It's not Source engine though. It's Source2.
On Thu, Mar 21, 2024, 11:45 AM Leon Grünewald wrote:
> Hi, if this is known can we please document this in the valve wiki?
> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> ___
>
Contact information if you want a copy of what I've got ...
--
Contact Information ...
*Discord:* weasel.steamid.155
*E-Mail:* wea...@weaselslair.com
*Steam Profile:* https://steamcommunity.com/id/Weasel/
*Steam Group:* https://steamcommunity.com/groups/WeaselsLair
gt; Marcel
>
>
> On 07/12/2023 10:18, Marcel Beringer wrote:
>
> Hi Mecha,
>
> Thanks for your reply.
>
> May I ask what your update script looks like? Maybe it's an idea to use
> cron and do a daily update(s) in stead of checking the API.
>
> Looking forward to hea
ger - ruffneck at geforce.nl
(via hlds_linux list) wrote:
> Hi Mecha,
>
> Thanks for your reply.
>
> May I ask what your update script looks like? Maybe it's an idea to use
> cron and do a daily update(s) in stead of checking the API.
>
> Looking forward to hear from you.
>
&
I am doing basically the same thing I do with other Source games:
I have a "check" script that runs every hour. It checks information from
the game's steam.inf file using the Steam API update check URL (example:
this has nothind to do with hlds_linux, but I do hope I have some
> attention now.
>
> On my other computer after auto updating Steam the same happens, with the
> same errors.
>
> Please advice.
>
> Kind regards,
>
> Marcel
>
>
> On 18/11/2023 02:55, Mech
Update:
- Re-installed AppID 90 from scratch in a new folder.
- Put all my custom content back-in (maps, etc.)
- Re-enabled MetaMod in liblist.gam file, etc.
- Testing now!
On Fri, Nov 17, 2023 at 4:08 PM Mecha Weasel
wrote:
> Output of "update" process:
>
> [ 0%] Che
bject file: No such file or directory
OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '90' already up to date.
On Fri, Nov 17, 2023 at 3:35 PM Mecha Weasel
wrote:
> Well I just updated the existing installation that was work
fully install
> it, so some files could be missing.
>
>
> On 17/11/2023 22:52, Mecha Weasel wrote:
>
> Half-Life.
> Is its dedicated server still installed via AppID 90? even though it's
> actually AppID 70? (that dates back over a decade, I forget why).
>
>
> On Fr
games require you to be running the steam_legacy branch. That
> also includes mods.
>
>
> On 17/11/2023 22:14, Mecha Weasel wrote:
>
> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server
> crashes after update to HL released today!
>
> Console output
Sorry that was supposed to be labeled 2023-11-17 update.
On Fri, Nov 17, 2023 at 1:14 PM Mecha Weasel
wrote:
> Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server
> crashes after update to HL released today!
>
> Console output ...
> Auto-restarting the
Removed all my mods (metamod, amx-mox-x, jk-botti, etc.), but still server
crashes after update to HL released today!
Console output ...
Auto-restarting the server on crash
Console initialized.
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces
sue with the
> dedicated servers as of this moment.
>
> Sep 15, 2023 6:14:27 PM Mecha Weasel :
>
> Is this Linux dedicated server build (appid 232250)? or a launching the
> TF2 linux client? (appid 440)?
>
>
> On Fri, Sep 15, 2023 at 5:05 PM Temmie S wrote:
>
>> Sinc
Is this Linux dedicated server build (appid 232250)? or a launching the TF2
linux client? (appid 440)?
On Fri, Sep 15, 2023 at 5:05 PM Temmie S wrote:
> Since the latest update yesterday I haven't been able to boot the Linux
> version of TF2. I tried reinstalling and resetting my copy.
>
>
IHave you tried filtering for "secure"?
Personally, I am NOT seeing that at all in my client - even without
filtering to "secure" only.
Could be region-specific maybe?
I'm in North America.
On Thu, Aug 10, 2023 at 7:37 AM PRVY wrote:
> Unfortunately this problem still persists. There are also
I think thats been true for many years now.
But yes, don't understand why hosting a server would need to "own" the
game, rather than allowing "anonymous" login ( as used for way more modern
intellectual properties).
On Fri, Jan 13, 2023 at 4:15 PM MegaBrutal
wrote:
> Hi All,
>
> HLDS (App 90)
So if I can correctly from the discussion so far in this thread, setting
net_disconnect_reason on server side, is basically just for the purpose of
having the reason show up in the server side logs?
On Tue, Jun 21, 2022, 6:41 PM Eric Smith (via hlds_announce list) <
Anybody know a way to disable Half-Life Deathmatch: Source dedicated server
from "hibernating"?
Thanks.
PS: WAY too quiet here lately. :-)
--
--
+--+
| [F+M] Freaks & Misfits: |
| ______ |
| | _| _ __
Are there any Log4J library calls in in any of the customer-side stuff
(client or server, Linux or Windows), such as:
* SteamClient
* SteamCMD
* HLDS?
* SrcDS?
* Various Valve game code?
Worried about possible Log4Shell vulnerabilities obviously.
--
--
"Right now whenever a player joins or leaves a server the game will hang
for ~5 seconds"
- Not experiencing that myself (on Debian 10 here).
But, yeah noticed the extra Steam-spam in the console for sure. ;-)
On Thu, Sep 16, 2021 at 8:05 PM Naleksuh wrote:
> Any progress on future updates to
hanges on CBasePlayer - GetSteamID was changed in place of
> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>
> Could be wrong though.
>
> Original Message ----
> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
> Sent: Friday, September 17, 2021, 2:06 A
Anybody (else) having issues with SRCDS segfaulting since today's TF2
update?
In my case, this is on Debian Linux 10.
Will doing additional troubleshooting obviously (disable SM, etc.)
On Thu, Sep 16, 2021 at 4:14 PM Bakugo wrote:
> >Updated custom player sprays to be disabled for players by
send more harassment. This is a pretty common vector
> of last-minute abuse/spam that a lot of trolls and bot accounts use.
>
> On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel
> wrote:
>
>> "Removed the disconnect REASON from the message when players leave the
>>
"Removed the disconnect REASON from the message when players leave the
server"
Why on earth would you do that?
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file though.
On Sun, May 2, 2021 at 3:16 PM Mecha Weasel
wrote:
> My CS:GO install updated a few day ago, and ever since then I noticed
> SourceMod stopped working. Upon further investigation, MetaMod:Source was
> no longer loading either.
>
> Here's the CS:GO information from th
My CS:GO install updated a few day ago, and ever since then I noticed
SourceMod stopped working. Upon further investigation, MetaMod:Source was
no longer loading either.
Here's the CS:GO information from the SCRDS console:
Quote:
Protocol version 13788 [1263/1263]
Exe version 1.37.8.8 (csgo)
Exe
ve it a shot myself to see if maybe it's weirdly distro
> related. What is your steamcmd command line(s)?
>
> On 2/23/21 9:04 PM, Mecha Weasel wrote:
>
> Yep, disk space is wide open.
> Tried opening-up perms on /tmp/dumps to new user or even just "users", did
> not
23, 2021 at 8:04 PM Mecha Weasel
wrote:
> Yep, disk space is wide open.
> Tried opening-up perms on /tmp/dumps to new user or even just "users", did
> not help.
> In fact, it broke SteamCMD similarly under the user that I normally use.
> Deleting with/without manually re-
t; On 2/23/21 8:20 PM, Mecha Weasel wrote:
>
>
> Hmm... I am trying for the first time to have game-server instances
> running under different simultaneous (non-root/non-sudo/unprivileged) linux
> users, and noticed that SteamCMD is failing during a SourceDS install for a
>
PS: The ~/Steam/logs/stderr.txt just says ...
Failed to create /tmp/dumps.
On Tue, Feb 23, 2021 at 7:20 PM Mecha Weasel
wrote:
>
> Hmm... I am trying for the first time to have game-server instances
> running under different simultaneous (non-root/non-sudo/unprivileged) linu
Hmm... I am trying for the first time to have game-server instances running
under different simultaneous (non-root/non-sudo/unprivileged) linux users,
and noticed that SteamCMD is failing during a SourceDS install for a game,
complaining about a "disk write" error and something to do with
Always sad to more long term communities say good-bye. :-)
Very few of us left date-back to TheCLQ days, and when CS was "new" (or
even beta).
"LA Dream Team" (LADT, circa 1998/1999), begot "Weasel's Lair", begot
"Freaks & Misfits".
Best wishes.
W.
--
, CS 1.x, TFC, etc.)?
What about for games where the client-side is also available for Linux
(generally in addition to SteamOS)?
Just wondering what (if any) future there is for gaming communities hosting
servers for these games, as I can not think of any of them that are 64-bit.
- Weasel
Holy shi Did I read that Right?
"Fixed func_rotating entity not working properly in maps like 2Fort [...]"
Func_Rotating are working?!?!
On Wed, Dec 19, 2018, 4:09 PM Eric Smith We've released a mandatory update for Team Fortress 2. The notes for the
> update are here:
>
>
Nice to see the new leet features:
- Frontier Djustice
- Elf Esteem
On Tue, Jun 26, 2018, 2:55 PM John Schoenick
wrote:
> We're working on a mandatory update for Team Fortress 2. The notes for
> the update are below. We should have the update ready soon.
>
> - John
>
>
Anybody else seeing times where their players are effectively gagged from
using in-game text-chat - even though that have NOT been gagged in
SourceMod?
Several of my players reported this symptom recently. I thought they were
vote-gagged or something in SourceMod - but they weren't. Today, it
Yes, but no changes to that recently, and no flood-warnings, or actions
showing in the SourceMod logs related to flooding. What's weird is I
hadn't been on the server (or on-line at all) for about a day - then when I
joined it was like it wasn't accepting my in-game text-chats (messagemode
or
If the Valid Size is always in the range 564-1248, is there a way to have IP
tables block anything that is EITHER above or below that size limit? or will
that interfere with the game? (i.e. are there other LEGIT game-related packets
outside the range to be expected?).
How about something like this then?
# Allow packets in the 564-1248 size range (on that port) ...
iptables -A INPUT -p udp --dport 27015 -m length --length 564:1248 -j ACCEPT
# Allow packets of exactly 53 size (on that port) ...
iptables -A INPUT -p udp --dport 27015 -m length --length 53 -j
Probably not such a great idea to do a TF2 release during the middle of the
Steam server maintenance Window.
The end result is TF2 server operators not being able to update their servers
so that clients have a place to play.
Steamlogin anonymous
Connecting anonymously to Steam Public...Login
I believe the advertised regular maintenance window for Steam is 4:00 PM
(Pacific) every Tuesday.
Of course, they don't always get started right at 4:00 PM.
The TF2 release was announced at 4:26 PM (Pacific).
Yes, to be fair, today they apparently did not get started on the Steam
maintenance
Well, getting a little closer according to Steam Support Twitter account,
they finished the Steam maintenance at 5:00 PM (Pacific). My Asia/Pacific
region servers won't update yet, but North America seems like it's trying to at
least.
Asia/Pacific server is throwing a time-out.
I'll
I meant that there ARE servers that are doing FULLY-automated Steam Group
invites. The type of thing where you join the server, and then you get a Steam
Group invite automatically. Not a chat-trigger ala !join or something like
that.
There are also at least two commercial pieces of software
Valve
users.
Which is why in inquired (on this list) as to what they use for testing.
From what I recall, somebody (Eric?) mentioned they tested dedicated servers
on Debian.
So, that made up my mind for me.
I haven't encountered any distro-specific issues since (including none right
now).
- Weasel
[Feature Request] [TF2] User-initiated join to Steam community group associated
with a server.
Primarily oriented to TF2, but would be nice for any SCRDS (and HLDS?) game
server?
There are several servers out there that have managed to setup an automated
Steam Community Group invite whenever
Doesn't SMAC (SourceMod Anti-Cheat) already take cover this stuff?
I seem to recall view-angles stuff in there.
https://forums.alliedmods.net/forumdisplay.php?f=133
https://bitbucket.org/psychonic/smac/wiki/Home
Re:
I have several games (HL1, TFC, CS 1.6, DMC and two HL1 mods) all running on a
Linux-based dedicated server.
They all have AMX-Mod-X, MetaMod, and in most cases some form of bots as well.
What Linux distro are you running?
What architecture?
I seem to recall having to switch from MetaMod-P to a
From the AMX-Mod-X web-site (http://www.amxmodx.org/):
It mentions Metamod 1.21-am ...
AMX Mod X 1.8.2 for 2013 HLDS UpdateFeb 14, 2013 13:18
We have released AMX Mod X 1.8.2 as an emergency bug-fix release. It is very
important that you do not upgrade until you have read below.
The
notes in the Git-Hub page for the original issue, indicating that
it might not be entirely fixed.
https://github.com/ValveSoftware/Source-1-Games/issues/1001
- Weasel
___
Re: [hlds_linux] Mandatory TF2 update released
martin v Tue, 02 Jul 2013 20:06
Since I didn't see an issue opened on the GitHub yet for this, I went ahead
and opened one.
It's issue #1001:
[TF2] Simultaneous sappers on same building = crash
https://github.com/ValveSoftware/Source-1-Games/issues/1001
- Weasel
Re
Martin -
I strongly suggest that if it is reproduce-able, you open a case (issue) in
Valve's official Git-Hub page. That is where they are tracking bugs and such.
The link for that is:
http://github.com/ValveSoftware/Source-1-Games/issues
- Weasel
Is this a client-side-only update?
I got a message trying to update my TF2 servers that the application was
already up to date?
___
[hlds_announce] Mandatory TF2 update releasedEric Smith Wed, 19 Jun 2013
16:53:30 -0700
We've released a mandatory update for TF2. The
this update was nearly a week ago, right?
On 6/25/2013 7:46 PM, Weasel wrote:
Is this a client-side-only update?
I got a message trying to update my TF2 servers that the application was
already up to date?
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Anybody know WHICH SourceMod plug-in does instant respawn on TF2
and properly adheres to the sv_tags requirement? i.e. does WoZer's
still work? I see a note in the forums that maybe it doesn't work any more?
I see several listed in the SM forums, but seems like reports (possibly
inaccurate) that
I am against anything that disables MOTD.
If anything, is there a variable to detect if HTML MOTD's are disabled on
players?
That might be helpful to try things one way if HTML is ok, and use backup
method (menus for example) if they are disabled.
I have very popular chat-trigger, used for
assume
anything with Steam in the FQDN is requested by either
SteamCMD or SRCDS itself.
- Weasel
12-Jun-2013 19:57:09.390 queries: info: client 127.0.0.1#48360: query:
steamcommunity.com IN A + (127.0.0.1)
12-Jun-2013 19:57:09.390 queries: info: client 127.0.0.1#48360: query:
steamcommunity.com
Not sure if I missed the announcement way back somewhere, or it still being
worked-on .. but, is there a target date for SteamPipe/SteamCMD-conversion of
TFC and DMC?
There are not many TFC servers out thee (111 last time I checked the server
list in-game) and there are even less DMC servers
Thu, 06 Jun 2013 14:13:38 -0700
On Thu, Jun 6, 2013 at 10:33 PM, Weasel wea...@weaselslair.com wrote:
Not sure if I missed the announcement way back somewhere, or it still being
worked-on .. but, is there a target date for SteamPipe/SteamCMD-conversion of
TFC and DMC?
I think that happened
roflmhldsoff.
I too was going through withdrawl apparently
I had been wondering if I had missed a release announcement (again).
I saw this subject-line coming across my e-mail and almost kicked-off
the update scripts on my TF2 servers!
Fortunately, I stopped to actually READ it - after noticing
Once the download/update is completed, is it safe to remove the components for
the other games.
For example, if installing/updating an HL1MP server, I assume I can safely
delete the cstrike, czero folders?
I could just build that into the script I use for updating - for the sake of,
let's call
It CAN be. I may depend on your hosting-provider.
It may depend on what hardware you are using.
It may depend on virtualization limits, etc.
PS: Of course, I am also the guy with 5.25-inch floppy drive, 3.5-inch floppy
drive, a 100-MB zip drive, and an LS-120 drive installed in his PC, *AND*
Weekly Steam Maintenance is probably still in progress.
They've been pretty-good about posting it on Twitter, etc.:
https://twitter.com/Steam_Support/status/334429736535220224
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from the motd-html but the clients cached it somehow and
redisplayed it every time from cache and didnt reload the new html.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-
Weasel Thu, 09 May 2013 15:37:26 -0700
Do you also host the URL where the MOTD is pointed-to?
Since the MOTD is basically
Do you also host the URL where the MOTD is pointed-to?
Since the MOTD is basically just a wrapper for a web-browser, its just
interpreting the content it gets back from that URL.
It would be something intentionally in that content (or, cough... and exploited
web-site, cough).
I thought Valve
I actually though I understood how everything was working on GoldSrc
(pretty-much the same as before - compared to Source). Now I am COMPLETELY
confused.
My brain hurts.
Re: [hlds_linux] Counter-Strike 1.6 custom maps
Rick Payton Wed, 08 May 2013 17:29:26 -0700
Ok Alfred, so even
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:
Yep. One more extra restart did the trick on getting past that Unable to
load Steam support library error.
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Hmmm I hope that is a typo in there:
*TF2* server, but ...
Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.
Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
On Tue, 2013/04/23 11:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:
A mandatory update
Yes, unfortunately, I didn't get that response until after I sent my inquiry.
Actually, I haven't gotten yours yet either.
However, I just happened to see it on Mail-Archive.
All the down-sides to the mailing-list format for this type of communication.
.
Re: [hlds_linux] [typo?] Mandatory
Any update on the likelihood of the TF2 SteamPipe release tomorrow (Tuesday -
2013-04-23)?
Below was the last mention I saw, which implied it was likely going to be
delayed.
Is this a new target date?
Thanks!
Re: [hlds_linux] [hlds] TF2 Steampipe
Will this mean that with HTML MOTD's we don't have to build a
meta refresh or such work-around's into the MOTD content to
ensure it gets refreshed each time it's opened?
Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
Anyways, the sv_motd_unload_on_dismissal ConVar
Sorry to ask, just for clarification ...
Does this mean I install CS:S Dedicated Server (on Linux) with the AppID 232330.
Which is the one that we were using with the CS:S Dedicated Server BETA?
.. and do we still continue to logon to SteamCMD as anonymous with that?
Or is it TF2-style now,
Apparently the update did get released?
I saw this on the client-side ...
http://store.steampowered.com/news/?appids=440appgroupname=Team+Fortress+2feed=steam_updates
But, no update is released to the mailing-list? or twitter?
Posted this as an open-issue on the GitHub page.
This appears to be CLIENT-SIDE issue from what I can tell.
But, I wanted to make other server admin's aware, so that they don't
unknowingly hit the problem I have.
Otherwise, they might go nuts troubleshooting why they can't reconnect to their
own
I was able to get a CS:S beta dedicated server up (under Linux/Debian).
But, when I went to open the CS:S client on my Windows machine ... it's not
there any more?
I could swear it was there as recently as yesterday.
Do I need to specifically re-opt-inn to the CS:S beta?
Also, does that mean I
Yep, that's exactly what I was asking about.Hmm... so, not handling this like
the TF2 beta's at all then?With the TF2 beta, I can play/test TF2 beta for a
while, then close-it, jump over and start the non-beta version of TF2 client -
without having to do a bunch of opt-in/opt-out/re-install
Sorry to ask, but is there REALLY another TF2 update coming going-on right now?
Or is this just the (delayed/stuck) announcement e-mail for last-night's update?
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Great suggestion I will check that out.
Good idea too to cap all the game-related
processes hldsupdatetool/steam, steamcmd,
hlds, srcds, etc.
I definitely do NOT host games under 'root'.
So, I will check-out the limits.conf thing.
Thanks!
Jesse Molina
Wed, 27 Feb 2013 01:45:48 -0800
Run it
In the end, I found that under Debian I didn't need to touch the limits.conf
file to allow the non-root account I have everything running under to set the
nice value on processes (such as steamcmd) - as long as I am setting it
higher/slower/lower-priority than normal/default/zero - not the
Anybody else seen this?
I run multiple game servers on the same box - usually.
I just happen to be building-out a new server.
I have 8 cores, multiple gig's of RAM, etc - won't bore you with the details.
I noticed a BIG difference in how HLDSUpdateTool behaves compared to SteamCMD
when updating
Not sure if this is intentional, but I noticed when doing a fresh HL1 dedicated
server installation with SteamCMD, that it is also making folders for other
Valve-games in the same base install folder:
Blue-Shift (./bshift),
Counter-Strike (./cstrike),
Counter-Strike:Condition-Zero (./cszero),
?
Does that mean if I want to host (for example) 3 Counter-Strike servers, that
when I install them I will also be bringing in-two 3 copies of HL1, 3 copies of
Condition-Zero? I hope this isn't going to be the case with every GoldSrc game
that get's converted.
On Fri, 2013/02/22 07:50 PM, Weasel
Message: 4
Date: Sat, 16 Feb 2013 10:45:17 -0500
From: Steve Dudenhoeffer
Subject: Re: [hlds_linux] Counter-Strike Dedicated Server, on CentOS
Are you using the new hlds_run? I notice the Using Pentium II
Optimized binary line, which isn't in the new hlds_run.
This is under the new
I've seen this twice now.
The TF2 server crashes.
It auto-restarts.
When it comes back-up again, it doesn't use the port number that has been
specified (and before the crash it had been using).
My guess, is that when the binary crashes, the old port/socket doesn't get
released immediately.
So,
Correction, the first time I saw this symptom (changing ports at crash) was on
February 3rd 2013.
...
I've seen this twice now.
The TF2 server crashes.
It auto-restarts.
When it comes back-up again, it doesn't use the port number that has been
specified
(and before the
Correction, Correction: The first time I saw this symptom (changing ports at
crash) was on February *13th* 2013.
So, I guess maybe it might be related to whatever was released right before
then.
Sorry, kept making typo's and stuff.
Time to go to sleep.
...
I've seen this
Finally gave up and resorted to Fedora-binary-on-CentOS-hack.
Posting here for anybody else's benefit - anybody less of a Linux guru than me
(which isn't saying much).
[FYI: Below is for 32-bit CentOS 5.9]
Got this file:
Type: Dedicated Server:
Platform: Linux
Operating System: CentOS, Version 5.8, 32-bit (x86)
Kernel: Linux 2.6.18-028
Got past the issues of SteamCMD asking for libstdc++.so.6 (GLIBCXX_3.4.10) by
the loading-fedora-library-on-CentOS hack.
That allowed me to use SteamCMD to install HL1 and get a
Thanks again folks, will try/check stuff suggested.
On Thu, 2013/02/14 05:14 AM,
From: John Drinkwater
Couldn't set up the Steam Runtime. Are you running low on disk space?`
Are you running out of diskspace?
Thanks for following-up.
178.97 GB available on a 500-GB drive.
Date: Thu,
I haven't had any cause to do anything with SteamCMD prior to now. Since
allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it
SteamCMD tomorrow, I gave it a shot this evening. When tried to run on hosted
CentOS 5.x (32-bit) dedicated server for the first time, the result
I have noticed that for HTML-based/web-hosted MOTD's their behavior varies
greatly depending on the user's browser. If I set my default Windows
web-browser to IE and then view an MOTD in-game (TF2 for example), I get a
difference experience compared to having by default Windows web-browser
@Steam_Support Hmmm... new TF2 update released just as it becomes 12/21/2012
UTC ... coincidence? or is this what the Mayans warned us about?
On Thu, 2012/12/20 03:12 PM, Eric Smith lt;er...@valvesoftware.comgt; wrote:
Sorry, we forgot part of the notes:
- Added three new community weapons
Thanks for the head's-up!
Disabling SMAC temporarily on my servers.
They are all busy trying to update right now anyway, so good time to move the
plugins to disabled for now.
(note: changing message subject, per standard practice)
Message: 3
Date: Thu, 20 Dec 2012 15:57:16 -0800
From:
Half-Life (1) under HLDS, logging to wrong directory?
Not sure exactly how long this has been going-on, but I just noticed it a few
days ago, and have been scratching my head trying to figure-out when/why it
changed.
Basic, HL1 (GoldSrc) dedicated server that I have had for (ever) basically:
: 209.54.58.74)
account : not logged in (No account specified)
map : cp_toy_fort_tbr_v6a at: 0 x, 0 y, 0 z
players : 0 (32 max)
# userid nameuniqueidconnected ping loss state adr
users
slot:userid:name
0 users
meta list
Unknown command meta
Client Weasel connected
If you do get it compiled for Linux, let me know.
I kind of specialize in hosting dedicated servers for old/wierd mods.
On the list right now:
Buzzy-Bots
Monkey-Strike
Snow-War
Wizard-Wars
Old mods never die ...
--
Message:
Don't what the cause of all that was.
But, shutting down all games and restarting, that symptom went away.
I assume some file or binary was locked or something.
Message: 3
Date: Fri, 23 Nov 2012 01:36:30 -0800
From: Weasel wea...@weaselslair.com
To: hlds_linux@list.valvesoftware.com
Subject
Seems fixed for me now.
The server seemed unwilling to update from OB Server 187 to 188 for some reason.
HLDSUpdateTool said (lied) that the installation was up to date.
But, when I would run it again, and it would STILL say it needed to update from
187 to 188.
I kept trying again several times
I got hit by the same thing, symbolic link of old new to new .so file worked to
bring 1 of my (CentOS) servers up - but sans mods of course.
No official word from Valve yet on at least acknowledging the issue?
Just catching up on today's/last-night's thread, but I didn't see any Valve
responses
===
Update
Asher Baker asherkin at gmail.com
Tue Nov 6 18:14:30 PST 2012
Previous message: [hlds_linux] Mystery update that broke Linux servers?
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They already pushed another update to fix it, make sure you remove any
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