.
Sent from my iPhone 4
On Oct 13, 2011, at 11:21 PM, Jesse Molinaje...@opendreams.net wrote:
What this guy said. If you are sending clients a kiss-of-death packet, please
at least acknowledge it on the client.
David A. Parker wrote:
If Command aborted means the servers are full, then perhaps
Is anyone seeing this when they attempt to update TF2?
Checking bootstrapper version ...
Updating Installation
Command aborted
CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object
If Command aborted means the servers are full, then perhaps they
should reword that message.
Thanks.
- Dave
On 10/13/2011 05:15 PM, Andrew DeMerse wrote:
The servers are being hammered, just give it some time.
On Thu, Oct 13, 2011 at 5:14 PM, David A. Parkerdpar...@utica.edu wrote:
I just noticed this message in the console of my TF2 server when it was
changing maps to koth_badlands:
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For
I don't want to get into a flame war here, but seriously, Counter Strike
is how old now? I think we're lucky that Valve is still putting effort
into it, and insulting Alfred for doing this work now instead of two
years ago isn't productive. I'm sure everyone at Valve, including
Alfred, has
I'm not saying CS 1.6 is irrelevant; I shouldn't have compared it to
Quake 2 and that was my mistake. Yes, CS 1.6 is hugely popular
worldwide, and yes, it's still a great game. But Valve is in the
business of making money, and how much does Valve make off of CS 1.6
these days compared to its
Rename your addons folder to something else (like addons.DISABLED) and
restart the server. If that fixes the problem, then it's a SourceMod
issue and not a problem with SRCDS.
- Dave
On 07/15/2011 03:37 PM, E3pO wrote:
Okay it crashed again and again and again
debug.log
My server updated and seems to be working fine. Are you using any mods?
On 07/07/2011 03:34 PM, Saint K. wrote:
Our servers keep on crashing atm. Noone else seeing the error below, or has any
clue where it can originate from?
Saint K.
From:
some stock stuff and a
balancer.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
[dpar...@utica.edu]
Sent: 07 July 2011 21:46
To: hlds_linux@list.valvesoftware.com
Subject: Re
Hello,
Is this list still being archived somewhere? The official archive at
http://list.valvesoftware.com/mailman/private/hlds_linux ends at the
point when the list was moved to another machine on June 1.
Just curious.
- Dave
--
Dave Parker
Systems Administrator
Utica College
Hello,
I have an L4D2 server running 6 forks. 5 of the forks have the normal
text in their tags:
coop,empty,secure
Fork #2, however, has this:
#4� ^ @coop,empty,secure
Any idea why one fork out of six would have garbage in its tag string?
I haven't restarted the server because
One more things to add... These weird characters only show up in the
A2S_INFO response. They do not show up in the output of sv_showtags:
sv_showtags
Tags:
Public : coop,empty,secure
This matches the output of sv_showtags on the other forks.
On 06/08/2011 11:09 AM, David A. Parker wrote
:09 AM, David A. Parker wrote:
Hello,
I have an L4D2 server running 6 forks. 5 of the forks have the normal
text in their tags:
coop,empty,secure
Fork #2, however, has this:
#4� ^ @coop,empty,secure
Any idea why one fork out of six would have garbage in its tag string? I
haven't restarted
Restarting the server apparently solved it. I guess it was just one of
those weird things.
On 06/08/2011 11:29 AM, David A. Parker wrote:
It happens regardless of the query tool, so there's definitely garbage
in the A2S_INFO response packet from that fork. What I can't figure out
is why it's
Thanks for the information. It certainly seems like Valve's server
maintenance was behind this. Good to know.
On 06/03/2011 04:33 PM, Richard Eid wrote:
There was an issue yesterday after the scheduled Steam downtime that caused
this message to appear to clients. It is related to account
I recently saw a message on my CS:S console saying that a player had
been dropped, and the reason was This Steam account does not own this
game. I'm just curious about this, because I've never seen that
message before. Does that happen if you do a direct connection (using
connect
Just throwing this out there, it would be great if Valve recognized some
of the Standard Country and Area codes defined by the United Nations:
http://unstats.un.org/unsd/methods/m49/m49regin.htm
I think it would solve a lot of headaches if admins could just put their
region codes into their
Does anyone know if the disabling of A2A_PING is permanent? I use this
protocol in several scripts and programs which no longer work.
I find it odd that better handling of server queries means they simply
disabled the one that seemed to be the most abused. If the other query
protocols get
Hello!
I posted to these lists back in October looking for people to test my
HLDS/SRCDS query app for Android. Several people responded, and I would
like to thank everyone who volunteered to test the app for their time
and their feedback.
This app started as a small independent study
This should do it:
http://uclug.utica.edu/files/dave/tvquery.zip
Just create a file called servers in the same directory you run the
script from, and put IP:PORT pairs in it (one pair per line). I tested
it by putting our CS:S server into the servers file:
cstrike.utica.edu:27015
You could try sending an A2S_INFO or A2S_PLAYER query to the port. I
would be surprised if the engine answered those queries on the SourceTV
port.
On 11/09/2010 09:45 AM, Ulrich Block wrote:
As the topic says: Is it possible to identify from an other pc/server if
the entered ip:port is a
Did you try using _restart instead of quit?
On 11/01/2010 11:40 AM, Rodrigo Peña wrote:
Is anybody experiencing the same problem? When i use 'quit' command on
servers it doesn't restart, but it freezes without using CPU and keeping
the same RAM usage..
Server Console:
quit
CAsyncIOManager: 0
I think it's because you need these to be separate if statements. The
way you have written it, the if statements are nested. Try making them
all stand-alone instead of nesting most of them under the if($EDF -band
0x80).
On 10/29/2010 01:35 AM, edman747 wrote:
It appears that both (-band,
Hello Everyone,
I am just finishing up work on an Android app to query HLDS/SRCDS
servers and display their information, and I was wondering if there is
anyone out there who owns an Android phone and would be interested in
testing the app. I only have a Droid to test it on, but I would love
for it.
Please feel free to send any question, comments, or other feedback my way.
Thanks!
Dave
On 10/22/2010 10:34 AM, David A. Parker wrote:
Hello Everyone,
I am just finishing up work on an Android app to query HLDS/SRCDS
servers and display their information, and I was wondering
Yeah, I used the emulator for most of my development on this. The
problem is that it's very slow (even on a fast PC), and it's a pain to
try to set up virtual devices for all the various Android phones out
there. I used the Droid line (Droid, Droid X, Droid 2) as my testing
devices in the
I restarted my servers but did not get any new files. I think these
were both client-only updates, so there was no need for a post to the
mailing list.
On 10/20/2010 05:45 PM, Ross Bemrose wrote:
I don't know if Jason Ruymen has been out sick or on vacation, but both
Left 4 Dead 2 and Team
My TF2 and CS:S servers have been stuck at Updating Installation for
about 10 minutes now. Is anyone having any luck downloading these updates?
On 10/06/2010 06:02 PM, Jason Ruymen wrote:
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2:
When I used _restart on my TF2 server it did not update the server, nor
did I get any messages about the server needing an update. I had to
update it manually using steam.
On 10/01/2010 12:16 PM, 1nsane wrote:
Looks like this update was not marked as required. My out of date test
servers are
My CS:S server was crashing when a client connected. I disabled
SourceMod and it seems to have solved the problem.
- Dave
On 09/30/2010 03:02 PM, DontWannaName! wrote:
My servers are updated. Im getting a crash when clients join, looking into
it more..
On Thu, Sep 30, 2010 at 11:58 AM,
*),
Unknown command mat_bloom_scalefactor_scalar
-ics
12.9.2010 5:15, David Parker kirjoitti:
Does anyone else see errors like these when starting up a Left 4 Dead
2 server? Is there a syntax error in one of the game's scripts?
#06:(*Population*), #06:(*offset*), #06:(*church*), #06:
#06:KeyValues
Is that what's causing this:
Connection to Steam servers successful.
VAC secure mode is activated.
MasterRequestRestart
Your server will be restarted on map change.
Your server will be restarted on map change.
Every time I start my server?
On 09/10/2010 05:35 PM, Tony Paloma wrote:
This
Well, a clean install runs just fine, so apparently something was borked
with my last installation. Thanks.
- Dave
On 07/19/2010 10:58 PM, David Parker wrote:
Thanks. I had Metamod installed because I was using BAT to define admins on
the server, although I've been meaning to switch
You mean the port that a client connects to? You just use -port to
specify that. The default it 27015 (UDP).
Michael K. Gosvig wrote:
Hi all.
Can any of you guys tell me if there is a way to bind the Client port on
Linux Source servers. We have been trying -clintport X,
But the
the binaries manually and
moved some from a functioning installation while waiting for Valve to
fix their update servers.
The files that got corrupt were in the orangebox/bin directory, namely
steamclient.so and libsteam_api.so.
2010/6/24 David Parker dpar...@utica.edu:
Hello,
Sorry
Hello,
I updated CS:S and now it keeps crashing. The server starts up and
players start joining very quickly, and then it suddenly crashes with
this output:
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/6d1d12fe-b05e-4ce4-7cc63aff-721e71db.dmp
directory)
- Dave
David A. Parker wrote:
Hello,
I updated CS:S and now it keeps crashing. The server starts up and
players start joining very quickly, and then it suddenly crashes with
this output:
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp
folder with TF2 (CS:S is in /orangebox/cstrike and
TF2 is in /orangebox/tf). Would that cause a problem?
Thanks,
Dave
AnAkIn . wrote:
Are you using any plugins? Some servers are running just fine.
2010/6/23 David A. Parker dpar...@utica.edu
Just a quick update: It looks like
,
Dave
David Parker wrote:
Hello,
Following an update of our L4D2 server, I no longer see any console output in
the server's screen session after server startup finishes (player connection
messages, mob spawns, etc. do not get printed). Also, I can telnet to the
master netconsole
Hello,
I noticed the following lines in the console on our TF2 server this
morning. Is this related to the issue of people using custom disconnect
messages to crash servers, or could this be something different?
L 04/29/2010 - 00:47:57: Usually Suspicious2STEAM_0:1:30255598
connected,
, though.
- Dave
David Parker wrote:
One more thing to note: it also seems that the netconsole is useless after
this update. I can telnet to it, but I get no response from any command.
sr...@srcds6:~$ telnet 0 9000
Trying 0.0.0.0...
Connected to 0.
Escape character is '^]'.
PASS
The downside to doing it this way is that autoupdate will not work.
When updates are released, you'll need to kill the server and run the
update process as userX, and then start up the server again as userY.
If you use the same user for running and updating, you can simply
restart the server
I think Ronny is combining this kind of player count correction with
reserved slots and auto-kicking, so when people connect to the server
manually, they are given a reserved slot and one of the ghost players is
auto-kicked to make room for it. That was my understanding of his
explanation.
That makes more sense. Thanks for clarifying things.
- Dave
Ronny Schedel wrote:
No. Ghost players can't be kicked, because they aren't real. But they count
as real players in the server info. If your server info in the Steam game
browser shows 24/24 with 7 ghost players, no one can
Do you have firewall blocking port 27023? Are you able to run a packet
capture on the server and see what's happening when a client attempts to
connect to 27023?
Magnus Ringdahl wrote:
Hi.
I have some problems when i try to run a couple of SourceTV Proxys on
the same (physical)server.
I
I think that should be:
gdb -c core.23787
Carl wrote:
Some player has been causing my server to crash which causes srcds to
dump core. I am trying to use gdb to inspect the core dump, but I don't
seem to be able to.
$ gdb srcds_i686 core.23787
GNU gdb 6.8-debian
Copyright (C) 2008
, and the rescue vehicle
immediately arrives. Simply restarting the server seemed to clear this
up, so if you haven't restarted in a while, you might want to give
that a try.
James
On Wed, Mar 3, 2010 at 12:17 PM, David A. Parker dpar...@utica.edu wrote:
Thanks for the reply. I guess it might
Hello,
I received an e-mail from someone who played on our L4D2 server last
night. He said the he and his friends were playing the Dead Center
campaign on normal difficulty, and everything was fine until the finale.
An inordinate number of tanks spawned during the finale, and he and
his
happen a lot, just every now and then until that game finishes.
The game after goes totally normal again.
Cheers,
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A.
Parker
Sent: Wednesday, March
I am not able to get this update. Each time I try, I get this:
$ ./steam -game tf -command update -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Retrying in 30 seconds. . .
User's ticket has expired
I have deleted ~/.steam/ClientRegistry.blob a few times but that
Nevermind, it worked on the 10th try or so.
- Dave
David A. Parker wrote:
I am not able to get this update. Each time I try, I get this:
$ ./steam -game tf -command update -dir . -verify_all
Checking bootstrapper version ...
Updating Installation
Retrying in 30 seconds. . .
User's
Hello,
I think that having sv_search_key set removes your server from the
matchmaking system, so public lobbies will not see it when they search
for a server.
- Dave
pat w wrote:
Hello,
I've set up a dedicated server, following basic instructions I've found on
the web.
What do you mean by freeze lag? Do you mean that CS:S freezes for all
players and then starts working again?
What are your SourceTV settings?
- Dave
Jonathan Selander wrote:
Waht the subject says. Is this merely a question of server performance
or is there something else that can be
Could you alter your srcds_run script and change this line:
HL_CMD=$HL $PARAMS
to this:
HL_CMD=$HL $PARAMS | tee -a /path/to/logfile
Would that work?
- Dave
f0rkz wrote:
I went over those options. Unfortunately I do not have access to the
screen start line (using
Hello,
I know this is not related to Linux dedicated servers directly, but I
was wondering if anyone else receives spam messages on a regular basis
with {dedicated-hlds_linux} in the subject line. I get them
constantly, but the weird part is that I get them in my Gmail account,
not at *this*
Correct. You have to use ^] (CTRL and the ] key) to get the telnet
prompt, and then type quit. Without using CTRL-] first, anything you
do will be sent to (and interpreted by) the remote host you are attached
to via telnet, including CTRL-C and so forth.
- Dave
Steven Sumichrast wrote:
Hello,
Which game are you encountering this in, and are the server files up to
date?
- Dave
Chris wrote:
I have always had it in the server.cfg and it's still there.
Someone was complaining that I don't have it turned on,
so I went to the server console to check, and saw that
bizarre
nmap with various combinations of options to run different tests against it.
- Dave
Daniel Nilsson wrote:
Have followed your suggestion. Have also installed denyhost. How can i
test my ports and security?
//Daniel
David A. Parker skrev:
Why lock down those ports to specific
Why lock down those ports to specific master server or update server
IPs? That really ties your hands if a server goes down or Valve decides
to change an IP address.
Master server traffic is UDP, but I think downloading updates is done
over TCP. I have iptables rules on my game servers to
Hello,
Since the last L4D2 update, only 1 of the 4 public forks on my server
has had players on it constantly, while the other 3 sit empty. Is
anyone else seeing this?
Before the update it was normal for at least 3 of the forks to have
players on them at any given time, and all 4 would be
I run a server with 6 L4D2 forks which listen on ports 27015-27020. I
have the following ports open and it works fine for me:
UDP 1200
UDP 27000-27020
TCP 27015-27020 (for rcon)
- Dave
Guido Goñi wrote:
Hi!
I'm new to the list, sorry if i duplicate, don't know how to look in lists.
David A. Parker wrote:
I run a server with 6 L4D2 forks which listen on ports 27015-27020. I
have the following ports open and it works fine for me:
UDP 1200
UDP 27000-27020
TCP 27015-27020 (for rcon)
- Dave
Guido Goñi wrote:
Hi!
I'm new to the list, sorry if i duplicate, don't
I think L4D and L4D2 are locked at 30 fps.
- Dave
Nevermore wrote:
Hi people!
My L4D2 server is working at 30 fps :S
I am running in a Xeon Quad Core box, with ubuntu server.
tf2 runs at 220 fps, and Half-Life 1 at 500.
I only have problems with left 4 dead and left 4 dead 2.
What
I think a lot of this has to do with deploying the games on both PCs and
consoles and trying to keep them relatively equal in functionality.
- Dave
Kerry Dorsey wrote:
On Dec 1, 2009, at 5:56 PM, Matt Ford wrote:
This shouldn't be soo hard...or left so unexplained
Amen Matt,
True, but sv_steamgroup_exclusive should make it invisible to public
lobbies unless Steam group members are already on the server. I'm
running two L4D2 Steam group servers with sv_steamgroup_exclusive = 1
and no search key set, and I do not get any public players on these
servers, while my
Hello,
SourceTV has always occupied a player slot on my CS:S server. I'm not
sure if there is a way to make it so this doesn't happen.
- Dave
Daniel Nilsson wrote:
Last thursday i had this below in my autoexec.cfg. The source tv booted
fine and we could play 6 vs 6. The demos was
Can you use the A2S queries instead (A2S_INFO, A2S_PLAYER, A2S_RULES)?
Saint K. wrote:
The problem is, we use rcon to retrieve the status... rcon ain't working
externally on l4d2...
Cheers.,
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
There have always been problems using sv_password with L4D. Also, I
don't think maxplayers is honored since the max number of players is set
based on the game type selected in the lobby.
- Dave
Tomasz Formanowski wrote:
JR The Left 4 Dead 2 Dedicated Server files are now available on
I have some Perl scripts to perform these queries and generate HTML output:
http://uclug.utica.edu/files/dave/srcds_scripts.zip
- Dave
Saint K. wrote:
Do you happen to have example code for this we can view ?
Cheers
-Original Message-
From:
FYI, there was a syntax error in the a2s_info.pl script which I just
caught. A corrected version is in the zip now.
- Dave
David A. Parker wrote:
I have some Perl scripts to perform these queries and generate HTML output:
http://uclug.utica.edu/files/dave/srcds_scripts.zip
What about using the netcon for each server instead of rcon? (Just
throwing ideas out, I haven't actually tried anything using netcon
remotely yet).
- Dave
Jay Deiman wrote:
Ronny Schedel wrote:
The protocol:
http://developer.valvesoftware.com/wiki/Server_Queries
Scroll down for
Start the game and create a lobby. While you are in your lobby, open
the console (usually the ~ key if you started the game with the
-console option). In the console, enter:
mm_dedicated_force_servers IP:PORT
Where IP is the IP address of your server and PORT is the listening port
(usually
or in a
game.
Jonah Hirsch
---
On Tue, Nov 17, 2009 at 11:04 AM, David A. Parker dpar...@utica.edu wrote:
Start the game and create a lobby. While you are in your lobby, open
the console (usually the ~ key if you started the game with the
-console option
people IN the lobby that they should use those 2
options, you cannot.. the console wont open in the lobby.
On Tue, 17 Nov 2009 13:04:55 -0500, David A. Parker dpar...@utica.edu
wrote:
Start the game and create a lobby. While you are in your lobby, open
the console (usually the ~ key if you
Hello,
Check your srcds_run file and see if it contains these lines:
-steambin)
STEAM=$2
shift ;;
If it does, then I'm not sure why you're autoupdate isn't working. If
it doesn't, then update your server with the -verify_all option.
To clear up some of the other errors you
-boun...@list.valvesoftware.com] On Behalf Of David Parker
Sent: Friday, October 30, 2009 7:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Update Available
Hello,
It looks like the autoupdate on startup is still broken. I am using
Hello,
I've noticed that my L4D2 demo servers seem to be sitting empty for very
long periods of time. They were pretty constantly full between the demo
release and the first update, but since the update they seem to be
empty for many hours at a time. I restarted the server last night when
.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A.
Parker
Sent: Friday, October 30, 2009 11:27 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Empty L4D2 demo servers
Hello
Hello,
I now have players on my L4D2 forks, but I'm also getting the console
spew from all child processes in the master console. I don't think this
happened before the last update, and I'm pretty sure it has never
happened in L4D1. Is this a bug?
Thanks,
Dave
--
Dave Parker
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A.
Parker
Sent: Friday, October 30, 2009 12:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] L4D2 demo server spew in master console
Hello,
I now have players on my L4D2 forks, but I'm also
I run srcds in a screen session, and the output in the master console is
exactly the same as the output I see when I attach to the screen.
- Dave
David A. Parker wrote:
Yes. The lines are all prefixed with #01:, #02:, etc.
- Dave
Chris Green wrote:
Do the spew that shows up
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A.
Parker
Sent: Friday, October 30, 2009 1:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 demo server spew in master console
I run srcds in a screen session, and the output in the master
-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Sent: Friday, October 30, 2009 1:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 demo server spew in master console
I run srcds
The download is not stuck. I thought the same thing the first time I
installed it, because mine seemed to get stuck at that exact same point.
The file that comes after motd.txt is huge, and it will take quite a
while for it to finish complete, but you'll see it jump up to 30%
complete or
#01:Network console: IP 87.117.228.64 port 9001
#01: Host_NewGame
Notice all the Child N aborted with signal 11 messages?
Thanks,
Chris
David A. Parker wrote:
Hi Chris,
Just wanted to let you know that I'm running a server with 6 forks on
64-bit Debian Lenny and I am
sv_steamgroup_exclusive post). Very strange.
Cheers,
Chris
David A. Parker wrote:
Signal 11 is a segmentation fault, so it looks like the child processes
are trying to perform some sort of memory access at an illegal address.
I'm afraid I'm at a loss as to why this would be happening. Do the
core
,
where's ma tinfoil hat?!!!
Drek
Midnight wrote:
4ø�...@
There it is in text, so probably nothing you can decipher.
David A. Parker wrote:
Just wanted to mention that I ran a packet capture, and there are 8
bytes in the A2S_INFO packet between the port number and tag data
Hello,
I've had several people mention to me that L4D2 bots seem to take up
player slots on a server once a game has started. For example, if I am
playing on a server by myself (with 3 AI bots) and then one of my
friends tries to join, he gets a message saying that the server is full.
Has
.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A.
Parker
Sent: Thursday, October 29, 2009 11:14 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] L4D2 demo bots
Hello,
Was something new added to the A2S_INFO response in L4D2? I have a Perl
script which fetches server info, and it works correctly for other games
but I get some random data in with the server tags on my L4D2 servers,
almost like there's a new field in the packet before the tag data.
I make no secret of the fact that I hate the lobby system introduced in
L4D. I don't think the idea is bad, but the implementation sucks. One
of the big problems is that sv_password has never worked with the lobby
system, and this makes it very difficult to set up a truly private
Hi Chris,
Just wanted to let you know that I'm running a server with 6 forks on
64-bit Debian Lenny and I am not seeing this problem. All six forks
stay up and there is no core dumping going on. My first guess would be
that your problem is related to your kernel configuration, such as high
Hi,
The master console on my L4D2 server has stopped responding to commands,
but the consoles of the forks are still working just fine. No core
dumps or any other indication that something went wrong. I'll restart
the server and see if that fixes it, but I wanted to report the problem
since
with L4D2
servers so something definitely has changed. No reply.
-ics
David A. Parker kirjoitti:
Hello,
Was something new added to the A2S_INFO response in L4D2? I have a Perl
script which fetches server info, and it works correctly for other games
but I get some random data
server:
0x03 0x34 0xF8 0xCC 0x9A 0x01 0x40 0x01
- Dave
David A. Parker wrote:
Hello,
The issue with the weird data in the A2S_INFO response is still present
in the last update (l4d2 demo linux dedicated server version 2). It
really looks like some sort of data has been added before
Hello,
I just performed a clean install of the CS:S dedicated server. When I
started the server, I got the following output in the console:
Adding master server 72.165.61.136:27009
Adding master server 69.28.140.246:27011
L 10/26/2009 - 12:22:33: World triggered Round_Start
Connection to Steam
Ah, never mind. A bit more Googling and I found an old thread where
Alfred explained this.
http://www.mail-archive.com/h...@list.valvesoftware.com/msg15093.html
My bad.
- Dave
David A. Parker wrote:
Hello,
I just performed a clean install of the CS:S dedicated server. When I
Thanks for the info, Milton.
If +tv_port is disabled, does this mean SourceTV is disabled in L4D2? I
don't use it myself, but I'm sure others will be curious.
- Dave
Milton Ngan wrote:
Some changes were made to reduce the number of ports that were opened but
never used. What I am
in the Source engine which reserved that port by default, though, even
if SourceTV wasn't really enabled.
- Dave
Marc.B wrote:
As far as I know, SourceTV have never work on L4D anyway.
Cheers,
Marc.
On Mon, Oct 26, 2009 at 10:38 PM, David A. Parker dpar...@utica.edu wrote:
Thanks
That's a crazy number of ports to have open for a Source dedicated
server. These are the ports I have open through my firewall, and my
server works just fine:
TCP 27015-27022 (rcon ports of the forks)
UDP 1200 (Steam friends service)
UDP 27000-27022 (Steam ports and listen ports of the forks)
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