haha, I did the update three more times and it worked.
did Valve update timeout on a slow wireless internet connection?
Thanks Guys,
On Mon, Apr 29, 2013 at 7:11 AM, Rudy Bleeker rblee...@gmail.com wrote:
I would recommend running steamcommand with ./steamcmd.sh +runscript
somescript where
I've converted all 4 of my servers over to use SteamPipe. I have them
symlinked to a master copy of the binaries, but each instance has its
own addons/cfg/downloads/logs and replay folders.
3/4 of the servers work fine as far as I can tell, though they haven't
got any peak traffic yet so
I've had this issue before with sourcemod, the latest dev build
snapshot works with steampipe and i no longer have the seg faults, so
if you use sourcemod try updating it
On 4/30/2013 12:46 PM, Russell Smith wrote:
I've converted all 4 of my servers over to use SteamPipe. I have them
I'm using the latest snapshot of Sourcemod on all the servers. Only one
has this problem oddly enough.
On 4/30/2013 9:48 AM, Scipizoa wrote:
I've had this issue before with sourcemod, the latest dev build
snapshot works with steampipe and i no longer have the seg faults, so
if you use
SourceMod hasn't released an official gamedata set yet, so you have to use
the files here (each one has directions at the top).
https://github.com/RavuAlHemio/sourcemod-beta-gamedata
Note that you need to set these files as read only or disable SourceMod's
gamedata updating.
Or you could just
That's not true. Updated gamedata has been in 1.4, 1.5, and 1.6
snapshots since last night and will be pushed to the auto updater upon
the update being released.
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
Ross Bemrose mailto:rbemr...@gmail.com
Tuesday, April 30, 2013 12:50
No no they released the new dev build snapshot last night late that
works with steampipe suppidly, i just updated mine and no more
segfualt crashes for me, :P
On 4/30/2013 12:50 PM, Russell Smith wrote:
I'm using the latest snapshot of Sourcemod on all the servers. Only
one has this
Oh Ross. http://hg.alliedmods.net/sourcemod-central/rev/7d07b4f23cd0
Any idea which thread is crashing? (info threads)
Thanks,
Kyle.
On Tue, Apr 30, 2013 at 9:50 AM, Ross Bemrose rbemr...@gmail.com wrote:
SourceMod hasn't released an official gamedata set yet, so you have to use
the files
I know, I saw Nicholas Hasting starting builds last night with patch
notes of updated TF2 game data. I used the latest 1.4.8 snapshot, which
as of this morning is still the latest.
On 4/30/2013 9:51 AM, Scipizoa wrote:
No no they released the new dev build snapshot last night late that
Wouldn't the gamedata updater just overwrite those copies with the versions
it thinks are the latest?
On Tue, Apr 30, 2013 at 12:51 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
That's not true. Updated gamedata has been in 1.4, 1.5, and 1.6 snapshots
since last night and will be
No. I disabled it for TF2-related files a few days ago in anticipation.
(I actually meant to update the gamedata over the weekend too, but
~freetime~)
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
Ross Bemrose mailto:rbemr...@gmail.com
Tuesday, April 30, 2013 12:55 PM
We've released an optional update to the TF2 SteamPipe beta. Here are the
change notes (since the last SteamPipe beta):
Team Fortress 2:
* Fixed network incompatibility causing custom names and descriptions to not
display on client
Source engine:
* Fix sprays trying to load from the wrong
I have kind off missed the entire discussion on SteamPipe.
Will instructions etc. be posted along with the coming update/switch?
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher
I just found out the hard way that validating TF2's files causes the
steamcmd to overwrite replay.cfg, replay_ftp.cfg, and replay_local_http.cfg
Or at least I hope it's because I validated, because just updating
shouldn't be messing with those files.
Is this intended?
On Tue, Apr 30, 2013 at
Two quick clarifications:
This update to the Steampipe beta is optional for servers. Compared to the
previous Steampipe beta build, it primarily contains client-side fixes. So it
is not necessary to update.
The HLDS server should continue to be able to successfully host clients, even
after
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
- Original Message -
From: Saint K. sai...@specialattack.net
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Tuesday, April 30, 2013 3:16 PM
Subject: Re: [hlds_linux] TF2
Saint K:
This has all the technical info you should need for getting the SteamPipe
version of the TF2 server: https://developer.valvesoftware.com/wiki/SteamCMD
If you find you need further instructions with regard to migration of your
data (/mostly/ just transferring your custom stuff, like
Yes, it's possible. We're going through and getting rid of any places where we
expect users to edit a shipping file. I'll add the replay config files to the
list of files to fix.
In the meantime, you *should* be able to put your custom//cfg folder, which
avoids the problem. (I have not
This optional update just reverted some of the changes from beta in the
server binary.
CBaseEntity::IsCombatItem is gone, shifting much of the entity virtual
tables again, back to where they were.
The byte signature for CTFPlayerShared::AddCond also went back to what
it was in non-beta.
It would be most convinient for files that were previously configurable
by server owners not to be overwritten by any updates to avoid cases
like that overwrite to happen. Please do your magic!
-ics
Fletcher Dunn kirjoitti:
Yes, it's possible. We're going through and getting rid of any
A HLDS server will still be visible in servers list until next mandatory
update?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated
Yes.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Invalid Protocol
Sent: Tuesday, April 30, 2013 12:33 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] [hlds_announce]
Yes, that is what he said.
On Tue, Apr 30, 2013 at 3:32 PM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:
A HLDS server will still be visible in servers list until next mandatory
update?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Thank you.
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 30, 2013 3:37 PM
We reverted some of the TF code that had been shipped in the beta but
wasn't supposed to.
It should stay that way it is now for the
Yep.. Seg fault on server boot now with MM/SM enabled after the update.
On 30.04.2013 12:27, Nicholas Hastings wrote:
This optional update just reverted some of the changes from beta in
the server binary.
CBaseEntity::IsCombatItem is gone, shifting much of the entity
virtual tables again, back
If you run multiple servers from the same base install, is it possible to
only have certain custom content? It is nice I can have separate folders
per server (custom/xxx/maps/) but you don't need dodgeball maps on a
prophunt server for instance.
And if one also does for example +servercfgfile on
Thanks for that.
I am running into this issue with steamcmd.sh, even when trying to run it as
root;
[ 0%] Checking for available updates...
[ 0%] Download complete.
[] Verifying installation...
[] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xff949f60)
failed with error
Despite having full write access it won't make all the needed
files/folders. Try this:
touch /your/parth/Steam/steam.log
mkdir /your/parth/Steam/SteamApps
On Tue, Apr 30, 2013 at 3:45 PM, Saint K. sai...@specialattack.net wrote:
Thanks for that.
I am running into this issue with steamcmd.sh,
It honors +servercfgfile and will search the /custom/ directory.
On Tue, Apr 30, 2013 at 3:42 PM, Erik-jan Riemers riem...@binkey.nl wrote:
If you run multiple servers from the same base install, is it possible to
only have certain custom content? It is nice I can have separate folders
per
It seems this update introduced a bug that causes issues with custom
HUDs, see this screenshot: http://i.imgur.com/TGFJNDS.png
This problem appears to affect the console, the server browser and the
options panel. After removing my HUD and restarting TF2, all of these
work fine again.
For
I've moved the steamcmd to a different location, and now it works. (it wasn't
in the old steam dir, it was one directory before that).
Ah well, it works now.
Cheers,
From: hlds_linux-boun...@list.valvesoftware.com
... and then you will stuck at the blob file, which cant be created...
Which distro do you use?
30.04.13, 23:51, 1nsane 1nsane...@gmail.com:
Despite having full write access it won't make all the needed
files/folders. Try this:
touch /your/parth/Steam/steam.log
mkdir
Yes, it happens before connecting to a server. In fact, it happens just
after starting up TF2 - the console opens up and looks like this.
I just tried connecting to a server (with sv_pure 0); the little window
with the connection progress bar looks is also affected.
On 30.04.2013 21:55,
Has anyone else got issues with SteamCMD now? I started it to update a
server and it seems to got itself as update check-install loop.
user@server:~/steamcmd$ ./steamcmd.sh
Redirecting stderr to '/home/user/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate
Its doing this like 4 times and then loads.
Additionally our servers seems can't registered itself
L 05/01/2013 - 01:13:22: Received auth challenge; signing into
gameserver account...
Game server authentication: FAILURE!
L 05/01/2013 - 01:13:23: Game server authentication: FAILURE!
No such
For anyone getting this - let it run untill it finishes. I'm guessing it
waits OK from some valve server so it goes into loop untill it gets that.
-ics
ics kirjoitti:
Has anyone else got issues with SteamCMD now? I started it to update a
server and it seems to got itself as update
Connecting anonymously to Steam Public...Login Failure: No Connection
Failed.
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.
-Mensaje original-
From: ics
Sent: Tuesday, April 30, 2013 11:17 PM
To: Half-Life dedicated Linux server mailing list
Subject:
I think this is already a known issue, but as a reminder...
I am seeing my newly installed SteamPipe TF2 servers fail on first
startup. Subsequent startups operate normally.
I suspect this is because steam_appid.txt is not created until after the
first startup.
I had also noticed this
It's sometimes created badly too. Has weird symbols in it sometimes after
initial creation (usually a ^@ or something).
On Tue, Apr 30, 2013 at 5:37 PM, Jesse Molina je...@opendreams.net wrote:
I think this is already a known issue, but as a reminder...
I am seeing my newly installed
This is under Debian Linux 6 (64-bit).
non-SteamPipe TF2 ran fine previously, and beta SteamPipe didn't throw that
error either.
This sounds rather ominous:
L 04/30/2013 - 17:59:59: Initializing Steam libraries for secure Internet server
L 04/30/2013 - 18:00:00:
Had this yesterday, a restart did the trick.
gz
2013/5/1 Weasel wea...@weaselslair.com
This is under Debian Linux 6 (64-bit).
non-SteamPipe TF2 ran fine previously, and beta SteamPipe didn't throw
that error either.
This sounds rather ominous:
L 04/30/2013 - 17:59:59: Initializing Steam
Yep. One more extra restart did the trick on getting past that Unable to
load Steam support library error.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Our Scripts create this file, so our customers doesn't get this message
after reinstall.
2013/5/1 Weasel wea...@weaselslair.com
Yep. One more extra restart did the trick on getting past that Unable
to load Steam support library error.
___
To
Unless it was changed in an update, you could always start it threw
autoexec.cfg or CL
On Tue, Apr 30, 2013 at 12:57 AM, DontWannaName! ad...@topnotchclan.comwrote:
Aren't you only suppose to enable replay from the command line?
Sent from my iPhone 5
On Apr 29, 2013, at 6:18 PM, Ross
Getting seg faults on map change when my server fills up:
Segmentation fault (core dumped)
BFD: Warning: /home/tf2server/servers/tf2/red/core is truncated:
expected core file size = 679559168, found: 1126400.
Cannot access memory at address 0xf778f8f0
Cannot access memory at address 0xffb4fedc
Okey, so I'm changing my server's map installer to put the maps on the
right folder inside the clients. Where should I set it to insert the maps!?
It appears to me that all the previously downloaded maps are now inside the
%programfiles%\Steam\steamapps\common\Team Fortress 2\tf\download\maps\.
Yes.
But remember that with SteamPipe, TF might not be installed here:
%programfiles%\Steam\steamapps\common\Team Fortress 2
The user can choose to install the game wherever they want. (This choice is
not offered when upgrading a previous non-SteamPipe installation.)
-Original
Oh. That will be tricky. Maybe I'll have to get back to the old method of
retrieving install folder info from the registry to find out where the maps
should go.
Thanks Fletch.
_pilger
On 30 April 2013 23:00, Fletcher Dunn fletch...@valvesoftware.com wrote:
Yes.
But remember that with
You can get Steam's install path from the Registry, then read
PATH_TO_STEAM\config\config.vdf to get TF2's installation directory.
On 01/05/2013, at 12:03 PM, pilger pilger...@gmail.com wrote:
Oh. That will be tricky. Maybe I'll have to get back to the old method of
retrieving install folder
So with the upcoming switch - I've been trying to get steamcmd to
install the TF2 dedicated server.
So far, this is the total of my success:
1) Installed steamcmd fine.
I then run ./steamcmd.sh, and attempt the following:
$ ./steamcmd.sh
Redirecting stderr to
50 matches
Mail list logo