesn't crash my server. I've running a vanilla TF2 server on Linux though, so perhaps the issue is with Windows or with some plugins you've installed? On Thu, Mar 21, 2013 at 11:24 PM, Chris M. cool_m...@hotmail.com wrote: Does any replay cleanup related command works? I tried to use replay_docleanup and it crashed the server. Does anyone has settings than cleanup replays on gameserver and ftp and it works? I dont think most of the server commands here work: http://wiki.teamfortress.com/wiki/Replay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] holy crap my hl2mp srcds instance started! :-) does this log look normal?
Look good to me, except that you don't seem to have a server.cfg which I think is weird, and you should probably point srcds to your steamcmd install directory as it suggests on line 3. On Sun, Mar 17, 2013 at 12:03 AM, Doug Simmons obidm@gmail.com wrote: my test instance is running under ubuntu 12.04 32bit. There are some asset errors, but it started. Anything I need to worry about? Thanks, Doug Using default binary: ./srcds_linux Server will auto-restart if there is a crash. ERROR: -autoupdate requires -steam_dir and -steamcmd_script. Sat Mar 16 17:54:36 CDT 2013: Server Failed WARNING: Could not locate steam dir:, ignoring. Using breakpad minidump system Using breakpad crash handler Console initialized. Loaded 13 VPK file hashes from /usr/games/newsrc/hl2mp/hl2mp/hl2mp_pak.vpk for pure server operation. Loaded 13 VPK file hashes from /usr/games/newsrc/hl2mp/hl2mp/hl2mp_pak.vpk for pure server operation. Loaded 1213 VPK file hashes from /usr/games/newsrc/hl2mp/hl2/hl2_textures.vpk for pure server operation. Loaded 574 VPK file hashes from /usr/games/newsrc/hl2mp/hl2/hl2_sound_vo_english.vpk for pure server operation. Loaded 381 VPK file hashes from /usr/games/newsrc/hl2mp/hl2/hl2_sound_misc.vpk for pure server operation. Loaded 432 VPK file hashes from /usr/games/newsrc/hl2mp/hl2/hl2_misc.vpk for pure server operation. Loaded 5 VPK file hashes from /usr/games/newsrc/hl2mp/platform/platform_misc.vpk for pure server operation. ConVarRef mat_dxlevel doesn't point to an existing ConVar Game_srv.so loaded for Half-Life 2 Deathmatch Setting breakpad minidump AppID = 320 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit maxplayers set to 12 Unknown command port maxplayers set to 12 Network: IP 0.0.0.0, mode MP, dedicated Yes, ports 27015 SV / 27005 CL ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file server.cfg Precache of sprites/redglow1 ambigious (no extension specified) CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2 SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) SV_StartSound: npc/env_headcrabcanister/hiss.wav not precached (0) Precache of sprites/redglow1 ambigious (no extension specified) Initializing Steam libraries for secure Internet server [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Logging into anonymous gameserver account. 'server.cfg' not present; not executing. Connection to Steam servers successful. Public IP is 50.40.140.6. Assigned anonymous gameserver Steam ID [A-1:163487746(3319)]. VAC secure mode is activated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] help with tf2 replays
On my Linux TF2 server I had this issue as well, which turned out to be a permission issue. The replay files were obviously owned by the user the TF2 servers are running as and the permissions on those files were such that the user the apache webserver is running as wasn't allowed to read them and thus not allowed to serve them to the web for downloading. I fixed this by defining a proper umask setting in my server startup script. However, since this is not the Linux HLDS list you might be running your servers on Windows, so your issue might be totally different. However file permissions could still be something that's worth your time checking out, for example by testing if you can download the replay files manually with a webbrowser. On Wed, Mar 13, 2013 at 9:05 PM, Rob r...@4umail.net wrote: got everything working, except for the error:publish timed out after 60 seconds cant seems to work out why.. -Original Message- From: hlds-requ...@list.valvesoftware.com Sent: Wednesday, March 13, 2013 7:00 PM To: hlds@list.valvesoftware.com Subject: hlds Digest, Vol 24, Issue 22 Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Weird FPS drops and peaks (pilger) 2. Mandatory Team Fortress 2 update coming (Eric Smith) 3. Mandatory Team Fortress 2 update released (Eric Smith) -- Message: 1 Date: Tue, 12 Mar 2013 20:08:35 -0300 From: pilger pilger...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com Subject: Re: [hlds] Weird FPS drops and peaks Message-ID: cae29mvds-+d1g26rtxs9u1bqb95kjpsfp6kzp35blae_kqh...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 We do have a few, but I don't understand how the server can be getting higher than 66.6 FPS values. The plugins are all pretty normal within the Sourcemod scope and shouldn't be interfering with FPS is this manner. We've been getting resulsts like this all the time: 20:04:50 CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 164.20 96.36 533.79774 25 85.62 28 596 The issue is still unresolved. Any ideas? On 2 March 2013 18:34, Brady Dow dow.brad...@gmail.com wrote: Do you have any plugins installed? On Feb 28, 2013 8:08 PM, Felipe Fujihara felipete...@hotmail.com wrote: Yes, we have another TF2 server running on the same machine, and the FPS is well stablished at 66.7. This server also runs with full players (24/24). The server with FPS drops problem runs with 28 slots. -- Date: Wed, 27 Feb 2013 23:19:11 -0600 From: dow.brad...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Weird FPS drops and peaks Well from the hardware side you guys seem powerful enough. Have you tried installing another hl2 server and running a clean one to see if the fps drops come back? On Feb 27, 2013 12:18 PM, Felipe Fujihara felipete...@hotmail.com wrote: Hello, I'm hosting this server mentioned. We are using a physical DELL PowerEdge M610 Blade Server: 2x Intel Xeon Quad-Core E5550, 32GB RAM, 600GB SAS. There are other servers of Team Fortress 2 running on the same machine, but we can't see any problems with FPS drops, they're always stablished at 66.7. -- Date: Wed, 27 Feb 2013 11:17:03 -0600 From: dow.brad...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Weird FPS drops and peaks I'm not too experienced HL hosting, but what type of server are we talking about? Virtual or physical? Multi-Core? Ram? Shared? On Wed, Feb 27, 2013 at 10:28 AM, pilger pilger...@gmail.com wrote: Is this Win32 list still being used? I only see people discussing on the linux one, but since this issue manifests on a Windows environment, I figured it should go here. So, anyone there? On 26 February 2013 00:45, pilger pilger...@gmail.com wrote: Hey guys, My server has been getting a lot of weird freezes and random FPS drops and I'm trying to figure out the reason. The FPS readings on the net_graph 4 view seems to be all over the place and even has higher than 66.7 values (as can be seen here: http://snag.gy/Qit49.jpg ). Is this peak normal? Could it be related to the FPS drops? If not, what could be causing it? The server is on a Windows Server Environment and it's
Re: [hlds] How to only recieve TF2 update emails?
As you're using Gmail create a filter that applies a label and archives the messages immediately so they skip your inbox. That way your phone won't vibrate every time you recieve a message from this list. They're not so important that you want to read them right away anyway, you probably only do your TF2 server stuff in your off hours anyway and probably from your computer, not your phone. On Tue, Mar 12, 2013 at 12:42 AM, Cc2iscooL cc2isc...@gmail.com wrote: Or just *@valvesoftware.com On Mon, Mar 11, 2013 at 6:55 PM, Lyrai lyr...@gmail.com wrote: I've seen Fletcher, Tony, and Eric as the offical Valvesters who reply to this list. So, fletch...@valvesoftware.com to...@valvesoftware.com er...@valvesoftware.com Just set your doohickey to only thingamajig emails off the list from them, and you should be good. ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mandatory TF beta updated released
On Fri, Mar 1, 2013 at 6:58 PM, AnAkIn anakin...@gmail.com wrote: The problem is that the server admin can still modify that base whitelist? Why is that a problem? the new sv_pure 1 without any further modifications is the same as the old sv_pure 2 the new sv_pure 1 with a modified whitelist behaves the same as sv_pure 1 has always done server admins have always been able to modify the whitelist and the settting of sv_pure, so nothing has changed really. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mandatory TF beta updated released
Good point, I stand corrected. That functionality is indeed desired and even required if Valve wants TF2 to keep it's position in the competitive gaming scene. On Sat, Mar 2, 2013 at 12:54 AM, AnAkIn anakin...@gmail.com wrote: Yes it does change. sv_pure 2 was aimed at competitive players. The whitelist was supposed to be forced, so the away team (as alfred calls it) don't have to check if the sv_pure whitelist is correct when joining the server of their opponent. The players could be sure that the server is ready for the match by just checking if sv_pure is set to 2. 2013/3/2 Rudy Bleeker rblee...@gmail.com On Fri, Mar 1, 2013 at 6:58 PM, AnAkIn anakin...@gmail.com wrote: The problem is that the server admin can still modify that base whitelist? Why is that a problem? the new sv_pure 1 without any further modifications is the same as the old sv_pure 2 the new sv_pure 1 with a modified whitelist behaves the same as sv_pure 1 has always done server admins have always been able to modify the whitelist and the settting of sv_pure, so nothing has changed really. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 bans
This would probably be too big of a hassle for Valve to implement into the Source engine, but you can always make a feature request on Valve's Github. If you run all your servers from the same box and the same srcds installation tree just end your server.cfg (or any other cfg file that gets executed during each map change) with the following cvars: writeip // write banned ip's to banned_ip.cfg writeid // write banned steam id's to banned_user.cfg exec banned_ip.cfg exec banned_user.cfg That way at every mapchange your server will write it's new bans to disk and then re-read the files to be up-to-date. If you're running on multiple Linux boxes you can probably sync those files regularly (every hour?) with rsync using cron. There probably are even smarter tools that can permanently check if the files have changed. On Windows... I don't know if and how it would work, but dropbox and junctions come to mind. On Mon, Feb 25, 2013 at 9:24 PM, Doctor McKay mc...@doctormckay.com wrote: If all of your servers run on the same box, you can perhaps symlink banned_user.cfg. Dr. McKay On Monday, February 25, 2013, big john wrote: He's talking about something similar to sourcebans so you can ban a client from all your servers. Not from all servers. Valve could add a server cvar similarly to the mapcyclefile one where we can specify a path for our ban lists outside of the main mod folder. On Feb 25, 2013 1:52 PM, Ken Bateman novadeni...@gmail.com wrote: I think that would be a very hairy problem from Valve's perspective. They would have to track ban requests, allow people to subscribe to others' bans, all while protecting against fraud. This would require an enormous ongoing effort. The chief issue as I see it, what prevents a troll from banning legitimate players he doesn't like? How do you stop this? -Ken On Feb 25, 2013 1:38 PM, cls mega9900-...@yahoo.com wrote: Can we please get a feature to ban across multiple servers without using a plugin? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Sent from Gmail Mobile ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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
I think from all these reactions we can easily conclude that there's a lot of work still to be done on the steampipe program. I had hoped that the TF2 move to steampipe would have been at some later date since I also have some issues with it, although I've managed to work around those so far. Fletcher, is there a place where we can give feedback (bug reports feature requests) on the steampipe program? One thing I would like to see for example, if you're indeed planning to continue to develop it as an interactive shell, would be for it to have tab completion of commands. Although I agree with Jesse Molina that reinventing the Unix shell is probably a bad idea. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Disable TF2 Full Moon
I don't see why you would want this since the only thing it does is enable some cosmetic items. But anyway, doesn't tf_forced_holiday 0 work? On Tue, Feb 12, 2013 at 11:15 PM, cls mega9900-...@yahoo.com wrote: Can we get a cvar to disable TF2 full moon event? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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?
Send an email to csgo_servers-j...@list.valvesoftware.com Valve uses mailman for their mailing lists, a guide on how to use them can be found at http://www.list.org/mailman-member/contents.html (I used this wonderfull thing called google to find this). On Fri, Jan 25, 2013 at 3:11 AM, List User l...@redspeedservers.com wrote: 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] SourceTV/Replay and sv_shutdown command
Does this happen to you on all servers? After the last update that was released for TF2 tonight I tried to bring down my 4 TF2 servers (1 PvP, 3 MvM) with the sv_shutdown command. All of them have replays enabled. One of the MvM servers was frozen so it didn't work obviously, but my password protected MvM server (private to me and my friends) also didn't shut down in this way. I was thinking it might have something to do with the combination of running replays and having a server password. None of my servers run any mods or plugins. On Tue, Jan 8, 2013 at 10:02 PM, Doctor McKay li...@doctormckay.com wrote: So, I like the idea of the sv_shutdown command. Only problem is, the server never actually restarts (until the timeout time is reached) if there are bots like SourceTV or Replay present in the server. Any way it can be updated so that SourceTV and Replay are ignored when checking if the server is empty? Doctor McKay http://www.doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Built-in voting
What kind of information would you like to see logged? If it's information about who started a vote and who selected which option in a vote, I would be against it. As far as I'm concerned votes on a TF2 server are and should always be annoymous. On Sun, Jan 6, 2013 at 11:14 PM, cls mega9900-...@yahoo.com wrote: Can we get* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] 128 Tick
The more civilized answer was to direct this individual to the cs:go mailinglist, which is at https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers but that page is unavailable for some reason. I guess sending a message to csgo_serv...@list.valvesoftware.com with the word subscribe in the subject and body should do the trick. On Sat, Dec 29, 2012 at 6:12 PM, Eli Witt eliw...@gmail.com wrote: Jesus, go the hell away. On Sat, Dec 29, 2012 at 9:42 AM, sudsac...@gmail.com wrote: Hi Can someone tell me how to make 128 tick server in cs go I am using tcadmin for my servers Thanks Sachin ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 MOTD Browser
On Thu, Dec 20, 2012 at 10:13 PM, Doctor McKay li...@doctormckay.com wrote: This thread is about the bug that causes the MOTD browser to not render the page occasionally Which, as explained in several earliers messages, appears to be a client-side issue so the server mailing lists aren't the correct place to bring this up. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 stock weapons only
Nomaan, there should be an item_whitelist_example.txt file in your /orangebox/tf folder, look there for more information. Also there's nothing wrong with setting a server in tournament mode with mp_tournament, MvM does this for you automatically anywqay. As long as you leave the tf_tournament_classlimit_class here cvars set to their default value of -1 so you don't accidentally enforce class limits. On Mon, Dec 10, 2012 at 3:32 PM, Dondon Tudtud don...@applei.ph wrote: Yep, it will only work when mp_tournament is set to 1. People usually use plugins to make their server vanilla. On Mon, Dec 10, 2012 at 5:33 AM, Bjorn Wielens uniac...@yahoo.ca wrote: Doesn't this only work if you're running in tournament mode though? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 stock weapons only
On Mon, Dec 10, 2012 at 3:44 PM, Rudy Bleeker rblee...@gmail.com wrote: Nomaan, there should be an item_whitelist_example.txt file in your /orangebox/tf folder, look there for more information. Also there's nothing wrong with setting a server in tournament mode with mp_tournament, MvM does this for you automatically anywqay. As long as you leave the tf_tournament_classlimit_class here cvars set to their default value of -1 so you don't accidentally enforce class limits. Oops, after looking up some more information on this I found out that setting tournament mode to 1 will force everyone to press F4 to be ready, which is probably not something you want to enable on a public TF2 server. Maybe someone knows a way around this? -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Colorblind support
I second this, since I'm a deuteranope myself, although I will admit that it's not affecting my ability to play TF2 much as far as I know. I'm just not that good to begin with :-P On Fri, Nov 30, 2012 at 4:01 AM, James Haikin jfrra...@gmail.com wrote: I know there's already some color line support, but its for protanopics (blue/yellow colorblind users). Is there any hope for colorblindness compensation for deuteranopics (red/green)? The easiest way I can thin is to pass all the visual data through a filter sort of like pyroland does. There are readily available color palettes that compensate for various colorblindnesses: I have some readily available if you need one. Considering colorblindness affects ~10% of the population is color deficient in some way, I feel it's bound to be worthwhile for a large group of people. -James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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] Another optional *TF* update coming today
Lol, thanks for the clarification Fletcher, although I think we all got it when you mentioned MvM. I hope you'll notify us again when this update goes live? Right now I've shut down my MvM server. On Fri, Nov 30, 2012 at 12:32 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Sorry, that last email should have been a bit more specific about which game was being updated. It's for TF2. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Thursday, November 29, 2012 3:31 PM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Another optional update coming today We discovered a bug with the update today. MvM servers are not reporting the correct mission to the matchmaking system. We'll be releasing an optional update shortly to address it. If you are running an MvM server, you will want it. If your server is not running MvM, you can safely skip this update. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Quick Play Maps?
I'm guessing by the official website you mean this Knowledge Base article: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 Indeed koth_badlands isn't listed there at the bottom, but if you read the section under How does the matchmaking work? you'll find there are only a few maps that are not quickplay enabled. Although I think that list is also not up-to-date, since I would guess none of the _event maps are eligable for quickplay when there's no halloween event going on. Someone should probably update that site ;-) On Sun, Nov 25, 2012 at 12:54 AM, Steven Sumichrast packh...@gmail.com wrote: On my servers I had these files downloaded an update or two ago: mapcycle_quickplay_attackdefense.txt mapcycle_quickplay_cp.txt mapcycle_quickplay_ctf_sd.txt mapcycle_quickplay_koth.txt mapcycle_quickplay_payloadrace.txt mapcycle_quickplay_payload.txt My guess is maps in those files are quick play enabled. I'm running those map cycles on my servers (most of which have good status trending upward) still not getting traffic (see other discussion going on right now). To answer your question (theoretically anyways), the map list for koth: koth_badlands koth_harvest_final koth_lakeside_final koth_nucleus koth_sawmill koth_viaduct koth_king I'd say that makes it safe to say badlands is quick play enabled. On Nov 24, 2012, at 2:12 PM, Harsh Baid harshbai...@gmail.com wrote: I was arranging maps for my server to have quickplay enabled. I came across something very peculiar, the map koth_badlands according to the OFFICIAL TF2 WIKI states that it is quickplay eligible over here (read under the patch notes): http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill) However according to the official website koth_badlands is not even LISTED. http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill) Why is this happening? Where can i get a more updated list? and how far do these maps actually go where we have maps that do accept quickplay, but are not listed? ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Quick Play Maps?
Thanks for the quick(play) action Tony - see what I did there? ;-) On Sun, Nov 25, 2012 at 6:59 PM, Tony Paloma to...@valvesoftware.com wrote: I've updated that article. Gullywash, koth_badlands, and koth_king were missing. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker Sent: Sunday, November 25, 2012 5:31 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Quick Play Maps? I'm guessing by the official website you mean this Knowledge Base article: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 Indeed koth_badlands isn't listed there at the bottom, but if you read the section under How does the matchmaking work? you'll find there are only a few maps that are not quickplay enabled. Although I think that list is also not up-to-date, since I would guess none of the _event maps are eligable for quickplay when there's no halloween event going on. Someone should probably update that site ;-) On Sun, Nov 25, 2012 at 12:54 AM, Steven Sumichrast packh...@gmail.com wrote: On my servers I had these files downloaded an update or two ago: mapcycle_quickplay_attackdefense.txt mapcycle_quickplay_cp.txt mapcycle_quickplay_ctf_sd.txt mapcycle_quickplay_koth.txt mapcycle_quickplay_payloadrace.txt mapcycle_quickplay_payload.txt My guess is maps in those files are quick play enabled. I'm running those map cycles on my servers (most of which have good status trending upward) still not getting traffic (see other discussion going on right now). To answer your question (theoretically anyways), the map list for koth: koth_badlands koth_harvest_final koth_lakeside_final koth_nucleus koth_sawmill koth_viaduct koth_king I'd say that makes it safe to say badlands is quick play enabled. On Nov 24, 2012, at 2:12 PM, Harsh Baid harshbai...@gmail.com wrote: I was arranging maps for my server to have quickplay enabled. I came across something very peculiar, the map koth_badlands according to the OFFICIAL TF2 WIKI states that it is quickplay eligible over here (read under the patch notes): http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill) However according to the official website koth_badlands is not even LISTED. http://wiki.teamfortress.com/wiki/Badlands_(King_of_the_Hill) Why is this happening? Where can i get a more updated list? and how far do these maps actually go where we have maps that do accept quickplay, but are not listed? ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Mandatory Nuclear Dawn Update Released
Thanks Nicholas, It's good to know Interwave still supports Nuclear Dawn, introducing a new gamemode even, even though you guys moved on to different projects. On Thu, Nov 8, 2012 at 8:55 PM, Nicholas Hastings nicho...@interwavestudios.com wrote: We've released a mandatory update to Nuclear Dawn. The notes for the ND Update 6.8 are below. Nuclear Dawn 6.8 - Added new Skirmish team deathmatch game mode. - Added new Skirmish map sk_metro. Server - Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to disable and use only mp_roundtime. - Added support to execute a cfg/gamemode_skirmish.cfg or cfg/gamemode_warfare.cfg at map start if existing. - Added support to execute cfg/mapname.cfg at map start if existing after mode cfg. - Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and mp_roundtime variables as Warfare. Other fixes - Fixed spawning-related glitches that could occur if pressing spawn button multiple times. - Fixed issues where server tags displayed improperly in server browser for some servers. - Fixed average rank in server browser not always adjusting after a player leaves. - Fixed an exploit that could allow a commander to use actions on enemy structures. - Fixed a server crash related to bots. - Updated localizations. Workshop and custom content - Skirmish maps are now accepted. - Added sk_metro map source to sdk_content. - Updated hammer fgd file with new skirmish and spawn point entities. - Skirmish maps do not require rts camera info in map script. - Skirmish maps do require spawn points for both Consortium and Empire are required. - Skirmish maps may not have resource points. Structures will not spawn on skirmish maps. - Map overview script is now marked as required for all maps. - BSPZIP now auto-corrects slashes for internal paths when adding files to avoid confusion. - Added -deletefile option to BSPZIP to remove files from bsp. - Added support for bots in custom maps without structures or resource points. - Fixed client crash when loading custom map having description but no title. - Fixed map loading background not being shown if vtf file was named differently than vmt file. -- Nicholas Hastings Developer InterWave Studios www.interwavestudios.com http://www.interwavestudios.**comhttp://www.interwavestudios.com __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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
On Wed, Oct 10, 2012 at 5:30 AM, DontWannaName! ad...@topnotchclan.com wrote: Unless there is a cvar to change it There is, it's tf_mvm_missioncyclefile -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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
On Wed, Oct 10, 2012 at 3:16 PM, Yun Huang Yong gumby_li...@mooh.org wrote: As soon as the server runs a map/mission combination that doesn't exist in the missioncyclefile then the server will get stuck on that map forever. i.e. when you finish the mission it will not change maps. I've ran into this issue as well a while ago. The server somehow got into a state where the popfile didn't match the mvm map that was running, which led to 'interesting' waves. Then it never changed maps uptill I manually corrected the situation. I never filed a bugreport for it because I didn't find out how the server got into this weird state. -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM
Actually it's coming in right this moment for me :-) On Tue, Sep 11, 2012 at 12:43 AM, Ross Bemrose rbemr...@gmail.com wrote: Oh hey, you're right. Did Eric (or someone else) forget to push the update? :O On 9/10/2012 6:41 PM, Frank wrote: I've launched twice and nothing has patched yet. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Monday, September 10, 2012 6:40 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds_announce] Optional updates released for TF2, DoD:S, and HL2:DM Likely no, since clients will be patched as soon as they launch. ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Windows Server and symbolic links
This is because of the way the update process works. It's an all or nothing deal really. When you trigger an update, the hldsupdatetool will report the current version of the installation to the update servers. Then it recieves a list of all the files that should be outdated and need to be thrown away and redownloaded. So even though your individual mapfiles are already up-to-date, the second hlds installation still reports and older version to the update servers, which then assumes the files need to be reaquired. I don't think there is an easy way to 'fix' this, since it's not really broken, just a design choice. In my case I just run all my TF2 server from one installation, exec'ing different config files from the cfg folder, depending on the type of server I want to run. I've also turned autoupdate off, so there won't be multiple update processes started at an update. When an update goes live I just shut down all the servers, run one update and then start the servers again. Of course, I'm running it all on Linux, but that shouldn't matter much, on windows you could just save the startup lines in batch scripts or notepad or whatever. On Wed, Sep 5, 2012 at 5:46 PM, GE gamersex...@shaw.ca wrote: Recently I've added symlinks on my TF2 servers to save space and reduced bandwidth on updates, however this does not seem to help when using hldsupdatetool. At this point only the maps folder has been linked. Server 1 (master) update runs as expected. Server 2 (slave) update runs but deletes files previously downloaded and re-downloads them ie latest tf2 update 4 maps that were updated, each slave server then removes and re-downloads mvm_decoy (etc). Should the update not see that the maps are the latest version and don't need to be replaced? Or am I missing a symlink somewhere else? Windows server 2008r2 Thanks, GE ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Digest format seems to be broken?
Change the options at https://list.valvesoftware.com/cgi-bin/mailman/options/hlds and set digest mode to No. On Sat, Sep 1, 2012 at 7:06 PM, Andrew spamforand...@gmail.com wrote: How do we turn off digest format in Gmail? On Sat, Sep 1, 2012 at 9:07 AM, hlds-requ...@list.valvesoftware.com wrote: Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Digest format seems to be broken? (Chris Cable) 2. Re: srcds.exe Application Errors (Ross Bemrose) 3. Re: srcds.exe Application Errors (Alexander Z) 4. Re: Digest format seems to be broken? (Drogen Viech) 5. Re: Digest format seems to be broken? (Wander) 6. Re: Digest format seems to be broken? (Wander) 7. Re: Digest format seems to be broken? (Emil Larsson) -- Message: 1 Date: Sat, 1 Sep 2012 08:57:26 -0500 From: Chris Cable chrisca...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Digest format seems to be broken? Message-ID: CAN4Hi_vpg+oq3jEG-NZKwyDjosO4vWLkJAHU6f=ub1qz6x+...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Why is there a mailing list anyways? Wouldn't it be more efferent to use the Forums? Then people could search easily for previous issues. On Sat, Sep 1, 2012 at 8:51 AM, Chad Hedstrom chad.hedst...@gmail.comwrote: I'll admit, the MvM update is pushing a lot of traffic on this list right now, but a year ago digest format meant 4-10 emails in a single digest email, regardless of traffic. Two weeks ago I started getting 3 emails in a single digest email. Today I am getting a SINGLE (1) email in a digest email. I might as well just turn off digest mode entirely. Until the boys at Valve get this fixed, do you guys mind not including the last nine replies in the body of your email? Obviously we can go back and read the previous relevant responses if we need to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20120901/5b8fba04/attachment-0001.html -- Message: 2 Date: Sat, 01 Sep 2012 09:58:25 -0400 From: Ross Bemrose rbemr...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] srcds.exe Application Errors Message-ID: 50421481.2090...@gmail.com Content-Type: text/plain; charset=iso-8859-1; Format=flowed Alexander is confusing HLDS and SRCDS with HLDSUpdateTool and SteamCmd. On 9/1/2012 9:56 AM, Calvin Judy wrote: I'm not sure where Alexander has found his information, but srcds has been smooth for quite a long time, unless there's an update like ics said that causes issues. I'm running servers on both linux (CentOS 6.2) and Windows (2008 r2) and they both show consistent results. The google results for the error show mostly windows issues, and boot failures, so it's possible that's not an srcds fault, but rather a hardware condition. (Which would also justify why you get this both versions of Windows.) Also, you cannot use HLDS (hl1) to host TF2 servers. -- next part -- An HTML attachment was scrubbed... URL: https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20120901/aebd45b0/attachment-0001.html -- Message: 3 Date: Sat, 1 Sep 2012 16:02:54 +0200 From: Alexander Z spacebur...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] srcds.exe Application Errors Message-ID: CAPuYzZUDvn4DfumouNzpPYuvwp2fyzmVu9vvceL1PtjD9=x...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Yeah, I suppose I could be confusing the two. I'm no server hoster, but a mapper. Having the srcds Steam tool working would be quite handy for testing builds, since a listen server doesn't quite cut it. On 1 September 2012 15:58, Ross Bemrose rbemr...@gmail.com wrote: Alexander is confusing HLDS and SRCDS with HLDSUpdateTool and SteamCmd. On 9/1/2012 9:56 AM, Calvin Judy wrote: I'm not sure where Alexander has found his information, but srcds has been smooth for quite a
Re: [hlds] Proper way to change game types?
Hi Jonah, questions about CS:GO are better asked on the CS:GO mailinglist, to which you can subscribe here: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers Regards, Rudy On Sun, Aug 26, 2012 at 7:27 AM, Jonah Hirsch crazydog...@gmail.com wrote: So, I've been trying to change game types on my CS:GO server. By default, it's classic competative. If I run the command 'game_type 1' to change to Demolition, or whatever that is, the round immediately ends...then the half ends...then the game ends...then the map changes...repeat ad infinitum until I change it back to classic competitive. Is there something I'm missing. --- Jonah Hirsch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] 0 Players, then Matchmaking stops working
Judging from my server logs I've been having quickplay traffic all evening, a lot of different people too. I don't see any problem with matchmaking at the moment. On Sun, Aug 26, 2012 at 2:25 AM, T Marler bloodyi...@shaw.ca wrote: I'm pretty sure something is up with matchmaking players in queue 2446 empty servers 2269 active servers 30 full servers 701 cmon guys what's this about? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 MvM Server - Forcing Advanced Mode Workaround
Hi Mike, thanks for the suggestion, however this doesn't make the server switch automatically between for example mvm_mannworks_advanced and mvm_mannworks_ironman, which I think is what most people would like. I'm still looking in to this as well, so let's keep the suggestions coming :-) Regards, Rudy On Fri, Aug 24, 2012 at 12:10 AM, Michael Askin dth...@optonline.net wrote: Saw a thread on here about forcing advanced mode and the tf_mvm_missioncycle.res not responding to changes made to it. As it stands now, you can call a vote and change the difficulty, but for admins who want advanced all the time on load, here is a workaround that doesn't require a third party plugin. Each time a map loads, it calls a config file with the maps name from /cfg folder so I made: /cfg/mvm_coaltown.cfg /cfg/mvm_decoy.cfg /cfg/mvm_mannworks.cfg each with the popfile CVAR to load the difficulty of my choosing. for example: tf_mvm_popfile mvm_mannworks_advanced This works on all type of map changes, including changelevel_next. Until they fix that res file, or someone wants to chime in with a confirmed working tf_mvm_missioncycle.res to force advanced. The advantage of this method is the users SHOULD be able to vote back to normal mode if they wish, although I haven't confirmed that yet. So don't quote me on that one. Happy bot hunting. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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 Unable to login or secure servers
The file /orangebox/steam_appid.txt containing the string 440 has always been there for me, just like the file /orangebox/tf/steam.inf which also contains the appid of the dedicated server, amongst other things. I just ran a simple test, moving both files out of the way and ran an update of the server. The steam_appid.txt was not downloaded again, the steam.inf file was. I'm guessing Valve should either put the steam_appid.txt file back into the TF2 depot or render it obsolete and update the code so that it gets the appid from the steam.inf file. On Fri, Aug 24, 2012 at 1:36 PM, Philipp Preß philipp.pr...@googlemail.com wrote: Had the same issue 2 days ago. Create a steam_appid.txt (in the same dir where your srcds_run is located) manually which contains 440 (without quotes). This fixed it for me. 2012/8/24 Brendan Cosman brendan.cos...@mammothmedia.com.au: Hi. I had the same issue. Running on Windows, I was able to resolve the problem by creating a file steam_appid.txt in the same directory as srcds.exe - the contents of the file are 440 (without quotes) - the steam ID of the TF2 dedicated server. I have no idea why this is now necessary. We deploy patches via versioned packages and I couldn't find a record of that file ever being deployed to the servers. I do note that there is a steam.inf file in the tf directory that might be new. Perhaps this is an intended replacement of the steam_appid.txt file but is not yet functional? Sorry for all the guesses, but maybe someone can make something of it. Regards, Brendan. - Original Message - From: Todd Pettit pettit.t...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, 24 August, 2012 7:04:24 PM GMT +10:00 Brisbane Subject: Re: [hlds] TF2 Unable to login or secure servers Initializing Steam libraries for secure Internet server * * * Unable to load Steam support library.* * Unable to load Steam support library.* * This server will operate in LAN mode only.* * This server will operate in LAN mode only.* * * Fletcher, I have done a complete wipe/reinstall of everything for the updater to tf2. I am not using sourcemod and I still cant the most basic of servers to launch secured. screen -A -m -d -S tf00 ./srcds_run -game tf -ip ADDRESS -maxplayers 24 -port 27030 -nohltv -autoupdate -timeout 30 +map cp_dustbowl The only info I see in Valve support for this is to update steam. This server was running for over a year with the same settings and after the update before last is completely useless. - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: hlds@list.valvesoftware.com Sent: Thursday, August 23, 2012 1:56:24 PM Subject: Re: [hlds] TF2 Unable to login or secure servers I'd check for order of operations, and make sure that your server identity is set before it gets to the map command. Looking at that command line, for example, if you put it in server00.cfg, that probably would not be soon enough. You need to +exec the config file or set the identity on the command line, so it happens before the +map. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Todd Pettit Sent: Thursday, August 23, 2012 10:00 AM To: hlds@list.valvesoftware.com Subject: [hlds] TF2 Unable to login or secure servers I have servers in a couple cities and in one for some reason I cannot login into matchmaking and the server never connects with valve: hostname: SERVERNAME version : 1.2.2.6/22 5028 insecure (unknown) udp/ip : IPADDRESS account : not logged in (No account specified) map : cp_dustbowl at: 0 x, 0 y, 0 z players : 0 (24 max) I tried doing a complete reinstall. Ran -verify_all several times. I tried -secure. I tried _restart dozens of times. I have the IP specified on the command line. I can ping the server and can ping from it through ssh. I tried a clean install without sourcemod. I don't know why my other servers with the identical settings all work and the 4 servers at this location will not login at all. Here is the launch command: screen -A -m -d -S tf00 ./srcds_run -game tf -ip (serveripaddress) -maxplayers 24 -port 27030 -nohltv -autoupdate -timeout 30 +mm_pluginsfile addons/metamod/metaplugins00.ini +sm_basepath addons/sourcemod00 +servercfgfile server00.cfg +map cp_dustbowl Anyone else have this issue suddenly occur? ___ 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 MvM Server - Forcing Advanced Mode Workaround
I must say I'm not sure if Ironman and the advanced2 modes are more difficult than the 'regular' advanced modes, but perhaps you could indeed run one MvM server with the advanced pop-files and one with the advanced2/ironman pop-files. At least it would give players a choice and choice is always good :-) On Fri, Aug 24, 2012 at 7:32 PM, Michael Askin dth...@optonline.net wrote: I assumed ironman was even harder in terms of the wave, so I figured you wouldn't want that unless you were with a set team of 6 people you know since the odds of being successful in that with a bunch of pub randies would be basically 0. So advanced2 is about the same, but only there for variety's sake? If so then I indeed misunderstood. Thanks for the heads up. -Mike On 8/24/2012 5:29 AM, Rudy Bleeker wrote: Hi Mike, thanks for the suggestion, however this doesn't make the server switch automatically between for example mvm_mannworks_advanced and mvm_mannworks_ironman, which I think is what most people would like. I'm still looking in to this as well, so let's keep the suggestions coming :-) Regards, Rudy On Fri, Aug 24, 2012 at 12:10 AM, Michael Askin dth...@optonline.net wrote: Saw a thread on here about forcing advanced mode and the tf_mvm_missioncycle.res not responding to changes made to it. As it stands now, you can call a vote and change the difficulty, but for admins who want advanced all the time on load, here is a workaround that doesn't require a third party plugin. Each time a map loads, it calls a config file with the maps name from /cfg folder so I made: /cfg/mvm_coaltown.cfg /cfg/mvm_decoy.cfg /cfg/mvm_mannworks.cfg each with the popfile CVAR to load the difficulty of my choosing. for example: tf_mvm_popfile mvm_mannworks_advanced This works on all type of map changes, including changelevel_next. Until they fix that res file, or someone wants to chime in with a confirmed working tf_mvm_missioncycle.res to force advanced. The advantage of this method is the users SHOULD be able to vote back to normal mode if they wish, although I haven't confirmed that yet. So don't quote me on that one. Happy bot hunting. -Mike ___ 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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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] Full servers, but not?
On Sat, Aug 18, 2012 at 9:31 AM, Todd Pettit pettit.t...@gmail.com wrote: 1. Valve, why don't you test your updates before rolling them out? Accusing Valve of not testing their games before they roll out updates is like accusing a priest of not praying. Of course they do it, probably even more than you and I realize. It just so happens that sometimes tests in a controlled environment don't bring out all the issues that you might encounter later in the real world. That's why they update, often, always addressing new game-breaking issues quickly imho. So please dail down your insulting tone a little. Besides, this is a game we're talking about. A game that's free to play, or at least shouldn't have cost you more than 20 euros or dollars to play it since 2007, which means they've been supporting it for 5 years now, fixing bugs and adding new content. All for free. If you go to the movies where you pay around 10 euros or dollars today, and it was a crap movie, do you insist they remake it into something you would have wanted to see and then let you watch it again for free? No. You've probably had more than 100 hours of actual fun playing TF2, so count your blessings please. Kind regards -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] tf_mm_servermode and tf_mm_strict
Hi Hutch, I am not from Valve, but here's what I know. There was a minor update today that fixed the tf_mm_strict cvar. It now works again as advertised. So what you're trying to accomplish: - Quickplay traffic - Visible in server browser - Direct connection Should work with setting the cvars as follows for MvM: tf_mm_servermode 2 (strictly for the MvM lobby as you already suggested) tf_mm_strict 0 (because you want to be able to see it in the server browser) For all other maprotations: tf_mm_servermode 1 (enables quickplay) tf_mm_strict 0 (enables server browser direct connections) Don't put MvM maps in your regular maprotation! I hope this information is of help to you. It works perfectly for me anyway. Regards, Ruud On Sat, Aug 18, 2012 at 3:27 PM, G. Hutchinson hu...@halsplayground.com wrote: OK, can someone from Valve please reply to this? I am a bit confused on the cvars noted below. When changing cvars, in console it will say on certain modes that it WILL allow ad-hoc connects, yet it does not. Since the list has recently been a bit confusing, please explain the cvars in detail, and assure us they work properly according to the explanation you give. Someone earlier posted a explanation that made sense, but when I tested it, it did not work as stated. Do various combinations has various effects? Seem's so What I am trying to accomplish is fairly simple... For 6 non-MvM servers I want quick play traffic, to show in the server browser and allow console connect command like we used to be able to do. For two MvM servers I want quick play, shown in the browser and allowed direct connect via console with a rotation of the MvM maps. At around 3am this morning I started playing with the cvars and noted below is as best as I can tell true pertaining to the cvars; tf_mm_servermode 1 tf_mm_strict 1 --- (sv_tags _registered,hidden, mvm) allows console connect using connect IP, but will not show in browser when looking for servers I presume. tf_mm_servermode 1 - (sv_tags _registered, mvm) tf_mm_strict 0 does NOT allow using connect IP tf_mm_servermode 0 -- (sv_tags _registered) tf_mm_strict 0 Shows in browser, no quick play traffic and allows console connect. AS in the old days. tf_mm_servermode 2- Strictly MvM rotation? tf_mm_strict 1 --- (sv_tags _registered,hidden,increased_maxplayers,mvm) *increased max player? Valve said set cmd line at 32 for MvM... Is this a penalty of sorts? Allows console connect Why is this getting complicated? Any clarification from Valve would be wonderful. Hutch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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] Full servers, but not?
FYI, since the minor update last night that fixed the tf_mm_strict cvar, I don't have any issues at all with my MvM server anymore. I'm running a vanilla server with no mods or plugins whatsoever. Some of the cvars I'm using: tf_mm_strict 0 tf_mm_servermode 2 maxplayers 32 sv_visiblemaxplayers -1 (the default) It is visible in the serverbrowsers and accepts direct connections to it, but it's been fully pupulated with quickplay traffic all night as I could tell from the logs this morning. I hope you people can get everything in working order again soon. On Sat, Aug 18, 2012 at 4:21 PM, Martin Weltchek cozmicshred...@gmail.com wrote: I like how well we are treated by Valve! I wished more company's would be this professional! I doubt EA has anything like this... I could be wrong... Anyways as long as Valve's Developers are listening to us I am always eager to maintain and update! I know these updates can be a real killer especially if you have a lot of servers but in a way it gives us little guys some love so we can get some traffic too while your updating a ton of servers... Just my two cents... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds