Also having this issue on my servers, all have been registered for months now
yet no drops :(
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visit:
Tested random server before leaving to work, dropped there but not any of my 4.
-ics
- Alkuperäinen viesti -
Also having this issue on my servers, all have been registered for
months now yet no drops :(
___
Just to verify, you have a different id and code set on each server?
On 10/28/2011 2:45 AM, ics wrote:
Tested random server before leaving to work, dropped there but not any of my 4.
-ics
- Alkuperäinen viesti -
Also having this issue on my servers, all have been registered for
Yes i do. Everything is pk my end. Nework too.
-ics
- Alkuperäinen viesti -
Just to verify, you have a different id and code set on each server?
On 10/28/2011 2:45 AM, ics wrote:
Tested random server before leaving to work, dropped there but not any
of my 4.
-ics
-
Yeah its strange, I have 2 servers registered, diff ids, identical cfgs, but
in one gifts drops in the other one, they dont...
On Fri, Oct 28, 2011 at 10:03 AM, ics i...@ics-base.net wrote:
Yes i do. Everything is pk my end. Nework too.
-ics
- Alkuperäinen viesti -
Just to verify,
I am having the same issue. Two servers on the same host, same IP,
different ports.
One of the two was verified dropping gifts yesterday on koth_harvest_event.
However, today post-update, it is not dropping items on
koth_harvest_event or the new koth_viaduct_event.
Both are registered
Why would you even rsync when all you need is a different configurationfile?
ln -s is your friend and will let you run 100+ servers if you please, and
yet only update them on one place .
... unless this has stopped working for some reason in tf2, it worked well
in cs -- so shouldn't sound too
Same situation with me. I have a server that's been a quickplay for
quite some time now and it's not getting items. Yet another I just had
registered the day before the event is working fine.
On Fri, Oct 28, 2011 at 3:51 AM, Jesse Molina je...@opendreams.net wrote:
I am having the same issue.
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20111028113700_1.dmp
Segmentation fault
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Fri Oct 28 11:37:00 EEST 2011: Server restart in 10
So it seems that some of the servers regged long ago do not receive any gift
packets while the others do. Anyone at valve looking into this or is it zzz
time?
I still have 4 servers without any packets dropping.
-ics
- Alkuperäinen viesti -
Same situation with me. I have a server
I setup an other linux server and it crashes too at some point on
viaduct_event. The last line in the console was a player joining class
scout.
2011/10/28 Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
Hey,
Does anyone have any issue since the yesterday update with DOD:S servers ?
Most if not all our DOD:S server give Steam Validation Rejected when
you try to connect to them since the TF2 / Orangebox update was
released. Updating the orangebox binarie do not fix the problem.
Any idea ?
Mine just freezes.. Its purely annoying.
Date: Fri, 28 Oct 2011 13:30:27 +0200
From: anakin...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Regarding TF2 random crashes
I setup an other linux server and it crashes too at some point on
viaduct_event. The last
My client, along with four servers have all lost connectivity to the item
server.
I'm guessing it's been offline all night? I was getting drops/gifts for a
couple hours after the update hit.
Kyle.
On Fri, Oct 28, 2011 at 4:04 AM, ics i...@ics-base.net wrote:
So it seems that some of the
Found the bug. If you have the problem, remove the file
orangebox/dod/bin/server_i486.so which seem to have been removed from
the steam repository.
Marc.
On Fri, Oct 28, 2011 at 3:26 PM, Marc.B vg.ha...@gmail.com wrote:
Hey,
Does anyone have any issue since the yesterday update with DOD:S
Nah, drops worked over night but it seems that 2-3 hours today while i
was at work, gifts were dropping but no more after that. I don't know
what is the situation now and i cannot test untill 1-2 hours from now.
All servers are shown on server browser, all have different register id,
all are
Since the halloween update last night, every now and then I get a
player complaining that they cannot taunt or call for a medic on
koth_viaduct_event. Has anyone else seen this?
I cannot tell if there is a real issue here, or if I have some players
with screwed up keybindings who keep coming
Monoculus spawns way too often for my users' taste. Is there a Cvar to
control how often he spawns?
If not, can the rate be ratcheted down a bit? Twice a round is pretty
obnoxious...
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To unsubscribe, edit your list preferences, or view the
There are 2 cvars, but they are protected by sv_cheats.
tf_halloween_eyeball_boss_spawn_interval = 180
game cheat
- Average interval between boss spawns, in seconds
tf_halloween_eyeball_boss_spawn_interval_variation = 30
game cheat
- Variation of spawn interval +/-
You could theoretically
I'll be investigating this today.
It's very important to us that if you register your server, you get the
benefits.
Your humble servant,
- Fletch
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
I ran into this same problem. It turned out to be incorrect offsets for
the team balance forward.
CanBeAutobalanced
{
windows449
linux450
}
-EHG
On 10/28/2011 11:05 AM, Andrew wrote:
Since the halloween update last night, every now and then I get a
player complaining that they
I've also had servers hang for up to a minute on startup, or need killed and
restarted, which I assume is them trying to log into the registration system
Fletcher Dunn fletch...@valvesoftware.com wrote:
I'll be investigating this today.
It's very important to us that if you register your
Probably not. Logon is not synchronous, nor does it really much work (on the
gameserver side, at least).
- Fletch
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org
Sent: Friday,
It is a big problem if I get my server reputation destroyed because of
Steams fault.
I'm still having massive No Steam logon kicks, the server score is
negative now and states my server as banned, the reputation is Downward fast
now and soon it will show standing bad.
2011/10/27 msleeper
Wanted to clarify a few things about the new feature in the in-game abuse
reporting tool to report game servers:
* Human judgment is always used before any action is taken based on abuse
report data.
* The potential for malicious players (or competing game server operators) to
abuse the
Just out of curiosity, will there be a defined process to appeal a ban? GSPs
don't always have a good way to control what their customers do, and banning an
entire IP address due to one bad server could cripple innocent servers if the
GSP is sharing the IP.
This doesn't even apply to me. I'm
Same issue. ¿Could you fix it?
Segmentation fault (core dumped)
BFD: Warning: /home/steam/srcds_1/orangebox/core is truncated: expected core
file size = 404881408, found: 1044480.
Cannot access memory at address 0xf779c8f0
/home/steam/srcds_1/orangebox/debug.cmds:4: Error in sourced command
We are going to add a combo box to the abuse reporting tool and enumerate some
categories of abuse. We hope that will help both players and agme servers get
an idea of what we consider abusive. However, those are just examples. There
will always be an other category, and there's a reason we
Just one last comment.
Engaged game server administrators who police their community, experiment with
rule changes and custom maps and modes, etc, add a tremendous amount of value
to our game. We would be making a huge mistake to alienate those guys (you
guys) or stifle any experimentation.
We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.
On Fri, Oct 28, 2011 at 8:27 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:
Same issue. ¿Could you fix it?
Segmentation fault (core dumped)
BFD: Warning:
Seen couple of weird crashes myself too. Round started, someone chose
spy as class and server crashed. Perhaps some player loadount item is
causing it or something.
-ics
28.10.2011 22:18, Valentin G. kirjoitti:
We are experiencing frequent crashes at random intervals and points in
the game
My players are reporting not getting drops on our registered server,
which was registered way back when server registration started.
On Fri, Oct 28, 2011 at 1:42 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
Probably not. Logon is not synchronous, nor does it really much work (on the
Oddly enough, I only encountered the crash when doing a manual
changelevel koth_viaduct_event in the console, with players on the
server (an empty server never crashed when doing this). No crashes if I
let the map change to koth_viaduct_event based on the mapcycle or votes.
My servers have
Well for starters, not everyone runs all of their servers off of the
same physical hardware.
2011/10/28 Björn Rohlén bjorn.roh...@gmail.com:
Why would you even rsync when all you need is a different configurationfile?
ln -s is your friend and will let you run 100+ servers if you please, and
EHG,
Huge thanks for that find! I believe it did the trick.
May I ask where you got your updated offset values? I checked my usual
location at: http://www.sourcemodplugins.org/pages/vtableoffsets/ but
they appear to be out of date. (Last updated on Oct 21).
If you have a better source I would
I just had a case where a player chose spy and server crashed right away
again, 5 times. I temp banned the guy and server stays up. Definitely up
with certain player causing the crashes.
-ics
28.10.2011 22:26, Russell Smith kirjoitti:
Oddly enough, I only encountered the crash when doing a
Would use of any sourcemod cheats such as godmode or noclip stop the spawning
of gifts or the eye?
Ben
Date: Fri, 28 Oct 2011 15:24:59 -0400
From: mslee...@ismsleeperwrong.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
My
They wouldn't stop gift-spawning directly, but unless you give it to
everyone on the server, players might consider it unfair and report your
server. (So I wouldn't recommend it really).
On Fri, Oct 28, 2011 at 9:46 PM, Benedict Glover
neobened...@hotmail.co.ukwrote:
Would use of any sourcemod
Of course, I'm making sure our admins don't noclip to farm gifts. I take it 10
players is still required?
Ben
Date: Fri, 28 Oct 2011 21:52:21 +0200
From: ail...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] No halloween gift drops on viaduct_event
They
Just because we haven't put out one of these reminders in a while...
Sourcemod hooks into undocumented engine code and generally doesn't play well
with updates. Whenever we make an engine change, Sourcemod starts calling the
wrong functions. This can cause all kinds of issues ranging from
Henry -
Should we expect Source to include an extensive set of administrative
tools in the near future then? SM / MM are third party software, yes,
but they're absolutely essential in keeping the peace as Source's
current administrative tools are nonexistent.
On Fri, Oct 28, 2011 at 4:05 PM,
Although, in addition,
SourceMod itself (can't speak for third-party SM plugins) is also
generally updated pretty fast and has partial auto-update capability.
With last night's update, for example, we had the updater prepped an
hour ahead of time, and many people had no crash issues except
A very interesting question! No answer for you yet, unfortunately.
We don't like the fact that managing a Source server requires third party
software. We definitely appreciate everything that SM/MM do, and we obviously
don't have anything against them and we aren't breaking them on purpose. But
Aside from the archaic kick and banid or banip commands, I can't
think of a single thing that Source can do to deal with unruly
players. At the absolute minimum, some sort of just basic
administrative ability included in Source would go a long way towards
not requiring SourceMod (completely
I don't think we would find that abusive.
I also note that I cannot imagine that a normal player would have any reason to
report abuse against that, either.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
I'm not personally going to report these but what about servers that offer over
powered weapons if you pay real money? (Premium Servers (Nightteam))
Ben
From: fletch...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Date: Fri, 28 Oct 2011 20:28:50 +
Subject: Re: [hlds_linux]
Clan tag protect + bots with tags + replay/sourcetv bot with tag =
autobanned name change hackers.
Though I think there's a plugin for that which might work better.
On Fri, Oct 28, 2011 at 4:28 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
I don't think we would find that abusive.
I
Abstract your gamerules and game players into interfaces (IGameRules,
ITFGameRules, one for each mod or gamemode and ITFPlayer, ICSPlayer, etc)
and expose them, that removes any need for offsets. Also expose IClient and
IServer from the engine, why are they hidden?
I'm currently in the process of
If your server is not getting Halloween drops, check if your config file has an
'=' in the lines to set the registration convars.
Also, make sure you put the identity token in quotes.
If you have these two problems, you probably (quite reasonably) cut and paste
the two config file lines from
One last thing.
You *should* see either this line:
Game server authentication: SUCCESS! Standing: %s. Trend: %s
or this line:
Game server authentication: FAILURE!
Pretty soon upon boot. If you don't that means your server is not even
attempting to sign on,
In short theese are the thing that aren't working anymore:
mp_fadetoblack (it faeds but you can choose another player adn the fading goes
away
steam ID-s disapeared when sv_lan is set to 1. It was good at the end of the
summer but now it's fucked up.
So pls correct it.
Is swearing really needed here? Calm down, Valve has a lot on their hands
already.
Date: Fri, 28 Oct 2011 23:01:39 +0200
From: vir...@freemail.hu
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] So Valve you fucked up the LAN play
In short theese are the thing that aren't
Personally I'm staying away from make things better for everyone by
exposing code arguments since I doubt it will happen, and I'm
sticking to the if you don't want SourceMod to be required, add in
what it does to the core game argument for now.
On Fri, Oct 28, 2011 at 4:31 PM, Saul Rennison
On Fri, Oct 28, 2011 at 22:31, Benedict Glover
neobened...@hotmail.co.uk asked:
I'm not personally going to report these but what about servers that offer
over powered weapons if you pay real money? (Premium Servers (Nightteam))
I don't think it's fair to name names in such a discussion,
I think there may be more than one problem.
I'll add the registration status to the status display so it can be checked at
any time.
- Fletch
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday,
I think the best answer there is that we would probably use the abuse reporting
mechanism as one tool to try to measure what sort of impact this sort of thing
has on our community.
- Fletch
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Client crash sometimes when we look at tab panel (score, etc ...)
got crash 1/4 times.
did you know this client crash valve ?
2011/10/28 Jason Ruymen jas...@valvesoftware.com
Required updates for Team Fortress 2 are now available. The specific
changes include:
- Halloween 2011 Event
-
Are gifts supposed to drop on koth_harvest_event? My server has them
drop on cp_manor_event and koth_viaduct_event but not harvest. I
assumed this was because it is an older map and didn't have that feature
when it was released in 2009.
On 10/28/2011 12:51 AM, Jesse Molina wrote:
I am
There's a thread on SPUF about it:
http://forums.steampowered.com/forums/showthread.php?t=2199895
I haven't had any crashes since using the Steam beta client.
On 10/28/2011 2:32 PM, Loïc PERY wrote:
Client crash sometimes when we look at tab panel (score, etc ...)
got crash 1/4 times.
did
Im running two servers on the same master ip of the machine two diff ports
both have the correct quickplay convar settings
both servers have been registered for a long time, both are in good standing
and reporting authentication success with quickplay
both are reporting registered correctly
Just to add to my previous post Fletch
im assuming this is the same issue weve had before with the steam backend
timezone and server system times for events
my cmos battery has failed and im waiting to replace it to get the system clock
working again
i assumed this was why the event wasnt
koth_harvest_event does not have and never did have any gift drops.
Thanks,
Tony
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Friday, October 28, 2011 2:33 PM
To: Half-Life
thanks
2011/10/28 Russell Smith ve...@tinylittlerobots.us
There's a thread on SPUF about it:
http://forums.steampowered.**com/forums/showthread.php?t=**2199895http://forums.steampowered.com/forums/showthread.php?t=2199895
I haven't had any crashes since using the Steam beta client.
On
Everyone who's not getting gift drops on halloween map
koth_viaduct_event, check that your server.cfg has these lines as they are:
tf_server_identity_account_id XX
tf_server_identity_token 12345678901232
So XX is your ID, and you need to have the token in quotes.
Also make sure that when you
This sentence started the confusion: This isn't the update for the
Halloween event nor is it the update that will require your server to be
registered in order to receive gift drops on Halloween maps
So others like me assumed that it might have drops now (harvest_event).
-ics
29.10.2011
NAZU|GZr8]97_a
I've changed the string a bit. I've left the quotes as is, though.
SteamID is 76561197995629557 if you want to look into it.
Kyle.
On Fri, Oct 28, 2011 at 2:58 PM, Tony Paloma to...@valvesoftware.comwrote:
But it’s only a single quote, right? You still surround the string with
On a side note, make sure you actually capture the point and start the timer
at least once, otherwise presents don't drop. At least that was in our case
when regulars joined the server all waiting for them to appear ;p (they
actually didn't cap)
-Original Message-
From:
Here's what I've got so far msleeper:
http://pastie.org/private/v7cygkomvwkh0eeprut1a
Kind regards,
*Saul Rennison*
On 28 October 2011 22:08, msleeper mslee...@ismsleeperwrong.com wrote:
Personally I'm staying away from make things better for everyone by
exposing code arguments since I
I don't know why you would expect them to add more public interfaces
when they don't even share the changes to the existing ones.
When was the last Source 2009 SDK update? Oh wait, there is no
(official) Source 2009 SDK.
On 10/28/2011 7:35 PM, Saul Rennison wrote:
Here's what I've got so
I can't believe Valve is taking such a stance on this.
ROBIN! Time to rally your troops, yet again.
-TheG
On Sat, Oct 29, 2011 at 1:47 AM, Nicholas Hastings psycho...@alliedmods.net
wrote:
I don't know why you would expect them to add more public interfaces when
they don't even share
Ouch. I can only imagine your pain Nicholas, for having to persistently
reverse engineer the Source 2009 SDK, and thank you dearly for your work (I
have all the hl2sdk repos in my Code folder).
Kind regards,
*Saul Rennison*
On 29 October 2011 00:47, Nicholas Hastings
An optional update for Team Fortress 2 is now available. The specific changes
include:
- Fixed the randommap command not working when used on the command line
- Fixed a client crash that could occur while loading the map if MONOCULUS!
is killed or stunned
-Jon
This should have been included in the release notes:
* Added more verbose console output to help debug registration problems.
Also, we typically don't put backend fixes in the release notes, but I did find
a bug in the backend that would cause a server logging into registered account
to fail.
On 28 October 2011 20:32, msleeper mslee...@ismsleeperwrong.com wrote:
Well for starters, not everyone runs all of their servers off of the
same physical hardware.
That's what NFS is for :)
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Keeping in mind of your last sentence, not everyone has access to see there
servers full console output. So they would never see the messages:
tf_server_identity_account_id not set; not logging into registered account
or
Received auth challenge; signing into gameserver account...
Steamworks Stats:
How bout providing a working api for them that they (SM, other plugins etc) can
use, instead that they have to hackify it with offsets etc? Ppl still want to
mod source games, ppl use SM for a load of stuff whats useful. Once having a
API (or GPI*? or SPI**? ) and SM can use that, any new
should be in the status command client side, a line saying registered
server or so imo.
then any client knows: registered server.
as I read that there are future benefits for such servers, I guess that clients
will want to know which servers ARE registered.
Well here is the first message regarding an issue.
I posted in another mailing about this.
I had moved our servers to another colo-host (our hardware)
we did a fresh OS install and i lost the id's we had.
So i did cl_gameserver_list and got the id's and token's. Not knowing which
id went to which
i also noticed it is not showing on the master server list. another server
on the same ip different port is visible.
On Sat, Oct 29, 2011 at 12:17 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:
should be in the status command client side, a line saying registered
server or so imo.
then any
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