Re: [hlds_linux] @Valve any Log4J components?

2021-12-17 Thread Nicholas Hastings
No, none of those are Java applications nor use any Java libraries, 
including log4j.


-- Original Message --
From: "Mecha Weasel" 
To: "Half-Life dedicated Linux server mailing list" 


Sent: 12/17/2021 4:47:19 PM
Subject: [hlds_linux] @Valve any Log4J components?

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.


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Re: [hlds_linux] [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread Nicholas Hastings
While the menu option may be gone (I haven't checked), the functionality
is probably still there. Just type "map " in client console.

-- 
Nicholas Hastings
AlliedMods.net <http://www.alliedmods.net>



> Weasels Lair <mailto:wea...@weaselslair.com>
> Thursday, July 7, 2016 11:23 PM
> Am I missing something? or is the option to start a "listen-server"
> entirely removed now?  There used to be a "[+]" option on the server
> thing in the GUI before.  I do not see anything like that anymore.
>
> Granted, "listen-servers" were always something that players would try
> to use and result in crappy / laggy servers - if they got it working
> at all.  However, it often used that feature to do a quick QA of a
> map, or enable sv_cheats to allow for a nav_generate for a new map and
> things like that.
>
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> Christian Deacon <mailto:gamem...@gflclan.com>
> Thursday, July 7, 2016 10:26 PM
>
> I still see many "Valve Maintenance..." servers in the community
> server browser. I guess we'll have to see if they still display after
> this maintenance event.
>
>
> Thanks.
>
>
> On 7/7/2016 10:19 PM, Jan wrote:
>
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> Jan <mailto:j...@frogvillage.info>
> Thursday, July 7, 2016 10:19 PM
> Server browser now only shows community servers.
>
> On 8.7.2016 3:50, Christian Deacon wrote:
>
>
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> Christian Deacon <mailto:gamem...@gflclan.com>
> Thursday, July 7, 2016 9:50 PM
>
> Hm strange. My server's Steam account is logged in okay, just the
> identity isn't logging in. I'll wait until the item servers, etc are
> back up and see if the issue continues.
>
>
> Also, I wonder if Valve servers are still going to display in the
> community server browser. If so, I guess custom community servers will
> have the same visibility issue as before due to Valve servers spamming
> the list.
>
>
> Thanks.
>
>
> On 7/7/2016 9:36 PM, Thomas Deisinger wrote:
>
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> Thomas Deisinger <mailto:tmd92...@bethel.edu>
> Thursday, July 7, 2016 9:36 PM
> Both mine are logged in and working fine. I did notice that one of the
> steam IDs was a different format
>
>
>
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Re: [hlds_linux] TF2: GSLTs causing issues?

2016-05-18 Thread Nicholas Hastings
The prevailing theory is that after yesterday's Steam maintenance, TF2
now requires GSLT's to be tied to a Steam account with a qualifying
phone number tied to it. This is the same as CS:GO's requirement and was
already coming to TF2 eventually.

I cannot reproduce the issues with one of my own GSLTs, which is tied to
an account that qualifies.

-- 
Nicholas Hastings
AlliedMods.net <http://www.alliedmods.net>
> Ross Bemrose <mailto:rbemr...@gmail.com>
> Wednesday, May 18, 2016 6:13 PM
> Ever since sometime yesterday, some (all?) TF2 servers that use GSLTs
> (using sv_setsteamaccount) are having issues with other Steam
> services, such as the item server and workshop.
>
> Did something change on the backend?
>
>
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Re: [hlds_linux] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Nicholas Hastings
The last beta branch for the 2013 SDK, named "upcoming", still hasn't
officially landed after however long its been (close to a year?).

Additionally, any code changes between "upcoming" and "beta_test" have
not yet been pushed to the source-sdk-2013 repository on GitHub, which
could cause further incompatibilities with mods.

-- 
Nicholas Hastings
AlliedMods.net <http://www.alliedmods.net>



> Eric Smith <mailto:er...@valvesoftware.com>
> Monday, September 7, 2015 10:39 PM
> We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for
> the beta branch is "beta_test". If you're running a game that depends
> on the Source SDK Base 2013 Multiplayer tool, please give the beta a
> try and report any problems. You can email me directly with any
> problems you find.
>
> * Clients can opt-in to the beta using the Betas tab of the Properties
> dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
>
> * Dedicated servers can find information about how to use a beta here:
> https://developer.valvesoftware.com/wiki/SteamCMD
>
> We're also working on updates for Counter-Strike: Source, Day of
> Defeat: Source, and Half-Life 2: Deathmatch. We'll have more
> information about those soon.
>
> Thanks.
>
> -Eric
>
>
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Re: [hlds_linux] [hlds] Could not establish connection to Steam servers. (Result = 15)

2014-05-14 Thread Nicholas Hastings
It's built into the engine. Mod code doesn't touch it. I believe that 
the 2013 SDK Base was last updated after it was added, so it should be 
there.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Weasels Lair mailto:wea...@weaselslair.com
Wednesday, May 14, 2014 1:03 AM
I do not think Fistful-of-Frags dedicated server is setup for that server
registration stuff (sv_setsteamaccount). I asked the developer about it
like a month ago - and he didn't seem to know what I was talking about.

But, the server list is not gigantic (like TF2, or CS, etc.). So, no big
deal for people to re-find servers right now if their IP addresses change.

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Jesse Molina mailto:je...@opendreams.net
Tuesday, May 13, 2014 11:19 PM

Nevermind. My sv_setsteamaccount token was invalid, though I don't yet 
know why.







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Jesse Molina mailto:je...@opendreams.net
Tuesday, May 13, 2014 8:36 PM

Hi all

I set up a new Fistful of Frags server yesterday and it is generally 
working, but it isn't listing in the server directory, and I am 
getting the following error message after startup:


Could not establish connection to Steam servers.  (Result = 15)
Could not establish connection to Steam servers.  (Result = 15)

Does anyone know what error code 15 is?

My situation is slightly peculiar in that my host has multiple IPs and 
I load many srcds servers onto a single IP across many different 
ports. I also have a complicated firewall setup which could be the 
cause. However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 
servers on this host which don't have any similar problem.


I need to do a tcpdump and see if FoF is trying to do something 
naughty, like binding to the wrong IP for some ephemeral connection.



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[hlds_linux] [hlds] Mandatory Nuclear Dawn update released

2014-04-20 Thread Nicholas Hastings

A mandatory update for Nuclear Dawn has been released.

For anyone still running servers, you will need to update in order for 
clients to still be able to connect. This is the final version of the 
update that has been on the linuxbeta branch for the past few months.


As a reminder, ND Dedicated Server's app id is 111710.

The full changelog is below.

General:
- Added client support for Linux.
- Fixed Russian and Czech Languages not being selectable in Steam game 
properties.
- Fixed minimap placement issues that would sometimes occur after 
resolution change.

- Fixed issue where commander could get stuck on a ladder in RTS view.
- Fixed sonic turret fire range being slightly shorter than lock-on range.
- Whitelisted r_decals client convar by community request.
- Improved overall stability.

Community-created Content:
- Updated Workshop map instructions link.
- Added missing Final Hammer compile configuration.
- Fixed typo in Hammer fgd file causing Empire wall and barrier issues.
- Fixed client crash when subscribed to Workshop file that no longer 
exists or has been made private.
- Fixed server crashes that could occur when attempting to sync Workshop 
maps when Steam was down or syncing current map.

- Fixed uploading maps of size  100mb to Workshop.
- Increased individual user Workshop storage quota to 1gb.
- Greatly improved client subscribed Workshop map sync time on game launch.
- HTTPS map downloads with self-signed certificates now work.
- Clients now automatically download game server Workshop-synced maps 
directly from Workshop on connect.
- Map support files (scripts, loading image, etc.) now get 
automaticallybspzipped into the map before upload if not already in map.


--
Nicholas Hastingshttp://www.alliedmods.net

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Re: [hlds_linux] All SteamCMD authenticated logins failing for me at this time

2014-03-11 Thread Nicholas Hastings

Welcome to Tuesdays.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




wickedplayer494 mailto:wickedplayer...@gmail.com
Tuesday, March 11, 2014 8:47 PM
Steam died: http://steamstat.us/



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Jesse Molina mailto:je...@opendreams.net
Tuesday, March 11, 2014 8:45 PM

At this time, all SteamCMD authenticated logins are failing for me.

Logging in user 'xx' to Steam Public...Login Failure: Try 
another CM

Failed.
ERROR! Failed to request AppInfo update, not online or not logged in 
to Steam.


Updater exit code was 8


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Re: [hlds_linux] Automated SteamCMD updates for non-Valve game servers

2014-02-19 Thread Nicholas Hastings
It's the responsibility of the developer. They have access to set the 
version that the UpToDateCheck would display, and of course have control 
over their own downloaded files if they want to include a version file 
similar to steam.inf.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Jesse Molina mailto:je...@opendreams.net
Wednesday, February 19, 2014 9:01 PM

Hi all

What methodologies are available for automatically updating non-Valve 
games with SteamCMD?  Specifically, I am working on Linux here, and I 
am trying to produce an automatic update system for the Starbound 
server (AppID 211820).


With TF2, CSGO, and other Valve games, I can query the WebAPI to find 
out what the remote version is, and I have the local version in the 
game's steam.inf file.  This makes it very easy to determine if my 
locally installed version needs to be updated via SteamCMD.


However, games which have a dedicated server, like Starbound, don't 
have an UpToDateCheck WebAPI interface, and there is nothing in the 
distribution files which indicate the local version.


Is it the responsibility of Steam customers (Starbound devs in this 
case) to do something to enable the UpToDateCheck WebAPI interface for 
their game, or is this a Valve-only feature?


Any advice?


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Re: [hlds_linux] hl2:ctf / sdk2006 steampipe update steamcmd says no sub on app id 204

2013-12-31 Thread Nicholas Hastings
There are no more SDK Base 2006 linux binaries unless you have them 
saved from an old install.


They got lost during or after the SteamPipe conversion. I tried emailing 
MartinO @ Valve about it since he did at least some of the mod 
conversions, but didn't get a response.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Foo Bar mailto:fooba...@gmail.com
Tuesday, December 31, 2013 8:38 PM
So, I'm re-visiting this again. I've been able to raise an hl2ctf 2.1 (sdk
2006) server by installing app_id 205 with @sSteamCmdForcePlatformType =
windows and running it under wine; but that sucks - it doesn't honor
-console and trying to use the GUI tool just crashes the server. Plus
there's having to run it under Wine...

When I try to install the Linux version by using a stock install to cmd,
AND setting @sSteamCmdForcePlatformType = linux the only Linux 
binaries

I receive are hlds_run and friends, which crash - and srcds.exe and
friendly dll's - Windows executables. hlds_run crashes hard, and I
didn't expect it to work anyway.

Is the SDK 2006 Multiplayer server for Linux completely hosed?





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Foo Bar mailto:fooba...@gmail.com
Friday, October 18, 2013 6:10 PM
Happy Friday!

Earlier this week SDK2006 was upgraded to Steampipe. Since then we're
seeing:

SteamStartValidatingUserIDTicket: Returned ESteamError 25

on our HL2:CTF 2.1 (which was greenlit by the way, woo!) server, and a
STEAM validation rejected in game. This appears to be happening to some,
but not all players.

I figure it's time to do an update on the server using steamcmd. There
isn't an explicit AppID that I can see for HL2:CTF but I decided to try
appid 204 (Source Dedicated Server).

Trying to install appid 204 yields ERROR! Failed to install app '204' (No
subscription)

./steamcmd.sh +login anonymous +force_install_dir ../hlds2/ 
+app_update 204

validate +quit
Redirecting stderr to '/home/hl2ctf/Steam/logs/stderr.txt'
[ 0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Connecting anonymously to Steam Public...Success.
ERROR! Failed to install app '204' (No subscription)

This occurs with or without the validate option.

If I login to a steam account, I see:

ERROR! Failed to install app '204' (Invalid platform)

I've also read of a client side work around that was used for Blackmesa (
http://forums.blackmesasource.com/showthread.php?p=561205) and it also
includes the steps above, but it ain't working for me.

Ubuntu 12.04.2 LTS
Linux aqua 3.2.0-54-generic #82-Ubuntu SMP Tue Sep 10 20:08:42 UTC 2013
x86_64 x86_64 x86_64 GNU/Linux

Oh, I just noticed that 204 is deleted according to
http://steamdb.info/app/204/ but 205 (the win32 version) is still present.

Clues appreciated!

Thanks

foo
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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Nicholas Hastings
No value can be from connecting manually via the game console without 
specifying a parameter after the address. (which is where that tag comes 
from)


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Chris Oryschak mailto:ch...@oryschak.com
Thursday, November 14, 2013 11:11 AM
Yup this is really good to know how your community is doing. Defiantly a
awesome feature.. can't wait for some sql logging and analytic pages made
to make per server/date/time frame stats displayed... I'm getting some
users that aren't returning a value though:


11:09:08 [SM] Displaying connection method for all players...
- 507 iL Cappo!! serverbrowser_history
- NovaesThnGr8 serverbrowser_history
- sic serverbrowser_history
- sleepy serverbrowser_internet
- Friz serverbrowser_history
- HeSnakeHeroofEternisen
- YYZ serverbrowser_history
- Sombre serverbrowser_history
- Ash 2.0 serverbrowser_internet
- [WCE] Monty serverbrowser_favorites
- shadowlerks serverbrowser_history
- Pinhead{EMC} serverbrowser_favorites
- Skorchy serverbrowser_internet
- BUMSPAM serverbrowser_history
- =(eGO)=Tango v1.0 serverbrowser_history
- Hernii55338 serverbrowser_favorites
- Spaceman serverbrowser_favorites
- supp0rt
- Aminal Parade serverbrowser_history
- Jizz_Syrup serverbrowser_history
- DRAK? serverbrowser_favorites
- Peppermiz serverbrowser_favorites
- Jake steam
- fan951126 serverbrowser_history
- Pwel serverbrowser_internet
- Princess Juggs serverbrowser_favorites
- SGTBrutus serverbrowser_favorites
- Paco Ernesto serverbrowser_history
- Machiavellian Spork serverbrowser_favorites
- Kbeezey serverbrowser_history


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ics mailto:i...@ics-base.net
Thursday, November 14, 2013 10:39 AM
Quite surprising results. Well not really. I just assumed quikcplay 
connected players count would be higher but it does seems that ~70% of 
our players join through favorites.


Thanks for the plug-in!

-ics




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Doctor McKay mailto:mc...@doctormckay.com
Wednesday, November 13, 2013 7:01 PM
Here is a plugin that simply displays how all in-game players connected to
the server after running a command:
https://forums.alliedmods.net/showthread.php?t=229731

More full-featured stats will be released soon.


Dr. McKay
www.doctormckay.com


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ics mailto:i...@ics-base.net
Tuesday, November 12, 2013 3:13 PM
I'd settle for a command that lists where current players of the 
server came from, for example addition into status command field along 
with ping and such.


-ics




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DontWannaName! mailto:ad...@topnotchclan.com
Tuesday, November 12, 2013 3:04 PM
Grab the client value using sourcemod?

Sent from my iPhone 5


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Re: [hlds_linux] Mandatory TF2 update released

2013-10-02 Thread Nicholas Hastings

It looks like the config/config.vdf in your steamcmd dir is corrupt.

Try deleting it and re-running.

--
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AlliedMods.net http://www.alliedmods.net




Chris Oryschak mailto:ch...@oryschak.com
Wednesday, October 2, 2013 10:25 PM
Since this update my steamcmd is failing and spamming a bunch of text. I
tried updating steamcmd and still the same results. Below is the ending
snipped of the output after running

./steamcmd.sh +login anonymous +force_install_dir /home/rb/srcds/
+app_update 232250 validate +quit


InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), 
(*232256*),

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), 
(*232256*),

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), 
(*232256*),

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/tier1/../tier1/KeyValues.cpp
(2403) : Assertion Failed: Error while parsing text KeyValues for resource
InstallConfigStore
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, 232256,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, depots, (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, Steam, (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, Valve, (*Steam*), (*depots*), (*232256*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, Software, (*Valve*), (*Steam*), (*depots*), 
(*232256*),

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
file InstallConfigStore [offset: 4096]
InstallConfigStore, (*Software*), (*Valve*), (*Steam*), (*depots*),
(*232256*),
/home

Re: [hlds_linux] l4d2 update

2013-08-27 Thread Nicholas Hastings
It was the August 16th update. They were just late on rolling the master 
server required version.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Erik-jan Riemers mailto:riem...@binkey.nl
Tuesday, August 27, 2013 3:03 AM
I dont know what changed, but i checked the steam api url for out of date
and that triggered my tools yesterday.


2013/8/27 wickedplayer494 . wickedplayer...@gmail.com

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wickedplayer494 . mailto:wickedplayer...@gmail.com
Tuesday, August 27, 2013 2:46 AM
If you saw it on either SteamDB or SteamPing, it might be a mystery.
However, the SteamDB page for 550 (
http://steamdb.info/app/550/#section_history) only shows Changed
changenumber – 267715 › 272381 and no branch updates. Usually, this means
that only something server-side was changed in the changelist 272381
involving L4D2, meaning that the game's actual content wasn't updated.


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Erik-jan Riemers mailto:riem...@binkey.nl
Tuesday, August 27, 2013 2:06 AM
So i noticed a l4d2 update yesterday, what was the change?

Appcode 550 does not show changes..

Cheers,
Erik

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Re: [hlds_linux] Left 4 Dead 2 server beta available

2013-06-29 Thread Nicholas Hastings
Try adding the libstdc++.so.6 from a tf2, css, hl2dm, or dods server, or 
steamcmd's linux32 dir to the bin dir where you installed.


@Kerry that should probably be added to the linux server depot.
--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




oGre mailto:o...@muppfarmen.se
Saturday, June 29, 2013 5:33 AM
What about server requirements?

I tried the beta on a fully updated CentOS 6.4 server:

Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))

Does this mean that you suddenly require a GLIBC-version that isn't in
CentOS?

ldd libtier0_srv.so
./libtier0_srv.so: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.15' not
found (required by ./libtier0_srv.so)
linux-gate.so.1 = (0x003d4000)
librt.so.1 = /lib/librt.so.1 (0x00af)
libm.so.6 = /lib/libm.so.6 (0x0084e000)
libdl.so.2 = /lib/libdl.so.2 (0x007ce000)
libstdc++.so.6 = /usr/lib/libstdc++.so.6 (0x00128000)
libpthread.so.0 = /lib/libpthread.so.0 (0x00e02000)
/lib/ld-linux.so.2 (0x0068b000)
libc.so.6 = /lib/libc.so.6 (0x0048e000)
libgcc_s.so.1 = /lib/libgcc_s.so.1 (0x008c4000)

Bummer in that case.

/o





Ondřej Hošek mailto:ondra.ho...@gmail.com
Saturday, June 29, 2013 5:07 AM

I already reported that on github; it has been closed as WONTFIX. [1]
However, Valve might simply end up removing many of the shared files
that aren't actually shared, e.g. the Half-Life 2 dialogue. [2]

Cheers,
~~ Ondra

[1] https://github.com/ValveSoftware/Source-1-Games/issues/213
[2] https://github.com/ValveSoftware/Source-1-Games/issues/708

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Kyle Sanderson mailto:kyle.l...@gmail.com
Saturday, June 29, 2013 5:00 AM
For clients this is still a huge regression with on-disk storage. Games
that used to share GCFs no longer do so, which results in gigabytes of
duplicated data. If you install any Source 2k9 game you'll notice the
installs are no longer minimal (HL2:DM used to take 17MB~ if you had
another game installed).


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Kyle Brantley mailto:k...@averageurl.com
Saturday, June 29, 2013 12:55 AM
HUGE improvement in on-disk storage; thanks!

SteamPipe:
$ du -sh *
15G l4d2

SteamPipe beta:
$ du -sh *
7.7Gl4d2


--Kyle





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Kerry Davis mailto:ke...@valvesoftware.com
Friday, June 28, 2013 5:26 PM

Left 4 Dead 2 has a new dedicated server build available as a beta. 
Add “-beta beta” to your SteamCMD command line to get the beta. This 
is the updated build that will be released to clients next week, so it 
is NOT interoperable with the current public client.


Due to updated build scripts and a regeneration of the vpk’s, this 
depot will be about 2GB smaller than the pre-SteamPipe version.


- Kerry

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Re: [hlds_linux] Re : hlds_linux left4dead2-beta

2013-05-21 Thread Nicholas Hastings

What app id did you download?

223530 is still the client.

227050 is the linux dedicated server.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




sylvain mailto:cont...@baal.fr
Tuesday, May 21, 2013 3:21 PM
hi ,

i have test with steam cmd but i have the same error .

/srcds_run -game left4dead2 +sys_ticrate 100 +map c1m1_hotel +ip 
178.33.252.126 -port 28001 -autoupdate -console -secure -maxplayers 10 
-nohltv Server will auto-restart if there is a crash.

WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:40 (UTC+0200): Server restart in 10 seconds
WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:50 (UTC+0200): Server restart in 10 seconds
^Clundi 20 mai 2013, 23:31:58 (UTC+0200): Server Quit

and libstdc++.so.6 is install in /usr/lib/

but the server working on my pc at home ubuntu 12.10 LTS 64 bit with 
ia32-libs


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Re: [hlds_linux] Re : hlds_linux left4dead2-beta

2013-05-21 Thread Nicholas Hastings
He's not even getting the engine loaded, let alone attempting the 
gamedll load due to the GLIBC dependency issue. As noted, it's likely 
from using the client files, rather than the server files (the _srv 
bins) that don't have as new of a version required (at least if similar 
tf/cstrike/dod/hl2mp).


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Kerry Davis mailto:ke...@valvesoftware.com
Tuesday, May 21, 2013 3:53 PM
One problem I see, you need to run -game left4dead2_beta.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of sylvain

Sent: Tuesday, May 21, 2013 12:22 PM
To: hlds linux
Subject: [hlds_linux] Re : hlds_linux left4dead2-beta

hi ,

i have test with steam cmd but i have the same error .

/srcds_run -game left4dead2 +sys_ticrate 100 +map c1m1_hotel +ip 
178.33.252.126 -port 28001 -autoupdate -console -secure -maxplayers 10 
-nohltv Server will auto-restart if there is a crash.

WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so)) Add 
-debug to the ./srcds_run command line to generate a debug.log to 
help with solving this problem lundi 20 mai 2013, 23:31:40 (UTC+0200): 
Server restart in 10 seconds

WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so)) Add 
-debug to the ./srcds_run command line to generate a debug.log to 
help with solving this problem lundi 20 mai 2013, 23:31:50 (UTC+0200): 
Server restart in 10 seconds ^Clundi 20 mai 2013, 23:31:58 (UTC+0200): 
Server Quit


and libstdc++.so.6 is install in /usr/lib/

but the server working on my pc at home ubuntu 12.10 LTS 64 bit with 
ia32-libs


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sylvain mailto:cont...@baal.fr
Tuesday, May 21, 2013 3:21 PM
hi ,

i have test with steam cmd but i have the same error .

/srcds_run -game left4dead2 +sys_ticrate 100 +map c1m1_hotel +ip 
178.33.252.126 -port 28001 -autoupdate -console -secure -maxplayers 10 
-nohltv Server will auto-restart if there is a crash.

WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:40 (UTC+0200): Server restart in 10 seconds
WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:50 (UTC+0200): Server restart in 10 seconds
^Clundi 20 mai 2013, 23:31:58 (UTC+0200): Server Quit

and libstdc++.so.6 is install in /usr/lib/

but the server working on my pc at home ubuntu 12.10 LTS 64 bit with 
ia32-libs


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Re: [hlds_linux] Re : hlds_linux left4dead2-beta

2013-05-20 Thread Nicholas Hastings
You need to download the linux dedicated server files via SteamCMD. The 
client files have a much newer GLIBC requirement.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




sylvain mailto:cont...@baal.fr
Monday, May 20, 2013 5:36 PM
for complete , my servers logs

./srcds_run -game left4dead2 +sys_ticrate 100 +map c1m1_hotel +ip 
178.33.252.126 -port 28001 -autoupdate -console -secure -maxplayers 10 
-nohltv Server will auto-restart if there is a crash.

WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:40 (UTC+0200): Server restart in 10 seconds
WARNING: Failed to locate steam binary.
WARNING: Could not locate steam binary:, ignoring.
Failed to open dedicated_srv.so (/usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.15' not found (required by bin/libtier0_srv.so))
Add -debug to the ./srcds_run command line to generate a debug.log 
to help with solving this problem

lundi 20 mai 2013, 23:31:50 (UTC+0200): Server restart in 10 seconds
^Clundi 20 mai 2013, 23:31:58 (UTC+0200): Server Quit


ls /usr/bin

libstdc++.so.6
libstdc++.so.6.0.13

i'm running a debian 6 in 32 bits

my server is up to date



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Monday, May 20, 2013 3:00 PM
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Today's Topics:

1. hlds_linux left4dead2-beta (sylvain)
2. Re: [hlds_announce] Mandatory updates for CS:S, HL2:DM, and
   DoD:S released (AnAkIn)
3. Re: hlds_linux left4dead2-beta (Ond?ej Ho?ek)


--

Message: 1
Date: Mon, 20 May 2013 19:35:48 +0200 (CEST)
From: sylvaincont...@baal.fr
To: hlds linuxhlds_linux@list.valvesoftware.com
Subject: [hlds_linux] hlds_linux left4dead2-beta
Message-ID:735229479.639.1369071348075.javamail.r...@baal.fr
Content-Type: text/plain; charset=utf-8

hi ,

I am a player left for dead 2, I host my usual servers myself, on dedicated 
servers at OVH linux debian 6, I would host a left for dead 2 beta server, a 
person on a forum issued the the idea that a dedicated server files are 
available in the client linux / home/user/.steam/steamapps/left4dead2 / I try 
to upload these files to my ftp server but este error apparently lacks a 
dependency libstdc + +6, while this dependence is present on my server, and 
left for dead 2 server and counter strick working properly ..

someone you have an idea

I know that and crafts, but her could have permetre correct pings ...

open to all suggestions

sorry for my English but I am French, and I am helped by google translation



--

Message: 2
Date: Mon, 20 May 2013 19:37:59 +0200
From: AnAkInanakin...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds_announce] Mandatory updates for CS:S,
HL2:DM, and DoD:S released
Message-ID:
CAMrq2zGjjW-k8Gzm2aQ2O=qfby02+bpztqkbip8ulikoesg...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

Any chance for players that don't have it to be able to change their FoV to
110 as well, or do they need really need to buy this to have an advantage
over other players? :)


2013/5/20 Alfred Reynoldsalf...@valvesoftware.com


The Oculus is currently 1280x800, which is then split between 2 eyes, it
makes for a fuzzy game. It would not be any fun for CS:S right now, once
the resolution of the devices increases then maybe that changes (and they
are promising increasing resolutions).

- Alfred

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Josh Stratton
Sent: Monday, May 20, 2013 10:11 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds_announce] Mandatory updates for CS:S,
HL2:DM, and DoD:S released

Any chance we could see VR support on CS:S? I would love to see the stats
on how it would effect competitive gameplay.

On Monday

Re: [hlds_linux] hlds_linux Digest, Vol 63, Issue 34 left4dead2 dedicated server

2013-05-13 Thread Nicholas Hastings
The client and Windows server files can be downloaded with SteamCMD, 
while logged into an account that owns L4D2, using app id 223530.


The linux server binaries can be gotten via the same method using app id 
227050. You'll have to manually merge them together.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




ics mailto:i...@ics-base.net
Monday, May 13, 2013 3:58 PM
As far as i know, it's client beta only, not a server beta (linux).

-ics




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Sylvain mailto:cont...@baal.fr
Monday, May 13, 2013 3:46 PM
This command line ./steam -command update -game left4dead2 -dir . 
Install left for dead 2 i need left4dead2 beta





hlds_linux-requ...@list.valvesoftware.com 
mailto:hlds_linux-requ...@list.valvesoftware.com

Monday, May 13, 2013 1:38 PM
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When replying, please edit your Subject line so it is more specific
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Today's Topics:

1. Re: left4dead2 beta dedicated server
(Svensk Ljud  Ljus Produktion)
2. Re: CS 1.6-Beta Wrong images as MOTD / Ads ? (Weasel)
3. TF2 server performance spikes (Fletcher Dunn)
4. Re: [hlds] TF2 server performance spikes (Bjorn Wielens)
5. Re: [hlds] TF2 server performance spikes (Fletcher Dunn)
6. TF2 Mandatory update coming today: HLDSUpdateTool grace
period is over (Fletcher Dunn)
7. Re: TF2 Mandatory update coming today: HLDSUpdateTool grace
period is over (pilger)
8. Re: TF2 Mandatory update coming today: HLDSUpdateTool grace
period is over (1nsane)


--

Message: 1
Date: Sun, 12 May 2013 22:41:01 +0200
From: Svensk Ljud  Ljus Produktion i...@teaterljud.se
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] left4dead2 beta dedicated server
Message-ID: 518ffe5d.5070...@teaterljud.se
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

./steam -command update -game left4dead2 -dir .

Good luck !

Peter


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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Nicholas Hastings

That's currently disabled for cstrike, dod, hl2mp, and tf.

With all of the optional updates going around, we can't ship/update a 
single set of gamedata without breaking something for somebody.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Ondr(ej Hos(ek mailto:ondra.ho...@gmail.com
Monday, May 13, 2013 4:08 PM

SourceMod has a gamedata auto-updater which should take care of this 
for you.


Cheers,
~~ Ondra

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martin v mailto:velt...@gmail.com
Monday, May 13, 2013 3:46 PM
Yes it will. You will have to update your SM gamedata AFTER the update is
released.


2013/5/13 Michael Johansen michs...@live.no

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Michael Johansen mailto:michs...@live.no
Monday, May 13, 2013 3:36 PM
Will this update break SM  MM?


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martin v mailto:velt...@gmail.com
Monday, May 13, 2013 2:23 PM
ETA?


2013/5/13 1nsane 1nsane...@gmail.com

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1nsane mailto:1nsane...@gmail.com
Monday, May 13, 2013 1:37 PM
Yay. Now everyone will be running the same version.


On Mon, May 13, 2013 at 1:22 PM, Fletcher Dunn
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Re: [hlds_linux] TF2 Mandatory update coming today: HLDSUpdateTool grace period is over

2013-05-13 Thread Nicholas Hastings
You can grab the gamedata directory from a snapshot version. The latest 
snapshots will always match the latest available (optional) update. 
(excluding prerelease)


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Peter Reinhold mailto:peter_va...@reinhold.dk
Monday, May 13, 2013 4:17 PM
On 13.05.2013 21:09, Nicholas Hastings wrote:


Where do we get the new gamedata?  Or do you have to create new files 
after the release?



/Peter


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Nicholas Hastings mailto:psycho...@alliedmods.net
Monday, May 13, 2013 4:09 PM
That's currently disabled for cstrike, dod, hl2mp, and tf.

With all of the optional updates going around, we can't ship/update a 
single set of gamedata without breaking something for somebody.


Ondr(ej Hos(ek mailto:ondra.ho...@gmail.com
Monday, May 13, 2013 4:08 PM

SourceMod has a gamedata auto-updater which should take care of this 
for you.


Cheers,
~~ Ondra

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martin v mailto:velt...@gmail.com
Monday, May 13, 2013 3:46 PM
Yes it will. You will have to update your SM gamedata AFTER the update is
released.


2013/5/13 Michael Johansen michs...@live.no

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Michael Johansen mailto:michs...@live.no
Monday, May 13, 2013 3:36 PM
Will this update break SM  MM?


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Re: [hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Nicholas Hastings
It will find it just fine where it's at. That's just a debug message 
from it trying that location first.


The steam client doesn't need to be there as it will also check the 
local bin dir.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net


Rudy Bleeker mailto:rblee...@gmail.com
Wednesday, May 01, 2013 9:31 AM
I haven't seen this mentioned before, perhaps I missed it, but I
noticed that the steampipe version of my TF2 server couldn't find it's
steam library and throws the error:

dlopen failed trying to load:
/home/username/.steam/sdk32/steamclient.so
with error:
/home/username/.steam/sdk32/steamclient.so: cannot open shared
object file: No such file or directory

It does this even though I've specified -steam_dir and
-steamcmd_script on the command line. I resolved it by making a
symlink in my homedirectory to the steamcmd installation directory
named .steam and a symlink sdk32 - linux32 in the steamcmd install
directory, but that's more a work-around than a solution.

--
Idleness is not doing nothing. Idleness is being free to do anything.
- Floyd Dell

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Re: [hlds_linux] Steampipe TF2 server can't find steam libraries

2013-05-01 Thread Nicholas Hastings
Whoops. I was thinking that you were talking about srcds which does or 
did display similar.


The same still applies to steamcmd. It will fallback to the shipped 
steam libs in your /usr/local/steamcmd/linux32 dir.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Rudy Bleeker mailto:rblee...@gmail.com
Wednesday, May 01, 2013 11:00 AM
On Wed, May 1, 2013 at 3:36 PM, Nicholas Hastings

What local bin dir do you mean exactly? My steamcmd installation is in
/usr/local/steamcmd/ which I specify on the commandline with the
-steam_dir option, would that be enough?



--
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Nicholas Hastings mailto:psycho...@alliedmods.net
Wednesday, May 01, 2013 9:36 AM
It will find it just fine where it's at. That's just a debug message 
from it trying that location first.


The steam client doesn't need to be there as it will also check the 
local bin dir.


Rudy Bleeker mailto:rblee...@gmail.com
Wednesday, May 01, 2013 9:31 AM
I haven't seen this mentioned before, perhaps I missed it, but I
noticed that the steampipe version of my TF2 server couldn't find it's
steam library and throws the error:

dlopen failed trying to load:
/home/username/.steam/sdk32/steamclient.so
with error:
/home/username/.steam/sdk32/steamclient.so: cannot open shared
object file: No such file or directory

It does this even though I've specified -steam_dir and
-steamcmd_script on the command line. I resolved it by making a
symlink in my homedirectory to the steamcmd installation directory
named .steam and a symlink sdk32 - linux32 in the steamcmd install
directory, but that's more a work-around than a solution.

--
Idleness is not doing nothing. Idleness is being free to do anything.
- Floyd Dell

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Re: [hlds_linux] SteamPipe seg faults

2013-04-30 Thread Nicholas Hastings
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 PM
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 wait for the SteamPipe update to be pushed later today,
after which SourceMod's devs will push out new gamedata that actually 
works

with SteamPipe.

On Tue, Apr 30, 2013 at 12:46 PM, Russell Smith



Russell Smith mailto:ve...@tinylittlerobots.us
Tuesday, April 30, 2013 12:46 PM
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 hard to say for certain. However one of 
them is crashing as soon as a player joins and picks a class.


In the console I see:
Segmentation fault (core dumped)
BFD: Warning: /home/tf2server/servers/tf2/blu/core is truncated: 
expected core file size = 550031360, found: 1179648.

Cannot access memory at address 0xf77b28f0
Cannot access memory at address 0xffe2e36c
/home/tf2server/servers/tf2/blu/debug.cmds:4: Error in sourced command 
file:

Cannot access memory at address 0xf77b28f0

Contents of the debug log here:
http://pastebin.com/i5QaLjwz

All servers are running MM 1.9.3, SourceMod 1.4.8-hg3622.

Any ideas?

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Re: [hlds_linux] SteamPipe seg faults

2013-04-30 Thread Nicholas Hastings
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
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 



Nicholas Hastings mailto:psycho...@alliedmods.net
Tuesday, April 30, 2013 12:51 PM
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.


Ross Bemrose mailto:rbemr...@gmail.com
Tuesday, April 30, 2013 12:50 PM
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 wait for the SteamPipe update to be pushed later today,
after which SourceMod's devs will push out new gamedata that actually 
works

with SteamPipe.

On Tue, Apr 30, 2013 at 12:46 PM, Russell Smith



Russell Smith mailto:ve...@tinylittlerobots.us
Tuesday, April 30, 2013 12:46 PM
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 hard to say for certain. However one of 
them is crashing as soon as a player joins and picks a class.


In the console I see:
Segmentation fault (core dumped)
BFD: Warning: /home/tf2server/servers/tf2/blu/core is truncated: 
expected core file size = 550031360, found: 1179648.

Cannot access memory at address 0xf77b28f0
Cannot access memory at address 0xffe2e36c
/home/tf2server/servers/tf2/blu/debug.cmds:4: Error in sourced command 
file:

Cannot access memory at address 0xf77b28f0

Contents of the debug log here:
http://pastebin.com/i5QaLjwz

All servers are running MM 1.9.3, SourceMod 1.4.8-hg3622.

Any ideas?

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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Nicholas Hastings
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.


Do you know why this might have happened and if it's staying this way?


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 30, 2013 3:07 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 directory
* Restored VPK file cache, with tuned size to reduce memory usage and 
improve client boot and map load times


This server is compatible with all currently running clients. 
(SteamPipe and non-SteamPipe.)


We expect to flip the switch to force all clients to convert to 
SteamPipe in a few hours. (Approx 2:00 PM Seattle time.) At this time, 
the Steampipe beta server which has just been released will become 
the official server. There will not be another update.


If you were waiting for the right time to start flipping your servers 
to SteamPipe, now is it.


Thanks,
Fletch
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Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing all clients to convert soon.

2013-04-30 Thread Nicholas Hastings

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 foreseeable future.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Nicholas Hastings

Sent: Tuesday, April 30, 2013 12:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 SteamPipe beta update released. Forcing 
all clients to convert soon.


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.


Do you know why this might have happened and if it's staying this way?


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net



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Nicholas Hastings mailto:psycho...@alliedmods.net
Tuesday, April 30, 2013 3:27 PM
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.


Do you know why this might have happened and if it's staying this way?


Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 30, 2013 3:07 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 directory

* Restored VPK file cache, with tuned size to reduce memory usage and 
improve client boot and map load times


This server is compatible with all currently running clients.  
(SteamPipe and non-SteamPipe.)


We expect to flip the switch to force all clients to convert to 
SteamPipe in a few hours.  (Approx 2:00 PM Seattle time.)  At this 
time, the Steampipe beta server which has just been released will 
become the official server.  There will not be another update.


If you were waiting for the right time to start flipping your servers 
to SteamPipe, now is it.


Thanks,

Fletch

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Re: [hlds_linux] [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Nicholas Hastings

Back it up first, before converting to beta.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Ryan Stecker mailto:voidedwea...@gmail.com
Tuesday, April 23, 2013 3:49 PM
That's useful to know, but the redownload is still a major downside.


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Doctor McKay mailto:mc...@doctormckay.com
Tuesday, April 23, 2013 3:44 PM
I was able to opt out of the beta just fine. It required a TF2 reinstall,
but it worked.

Dr. McKay



Ryan Stecker mailto:voidedwea...@gmail.com
Tuesday, April 23, 2013 2:37 PM
Getting the two versions to work together would be great news.

The only thing stopping me (and I assume others) from testing the 
steampipe

branch is the fact that opting my client into that beta is a permanent
change, so I would not be able to join my current non-steampipe servers in
the case of needing to deal with administrative issues or simply to play.


On Tue, Apr 23, 2013 at 1:25 PM, Fletcher Dunn
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Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 23, 2013 2:25 PM

Oops.  The “cstrike” folder name was a cut and paste typo.  Replace 
“cstrike” with “tf”.  A similar change is coming to all Source engine 
games.


The two versions of TF2 are currently incompatible.  I am hoping to 
resolve some sv_pure incompatibilities and make them interoperable, so 
we can get much higher adoption rate.


*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson

*Sent:* Tuesday, April 23, 2013 11:16 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mandatory update to TF2 SteamPipe beta released

Is this just TF? You make a lot of references to cstrike.

Thanks,
Kyle.

On 23 Apr 2013 11:12, Fletcher Dunn fletch...@valvesoftware.com 
mailto:fletch...@valvesoftware.com wrote:


A mandatory update to the TF2 SteamPipe beta has been released.  
Although the update is “mandatory” (the PatchVersion has been bumped 
so you will need to upgrade your server in order to host clients 
running the latest version), your server will not automatically restart.


Team Fortress 2:

* Synced with release version of game

Source engine:

* VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that 
could not be located by the engine.


* Default mapcycle file moved to 
cstrike/cfg/mapcyclefile_default.txt.  It will be loaded if no 
mapcycle.txt file can be found and convar is set to default name.


* Mapcycle file will be loaded from cstrike/cfg directory if it 
exists, falling back to root cstrike directory otherwise.


* Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory

* Mapcycle file parsing allows C-style comments and blank lines


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Kyle Sanderson mailto:kyle.l...@gmail.com
Tuesday, April 23, 2013 2:16 PM

Is this just TF? You make a lot of references to cstrike.

Thanks,
Kyle.

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Re: [hlds_linux] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Nicholas Hastings
Due to the IFileSystem interface version changing, MM:S does not try to 
use it and suspends MM plugin loading via vdf file for safety (as it 
indirectly uses KeyValues::LoadFromFile, which uses that iface).


You can either grab a new snapshot version of MM:S or you can edit 
metaplugins.ini, adding SM's path.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




iGGi - KGB Hosting mailto:i...@kgb-hosting.com
Tuesday, April 16, 2013 2:19 PM
What about sourcemod? Seems like the lates will not load, mm 1.10 
works but

sm not ?




On Tue, Apr 16, 2013 at 7:55 PM, Gordon Reynolds 
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Gordon Reynolds mailto:thisisgordonsem...@gmail.com
Tuesday, April 16, 2013 1:55 PM
Yo it's not even 11am here in the Northwest. It appears when the majority
of Valve is away on vacation the real people can get to work!

Thanks!


On Tue, Apr 16, 2013 at 10:52 AM, Fletcher Dunnfletch...@valvesoftware.com

wrote:



For anyone on this list who doesn't know what this conversion is, please
read this FAQ:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Clients should be rolling over to the new version now.

If you have been running a beta version of the dedicated server, that
version is now the official version and is ready to host clients now.  No
server update has been released.

The HLDSUpdate version of the server is now officially retired.

If you find a bug, please report it here:
https://github.com/ValveSoftware/Source-1-Games

Our apologies for the shattered expectations caused by this on-time
release.

Thank you!
- Fletch
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Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 16, 2013 1:52 PM
For anyone on this list who doesn't know what this conversion is, 
please read this FAQ:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Clients should be rolling over to the new version now.

If you have been running a beta version of the dedicated server, 
that version is now the official version and is ready to host clients 
now. No server update has been released.


The HLDSUpdate version of the server is now officially retired.

If you find a bug, please report it here:
https://github.com/ValveSoftware/Source-1-Games

Our apologies for the shattered expectations caused by this on-time 
release.


Thank you!
- Fletch
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Re: [hlds_linux] [hlds] Counter-Strike:Source has been converted to SteamPipe

2013-04-16 Thread Nicholas Hastings
Did you happen to be running the newest version, released almost three 
weeks ago, that had a fix specifically for this update? (due to 
sv_consistency being removed).


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




ics mailto:i...@ics-base.net
Tuesday, April 16, 2013 3:34 PM
If anyone runs SMAC on CSS, i suggest you look into how it works. Just 
had every player banned who connected to the server by it.


-ics




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Kyle Sanderson mailto:kyle.l...@gmail.com
Tuesday, April 16, 2013 3:24 PM
There is no defined upgrade path for servers. You have to sift through
years of content and separate out what you need. You could also create a
new vanilla install, make a list of files that exist, and remove those
files from your old installs, that could work. However, it seemed more
crazy then the initial move. Moving all of your files is a bad idea, and
will result in no improvement from the new system.

Thanks,
Kyle.
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Jacob Juul mailto:dimitri6...@hotmail.com
Tuesday, April 16, 2013 3:18 PM
If you didnt run the beta. Does this mean you have move all the files 
to the steamapps/./ folder? -.-


-Oprindelig meddelelse-
Fra: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne af Kyle 
Sanderson

Sendt: 16. april 2013 20:30
Til: Half-Life dedicated Win32 server mailing list; Half-Life 
dedicated Linux server mailing list
Emne: Re: [hlds_linux] [hlds] Counter-Strike:Source has been converted 
to SteamPipe


Mostly good here. Thanks for the update!

Kyle.
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Kyle Sanderson mailto:kyle.l...@gmail.com
Tuesday, April 16, 2013 2:30 PM

Mostly good here. Thanks for the update!

Kyle.

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Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, April 16, 2013 1:52 PM
For anyone on this list who doesn't know what this conversion is, 
please read this FAQ:

https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Clients should be rolling over to the new version now.

If you have been running a beta version of the dedicated server, 
that version is now the official version and is ready to host clients 
now. No server update has been released.


The HLDSUpdate version of the server is now officially retired.

If you find a bug, please report it here:
https://github.com/ValveSoftware/Source-1-Games

Our apologies for the shattered expectations caused by this on-time 
release.


Thank you!
- Fletch
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Re: [hlds_linux] SteamPipe CS:S - Server Fast Download structure change ?

2013-04-16 Thread Nicholas Hastings

The former.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




GREFFIER Jonathan mailto:centaureo...@orange.fr
Tuesday, April 16, 2013 9:03 PM
The structure of the fast download server must have structure like 
this:


sv_downloadurl http://domain.tld/cstrike/;

maps/...
materials/...
models/...
sound/...

or like this :

custom/myfolder/maps/...
custom/myfolder/materials/...
custom/myfolder/models/...
custom/myfolder/sound/...

?

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GREFFIER Jonathan mailto:centaureo...@orange.fr
Wednesday, March 20, 2013 11:18 PM
Hello,

Could someone explain how to add the public key signature on file 
.vpk with the tool VPK Tool (Windows) please ?


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Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, March 19, 2013 8:08 PM

PLEASE NOTE: The Betas are drawing to a close.  We hope to release Day 
of Defeat:Source early next week.


Betas for HL2:MP, DOD:S, CS:S, and TF:

* Deleted sv_consistency convar.  This security is now implemented 
using sv_pure.


* Changed which pure server configuration files are loaded in the 
various pure modes, and renamed them.  (See updated 
pure_server_whitelist_example.txt for details.)


* Added sv_pure -1 mode, which disables all consistency checking.  
(Similar to turning off sv_pure and sv_consistency.)


* Removed unneeded CRC calculations on level load

* Removed check_crc functionality from pure server operation.  The 
only supported file rule is now trusted_source.


* Added trusted_keys_example.txt.

* Added/updated sound cache files

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-03 Thread Nicholas Hastings
You can simulate it by connecting with the console connect command with 
a parameter of matchmaking after the address.


Ex.
connect X.X.X.X matchmaking

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net


1nsane mailto:1nsane...@gmail.com
Wednesday, April 03, 2013 7:36 PM
How can we make sure now that our plugins work (as best as possible) with
this change? Is there a way to force this change even if you connect
directly? You know, for testing purposes and to shut up those who will say
this change isn't enough? Mostly the vocal few on SPUF.

Because right now I have no idea if the radio on my servers work or not,
because I connect directly and that has no changes.


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Essay Tew Phaun mailto:sc2p...@gmail.com
Wednesday, April 03, 2013 7:31 PM
Eh, I think most players understand that in order to utilize something 
like

a radio or similar that a web page is opened to provide it. They're
essentially requesting that by typing in a command and sending it.


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DontWannaName! mailto:ad...@topnotchclan.com
Wednesday, April 03, 2013 7:26 PM
I think it's a good idea. Servers have no business opening motd 
windows on clients that do not request them. It makes sense to do it 
for match made players who are usually newer.


Spam: Verb
Send the same message indiscriminately to (large numbers of 
recipients) on the Internet.


Sent from my iPhone 5

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Essay Tew Phaun mailto:sc2p...@gmail.com
Wednesday, April 03, 2013 7:17 PM
Similar to the removal of /me. Taking out good features for the actions of
the malicious. How about you just punish those doing it. What's the report
a server feature for, anyway?


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Kyle Sanderson mailto:kyle.l...@gmail.com
Wednesday, April 03, 2013 7:11 PM

- Prevent game servers from opening the MOTD panel more than once if the

player connected through matchmaking or quickplay

Pathetic.

Thanks,
Kyle.


On Wed, Apr 3, 2013 at 4:08 PM, Eric Smither...@valvesoftware.com  wrote:


We've released a mandatory update for Team Fortress 2. The notes for the
update are below.

-Eric

--

Team Fortress 2
- Prevent game servers from opening the MOTD panel more than once if the
player connected through matchmaking or quickplay
- Added new promo items
- Fixed a bug where dispensers sapped by a Red-Tape Recorder would
continue to heal players
- Fixed buildings destroyed by the Red-Tape Recorder not always displaying
a death notice
- Fixed a bug in Mann Vs. Machine related to carrying buildings and using
the Upgrade Buildings canteen
- Fixed the guitar sound not always playing when taunting with the Neon
Annihilator
- Fixed missing cloak effect for the Wanga Prick
- Fixed the Bat Outta Hell using the Red team arms skin while on the Blue
team
- Fixed custom cursors in VR mode
- Fixed Hydra input in VR mode
- Improved performance of Linux dedicated server binaries



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Re: [hlds_linux] Source engine games Steampipe conversion schedule

2013-04-01 Thread Nicholas Hastings

They still load the same as they always have.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Bruno Garcia mailto:garcia.bru...@gmail.com
Monday, April 01, 2013 2:10 PM
Are plugins (for instance Mani Admin or Eventscripts) still loaded via the
vdf and dll method or do they need to be packed to VPKs as well?


On Mon, Apr 1, 2013 at 3:03 PM, Daniel Barreiro 
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Daniel Barreiro mailto:smelly.feet.you.h...@gmail.com
Monday, April 01, 2013 2:03 PM
Thanks Fletch!


On Mon, Apr 1, 2013 at 2:00 PM, Fletcher Dunn
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Fletcher Dunn mailto:fletch...@valvesoftware.com
Monday, April 01, 2013 2:00 PM

Hello!

Here is the expected schedule for the conversion of Source engine 
games to SteamPipe:


Day of Defeat: Source: already happened

Half-life 2: Deathmatch: Wednesday, April 3 (DAY AFTER TOMORROW)

Counter-Strike: Source: Tuesday, April 16

Team Fortress 2: Tuesday, April 23

Our goal is to repeat the process that we used with the Day of Defeat: 
Source switchover last week.  The beta dedicated server (The 
SteamPipe version of the dedicated server) is actually the exact same 
server installation that will host the clients after the switchover.  
We will try to avoid releasing a dedicated server update near the time 
of the client switchover, so that SteamPipe dedicated servers can be 
up and ready, and as clients switchover to SteamPipe, those dedicated 
servers will be ready to host them.


One note concerning the TF2 beta.  As you probably know, it's 
currently a separate app.  (The TF2 beta client is App ID 520 and the 
TF2 beta dedicated server is AppID 229830.)  About a week before the 
TF2 switchover, we'll initiate a beta process identical to the one 
used for the other games.  We'll release the Steampipe version of the 
official dedicated server (App ID 232250) and an opt-in client beta 
available from the betas tab for the regular Team Fortress 2 
application (App ID 440).  This beta client will have all the same 
content as the regular game, will talk to the same item server as the 
regular client, and will have all the same items in your backpack.  It 
will be running App ID 440, not 520.  The only difference is that it 
will be using the new file system with VPK files, it will have a 
different PatchVersion in the steam.inf file, and will only be able to 
connect to SteamPipe servers.  To avoid confusion between the two 
different types of TF2 betas, at that time we will deactivate the beta 
client app 520 and dedicated server app 229830.  We'll have further 
details on this process when we release the official dedicated server.


If you have questions that are not answered by this FAQ, now is the 
time to ask!


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

Thanks,

Fletch

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Re: [hlds_linux] Source engine games Steampipe conversion schedule

2013-04-01 Thread Nicholas Hastings

They're not.

--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Doctor McKay mailto:mc...@doctormckay.com
Monday, April 01, 2013 9:17 PM
I'm pretty sure L4D(2) are already on SteamPipe.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


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LouLouBizou mailto:louloubi...@gmail.com
Monday, April 01, 2013 8:57 PM
Thanks for the infos:) l4d 1 and 2 will be migrated to steampipes (and
when?) ?

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Fletcher Dunn mailto:fletch...@valvesoftware.com
Monday, April 01, 2013 5:47 PM
Unfortunately, there's not a way to query the most recent version of 
the SteamPipe server that has been released, while the old version of 
the server is still supported. The master server versioning system 
only has one version field, and tracks everything by the *client* App 
ID. When the client is officially flipped and we don't need to worry 
about continuing to list the old servers, we'll increase the required 
version to be the latest SteamPipe version, and everything will work 
exactly as it did before.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of fab han

Sent: Monday, April 01, 2013 2:42 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Source engine games Steampipe conversion 
schedule


hi,

How i can check the version of beta for css steampipe ?
Current version = 1718178
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=240version=1718178format=xml
responsesuccesstrue/successup_to_datetrue/up_to_dateversion_is_listabletrue/version_is_listable/response

Fake version
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=240version=1703696format=xml

it's always true :)

Could you fix this bug and what is the futur appid for cs source server ?
The css server (steampipe) will be update with app_update 232330 or 
it's just for beta ?


Thanks


2013/4/1 Joe Davison joedavison.davi...@gmail.com

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fab han mailto:janp...@gmail.com
Monday, April 01, 2013 5:42 PM
hi,

How i can check the version of beta for css steampipe ?
Current version = 1718178
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=240version=1718178format=xml
responsesuccesstrue/successup_to_datetrue/up_to_dateversion_is_listabletrue/version_is_listable/response

Fake version
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=240version=1703696format=xml

it's always true :)

Could you fix this bug and what is the futur appid for cs source server ?
The css server (steampipe) will be update with app_update 232330 or it's
just for beta ?

Thanks


2013/4/1 Joe Davison joedavison.davi...@gmail.com

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Joe Davison mailto:joedavison.davi...@gmail.com
Monday, April 01, 2013 4:43 PM
I figured that would have been a *little* bit too cruel. Gotta have at
least some self moderation on the ol' mailing list.


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Re: [hlds_linux] Day of Defeat:Source has ben converted to SteamPipedelivery.

2013-03-29 Thread Nicholas Hastings
No, but you do have to use the correct app id. 300 is used now 
exclusively for the client. The app id for DoDS Dedicated Server is 232290.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Ulrich Block mailto:ulbl...@gmx.de
Friday, March 29, 2013 2:01 PM


Do I have to own the game now to be able to download? I am always 
getting:

Connecting anonymously to Steam Public...Success.
ERROR! Failed to install app '300' (No subscription)


And yes I cleared caches and so on.

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Fletcher Dunn mailto:fletch...@valvesoftware.com
Friday, March 29, 2013 1:41 PM
The SteamPipe beta has ended. If you have been running a SteamPipe 
beta server, no update is necessary, your server is now running the 
official version of the server, and can host clients running the 
official release version of the game.


The dedicated server can no longer be downloaded using the HLDSUpdateTool.


Day of Defeat:Source:

* Converted the game to use SteamPipe content distribution system

* Faster updates

* Converted filesystem to use VPK's.

* Faster game boot times and map load times

* Downloaded files now go in the download folder.

* Client side mods go in the custom folder to make installation, 
organization, and removal easier.


* Client side mods can be distributed as VPK

* Dedicated server is now downloaded with SteamCMD tool.



We've prepared an FAQ with more details about this conversion and the 
filesystem changes.


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

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Re: [hlds_linux] Day of Defeat:Source has ben converted to SteamPipedelivery.

2013-03-29 Thread Nicholas Hastings
It's on the SteamCMD and AppIDs wiki pages, 
https://developer.valvesoftware.com/wiki/SteamCMD  
https://developer.valvesoftware.com/wiki/AppIDs


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Ronny Schedel mailto:i...@ronny-schedel.de
Friday, March 29, 2013 2:06 PM
I can't find the app id for download on any of these FAQ websites, 
this information could be very useful :)


Best regards

Ronny


-Ursprüngliche Nachricht- From: Fletcher Dunn
Sent: Friday, March 29, 2013 6:41 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) ; Half-Life dedicated Win32 server 
mailing list (h...@list.valvesoftware.com) ; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Day of Defeat:Source has ben converted to 
SteamPipedelivery.


The SteamPipe beta has ended.  If you have been running a SteamPipe 
beta server, no update is necessary, your server is now running the 
official version of the server, and can host clients running the 
official release version of the game.


The dedicated server can no longer be downloaded using the 
HLDSUpdateTool.



Day of Defeat:Source:

* Converted the game to use SteamPipe content distribution system

* Faster updates

* Converted filesystem to use VPK's.

* Faster game boot times and map load times

* Downloaded files now go in the download folder.

* Client side mods go in the custom folder to make installation, 
organization, and removal easier.


* Client side mods can be distributed as VPK

* Dedicated server is now downloaded with SteamCMD tool.



We've prepared an FAQ with more details about this conversion and the 
filesystem changes.


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

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Fletcher Dunn mailto:fletch...@valvesoftware.com
Friday, March 29, 2013 1:41 PM
The SteamPipe beta has ended. If you have been running a SteamPipe 
beta server, no update is necessary, your server is now running the 
official version of the server, and can host clients running the 
official release version of the game.


The dedicated server can no longer be downloaded using the HLDSUpdateTool.


Day of Defeat:Source:

* Converted the game to use SteamPipe content distribution system

* Faster updates

* Converted filesystem to use VPK's.

* Faster game boot times and map load times

* Downloaded files now go in the download folder.

* Client side mods go in the custom folder to make installation, 
organization, and removal easier.


* Client side mods can be distributed as VPK

* Dedicated server is now downloaded with SteamCMD tool.



We've prepared an FAQ with more details about this conversion and the 
filesystem changes.


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

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Re: [hlds_linux] Day of Defeat:Source has ben converted toSteamPipedelivery.

2013-03-29 Thread Nicholas Hastings
Nice try, but the new dedicated server app ids in question won't display 
on that API's output.


They are marked as ownersonly (not public) and aren't owned by the 
package that all accounts get (0), nor even the packages that include 
those games' clients. The only package that has them is the one used 
exclusively by anonymous login (17906). This is also why you cannot 
download the server files in SteamCMD when logged in, forcing you to use 
the new anonymous method.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net



Ulrich Block mailto:ulbl...@gmx.de
Friday, March 29, 2013 2:12 PM

http://api.steampowered.com/ISteamApps/GetAppList/v0001

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Nicholas Hastings mailto:psycho...@alliedmods.net
Friday, March 29, 2013 2:06 PM
It's on the SteamCMD and AppIDs wiki pages, 
https://developer.valvesoftware.com/wiki/SteamCMD  
https://developer.valvesoftware.com/wiki/AppIDs


Ronny Schedel mailto:i...@ronny-schedel.de
Friday, March 29, 2013 2:06 PM
I can't find the app id for download on any of these FAQ websites, 
this information could be very useful :)


Best regards

Ronny


-Ursprüngliche Nachricht- From: Fletcher Dunn
Sent: Friday, March 29, 2013 6:41 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.com) ; Half-Life dedicated Win32 server 
mailing list (h...@list.valvesoftware.com) ; 
hlds_annou...@list.valvesoftware.com
Subject: [hlds_linux] Day of Defeat:Source has ben converted to 
SteamPipedelivery.


The SteamPipe beta has ended.  If you have been running a SteamPipe 
beta server, no update is necessary, your server is now running the 
official version of the server, and can host clients running the 
official release version of the game.


The dedicated server can no longer be downloaded using the 
HLDSUpdateTool.



Day of Defeat:Source:

* Converted the game to use SteamPipe content distribution system

* Faster updates

* Converted filesystem to use VPK's.

* Faster game boot times and map load times

* Downloaded files now go in the download folder.

* Client side mods go in the custom folder to make installation, 
organization, and removal easier.


* Client side mods can be distributed as VPK

* Dedicated server is now downloaded with SteamCMD tool.



We've prepared an FAQ with more details about this conversion and the 
filesystem changes.


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

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Fletcher Dunn mailto:fletch...@valvesoftware.com
Friday, March 29, 2013 1:41 PM
The SteamPipe beta has ended. If you have been running a SteamPipe 
beta server, no update is necessary, your server is now running the 
official version of the server, and can host clients running the 
official release version of the game.


The dedicated server can no longer be downloaded using the HLDSUpdateTool.


Day of Defeat:Source:

* Converted the game to use SteamPipe content distribution system

* Faster updates

* Converted filesystem to use VPK's.

* Faster game boot times and map load times

* Downloaded files now go in the download folder.

* Client side mods go in the custom folder to make installation, 
organization, and removal easier.


* Client side mods can be distributed as VPK

* Dedicated server is now downloaded with SteamCMD tool.



We've prepared an FAQ with more details about this conversion and the 
filesystem changes.


https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

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Re: [hlds_linux] Mandatory TF2 Beta update released

2013-03-08 Thread Nicholas Hastings
Fletcher has said numerous times already that there will be plenty of 
notice.


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net




Frank mailto:ad...@gamerscrib.net
Friday, March 08, 2013 6:22 PM
My only fear is they announce it here but only a few hours or hour from
release - we need at least a few days notice to prepare or at least 
some of

us do.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David
Fountain
Sent: Friday, March 08, 2013 6:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

They still haven't mentioned a date in sure they will announce here

SavSin



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David Fountain mailto:savsi...@gmail.com
Friday, March 08, 2013 6:18 PM
They still haven't mentioned a date in sure they will announce here

SavSin
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Frank mailto:ad...@gamerscrib.net
Friday, March 08, 2013 6:15 PM
When is it due to release for all servers not the Beta's... I'd really 
like

to know to have some time to prepare as I'm sure others would too.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Friday, March 08, 2013 10:53 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

I think this might actually be possible. (Cannot confirm for sure.)
Somebody ought to give it a try and see what happens (when the server is
released, that is). Just delete the directory with the name that's a big
hash, and then run an update (make sure to specify validate) which will
validate all the files.

But just a reminder that there won't be a stampede. We'll give people
plenty of time to download and configure their server.



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Fletcher Dunn mailto:fletch...@valvesoftware.com
Friday, March 08, 2013 10:52 AM
I think this might actually be possible. (Cannot confirm for sure.) 
Somebody ought to give it a try and see what happens (when the server 
is released, that is). Just delete the directory with the name that's 
a big hash, and then run an update (make sure to specify validate) 
which will validate all the files.


But just a reminder that there won't be a stampede. We'll give people 
plenty of time to download and configure their server.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
Abdulrahman Abdulkawi

Sent: Friday, March 08, 2013 7:20 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 Beta update released

How would one go from using the TF2 Beta installation as a non-beta 
TF2 server for when SteamPipe is released. I'm hoping to do this to 
avoid having to download all the files during the stampede.



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Abdulrahman Abdulkawi mailto:abdulk...@live.co.uk
Friday, March 08, 2013 10:19 AM
How would one go from using the TF2 Beta installation as a non-beta 
TF2 server for when SteamPipe is released. I'm hoping to do this to 
avoid having to download all the files during the stampede.



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[hlds_linux] Mandatory Nuclear Dawn Update Released

2013-02-13 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.9.3 are below.


Nuclear Dawn update 6.9.3
- Fixed compass directions on Coast.
- Fixed crash or hang on startup when subscribed to Workshop maps that 
become unavailable (removed, hidden by author).

- Fixed exploit that could allow commanders to become invulnerable.
- Fixed a case where explosion damage could travel through structures.
- Unlocked mat_hdr_level convar for mappers generating cubemaps.

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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-12 Thread Nicholas Hastings
If anyone sees any plugins on the AlliedModders SourceMod forum that is 
advertised to work on TF2, makes one or more of these changes, and 
doesn't automatically set the appropriate tag, then please use the 
report button on the first post of the thread so that the plugin can be 
marked as Unapproved.


We don't want any server ops running something that will unintentionally 
get their server blacklisted.


--
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AlliedMods.net http://www.alliedmods.net


Fletcher Dunn mailto:fletch...@valvesoftware.com
Tuesday, February 12, 2013 10:42 PM

Hello all,

This is a reminder to make sure that your properly advertises the 
appropriate tags (e.g. respawntimes, norespawntime, friendly, 
nodmgspread , nocrits, and increased_maxplayers), when the associated 
gameplay changes are in effect.


If you are using a plugin to achieve these changes, the plugin should 
set the tag.


Your humble servant,

Fletch

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Re: [hlds_linux] [hlds_announce] Mandatory Counter-Strike: Source update released

2013-02-05 Thread Nicholas Hastings

There were _srv bins in the update.


Ross Bemrose mailto:rbemr...@gmail.com
Tuesday, February 05, 2013 3:26 PM
No _srv library renames this time around for Linux? Isn't that
required before you can create a Linux CS:S client? At least that's
what we were told for HL2:DM/DoD:S/TF2 just prior to Halloween.



Eric Smith mailto:er...@valvesoftware.com
Tuesday, February 05, 2013 3:03 PM
We've released a mandatory update for Counter-Strike: Source. The 
notes for the update are below.


-Eric

--

Counter-Strike: Source
- Added mat_viewportupscale and mat_viewportscale to enable rendering 
the world at a reduced resolution
- mat_viewportupscale 1 and mat_viewportscale 0.5 will downscale 
world rendering by 50%

- Added positional audio support for Mumble clients
- Added a new ConVar mp_mapcycle_empty_timeout_seconds to trigger a 
changelevel when the server is empty

- Added a new ConVar sv_shutdown_timeout_minutes
- Forces a server to shutdown if it has been requested to do so, even 
if the server is not empty
- Fixed a ConVar exploit that allowed malformed values to circumvent 
range checks

- Fixed a con_logfile ConVar exploit
- Fixed HTTP downloads on Mac not sending an HTTP referer
- Fixed a bug that prevented consecutive clicks on scrollbar buttons
- Fixed a bug that was causing intermittent lag spikes for Linux 
dedicated servers

- Fixed a crash while command-tabbing on Mac in fullscreen
- Fixed a client crash in the sound emitter
- Fixed an audio problem for Mac users
- Fixed MOTD sometimes not displaying HTML contents
- Improved the performance and stability of the libraries used for 
in-game HTML display

- Performance and stability improvements
- Updated to support Big Picture mode


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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-01 Thread Nicholas Hastings
, 
please visit:

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


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[hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-25 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.9.1 are below.


Nuclear Dawn update 6.9.2

 - Added new contest winner map, Coast!
 - Fixed grenade and R.E.D. damage going through some solids after 
update 6.9.

 - Fixed Deep Blue achievement not tracking.
 - Fixed Iron sight viewmodel disappearing when switching to and away 
from Weapon Stabilizer gizmo.
 - Fixed weapon selection not closing when Support uses class special 
key to change weapon.
 - Fixed crash when importing more than one spray image in the game 
Options.
 - Fixed text on some commander action tooltips getting cut off when 
moving between action buttons.
 - Fixed file corruption issues with dedicated server Workshop download 
support.
 - Updated linux srcds_run script to use anonymous login for SteamCMD 
when updating.

 - Fixed various recent crash issues with some of the Authoring Tools.
 - Updated in-game and Authoring Tools Wiki links.

--
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Developer

InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-25 Thread Nicholas Hastings
It seems that this is an issue affecting only linux servers. We're 
looking into it and hope to have a fix shortly.



Daniel . mailto:srcdsl...@gmail.com
Friday, January 25, 2013 9:44 AM
I'm getting segmentation faults, unable to start the server even with mm
and sm disabled

Segmentation fault (core dumped)

BFD: Warning: /ndawn/core is truncated: expected core file size=

238780416, found: 1200128.

Cannot access memory at address 0xf77e08f0

Cannot access memory at address 0xec7de2ec

/ndawn/debug.cmds:4: Error in sourced command file:

Cannot access memory at address 0xf77e08f0

email debug.log to i...@interwavestudios.com



2013/1/25 Nicholas Hastingsnicho...@interwavestudios.com


We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.9.1 are below.

Nuclear Dawn update 6.9.2

  - Added new contest winner map, Coast!
  - Fixed grenade and R.E.D. damage going through some solids after update
6.9.
  - Fixed Deep Blue achievement not tracking.
  - Fixed Iron sight viewmodel disappearing when switching to and away from
Weapon Stabilizer gizmo.
  - Fixed weapon selection not closing when Support uses class special key
to change weapon.
  - Fixed crash when importing more than one spray image in the game
Options.
  - Fixed text on some commander action tooltips getting cut off when
moving between action buttons.
  - Fixed file corruption issues with dedicated server Workshop download
support.
  - Updated linux srcds_run script to use anonymous login for SteamCMD when
updating.
  - Fixed various recent crash issues with some of the Authoring Tools.
  - Updated in-game and Authoring Tools Wiki links.

--
Nicholas Hastings
Developer

InterWave Studios
www.interwavestudios.comhttp://www.interwavestudios.**comhttp://www.interwavestudios.com
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Nicholas Hastings mailto:nicho...@interwavestudios.com
Friday, January 25, 2013 7:22 AM
We've released a mandatory update to Nuclear Dawn. The notes for the 
ND Update 6.9.1 are below.


Nuclear Dawn update 6.9.2

 - Added new contest winner map, Coast!
 - Fixed grenade and R.E.D. damage going through some solids after 
update 6.9.

 - Fixed Deep Blue achievement not tracking.
 - Fixed Iron sight viewmodel disappearing when switching to and away 
from Weapon Stabilizer gizmo.
 - Fixed weapon selection not closing when Support uses class special 
key to change weapon.
 - Fixed crash when importing more than one spray image in the game 
Options.
 - Fixed text on some commander action tooltips getting cut off when 
moving between action buttons.
 - Fixed file corruption issues with dedicated server Workshop 
download support.
 - Updated linux srcds_run script to use anonymous login for SteamCMD 
when updating.

 - Fixed various recent crash issues with some of the Authoring Tools.
 - Updated in-game and Authoring Tools Wiki links.



--
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AlliedMods.net http://www.alliedmods.net

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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-25 Thread Nicholas Hastings


This should now be fixed if you run the update once more. Again, this is 
only required for linux servers.

Nicholas Hastings mailto:psycho...@alliedmods.net
Friday, January 25, 2013 9:46 AM
It seems that this is an issue affecting only linux servers. We're 
looking into it and hope to have a fix shortly.



Daniel . mailto:srcdsl...@gmail.com
Friday, January 25, 2013 9:44 AM
I'm getting segmentation faults, unable to start the server even with mm
and sm disabled

Segmentation fault (core dumped)

BFD: Warning: /ndawn/core is truncated: expected core file size=

238780416, found: 1200128.

Cannot access memory at address 0xf77e08f0

Cannot access memory at address 0xec7de2ec

/ndawn/debug.cmds:4: Error in sourced command file:

Cannot access memory at address 0xf77e08f0

email debug.log to i...@interwavestudios.com



2013/1/25 Nicholas Hastingsnicho...@interwavestudios.com


We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.9.1 are below.

Nuclear Dawn update 6.9.2

  - Added new contest winner map, Coast!
  - Fixed grenade and R.E.D. damage going through some solids after update
6.9.
  - Fixed Deep Blue achievement not tracking.
  - Fixed Iron sight viewmodel disappearing when switching to and away from
Weapon Stabilizer gizmo.
  - Fixed weapon selection not closing when Support uses class special key
to change weapon.
  - Fixed crash when importing more than one spray image in the game
Options.
  - Fixed text on some commander action tooltips getting cut off when
moving between action buttons.
  - Fixed file corruption issues with dedicated server Workshop download
support.
  - Updated linux srcds_run script to use anonymous login for SteamCMD when
updating.
  - Fixed various recent crash issues with some of the Authoring Tools.
  - Updated in-game and Authoring Tools Wiki links.

--
Nicholas Hastings
Developer

InterWave Studios
www.interwavestudios.comhttp://www.interwavestudios.**comhttp://www.interwavestudios.com
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Nicholas Hastings mailto:nicho...@interwavestudios.com
Friday, January 25, 2013 7:22 AM
We've released a mandatory update to Nuclear Dawn. The notes for the 
ND Update 6.9.1 are below.


Nuclear Dawn update 6.9.2

 - Added new contest winner map, Coast!
 - Fixed grenade and R.E.D. damage going through some solids after 
update 6.9.

 - Fixed Deep Blue achievement not tracking.
 - Fixed Iron sight viewmodel disappearing when switching to and away 
from Weapon Stabilizer gizmo.
 - Fixed weapon selection not closing when Support uses class special 
key to change weapon.
 - Fixed crash when importing more than one spray image in the game 
Options.
 - Fixed text on some commander action tooltips getting cut off when 
moving between action buttons.
 - Fixed file corruption issues with dedicated server Workshop 
download support.
 - Updated linux srcds_run script to use anonymous login for SteamCMD 
when updating.

 - Fixed various recent crash issues with some of the Authoring Tools.
 - Updated in-game and Authoring Tools Wiki links.



--
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Developer

InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] MM:S and SM mailing list?

2013-01-22 Thread Nicholas Hastings

For announcements, there is an RSS feed,
http://www.sourcemod.net/rss2.php

For discussion, there are forums,
https://forums.alliedmods.net/forumdisplay.php?f=52


Steven Miano mailto:mian...@gmail.com
Tuesday, January 22, 2013 3:30 PM
Hello,

Having done a little bit of searching and reading on their pages, I don't
see a mailing list, is there an announcement system in place at all? Or is
it just quietly updated on their respective websites?

Thanks,

mianosm
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Re: [hlds_linux] Whats going on with Steam servers?

2013-01-17 Thread Nicholas Hastings

Emergency maintenance according to the csgo_dev twitter.

https://twitter.com/csgo_dev/statuses/291979633669324800


ics mailto:i...@ics-base.net
Thursday, January 17, 2013 2:34 PM
Hi,

People are complaining that the items do not work in TF2, community 
has been down for atleast 3 hours atm. No notices anywhere, not in the 
Steam news, Steampowered forums downtime thread, nothing on the Steam 
support twitter either. Steam news lists new updates and weekend deals 
so what aren't you telling us?


You guys really need to improve messaging to outside of the company.

-ics

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-07 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.9.1 are below.


Nuclear Dawn update 6.9.1

- Fixed issue causing all players to be one rank higher than they should be.
 - Fixed Advanced Kits not being selectable in UI when only unlocked 
via player upgrades.
 - Player upgrades panel now caps available points displayed at number 
of upgrades available.

 - Fixed some player upgrades triggering others to unlock.
 - Added missing files causing player upgrade notification to not display.
 - Severely reduced delay in round xp updates.
 - Fixed Hammer startup issue.

--
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Developer

InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2013-01-07 Thread Nicholas Hastings
A small, optional server update has just been released to fix a display 
issue with ranks displayed on the scoreboard.


If you've already updated, you'll want to run the update once more to 
receive it.



Nicholas Hastings mailto:nicho...@interwavestudios.com
Monday, January 07, 2013 10:21 AM
We've released a mandatory update to Nuclear Dawn. The notes for the 
ND Update 6.9.1 are below.


Nuclear Dawn update 6.9.1

- Fixed issue causing all players to be one rank higher than they 
should be.
 - Fixed Advanced Kits not being selectable in UI when only unlocked 
via player upgrades.
 - Player upgrades panel now caps available points displayed at number 
of upgrades available.

 - Fixed some player upgrades triggering others to unlock.
 - Added missing files causing player upgrade notification to not display.
 - Severely reduced delay in round xp updates.
 - Fixed Hammer startup issue.



--
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Developer

InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-12-20 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.9 are below.


Added new player upgrades system utilizing round experience points to 
unlock upgrades.
This allows players to individually get early access to their choice of 
upgrades, such as advanced kits or parts of Infantry Boost without 
having to wait for commander to globally unlock.


Other Enhancements
- Added game controller support for game menus and in-game team/class menu.
- Reworked server browser panel based on player feedback, now able to 
show more information.

- Added positional audio support for Mumble clients.

Fixes
- Fixed second control stick on game controllers not being able to look 
up/down.

- Fixed Mac issue causing text in many places to be cut off too soon.
- Fixed a client startup crash occurring on some Macs.
- Fixed a server crash involving R.E.Ds exploding in an area with enemy 
R.E.Ds.
- Fixed numerous display and number formatting issues on Career page for 
players with no xp.

- Fixed player spray preview image being too large or getting cropped.
- Fixed server browser server context menu being stuck on after 
right-clicking a server.

- Fixed a rare client crash involving the commander action grid.

Community requests and mod support
- Added support for custom maps changing the default rotation for 
commander camera.

- Added support for servers to download and update maps from Steam Workshop.

--
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Developer

InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-12-20 Thread Nicholas Hastings
For the moment, you'll need a new MM:S snapshot from either the stable 
or dev branch. We'll be making an actual release in the next day or two.


It's recommended to also grab a dev snapshot of SM, especially for TF2, 
but most (not all) functionality with be fine without on DOD:S/HL2DM.



Russell Smith mailto:ve...@tinylittlerobots.us
Thursday, December 20, 2012 6:21 PM
SourceMod broken for anyone else with this update?  MetaMod is loading 
but SM isn't even being recognized.





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Eric Smith mailto:er...@valvesoftware.com
Thursday, December 20, 2012 6:12 PM
Sorry, we forgot part of the notes:

- Added three new community weapons
- The Vaccinator
- The Loose Cannon
- The Rescue Ranger


-Eric



-Original Message-
From: hlds_announce-boun...@list.valvesoftware.com 
[mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of 
Eric Smith

Sent: Thursday, December 20, 2012 2:59 PM
To: Half-Life dedicated Win32 server mailing list; 
'hlds_linux@list.valvesoftware.com'; 
'hlds_annou...@list.valvesoftware.com'

Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes 
for the updates are below.


-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated some Big Picture features
- Additional improvements for client stability

Team Fortress 2
- Australian Christmas has begun!
- Added community-contributed winter event items
- Added Naughty and Nice winter keys to the Mann Co. Store
- Mann Vs. Machine
- Added a new tour of duty with unique loot:
- Operation Mecha Engine, with 3 new advanced skill missions
- New map mvm_bigrock
- New Engineer Botkiller items
- Added new Engineer robot
- Added new Strange Filter items to the Mann Co. Store to support 
community map makers
- Added new checkout dialogs and taunt-activated effect to raise 
awareness for Community Map Stamps
- Added +context_action command (defaults to X for controllers). This 
will use the action slot if your Canteen contains a charge and will 
taunt otherwise3

- Added +attack3 command (defaults to middle-mouse button)
- Added Adult Swim items to the Mann Co. Store
- Fixed an exploit that allowed players to be permanently invulnerable
- Fixed the Pyro's airblast not working correctly when facing downhill
- Made Force-A-Nature pushback more consistent
- Updated pl_barnblitz
- Fixed various map exploits
- Updated sd_doomsday
- Fixed various map exploits
- Updated the localization files


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Eric Smith mailto:er...@valvesoftware.com
Thursday, December 20, 2012 5:59 PM
We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes 
for the updates are below.


-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Updated some Big Picture features
- Additional improvements for client stability

Team Fortress 2
- Australian Christmas has begun!
- Added community-contributed winter event items
- Added Naughty and Nice winter keys to the Mann Co. Store
- Mann Vs. Machine
- Added a new tour of duty with unique loot:
- Operation Mecha Engine, with 3 new advanced skill missions
- New map mvm_bigrock
- New Engineer Botkiller items
- Added new Engineer robot
- Added new Strange Filter items to the Mann Co. Store to support 
community map makers
- Added new checkout dialogs and taunt-activated effect to raise 
awareness for Community Map Stamps
- Added +context_action command (defaults to X for controllers). This 
will use the action slot if your Canteen contains a charge and will 
taunt otherwise3

- Added +attack3 command (defaults to middle-mouse button)
- Added Adult Swim items to the Mann Co. Store
- Fixed an exploit that allowed players to be permanently invulnerable
- Fixed the Pyro's airblast not working correctly when facing downhill
- Made Force-A-Nature pushback more consistent
- Updated pl_barnblitz
- Fixed various map exploits
- Updated sd_doomsday
- Fixed various map exploits
- Updated the localization files


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AlliedMods.net http://www.alliedmods.net

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-11-09 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn to address feedback 
from the new Skirmish game mode. The notes for the ND Update 6.8a are below.


Nuclear Dawn 6.8a

Skirmish
- Added server cvar nd_skirmish_advkits to control whether or not 
Advanced Kits are enabled in Skirmish, default on.

- Updated loading screen text for Skirmish maps.
- Fixed spawn times getting hidden increase for each teammate killed 
while dead.

- Fixed loadout changes not pausing spawn timer.

Other fixes
- Added in-game browser fallback for functionality that requires showing 
a webpage when Steam Overlay is disabled.


Metro (Skirmish)
- Relocated some spawnpoints to avoid players getting stuck in t-pose.
- Added more spawnpoints for both factions.
- Updated sdk_content sources for sk_metro and added missing instances.

As a reminder to server ops: just as in Warfare, the mp_spawnprotection 
cvar still applies. You may want to consider setting it to a second or 
two higher than default for Skirmish maps in gamemode_skirmish.cfg. If 
you choose to do so, remember that you will want to put your default 
value for it into server.cfg so that it resets for other maps.


--
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Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-11-08 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.8 are below.


Nuclear Dawn 6.8

- Added new Skirmish team deathmatch game mode.
- Added new Skirmish map sk_metro.

Server
- Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to 
disable and use only mp_roundtime.
- Added support to execute a cfg/gamemode_skirmish.cfg or 
cfg/gamemode_warfare.cfg at map start if existing.
- Added support to execute cfg/mapname.cfg at map start if existing 
after mode cfg.
- Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and 
mp_roundtime variables as Warfare.


Other fixes
- Fixed spawning-related glitches that could occur if pressing spawn 
button multiple times.
- Fixed issues where server tags displayed improperly in server browser 
for some servers.
- Fixed average rank in server browser not always adjusting after a 
player leaves.
- Fixed an exploit that could allow a commander to use actions on enemy 
structures.

- Fixed a server crash related to bots.
- Updated localizations.

Workshop and custom content
- Skirmish maps are now accepted.
- Added sk_metro map source to sdk_content.
- Updated hammer fgd file with new skirmish and spawn point entities.
- Skirmish maps do not require rts camera info in map script.
- Skirmish maps do require spawn points for both Consortium and Empire 
are required.
- Skirmish maps may not have resource points. Structures will not spawn 
on skirmish maps.

- Map overview script is now marked as required for all maps.
- BSPZIP now auto-corrects slashes for internal paths when adding files 
to avoid confusion.

- Added -deletefile option to BSPZIP to remove files from bsp.
- Added support for bots in custom maps without structures or resource 
points.
- Fixed client crash when loading custom map having description but no 
title.
- Fixed map loading background not being shown if vtf file was named 
differently than vmt file.


--
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Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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Re: [hlds_linux] Sourcemod STILL not working for me but it is for everyone else

2012-10-29 Thread Nicholas Hastings
Loading via gameinfo.txt should still work, but you'll have to copy or 
symlink addons/metamod/bin/server.so to addons/metamod/bin/server_srv.so


On 10/28/2012 1:11 AM, ics wrote:

Do you load metamod via gameinfo.txt or vdf? You need vdf since gameinfo style 
wont load metamod snapshot.

-ics

- Alkuperäinen viesti -

Not working for me. Mm wont load. Ill provide versions soon. I have a
linux centos rental and i can relay shtuff to my host if need be.

Sincerely,
Aaron
On Oct 27, 2012 9:32 PM, martin v velt...@gmail.com wrote:


If it is working for EVERYONE just fine but not for you it seems that
it something on your end.
You have a thread on allied forums with an istruction how to fix this.
If you can't do this maybe you should delete your server?

2012/10/28 Benedict Glover neobened...@hotmail.co.uk


Ugh, I feel unbelievably dumb right now. Forgotten I had only
temporarily disabled SELinux and had since rebooted my system when
Halloween came around.
Ugh. Thank you very much.


From: neobened...@hotmail.co.uk
To: hlds_linux@list.valvesoftware.com
Date: Sun, 28 Oct 2012 00:37:35 +0100
Subject: Re: [hlds_linux] Sourcemod STILL not working for me but
it is

for everyone else


I'll try completely disabling this piece of swear word...


From: asher...@gmail.com
Date: Sun, 28 Oct 2012 00:35:32 +0100
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod STILL not working for me but
it

is

for everyone else

Freezes on plugin loading is caused by SELinux being enabled and
srcds_linux not being granted execstack and execheap.

~
Their heads are green, and their hands are blue,
And they went to sea in a Sieve. - Edward Lear


On Sun, Oct 28, 2012 at 12:34 AM, Anders Olsson
bran...@hotmail.com

wrote:

Use latest and it will work!

Metamod   1.10.0-devV
Sourcemod 1.5.0-dev+3675





-Ursprungligt meddelande- From: Giovanni Harting
Sent: Sunday, October 28, 2012 1:31 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Sourcemod STILL not working for me
but it

is for

everyone else


Witch version do you use? Working is latest sm dev snapshot and

metamod

1.10 dev snapshot

2012/10/28 Benedict Glover neobened...@hotmail.co.uk


Since Alliedmodders isn't giving me any responce, I'd like
to know

how

everyone has managed to get sourcemod working but me. I've
tried everything, but it will always lock up whenever it
tries to load

any

plugin
(and all I want atm is the ones that come with it). I've
tried

recompiling

the plugins from the scripting folder, tried the windows
plugins,

but it

keeps hanging on:
L 10/28/2012 - 01:27:48:  Mapchange to
koth_lakeside_event 

Sourcemod loads fine with no plugins in the plugins folder,

however

as

soon as I put one in and try to load it it just freezes.


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Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread Nicholas Hastings
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Best regards,
AnAkIn




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Best regards,
AnAkIn




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Re: [hlds_linux] TF beta has been updated

2012-10-26 Thread Nicholas Hastings

...although exceptions can be added.

Feel free to send me your IP (or range) off-list, Bruno, and I can make 
sure it gets opened up for you.


Asher is correct though. The block unfortunately exists for good reason 
as distributed attacks seem to ramp back up after it's removed for any 
period of time.


On 10/26/2012 7:40 PM, Asher Baker wrote:

Twice that block has been removed, twice we've been attacked again.

On Sat, Oct 27, 2012 at 12:32 AM, Bruno Garcia garcia.bru...@gmail.com wrote:

On top of that, AlliedMods out of nowhere completely blocked Argentinian
ISPs.
I believe it's because botnets targeted to their site. It's been blocked
for years, and alliedmods is a great deal to the community.
Sometimes I find forum threads that are helpful but I can't really access
them.

On Fri, Oct 26, 2012 at 8:30 PM, Bruno Garcia garcia.bru...@gmail.comwrote:


Does a community seriously have to create a reverse engineered engine to
code plugins due to the fact that the company didn't update their sdk ?
This should be done through official channels.
We have to thank the steam community is so big.


On Fri, Oct 26, 2012 at 3:40 PM, Nicholas Hastings 
psycho...@alliedmods.net wrote:


The AlliedModders copy of the sdk that's always kept up to date enough
for plugins will be updated in just a bit.

http://hg.alliedmods.net/**hl2sdks/hl2sdk-ob-valvehttp://hg.alliedmods.net/hl2sdks/hl2sdk-ob-valve


On 10/26/2012 2:39 PM, Bruno Garcia wrote:


Fletcher,

When is the Source SDK going to be updated for Orange Box?
You should *seriously *consider that.


Take care,
-

On Fri, Oct 26, 2012 at 1:40 PM, AnAkIn anakin...@gmail.com wrote:

  Any reason for that interface to still exist on Windows?

2012/10/26 Fletcher Dunn fletch...@valvesoftware.com

  The symbol disappeared not because it was hidden, but because that

interface doesn't even exist any more.  To use the same allocator that


the


engine uses, just call malloc and friends.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of AnAkIn
Sent: Friday, October 26, 2012 8:01 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF beta has been updated

I could fix tier1 and mathlib and got my plugin to load on TF2 Beta.
Fixed libs:
http://tftrue.redline-**utilities.net/libs/http://tftrue.redline-utilities.net/libs/

It needs you to have -DNO_MALLOC_OVERRIDE in your Linux makefile.
You might also need to link against libtier0_srv.so and
libvstdlib_srv.so
in your makefile.
Make sure you remove the other libraries (choreoobjects, dmxloader,
particles, tier2, and tier3 as they still have the g_pMemAlloc symbol,


and


shouldn't be needed for your plugin to work.


2012/10/26 AnAkIn anakin...@gmail.com

  Ok, I just tried and there are much more modifications to do to get

tier1_486.a to compile with NO_MALLOC_OVERRIDE.


2012/10/26 AnAkIn anakin...@gmail.com

  That should do it:

1) Set NO_MALLOC_OVERRIDE in your project, you can remove
memoverride.cpp and tier0/memdbgon.h includes
2) If you're linking against tier1_486.a, set NO_MALLOC_OVERRIDE in
tier1 project and rebuild it.

2012/10/26 bottige...@gmail.com bottige...@gmail.com

I just checked the newest beta, and it appears to be missing the


symbol g_pMemAlloc from tier0_srv.so while it is present in
tier0.so.
I believe all plugins currently rely on this and must be recompiled
to be compatible with the new changes.

How do I get the newest SDK to recompile? Whenever I try to click
Create a Mod in Source SDK for Team Fortress 2, it says Support for
creating total conversions are not available using this engine
versions.

On Thu, Oct 25, 2012 at 9:03 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:


Just to be clear...

The update will be sometime tomorrow.  Hopefully in the morning.
By


which I mean Pacific-Northwest-Valve-Time morning.  By which I mean
we hope it will be out in the morning but might not be.


We will not be updating the beta again before then.  The binaries


currently in the beta have the same filenames and level of included
symbol data as the binaries that we will release tomorrow.  Putting
the symbols back in was the main reason we updated the beta.  If a
plugin works with those binaries, it is highly likely that it will
work with the real binaries tomorrow.


-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:


hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of Ross Bemrose


Sent: Thursday, October 25, 2012 8:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF beta has been updated

Well, given Valve time, we'll probably have until mid-afternoon


Pacific tomorrow.


On 10/25/2012 11:38 PM, Robert Paulson wrote:


How much time do

Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Nicholas Hastings

The latest dev snapshots of MM:S and SM work just fine.

On 10/26/2012 11:19 PM, Cameron Munroe wrote:

So we have no good release yet, at least that we know of?


On 10/26/2012 8:18 PM, Benedict Glover wrote:

Using the latest snapshots blah blah my server freezes on this:
L 10/27/2012 - 05:17:17:  Mapchange to koth_lakeside_event 





Date: Fri, 26 Oct 2012 20:17:09 -0700
From: cmun...@cameronmunroe.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Sourcemod?

So the current snapshots are issues?

On 10/26/2012 8:16 PM, doc wrote:
My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, 
but
then mysteriously crashed sometime on the next map change, so I can 
say
that it was loaded and running, but definitely not stable or 
working right.


Then again my MvM server is crashing, completely vanilla on a non 
event map

- so there might be something just wrong with the update.

On Fri, Oct 26, 2012 at 8:11 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:


Any luck with sourcemod?


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Re: [hlds_linux] Sourcemod?

2012-10-26 Thread Nicholas Hastings

MM:S  1.10.0-hg809  and  SM  1.5.0-hg3675 are working just fine.

If you have issues with plugins loaded, it's from a third-party plugin 
or extension.


On 10/26/2012 11:26 PM, Cameron Munroe wrote:

Which version?

On 10/26/2012 8:26 PM, Benedict Glover wrote:
Not for me on linux they don't. Fresh install, freezes like I said on 
that mapchange thing.





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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-10-25 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.7 are below.


Enhancements
- Added support for Steam Workshop for maps.
- Added average player rank to server browser and Play Now calculation.
- Sprays and kit/gizmo preferences now sync with Steam Cloud.
- Improved alt-tab handling under Windows Vista and Windows 7.
- Added community-contributed kill icon updates.

Other fixes
- Fixed occasional 'stuck' bug after spawning.
- Fixed ammo counter on daisy cutter for CT Assault  Support and Empire 
Support.

- Fixed ammo counter on CT Stealth.
- Fixed an issue where chat would not show to commanders until they 
clicked the chat box.

- Fixed crash on game launch if squad talk key is pressed during start.
- Fixed glitch where research-restricted kit could show as selected even 
if unusable.

- Fixed squad chat not working if mega menu was open.
- Fixed exploit allowing research/structure pre-reqs bypass for building.
- Fixed a con_logfile ConVar exploit.
- Fixed an issue with localization of disconnect messages.
- Fixed an issue with bullet particle effect on some weapons.
- Fixed command bunkers decloaking own team's Stealths.
- Fixed another joinclass command crash exploit.
- Fixed console error when reloading shotgun.
- Fixed some intermittent client and server crashes, including crashes 
related to multi-core rendering being enabled.


Community requests and mod support
- Added Sketchup Tools to ND Authoring Tools.
- Added a Reset input to resource point entities for map scripting.
- Changed Warfare win condition to All bunkers eliminated instead of one 
bunker eliminated by request for custom maps.
- Unlocked sv_gravity and cl_show_self_hypospray_effect ConVars by user 
request.
- Fixed further issues with load order between disk files, map files, 
and vpk files.

- Fixed bspzip'd map backgrounds and map scripts to be read correctly.
- Fixed vpk.exe always implying -M and -v options despite documentation.

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Re: [hlds_linux] TF beta has been updated

2012-10-25 Thread Nicholas Hastings

Thank you much for getting those restored.

On 10/25/2012 7:25 PM, Fletcher Dunn wrote:

The Linux binaries have names and symbols similar to those that will be 
released with the TF update that is coming soon, and can be used to test plugin 
issues.
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Re: [hlds_linux] Disable disconnect

2012-10-10 Thread Nicholas Hastings
The last engine update removed the disconnect command which the DoD:S 
gameui (menu) still uses to disconnect from a game.


On 10/10/2012 3:20 PM, daniel nilsson jokihao wrote:
Earlier today i was on one server that had disabled the use of in game 
button disconnect. The only thing you could to to quit was to 
forcefully kill your client.


Game: day of defeat source



How is that possible? 


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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-10-02 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The update notes are 
below.


- Added an option to disable automatic minimap rotation.
- Fixed flamethrower hurting self when friendly fire enabled since last 
update.

- Fixed http downloads on Mac not sending an HTTP referer.
- Fixed a common server crash.
- Various other small stability fixes.

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-09-27 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.6 are below.


Gameplay and Balance
- Slightly lowered NX300 damage output against players.
- Slightly raised Sonic Turrent damage output to balance with Flame 
Turret's extra fire damage.

- Lowered Machine Gun Turret cost to 2500.
- Commanders now get points for a critical assist if player-initiated 
artillery strike kills an enemy.
- Empire commander ability poison is now differently colored to 
distinguish between it and Consortium's.
- Commander poison ability now matches description and no longer hurts 
teammates unless friendly fire is enabled.

- Fixed NX300 not hurting teammates with friendly fire enabled.

Client
- Updated Report a Bug link.
- Added invert mouse wheel zoom option to Options panel.
- Fixed bad password connect error box using lan server error text after 
a recent update.
- Fixed a bug that allowed malicious servers to execute restricted 
console commands on players.
- Fixed a bug that allowed malicious servers to prevent players from 
executing console commands.


Server
- Added sv_allow_addon_override (default 0) to block client addon vpks 
from overriding game files.

- Added mp_winlimit cvar.
- Added sv_namechange_cooldown_seconds, to throttle clients from 
changing their name too rapidly. (Defaults to 20 seconds)

- Added check to prevent player names from containing color codes.
- setinfo console command will now reject attempts to set / change 
convars with any unusual characters

- Tweaked team balancer logic to be smarter about when and whom to move.
- Fixed some exploits where a malicious client could intentionally crash 
a server.
- Fixed typo in name of research_complete event; added research 
completion logging.
- Added rate limiting for connections and added the following convars, 
sv_max_connects_sec, sv_max_connects_window, sv_max_connects_sec_global.


Other
- Fixed being able to use some weapons (mostly throwables) while on 
ladder or sprinting.

- Fixed in-chair commanders being unable to chat at round end.
- Fixed some issues with wall and barrier collision performance.
- Fixed a bug that allowed server browser network activity to continue 
after choosing a server.

- Fixed missing effect console error when reloading Avenger.
- Fixed sv_offline console error when going into Offline Practice mode.
- Marked mem_force_flush as a cheat to prevent client exploits.
- Fixed a packet injection exploit in the client/server streams.
- Updated localizations.

Mapping / Modding
- Added numerous functions to the vscript api (see 
https://developer.valvesoftware.com/wiki/List_of_ND_Script_Functions).
- Added OnResearchUnlockedConsortium and OnResearchUnlockedEmpire 
outputs to nd_logic_custom ent.
- Added OnConditionAdded and OnConditionRemoved outputs to player. See 
wiki for value meanings.


Hydro
- Fixed commanders being able to deploy structures outside of the level 
in some areas.


Clocktower
- Fixed commanders being able to deploy structures in the parking garage.

Gate
- No longer in beta.
- Updated overview.
- Updated loading screen.

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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
Valve has yet to remove it from hldsupdatetool so it's still serving an 
old version.


Since July 16th, you need to use steamcmd to download the latest 
version. Similar method as downloading CS:GO, but with app 111710.


More info here
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



On 8/21/2012 2:01 PM, dreamde...@dsrclan.com wrote:


WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you 
download the newer server version with steamcmd. After that, you will 
have the updated srcds_run script that utilizes steamcmd for future 
updating.


On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a check
of all files on the server which shows return codes of being fully up to date.
  So either way, it's something valve needs to look at and resolve since it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe cmun...@cameronmunroe.com wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: dreamde...@dsrclan.com dreamde...@dsrclan.com
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had a
restart!
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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
We've contacted Valve. It should be removed from the hldsupdatetool list 
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you 
download the newer server version with steamcmd. After that, you will 
have the updated srcds_run script that utilizes steamcmd for future 
updating.


On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate 
forces a check
of all files on the server which shows return codes of being fully up 
to date.
  So either way, it's something valve needs to look at and resolve 
since it's

their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe 
cmun...@cameronmunroe.com wrote:



Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: dreamde...@dsrclan.com dreamde...@dsrclan.com
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has 
had a

restart!
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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
The version on hldsupdatetool hasn't allowed clients to join since the 
middle of last month anyway.


Since then, both Windows and Linux servers have had to use steamcmd to 
update.


The new content system allows us more flexibility with updating and also 
makes update download sizes smaller for both clients and servers. While 
it's still a bit rough around the edges in regard to servers, it's 
getting better.


On 8/21/2012 3:12 PM, Rudy Bleeker wrote:

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe cmun...@cameronmunroe.com
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.



-Original Message-
From: dreamde...@dsrclan.com dreamde...@dsrclan.com
To: hlds_linux@list.valvesoftware.com
Sent: Tue, 21 Aug 2012 11:01 AM
Subject: [hlds_linux] Nuclear Dawn Issue



WTF!

MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.

This is with the server running with -autoupdate -verify_all and has had
a
restart!
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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings

I gave that link in one of my responses.

On 8/21/2012 4:03 PM, dreamde...@dsrclan.com wrote:

I'll retract my bit about not being able to find it as the continued search
found it listed under the wiki but absent in other places.



http://forums.interwavestudios.com/topic/4529-dedicated-server-change/



So others don't have to waste time looking for the link and information.




On August 21, 2012 at 4:01 PM dreamde...@dsrclan.com dreamde...@dsrclan.com
wrote:



So what are the advantages of SteamCMD for linux? Does InterWave's site have
the
necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
re-setup my server? I ask because I've already checked and there is zero
documentation on the changes.

I'm glad the environment I have here locally doesn't require change management
or dedicated maintenance windows because Valve seems to be jacking everyone
these days.  I feel bad for the GSP's with the additional overhead they are
having to incur with all the pushes as of late.



As a side note, SteamCMD leaves a lot to be desired for a command line
perspective.  Registering a server is one thing but if you do it from your
main
account, every time the server updates you will be knocked off of steam.  It's
either that or create multiple accounts and multiple scriptlets to manage your
servers.  This is NOT efficient.


With the amount of money that I've spent with Valve personally, it's tempting
to
tell them to take a flying leap and close my account.  Their reliability for
item servers, cloud and now servers has diminished over the last year to an
unreliable level.  Daily patching which breaks servers consistently is not
acceptable.  unpublished changes are not acceptable.  Thats as bad as not
doing
input validation when writing a program or website! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.





Today's Topics:

1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings)
4. Re: Mandatory TF2 update released (doc)
5. Re: Mandatory TF2 update released (Essay Tew Phaun)
6. Re: Mandatory TF2 update released (Frank)
7. Re: Mandatory TF2 update released (Michael Ojeda)


--

Message: 2
Date: Tue, 21 Aug 2012 21:12:11 +0200
From: Rudy Bleeker rblee...@gmail.com
To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Nuclear Dawn Issue
Message-ID:
 cacdn3lx_cr6wsx+yo4hzxewwgkpxqfqmccyklanzagcxdjh...@mail.gmail.com
Content-Type: text/plain; charset=UTF-8

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will
have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces
a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe cmun...@cameronmunroe.com
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.


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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
As I noted, the advantages at the moment are mostly on our end with 
regard to update deployment. In addition, the update downloads are 
typically much smaller than before as well as downloading faster via 
HTTP cdn, rather than the old Steam content servers.


SteamCMD is still just as scriptable, and anonymous login is planned, 
though not available yet.


On 8/21/2012 4:01 PM, dreamde...@dsrclan.com wrote:


So what are the advantages of SteamCMD for linux? Does InterWave's site have the
necessary changes listed somewhere, or Valve, so that I can WASTE TIME and
re-setup my server? I ask because I've already checked and there is zero
documentation on the changes.

I'm glad the environment I have here locally doesn't require change management
or dedicated maintenance windows because Valve seems to be jacking everyone
these days.  I feel bad for the GSP's with the additional overhead they are
having to incur with all the pushes as of late.



As a side note, SteamCMD leaves a lot to be desired for a command line
perspective.  Registering a server is one thing but if you do it from your main
account, every time the server updates you will be knocked off of steam.  It's
either that or create multiple accounts and multiple scriptlets to manage your
servers.  This is NOT efficient.


With the amount of money that I've spent with Valve personally, it's tempting to
tell them to take a flying leap and close my account.  Their reliability for
item servers, cloud and now servers has diminished over the last year to an
unreliable level.  Daily patching which breaks servers consistently is not
acceptable.  unpublished changes are not acceptable.  Thats as bad as not doing
input validation when writing a program or website! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.





Today's Topics:

1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings)
4. Re: Mandatory TF2 update released (doc)
5. Re: Mandatory TF2 update released (Essay Tew Phaun)
6. Re: Mandatory TF2 update released (Frank)
7. Re: Mandatory TF2 update released (Michael Ojeda)


--

Message: 2
Date: Tue, 21 Aug 2012 21:12:11 +0200
From: Rudy Bleeker rblee...@gmail.com
To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Nuclear Dawn Issue
Message-ID:
 cacdn3lx_cr6wsx+yo4hzxewwgkpxqfqmccyklanzagcxdjh...@mail.gmail.com
Content-Type: text/plain; charset=UTF-8

Nicholas, do you mean to say Nuclear Dawn will be removed from the
hldsupdatetool, and on Linux too? It would be a shame since I'm
running a Nuclear Dawn server but still don't like steamcmd very much.


On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:

We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.


On 8/21/2012 2:14 PM, Nicholas Hastings wrote:

That is the issue.

-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd. After that, you will have
the updated srcds_run script that utilizes steamcmd for future updating.

On 8/21/2012 2:10 PM, dreamde...@dsrclan.com wrote:


Even if that is the issue, -verify_all combined with -autoupdate forces a
check
of all files on the server which shows return codes of being fully up to
date.
   So either way, it's something valve needs to look at and resolve since
it's
their master servers complaining about it not being up to date.




On August 21, 2012 at 2:04 PM Cameron Munroe cmun...@cameronmunroe.com
wrote:


Sometimes the patch doesn't get applied.

Sent from my android device.


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InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] Nuclear Dawn Issue

2012-08-21 Thread Nicholas Hastings
For what it's worth, you do not have to use a Steam account that owns 
the game to download the dedicated server. You can have a Steam account 
created, not owning any games, just for downloading/updating on the 
server if you wish.


On 8/21/2012 7:03 PM, Rudy Bleeker wrote:

On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:

SteamCMD is still just as scriptable, and anonymous login is planned, though
not available yet.

I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.

/rant

Sorry Nicholas, I know this is out of your hands, I'll wait for Valve
to add this feature.



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Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com

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Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Nicholas Hastings
Or, maybe allow ANY Steam account - even a Free-to-Play account from a 
different game to be used to install/update any game 


That is already the case for most or all dedicated servers on the new 
system. CS:GO dedicated /was/ locked down until late last week only 
because the beta itself was locked down. Now, any Steam account has 
access to download the dedicated server, even if it does not own any games.



On 8/21/2012 8:32 PM, Weasel wrote:

On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:

SteamCMD is still just as scriptable, and anonymous login is planned, though
not available yet.

I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.

/rant

It second that.  I don't run ND. But, the whole idea that you have to use a Steam account 
that can't simultaneously be used elsewhere is ludicrous.  At the very least, 
Dedicated Server installs/updates should be excluded from the authentication 
requirement somehow.  Or, maybe allow ANY Steam account - even a Free-to-Play account 
from a different game to be used to install/update any game.

I tried no to be a whiner, and not to complain too much about stuff; because I do all this just for 
fun - not a living.  But, the whole logon/authentication idea on a server-side update function is 
one of the most wasteful and stupid things I have ever heard of.  The only reason I can even think 
to have something like that is legal/content-control/DRM crap.  Otherwise, I don't see it bringing 
any benefit to the players or the server operator community.

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or 
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially having to 
own another copy of the game just for the purpose of hosting (and 
maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game servers 
simultaneously? Do you need a separate Steam account on each, so that they can 
run concurrently?  What if they aren't even just multiple instances on the same 
host/IP, but on different hosts/IPs?
4) work-around's to script the password into the update command-line, etc? 
OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real community-killer functionality.  Meaning killing-off the 
community of people hosting dedicated servers - particularly those of us NOT doing so for any 
fee/charge/subscription/membership, etc.  IMH(f)O, what makes many titles successful, and what keeps some viable - is 
all the volunteers hosting dedicated servers for them.  If we had to depend on Valve/WON/Sierra hosting the only decent 
game servers for HL1 death-match back in the day - Valve probably would probably be a little-known subsidiary of 
Sierra, a footnote on Wikipedia.  Add Counter-Strike into the mix (which STILL on many days has more peak players than 
any other Valve title - including the Source sequel to it!), and ... well , you get my point.  
community dedicated servers also add variety-  with all their wonderful weirdness: custom maps (some of 
which eventually get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated servers (Alfred) work for 
Valve now? (I could be confused about that).  That type of functionality is CORE to almost every dedicated 
server for almost every Valve title or mod for a Valve title - and it started with a 3rd party server-side 
mod, running on 3rd party dedicated servers.  Alfred! if you ARE there, help us out bother! Can we give you a 
Sword of a Thousand Truth's or something so you can go slay whatever [censored] decided that 
logon/auth for server-side installations/updates was necessary?

/rant/lecture

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Re: [hlds_linux] SteamCMD, etc.

2012-08-21 Thread Nicholas Hastings
1 is planned, 2 has already been done for everything but CS:GO for a 
while, and CS:GO as well as of a few days ago.


On 8/21/2012 8:50 PM, Michael Ojeda wrote:

If I'm not mistaken they were planning on either 1. removing the need to
login to steam servers for F2P dedicated server files, 2. allow any steam
account (second account) or am I wrong?

On Tue, Aug 21, 2012 at 5:38 PM, Nicholas Hastings psycho...@alliedmods.net

wrote:
Or, maybe allow ANY Steam account - even a Free-to-Play account from a
different game to be used to install/update any game 

That is already the case for most or all dedicated servers on the new
system. CS:GO dedicated /was/ locked down until late last week only because
the beta itself was locked down. Now, any Steam account has access to
download the dedicated server, even if it does not own any games.



On 8/21/2012 8:32 PM, Weasel wrote:


On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings

nicho...@interwavestudios.com** wrote:


SteamCMD is still just as scriptable, and anonymous login is planned,
though
not available yet.


I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND at the
moment but a TF2 MvM game. The main issue I'm having with steamCMD is
indeed that I need to log in with my steam account, which will
disconnect the Steam client on my game PC.

/rant


It second that.  I don't run ND. But, the whole idea that you have to use
a Steam account that can't simultaneously be used elsewhere is ludicrous.
  At the very least, Dedicated Server installs/updates should be excluded
from the authentication requirement somehow.  Or, maybe allow ANY Steam
account - even a Free-to-Play account from a different game to be used to
install/update any game.

I tried no to be a whiner, and not to complain too much about stuff;
because I do all this just for fun - not a living.  But, the whole
logon/authentication idea on a server-side update function is one of the
most wasteful and stupid things I have ever heard of.  The only reason I
can even think to have something like that is legal/content-control/DRM
crap.  Otherwise, I don't see it bringing any benefit to the players or
the server operator community.

I can see this having all sorts of issues/complications:
1) As mentioned, can't play using an account while using it to install or
update a server.
2) In the case of non-F2P (Free-to-Play) games, consequently potentially
having to own another copy of the game just for the purpose of hosting
(and maintaining) a dedicated server for it.
3) Even if ALL games were F2P, what if you need to update multiple game
servers simultaneously? Do you need a separate Steam account on each, so
that they can run concurrently?  What if they aren't even just multiple
instances on the same host/IP, but on different hosts/IPs?
4) work-around's to script the password into the update command-line,
etc? OMG more stuff to have - just because of the logon junk.

IMH(f)O, all that stuff is real community-killer functionality.
  Meaning killing-off the community of people hosting dedicated servers -
particularly those of us NOT doing so for any 
fee/charge/subscription/**membership,
etc.  IMH(f)O, what makes many titles successful, and what keeps some
viable - is all the volunteers hosting dedicated servers for them.  If we
had to depend on Valve/WON/Sierra hosting the only decent game servers for
HL1 death-match back in the day - Valve probably would probably be a
little-known subsidiary of Sierra, a footnote on Wikipedia.  Add
Counter-Strike into the mix (which STILL on many days has more peak players
than any other Valve title - including the Source sequel to it!), and ...
well , you get my point.  community dedicated servers also add variety-
  with all their wonderful weirdness: custom maps (some of which eventually
get picked-up as official), 3rd party mods, etc.

Heck, doesn't the guy who wrote the original AdminMod for dedicated
servers (Alfred) work for Valve now? (I could be confused about that).
  That type of functionality is CORE to almost every dedicated server for
almost every Valve title or mod for a Valve title - and it started with a
3rd party server-side mod, running on 3rd party dedicated servers.  Alfred!
if you ARE there, help us out bother! Can we give you a Sword of a
Thousand Truth's or something so you can go slay whatever [censored]
decided that logon/auth for server-side installations/updates was
necessary?

/rant/lecture

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Re: [hlds_linux] Request: Current MvM Wave cvar

2012-08-16 Thread Nicholas Hastings

That is crazy overkill.

You can just use FindEntityByClassname to get the tf_objective_resource, 
and GetEntProp to read m_nMannVsMachineWaveCount.


On 8/16/2012 2:58 PM, Invalid Protocol wrote:

I don't see any convar.

You can do this with a SM plugin, but is easy only for Linux: call the
MannVsMachineStats_GetCurrentWave function (use
@_Z33MannVsMachineStats_GetCurrentWavev as signature for SDK Tools) and will
return the index (starting from 0). I don't know if you can get a signature
for Windows, because the function is too small.

Also you can hook the MVMResetPlayerWaveSpendingStats user message. The
first byte is wave's index (also starting from 0). Using this approach you
can define a convar and keep it updated with wave's current index.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Thursday, August 16, 2012 8:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Request: Current MvM Wave cvar

Is there any way we could get a cvar or something that would report back
the current wave? I've got a little auto-magic signup for my MvM server I'm
working on and I'd love to be able to query the MvM server to see about how
far through the current game is.
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[hlds_linux] Mandatory Nuclear Dawn update released

2012-08-02 Thread Nicholas Hastings

We've released a mandatory update to Nuclear Dawn. The notes are below.

As a reminder, the new steamcmd tool is now required for updates, rather 
than hldsupdatetool. More information can be found here, 
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/


Enhancements
 - Play Now now takes into account servers that friends are playing on.
 - Voice speaking display is now more visible in commander view.

Bug fixes
 - Fixed ranks 61-64 using rank 60 icon.
 - Fixed a rare case where R.E.D.s could not be detonated.
 - Fixed RED/grenade viewmodel still showing empty after going from 
none to some ammo at supply station or ammopack.
 - Fixed supply station health count going down when hyposprayed 
players are near it (not actually using health).

 - Fixed being able to spam ammo and health kits with secondary fire.
 - Fixed commander Lost Signal when reentering commander view after 
leaving it with signal lost.
 - Fixed a rare client crash that could sometimes occur when selection 
a bunker that had an assembler building.

 - Fixed some issues with server browser column headers.
 - Fixed resource point untouch inconsistency across maps. Tertiary and 
Secondary points all now slowly, rather than instantly lose capture when 
untouched.
 - Fixed resource points sometimes showing as completely captured when 
not captured at all.

 - Fixed round_start not being written to game log.
 - Fixed console spam when equipping Grenade Launcher with Clip 
Compressor II gizmo active.
 - Fixed resource count being printed as 1,0 when count was exactly 
1,000.

 - Fixed some Russian localization issues.

Mapping
 - Added new nd_logic_custom ent to expose more things to mappers, 
allowing for more custom game modes (see Hammer for details).

 - Added support for adding rocket turrets.
 - Added new team-color map ping types.
 - Various fgd fixes and updates.
 - Fixed Consortium armory model in Hammer.

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Re: [hlds_linux] Cvars showing on chat

2012-07-23 Thread Nicholas Hastings
Most of the cvars tagged to show when changed are done so because they 
affect gameplay.


Where's the line between lying to clients and hiding information from them?

On 7/23/2012 4:49 PM, Bruno Garcia wrote:

On Mon, Jul 23, 2012 at 5:41 PM, 1nsane 1nsane...@gmail.com wrote:


It has always been like this.

You would need something like sourcemod to bypass this.

On Mon, Jul 23, 2012 at 11:51 AM, Bruno Garcia garcia.bru...@gmail.com

wrote:
No, this even shows up by default on a vanilla server.

The output is the following:
server cvar 'mp_freezetime' changed to 50

I'm on a CS:S Server by the way, but I believe this also shows up on TF2.

On Mon, Jul 23, 2012 at 12:43 PM, Vitor F. - Killall x30...@gmail.com

wrote:
You are using sourcemod?

2012/7/23 Bruno Garcia garcia.bru...@gmail.com:

Hello,

This has been annoying for me since the day it was added to the game.
When you change a var in the server, it's automatically printed on

the

server's chat.

In addition, if the cvar takes server tags, the change for server

tags

also

gets printed on the server's chat.

Is there any way to disable this?
If not, could this be added?

Thanks.
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I'm not a fan of sourcemod. Personally, I do know that it hooks with the
engine in an awesome way, but it's just sucks on how you handle scripting.

I'm using eventscripts to code Python (i 3 python)

Anyways, there SHOULD be a way to disable this, it gets really really
annoying!
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[hlds_linux] Mandatory Nuclear Dawn update released

2012-07-19 Thread Nicholas Hastings

We've released a mandatory update to Nuclear Dawn. The notes are below.

As a reminder, the new steamcmd tool is now required for updates, rather 
than hldsupdatetool. More information can be found here, 
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/


Enhancements
- Commander building placement now remembers rotation used for last 
placed building when placing another.

- Customizations of radialmenu.txt will no longer be overwritten on updates.
- Added mapping support for nd_info_sonic_turret_ct.

Fixes
- Fixed sniper no-rezoom-after-shot option only working on local servers.
- Fixed firstperson in-hand weapon model not displaying to Source TV 
viewers.

- Fixed choppiness when using noclip or spectator free cam mode.
- Fixed commander building placement sometimes unintentionally rotating 
buildings on click.


Server changes
- Updated srcds_run linux server script autoupdate to work with new 
steamcmd tool.


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[hlds_linux] Optional Nuclear Dawn Update Released

2012-07-16 Thread Nicholas Hastings
We've released an optional (for servers) update to Nuclear Dawn. The 
notes are below.


- Fixed some common server crashes.
- Updated localizations.

In addition, as noted in the InterWave Studios forums, Nuclear Dawn 
dedicated server now uses the new steamcmd tool to update rather than 
hldsupdatetool.


More information can be found here, 
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/


If you have questions or issues with this change, please post on the IW 
forums rather than back to the list here.


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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-07-12 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.5 are below.


New Content
- Added new map, Gate (beta), the first of the two community mapping 
contest winners.


Enhancements
- Added option to disable sniper auto-rezoom.
- Added sound to notify when a vote appears.
- Added community-contributed loading screen tips.

Fixes
- Fixed gizmo effects sometimes taking a second spawn to apply.
- Fixed sorting in gizmo selection window to show the no gizmo option 
first.

- Fixed gizmo selection panel sometimes being stuck open.
- Fixed radar kit viewmodel not going invisible when stealthing.
- Fixed HTML server motd messages not displaying on Macs.
- Fixed What's New update news screen not working on Macs.
- Fixed Mac http custom content downloads timing out when system is 
configured to use a proxy server.

- Fixed rank name for rank 58, Lieutenant General First Class.
- Fixed sound not playing for Destroy radio command.
- Fixed checkbox and radio button glyphs not displaying properly in some 
dialogs on Mac.

- Fixed Mac showing Half-Life 2 icon when running the game.
- Fixed numerous cases where a building hologram would get stuck on the 
build grid.
- Fixed issue with invalid build button grid and unbuildable builds when 
first selecting assembler, then selecting control group containing units 
that no longer exist.

- Fixed resource counter showing incorrect amount to spectators.
- Fixed no commander message always displaying to spectators even when 
spectated team had commander.
- Fixed issues with NX300 flame sometimes persisting too long in 
spectated view.

- Fixed a case where unpowered walls were not properly taking health decay.
- Fixed turret radius display being stuck on screen for commanders if 
leaving chair during first phase of build.

- Fixed radar kits disappearing on death.
- Fixed being able to move when armory class menu is open if scoreboard 
is also up.

- Fixed chaingun spinning sound persisting through reload.
- Fixed sniper overlay flash that would occur after shooting when using 
hold-to-zoom ironsight controls.

- Fixed bots sometimes getting stuck on Consortium transport gates.
- Fixed some cases where the scoreboard or MOTD panel could show over 
top of the map load screen.
- Fixed hitgroups being ignored on in-chair commander for headshot 
tracking and armor calculation.

- Fixed bloodspatter not showing on in-chair commander.
- Fixed rare client crash when switching weapon.
- Fixed U23 grenade kills showing and logging as from P12 grenade.
- Fixed area in Oilfield where players could get stuck behind tanker 
truck near Empire base.




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Re: [hlds_linux] Mandatory Nuclear Dawn Update Released

2012-07-12 Thread Nicholas Hastings

Thanks for your support.

The fix for the chaingun would not have also affected grenades, but 
we'll look into it.


On 7/12/2012 6:50 PM, Eric Stokes wrote:

Thanks Nick and InterWave, really appreciate the bugfixes! Everyone sees
fit to thank the TF2 team and others with updates, but the ND guys don't
get enough love!

Can't wait to try it out!

Side note:
Does the chain gun fix apply to grenades too? Few of us were getting stuck
in Grenade hearing mode on a server the other day.

--Eric

On Thu, Jul 12, 2012 at 3:35 PM, Nicholas Hastings 
nicho...@interwavestudios.com wrote:


We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.5 are below.

New Content
- Added new map, Gate (beta), the first of the two community mapping
contest winners.

Enhancements
- Added option to disable sniper auto-rezoom.
- Added sound to notify when a vote appears.
- Added community-contributed loading screen tips.

Fixes
- Fixed gizmo effects sometimes taking a second spawn to apply.
- Fixed sorting in gizmo selection window to show the no gizmo option
first.
- Fixed gizmo selection panel sometimes being stuck open.
- Fixed radar kit viewmodel not going invisible when stealthing.
- Fixed HTML server motd messages not displaying on Macs.
- Fixed What's New update news screen not working on Macs.
- Fixed Mac http custom content downloads timing out when system is
configured to use a proxy server.
- Fixed rank name for rank 58, Lieutenant General First Class.
- Fixed sound not playing for Destroy radio command.
- Fixed checkbox and radio button glyphs not displaying properly in some
dialogs on Mac.
- Fixed Mac showing Half-Life 2 icon when running the game.
- Fixed numerous cases where a building hologram would get stuck on the
build grid.
- Fixed issue with invalid build button grid and unbuildable builds when
first selecting assembler, then selecting control group containing units
that no longer exist.
- Fixed resource counter showing incorrect amount to spectators.
- Fixed no commander message always displaying to spectators even when
spectated team had commander.
- Fixed issues with NX300 flame sometimes persisting too long in spectated
view.
- Fixed a case where unpowered walls were not properly taking health decay.
- Fixed turret radius display being stuck on screen for commanders if
leaving chair during first phase of build.
- Fixed radar kits disappearing on death.
- Fixed being able to move when armory class menu is open if scoreboard is
also up.
- Fixed chaingun spinning sound persisting through reload.
- Fixed sniper overlay flash that would occur after shooting when using
hold-to-zoom ironsight controls.
- Fixed bots sometimes getting stuck on Consortium transport gates.
- Fixed some cases where the scoreboard or MOTD panel could show over top
of the map load screen.
- Fixed hitgroups being ignored on in-chair commander for headshot
tracking and armor calculation.
- Fixed bloodspatter not showing on in-chair commander.
- Fixed rare client crash when switching weapon.
- Fixed U23 grenade kills showing and logging as from P12 grenade.
- Fixed area in Oilfield where players could get stuck behind tanker truck
near Empire base.



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Developer
InterWave Studios
www.interwavestudios.com 
http://www.interwavestudios.**comhttp://www.interwavestudios.com
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-06-21 Thread Nicholas Hastings

We've released a mandatory update to Nuclear Dawn. The notes are below.

Balance changes
- Barriers and Walls now require and use a small amount of power.
- Barriers and Walls slowly decay when unpowered, down to 10% of their 
maximum health.

- Raised cost for Barriers and Walls.
- Walls now require Commander Abilities II research.
- Slightly lowered NX300 damage.

Other enhancements
- Updated Play menu for easier navigation to server browser.

Other fixes
- Fixed missing placement constraints on power relay structures.

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-06-20 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.4 are below.


Nuclear Dawn Update 6.4
New Features
- Added new structures, Barrier and Wall.
- Added ctrl-click for building to allow immediate placement of another 
instance of same structure.

- Added offline practice mode.

Other Enhancements
- Updated main menu to be cleaner and friendlier.
- Added text on hud to show the effective squad gizmo, if any.
- Improved crash handling/reporting.
- Improved bot logic.

Other Fixes
- Fixed nano skin particle sometimes getting stuck on.
- Fixed radar kit appear at stealth sniper's feet.
- Unit group selection keys are now disabled in commander spectate view.
- Commander can no longer build when signal is lost.
- Fixed round end display showing level 60 for any higher level.
- Fixed more cases where a building hologram could get stuck on 
commander's screen.

- Fixed multiple issues with custom content http downloads on Mac.
- Fixed a common server crash that would sometimes occur on map change.
- Fixed being able to teleport to EMP'd Transport Gates.
- Fixed some map loading screens showing team bases swapped.
- Fixed some map loading screens having doubled, ghosted text.
- Fixed Squad-only Voice Comm in Options binding to regular Voice Comm 
button.

- Fixed rank names not displaying for ranks higher than 60.
- Fixed being able to build structures in the ground when commander 
clipped with world geometry in most maps.


Downtown
- Fixed benches disappearing in the metro station
- Fixed a bunch of see through chairs due fade distance
- Fixed clip brush on shopping mall roof blocking the player

Clocktower
- Fixed floating props on tunnel ramp

Authoring Tools
- No longer Beta.
- Added Metro map source to sdk_content.
- Updated wiki link in launcher, added forum link.

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Re: [hlds_linux] Unable to install CS:GO dedicated server

2012-06-04 Thread Nicholas Hastings

https://list.valvesoftware.com/mailman/listinfo/csgo_servers

On 6/4/2012 10:18 AM, Steven Miano wrote:

I'm interested in the CS:GO mailing list, I didn't see it listed here:
https://list.valvesoftware.com/

Where is it exactly?

On Mon, Jun 4, 2012 at 9:17 AM, Axel Terizakia...@mahoro-net.org  wrote:


I didn't know there was a ML for CSGO Servers in particular. I'll
subscribe to it now. Thanks :)


ics a écrit :

  Also, since you and some others may not be on the Csgo_servers mailing

list (you should join if you have servers for it), there was discussion
about this issue earlier.

Steamcmd will replace hldsupdatetool in the future for all Valve games.
There was also talk about having anonymous account for updating a server
but no promises or decisions were made by Valve on that yet. It would be
extremely convinient to have anonymous account since
i dare not to put my Steam login  password to a script that updates the
server. It's just a security risk. The others felt the same about it.

However, since CS:GO is still in beta and limited, Steamcmd is required
to update it. I really hope they add some anonymous account ability or
something for it later.

-ics

3.6.2012 12:42, ics kirjoitti:


You need to have CS:GO beta in order to install the dedicated server.

-ics

3.6.2012 11:50, Axel Terizaki kirjoitti:


Looks like it worked after a few tries today. Kind of a weird issue
though.

Is it necessary to have an account with CS:GO on it to install a
dedicated server, or could I just create a brand new account for my Linux
server and stlil use Steamcmd on it?

On 03/06/2012 04:09, Andre Müller wrote:


Delete the directory ~/Steam on your server and try to login again
with steamcmd. When you have SteamGuard enabled, watch for a new Key,
maybe the the code changed after deleting the directory ~/Steam.

2012/6/3 Necavinec...@0xf.org:


I was having the exact same issue - just keep trying, took me about a
dozen
tries at that point. I read that disabling steamguard completely
helps, but
if it did end up helping...the help was far from instantaneous.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of Nomaan Ahmad
Sent: Saturday, June 02, 2012 08:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Unable to install CS:GO dedicated server

You need to log out from your regular Steam client to be able to
successfully log in to SteamCMD.

On 2 June 2012 12:30, Axel Terizakia...@mahoro-net.org   wrote:

  Hello.

I'm getting an error while following this page's instructions :
https://developer.**valvesoftw**are.com/wiki/**Counter-Strike:**
_Global_**http://valvesoftware.com/wiki/**Counter-Strike:_Global_**

  Offensive_Dedicated_Serversht**tps://developer.valvesoftware.**

com/wiki/Counterhttps://developer.valvesoftware.com/wiki/Counter
-Strike:_Global_Offensive_**Dedicated_Servers


Basically, I log in with my own steam account (I disabled Steam
Guard to
make sure it wasn't interfering) and when I try to install CS:GO, I
get:

app_update 740 validate
ERROR! Failed to request AppInfo update, not online or not logged in
to
Steam.

Trying to login another time results in a timeout...
I'm not sure of how to fix this, has anybody else found a way around
this
problem?

Thanks in advance.

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-05-18 Thread Nicholas Hastings
We've released (another) (another) mandatory update to Nuclear Dawn. The 
notes are below.


Balance changes
- High level gizmos now affect Squad rather than Team.

Fixes
- Fixed crash on startup with game controller plugged in.

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Developer
InterWave Studios
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-05-17 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.3 are below.


Nuclear Dawn Update 6.3
New Features
- Increased rank cap from 60 to 80. Rank is based on xp, so some players 
may already be higher than 60.
- Added new team-based gizmos for levels 65, 70, 75, and 80. Whole team 
gets effect of highest level one equipped by any player on team.
- Added all new loading screen to show map overview, server info, 
loading progress, and game tips.

- Added squad-only voice chat (default B).
- Added ability for commander to spectate a troop.
- Added support for player sprays (can disable serverside with 
sv_allowsprays 0 or clientside on Options - Other ).
- Added new particle effects for medpacks, ammo packs, radar kits, and 
players with Nano Skin active.
- Added beta support for Source TV ( most things from here apply, 
https://developer.valvesoftware.com/wiki/SourceTV ).


Other enhancements
- Transport Gate teleport menu now auto-closed after teleporting (can be 
changed in Options - Other)

- Scoreboard now shows above other hud elements.
- Added bots column to server browser.
- Added ach_headshot_progress client command to show detailed progress 
toward Headshot achievement.
- Added an error message (rather than silent failure) to show when 
server connection failed due to server being VAC-secured with insecure 
client.
- Removed cheat flag from server spawn time convars Tag with Play Now 
penalty will be applied if changed.

- Many engine stability fixes.
- Unlocked client viewmodel_fov convar.
- Updated localizations.

Balance Changes
- Added radarkit to Stealth Sniper kit.
- Adjusted damage dropoff factors for all weapons.
- Capped max resources at 250,000 to prevent issues when it gets too high.

Other Fixes
- Fixed rare occurence where player could be only half-spawned, unable 
to move.

- Fixed team selection panel showing at round start while spectating.
- Fixed issue where medpack would sometimes show clipping into view when 
spectating a Support player.

- Fixed some keys getting stuck in commander mode.
- Fixed retry client console command.
- Fixed rare grenade-related server crash.
- Fixed a rare listen server crash related to player stats.
- Fixed bots not showing in player counts on in-game status command and 
server queries.

- Fixed potential gizmo exploit.
- Cleaned up and fixed many console messages and errors.

Oasis
- Fixed getting stuck at primary point.
- Fixed getting stuck on a corner of a building near the broken glass 
walkway.

- Fixed plants sticking through floor near CT base.

Metro
- Fixed getting stuck at primary point.
- Added additional no-build areas to avoid structure deployment inside 
buildings.


Silo
- Fixed able to deploy structures inside a pallet stack near Primary area.
- Fixed floating secondary point near EMP Base.
- Adjusted a few no-build areas.
- Removed the roof near the EMP base to make it easier to deploy structures.
- Adjusted secondary area near EMP to make more space for placing 
structures.

- Additional optimisation pass due the adjusted secondary area.
- Converted a physic prop to a multiplayer physic to improve performance.
- Fixed a few small issues throughout the map.

Known issues
- In-hand weapon model is not drawn in first-person spectate in Source TV.

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Developer
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-05-17 Thread Nicholas Hastings
We've released (another) mandatory update to Nuclear Dawn. The notes are 
below.


- Fixed crashing on Career screen for some high-rank users.
- Fixed loading screen layout when connecting to VAC-secured servers.
- Fixed Lost Signal display appearing in many cases when using 
Commander Spectate.

- Updated localizations.

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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-04-11 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.2b are below.


Enabled double XP weekend, up to rank 15 (Thursday through Sunday, 
starts and stops at 17:00 GMT).


Other changes
- Added option to reset rank and stats.
- Manually powering structures off can now only be done when they're 
fully on, and on when fully off.

- Added rate limit to hypospray scoring to prevent abuse.
- Class ability on medic now always jumps to medpack.
- Updated localizations.

Fixes
- Fixed a client crash related to commanding and in-progress armories.
- Fixed mouse sensitivity being stuck lowered until respawn after ending 
exo lockdown while aiming to side.

- Fixed further issues with gizmo selections not applying correctly.
- Fixed in-armory change to current already-picked class only changing 
gizmo.
- Fixed gizmo not being reset on class change if Customize panel wasn't 
used.
- Fixed some cases where holographic placement structures could become 
stuck.
- Fixed being able to accidentally spend money on same research twice 
with more than one armory selected.



--
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Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-04-04 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.2a are below.


Nuclear Dawn Update 6.2a
Balance changes
 - Reworked ammo pack earned xp to not be based on actual ammo amount, 
unfairly weighting some weapons.
 - Research in-progress when last armory is sold/destroyed is now lost 
without refund.

 - Rebalanced Homewrecker and Siege Support gizmo effects.

Other enhancements
 - Play Now is now a little quicker at finding servers.
 - Added mention of backstab reticle change to Stealth tutorial.
 - Updated localizations

Various fixes
 - Fixed commander heal ability not healing.
 - Fixed crash in Commander Intermediate tutorial.
 - Fixed research not being recognized in Commander Advanced tutorial.
 - Fixed compass not displaying properly on tutorial training map.
 - Fixed a server and client crash relating to armory research.
 - Fixed commander orders staying on team change.
 - Fixed radar kit requiring line of sight to expose enemies.
 - Fixed being able to damage own radar kits.
 - Fixed radar structure still functioning without power.
 - Fixed in-armory class changes not always changing gizmo.
 - Fixed case where What's New panel would spew console errors when 
Steam site is down.
 - Fixed some oddities with commander chat (some notifications not 
displaying).

 - Fixed getting stuck near helicopter in Oilfield.

--
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Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-03-30 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.2 are below.


Nuclear Dawn Update 6.2
New Features:
- Added new commander research items
  - Player Boost I, II, and III
  - Structure Boost I, II, and III
  - Commander Abilities II and III
- Added support for giving default commander orders to whole team.
- Added support for squad-only chat (default I).
- Added new portable Radar Kit item for Support BBQ.
  - Places on ground like ammo or health kit.
  - After deployment, it extends radar range, uncovering units and 
structures in fow.
  - Lasts after death, but can be destroyed by enemy (will disappear on 
class change).
- Added Play Now feature to allow quick joining into an optimal server, 
considering ping and player count.

- Added optional compass display to HUD.

Other enhancements
- Added Game Guide button to main menu.
- Added game instructor tip for transport gate teleporting.
- Players calling artillery strikes, rather than current commander, now 
get credit for kills.
- USE key can now be used anytime while inside of a transport gate, 
rather than needing to face it.

- Enabled server mp_unbalance_limit convar.
- Round end team swap notification is now more visible.
- Updated localizations.

Balance Changes
- Effects of armory research are now suspended if all of your team's 
armories are destroyed or sold (build another for all to reactivate).
- Transport gates can no longer be manually powered down to prevent 
griefing by commander.


All Maps
- Added/tweaked light glows and environment sun.
- Fixed several spots where the commander was able to build outside of 
the map.

- Improved guardtower collisions.

Clocktower
- Fixed getting stuck near the Consortium base.
- Fixed a few small issues throughout the map.

Downtown
- Decreased HDR.
- Improved collision for the broken train.
- Fixed trains clipping through each other in the trainyard.

Hydro
- Blocked ability to build structures on the ramp near the turbines.

Oasis
- Fixed missing spot overlays
- Increased lightmapscales on some walls for higher quality shadows.
- Updated loading screen.

Oilfield
- Fixed not being able to climb on the ladder of the broken tanker truck.
- Improved bot nav mesh.

Silo
- Improved submarine bridge collision.

Other Fixes
- Fixed crash when changing certain video options.
- Fixed a case where commander would be unable to set a spawn location 
as default.

- Fixed thermal vision staying enabled when entering commander view.
- Fixed IP bans not applying to RCON access.
- Fixed case where armory research buttons could be mirrored on 
transport gate.
- Fixed players under hypospray effect getting healed by commander heal 
ability.

- Fixed REDs being undetonatable after ninth RED is placed.
- Fixed tutorial noting incorrect weapon slot key for sidearm.
- Fixed being able to use the command bunker console while in exo suit 
lockdown.

- Fixed possibility for teleport to send player to nearby enemy gate.
- Fixed issues with certain gizmos not functioning properly - Smooth 
Operator, Siege Specialist, Melee Specialist, Advanced Munitions.
- Fixed glitch on Career panel where gizmo tooltip could appear over top 
of Achievements or Extras tab.

- Fixed radar structure still functioning when powered down.
- Fixed being able to change class in powered down armory.
- Fixed being able to teleport from powered down tgates.
- Fixed always getting Playground Bullies achevement if clan set.
- Fixed Traitor achievement being unachievable.
- Fixed progress bars for Running Up and Charging In achievements being 
off by an order of magnitude.
- Fixed rare care where a player could spawn with partial hud and unable 
to move.

- Fixed viewpunch being applied to meleed teammates.
- Fixed round-end clan achievements not being awarded on enemy surrender.
- Fixed training graduate achievements not being granted - related 
achievements will be granted on load if you've completed the courses.

- Fixed Charging Up achievement using meters sprinted instead of meters ran.
- Fixed some achievement icons not displaying properly.


--
Nicholas psychonic Hastings
Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-03-08 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.1 are below.


New Features

 * Added support for setting clan/group association.
 * Added new clan-based achievements: Ants, Locusts, Legion, Playground
   Bullies, Strength In Numbers, and Traitor.
 * Added ability to teleport between your team's transport gates (use
   the USE key, default E on a gate).
 * Added ability for commander to manually power down most structures
   to free up power for others.

Other enhancements

 * Enemy spotted radio command now does short, red minimap blip on
   any enemies near pointing direction.
 * Squad preference is now remembered across team and map changes.
 * Join button on squads now becomes Leave for squad you are
   currently in.
 * Touched up scoreboard to allow showing longer names and clan tags,
   as well as making commander more visible.
 * Added scoring for ammo given via pack and hypospraying teammates.
 * Enabled joystick/gamepad options in Mouse options.
 * Made No artillery in range message more visible.
 * Added new Other options tab to expose more configuration options
   (including game hints, steam cloud, server download filter, and more).
 * Removed spectate tab from server browser until full Source TV
   support is available.

Balance Changes

 * Hypospray from supply station is now rate-limited similarly to grenades.
 * Lowered ammo pack max carry to 2.
 * Now only one ammo pack per player can be deployed at once, similar
   to med packs.
 * Ammo packs from supply station are now rate-limited at a slightly
   less frequent rate than grenades.

Oilfield final

 * Renamed oilfield_beta to oilfield
 * Added new overview map and loading screen
 * Added 4 extra tertiary points
 * Fixed plants sticking through container near ct base
 * Fixed floating fueltruck and container
 * Fixed small ladder issue on one of the fueltrucks
 * Fixed small displacement issues

Fixes

 * Fixed and improved a wide range of prop collisions.
 * Fixed right-click no longer working to cancel building of a structure.
 * Fixed a case where the health hud indicator would get stuck at the
   top of the screen.
 * Fixed client crash when connecting to a server with a misconfigured
   download url.
 * Fixed explosive grenade types not counting toward Plenty To Go
   Around achievement.
 * Fixed a rare case where players could spawn without weapons.
 * Fixed issues with some weapons not tracking properly for Headshot
   achievement and added progress indiciator.
 * Fixed in-bunker commander kills counting toward Golden Targets
   achievement.
 * Fixed commander chat history being cut off by a character for
   full-width text.

Server changes

 * Server browser no longer adds tags for secure/insecure (use
   existing, separate filter for these).
 * Added option to have teams swapped at round end (mp_roundend_teamswap).
 * Added option to force players to auto-assign selves to teams
   (mp_force_autoassign, will tag server with forceautoassign).
 * Improved and fixed portions of team balance logic.


--
Nicholas psychonic Hastings
Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-03-01 Thread Nicholas Hastings

Get over yourself.

On 3/1/2012 10:07 PM, Frank wrote:

Sorry Mr. Cain

But the sad truth is that support tickets are ignored, directing to the
support forums which don't appear to be getting any attention and I know
this is a direct line - I'm only bringing up the issue here when an update
is coming with high hopes of something, anything either being done or said.

As for understanding my concern.. I'm glad you are trying to understand but
for now I'll continue to post at various times to ensure the topic remains
top priority.

Sorry and again..thanks for your concern.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Cain
Sent: Thursday, March 01, 2012 10:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

Frank,

First, let me say that I understand your concern with the trading system.
Yes, it is VERY much less convenient than the old in-game trading system and
it would be nice to see something similar in speed (and stability) brought
back into the game.

With that being said...

I don't mean to put words into other people's mouths, but I can't be the
only one who is starting to become rather annoyed at the fact that you are
replying to almost every thread on this mailing list since the trade system
was swapped. The arguments are the same each time, regardless of the topic
and if it had anything to do with your problem.

So I ask of you, please stop.  You have voiced your opinion and made it know
that this is bothering you and hurting your trading servers. If Valve is
going to do something about it, all of us, including you, are going to have
to wait until that is done.

Thank you.
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[hlds_linux] Mandatory Nuclear Dawn Update Released

2012-02-24 Thread Nicholas Hastings
We've released a mandatory update to Nuclear Dawn. The notes for the ND 
Update 6.01 are below.


Balance changes

 * Each ammopack can now only supply each player up to one of each
   grenade type and one hypospray.
 * EMP blasts now destroy nano skin effect on enemies.
 * Hypospray / nano skin damage reduction lowered to 70%.
 * Poison damage is no longer reduced by nano skin.
 * Increased damage for all turret types.
 * Reduced X01 effective range.

Fixes

 * Fixed server browser player count being incorrect if bots were in game.
 * Fixed opposing team's default spawn showing in purple.
 * Fixed missing structure health indicator on repair tool.
 * Fixed some inconsistencies with nano skin duration bar, especially
   when hypospraying other players.
 * Artillery radio calls are now rate-limited.
 * Made icon above players with nano skin clearer.
 * Class ability key now always goes to repair tool on Support
   Engineer, rather than cycling tools.
 * Repair tool is now first, before ammo pack, when cycling tools as
   Support Engineer.

--
Nicholas psychonic Hastings
Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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[hlds_linux] Update 6.0 for Nuclear Dawn has been released

2012-02-23 Thread Nicholas Hastings

Please update your servers to receive the update. Changelog is below.

Weapons and slots

 * Frag grenades now vaporize other thrown frag grenades in blast radius.
 * Medpacks now have unlimited ammo. (Still only one can be placed at
   a time, per person).
 * Saboteur's REDs now use grenade slot.
 * Added secondary weapon slot for sidearms. (Weapon slot binds will be
   reset to default).
 * P900 is now enabled for players that have reached level 60.

Commanders may now set a default spawn area

 * Transport gates in default area will show in purple color on minimap.
 * Default spawn area will show as purple on spawn point map.
 * Manually changing spawn location for self will override default
   until a new default is set by commander.

Added ammopacks for Support Engineer

 * Engineer has a max of three ammopacks.
 * Ammopacks follow same supply rules as supply station, but do not refill.
 * Ammopacks do not supply more ammopacks
 * Ammopacks disappear when depleted or after 45 seconds.

Added hypospray device for Support Medic

 * Hypospray has a max of two charges
 * Hypospray can be used on a teammate or on self (alt-fire).
 * Hypospray effect gives 15 seconds of 80% damage reduction to self.
 * Units under the effect of hypospray cannot be healed.

Added artillery strike calls

 * Commanders may now enable artillery strike calls on artillery
   structures.
 * Players may call own artillery strikes from radial menu.
 * First in-range artillery that is enabled for calls and ready to fire
   will attack area designated by caller.

Other enhancements

 * Enabled attack notifications, health, and round timer in commander view.
 * Added minimap blips for some player radio calls.

General Fixes

 * Fixed squad appearances not getting reset on team change.
 * Player stats now get updated when map changes mid-round.
 * Updated armblade crosshair to be more noticeable when in stab range.
 * Fixed multiple issues with Around the Track achievement.
 * Fixed Mac client crash when joining a server with custom files and
   sv_downloadurl enabled.
 * Fixed an issue causing medpacks to not affect certain players.
 * Fixed medpacks healing enemies.
 * Fixed a case where turrets would not decloak a stealth unit.
 * Fixed turrets continuing to fire at out-of-range enemies after
   locking on.
 * Fixed heartbeat sound sometimes getting 'stuck' as well as some
   related performance issues.
 * Fixed issues with heartbeat and bloodsplatter when spectating.
 * Fixed an issue where players could spawn with advanced kits at round
   start.
 * Fixed issues with Add Server to Favorites dialog box.
 * Fixed scaling of MOTD window.
 * Fixed being able to stack buildings by having multiple assemblers
   selected.
 * Fixed some chat notifications not displaying (name changes, cvar
   changes, and more).

Server changes

 * Added oilfield_beta to default mapcycle and maplist.
 * Removed mapcycle, motd, and motdtext from vpk files so that custom
   ones can be used more easily.
 * Enabled mapcyclefile cvar.
 * Added sv_allow_voice_from_file cvar to allow server owners to stop
   voice file spam.
 * Added support for sv_logsecret and S2A_LOGSTRING2 log packets.
 * Servers with alltalk or friendlyfire enabled are now automatically
   tagged in the server browser.
 * Empty servers are no longer tagged with empty to reduce clutter.
 * Team names on player name change logging are now consistent with
   other logging.
 * Fixed medkit_heal event always have 0 for ownerid property.
 * Added weapon property to structure_death event.
 * Updated team balancer to be more likely to keep squads together.

*Map changes
*Oilfield Beta

 * Additional optimizing pass throughout the map
 * Relocated watchtower at the Empire Secondary point, to avoid
   assembler sniping
 * Added more cover around both faction areas, to avoid base sniping
 * Fixed invisible wall near the broken airplane
 * Fixed invisible wall blocking off the pipelines on the edge of the level
 * Fixed props disappearing at the primary point in rts mode
 * Fixed stairs to low in storage building
 * Increased amount of resource points
 * Fixed collision on the large oiltank
 * Fixed airplane wheel collisions blocking player
 * Fixed ladders not climeable on fueltrucks
 * Added climeable ladders for the oil silos throughout the level
 * Fixed able to fall between the two buildings and get stuck near the
   helicopter platform
 * Fixed several small issues throughout the level
 * Decreased lightmap scale for better shadow casting
 * Fixed several texture overlapping issues
 * Removed ladders from oil derricks in the playable level (separated
   model)

Oasis

 * Fixed missing brush in the corner near the Empire base
 * Rebuild nav mesh for bots

 Metro

 * Fixed commander able to build in the primary pit
 * Added a few extra no-build areas to avoid structures being deployed
   inside buildings.

All maps

 * Improved Primary bunker collision model
 * Improved collision for the small 

Re: [hlds_linux] Mandatory TF2 update coming

2012-02-23 Thread Nicholas Hastings
An update to Day of Defeat: Source has been released. The update will be 
applied automatically when your Steam client is restarted. The major 
changes include:

Fixed the HUD radar background disappearing after level change

On 2/23/2012 5:20 PM, Mart-Jan Reeuwijk wrote:

I do wonder what that DODS update earlier was about tho...






From: Eric Smither...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing listh...@list.valvesoftware.com; Half-Life dedicated 
Linux server mailing listhlds_linux@list.valvesoftware.com; 
'hlds_annou...@list.valvesoftware.com'hlds_annou...@list.valvesoftware.com
Sent: Thursday, 23 February 2012, 22:56
Subject: [hlds_linux] Mandatory TF2 update coming

We're working on releasing a mandatory TF2 update. We should have it ready soon.

-Eric


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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-02-14 Thread Nicholas Hastings

Relevant to server administration.

On 2/14/2012 8:26 PM, Frank wrote:

- Updated the in-game trading system to use the Steam trading menus


This is one fix that IMO shouldn't have been done... and should be changed
back tomorrow.
The purpose of trades in game were to do some of the small ones quick and
simple. You now have to wait for the steam screen to popup which takes way
too long.
Why in the world did anyone think of doing this without consulting the
trading community is beyond me. I for one would want this reversed and
from the looks of it there is a big up rising against it already taking
place throughout the official forums and other locations.

http://steamcommunity.com/groups/oldtrading




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Re: [hlds_linux] Update 5.2 for Nuclear Dawn has been released

2012-02-02 Thread Nicholas Hastings

Due to some technical complications, this was delayed.

It is now released.

On 2/1/2012 2:23 PM, Nicholas Hastings wrote:

Please update your servers to receive the update. Changelog is below.

Client Changes
 * Added teammate player names and class icons to commander view.
 * Added player squad letter to name in both first-person and 
commander views.

 * Added backstab indicator for armknives to aiming reticle.
 * Added variable FOV slider to advanced video options (range 75 - 
100, default 90).

 * Added option to disable motion blur in advanced video options.
 * Added alternate zoom method for commanders without scroll wheel 
(hold SHIFT + mouse up/down).
 * Added ironsights toggle option in advanced keyboard settings 
(default on).
 * Added crouch toggle option in advanced keyboard settings (default 
off).

 * Decreased frequency of structure under attack sound
 * Updated German and Russian localizations.

Fixes
 * Fixed career overview showing incorrect unlock level for class gizmos.
 * Fixed spawn selection on minimap
 * Fixed achievements being earned in training mode.
 * Fixed Golden Targets achievement counting commanders in bunker 
instead of commanders outside of bunker.
 * Fixed Team Domination, Around the Track, and Headshot achievements 
being impossible to achieve.

 * Fixed servers not showing in Steam server browser.
 * Outdated servers no longer show on Steam server list nor in-game.
 * Fixed firstperson, thirdperson, and thirdpersonshoulder commands 
not functioning.

 * Fixed Consortium commanders not getting credit for Sonic Turret kills.
 * Increased required build area for Transport Gates to stop players 
from getting easily stuck upon spawn.

 * Fixed thermal vision in armory exploit.
 * Fixed class change for health exploit.
 * Fixed Steam UpToDate web api not recognizing ND.
 * Ported in some engine stability fixes from Left 4 Dead 2.
 * Fixed some prediction issues with the Stealth's arm knives.
 * Fixed using secondary attack button on knives not cancelling sprint.
 * Fixed plugin menus being hidden by loadout menu.
 * Fixed plugin menus ignoring input in commander view.
 * Fixed hldsupdatetool (re)downloading the large startup and tutorial 
videos.


Server Downloads
 * Fixed custom maps not downloading.
 * Fixed all custom downloads not working without sv_downloadurl set.
 * Enabled sv_allowdownload, sv_allowupload, and net_maxfilesize cvars.

Other Server Changes
 * Added Motd support (use motd.txt or file specified by motdfile cvar).
 * Server hibernation no longer enabled by default.
 * Server hibernation setting can now be altered.
 * Enhanced and cleaned up server logging.
 * Added requested event properties for modders.

Maps
Oilfield
 * Added Oilfield Beta.

Oasis
 * Redesigned Empire spawn area to make it less exposed
 * Fixed able to hit assembler with m95 from Bath house roof
 * Modified tunnel behind Empire base for deploying relay towers




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[hlds_linux] Update 5.2 for Nuclear Dawn has been released

2012-02-01 Thread Nicholas Hastings

Please update your servers to receive the update. Changelog is below.

Client Changes
 * Added teammate player names and class icons to commander view.
 * Added player squad letter to name in both first-person and commander 
views.

 * Added backstab indicator for armknives to aiming reticle.
 * Added variable FOV slider to advanced video options (range 75 - 100, 
default 90).

 * Added option to disable motion blur in advanced video options.
 * Added alternate zoom method for commanders without scroll wheel 
(hold SHIFT + mouse up/down).
 * Added ironsights toggle option in advanced keyboard settings 
(default on).

 * Added crouch toggle option in advanced keyboard settings (default off).
 * Decreased frequency of structure under attack sound
 * Updated German and Russian localizations.

Fixes
 * Fixed career overview showing incorrect unlock level for class gizmos.
 * Fixed spawn selection on minimap
 * Fixed achievements being earned in training mode.
 * Fixed Golden Targets achievement counting commanders in bunker 
instead of commanders outside of bunker.
 * Fixed Team Domination, Around the Track, and Headshot achievements 
being impossible to achieve.

 * Fixed servers not showing in Steam server browser.
 * Outdated servers no longer show on Steam server list nor in-game.
 * Fixed firstperson, thirdperson, and thirdpersonshoulder commands not 
functioning.

 * Fixed Consortium commanders not getting credit for Sonic Turret kills.
 * Increased required build area for Transport Gates to stop players 
from getting easily stuck upon spawn.

 * Fixed thermal vision in armory exploit.
 * Fixed class change for health exploit.
 * Fixed Steam UpToDate web api not recognizing ND.
 * Ported in some engine stability fixes from Left 4 Dead 2.
 * Fixed some prediction issues with the Stealth's arm knives.
 * Fixed using secondary attack button on knives not cancelling sprint.
 * Fixed plugin menus being hidden by loadout menu.
 * Fixed plugin menus ignoring input in commander view.
 * Fixed hldsupdatetool (re)downloading the large startup and tutorial 
videos.


Server Downloads
 * Fixed custom maps not downloading.
 * Fixed all custom downloads not working without sv_downloadurl set.
 * Enabled sv_allowdownload, sv_allowupload, and net_maxfilesize cvars.

Other Server Changes
 * Added Motd support (use motd.txt or file specified by motdfile cvar).
 * Server hibernation no longer enabled by default.
 * Server hibernation setting can now be altered.
 * Enhanced and cleaned up server logging.
 * Added requested event properties for modders.

Maps
Oilfield
 * Added Oilfield Beta.

Oasis
 * Redesigned Empire spawn area to make it less exposed
 * Fixed able to hit assembler with m95 from Bath house roof
 * Modified tunnel behind Empire base for deploying relay towers

--
Nicholas psychonic Hastings
Programmer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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Re: [hlds_linux] Replay - quickplay scoring penality

2012-01-04 Thread Nicholas Hastings
Replay and SourceTV do not count toward that limit.

On Jan 4, 2012, at 9:37 AM, Michael Johansen michs...@live.no wrote:

 
 Hi guys,
 I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled 
 for the most traffic. However, having replay on (-replay in startup cmd) sets 
 maxplayers to 25, and Steampowered's wiki says that INCREASING the 
 maxplayers above 24 gives a small penality.How do I make replay not take up 
 a slot and set the maxplayers to 24 as usual?? 
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Re: [hlds_linux] Replay - quickplay scoring penality

2012-01-04 Thread Nicholas Hastings
Technically, yes. They increase max players, but they do not count in the 
player count that quickplay uses.

On Jan 4, 2012, at 9:41 AM, Michael Johansen michs...@live.no wrote:

 
 Well, why does it increase maxplayers? I think its misleading information, 
 the info provided by the Steampowered support site.
 
 From: psycho...@alliedmods.net
 Date: Wed, 4 Jan 2012 09:40:33 -0500
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Replay - quickplay scoring penality
 
 Replay and SourceTV do not count toward that limit.
 
 On Jan 4, 2012, at 9:37 AM, Michael Johansen michs...@live.no wrote:
 
 
 Hi guys,
 I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled 
 for the most traffic. However, having replay on (-replay in startup cmd) 
 sets maxplayers to 25, and Steampowered's wiki says that INCREASING the 
 maxplayers above 24 gives a small penality.How do I make replay not take 
 up a slot and set the maxplayers to 24 as usual?? 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Nicholas Hastings

I didn't have any issues with steam.inf going away.

On 12/15/2011 11:12 PM, PharaohsPaw wrote:

So let's see, that makes me and 2 other server operators now.  Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file

But, it doesn't sound like it was a very good update anyway, can't blame
plugins/addons if none are loaded.




Bummer, i can't even play TF2 through steam. Says the game is
currently unavailable :(. And now the servers are to busy to handle my
request.

steam.inf before update:
PatchVersion=1.1.8.8
ProductName=tf
appID=440

steam.inf after update:
no file can be found!


On Thu, Dec 15, 2011 at 10:56 PM, Ross Bemroserbemr...@vgmusic.com
wrote:


gameserver@ocrtf2:~/orangebox/**tf$ locate steam.inf
/home/gameserver/event/**orangebox/tf/steam.inf
/home/gameserver/orangebox/tf/**steam.inf
gameserver@ocrtf2:~/orangebox/**tf$ more
/home/gameserver/orangebox/tf/**
steam.inf
/home/gameserver/orangebox/tf/**steam.inf: No such file or directory

So, the file was basically deleted by today's update.


On 12/15/2011 10:54 PM, PharaohsPaw wrote:


Something did, as my server is segfaulting on start.

On 12/15/2011 10:46 PM, Violent Crimes wrote:


Anyone know if sourcemod offsets changed?

  If one of you guys that got an update successfully woudln't mind

posting
the contents of your updated tf2/orangebox/tf/steam.inf file, I am
willing
to try to help figure out what this update broke with metamod/sourcemod
(assuming you guys are running them).

I'm no Bailopan but I know a few things about them. :)

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
That's typically a symptom of (unintentionally) lying about no mods or 
just not getting the full update (maybe just engine or just server 
downloaded). Try downloading again or with -verify_all.


On 11/2/2011 7:55 PM, doc wrote:

Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Mianomian...@gmail.com  wrote:

Is there any hope that in the future a non-premium account will be able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


You select which account to get a new identity (password) for.  The
command has the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status,

including

any error message causing failure

I believe that it should now be abundantly clear when you are

successfully registered, and when that state changes.  if you see any
brokenness in the registration system, please let me know.  This event

is

the first of hopefully more privileges associated with server

registration.

  We want it to work reliably and we apologize for some flakiness this

past

week.

Also, if you suspect funky characters in your identity are causing

complications, use the cl_gameserver_reset_identity command on the

client

to get a new one.  We've changed the identity generation to use a really
restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com [mailto:

hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma

Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;

hlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The specific

changes include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status, including

any error message causing failure

- Update the '_registered' server tag based on whether registration is

successful, not whether the registration convars are set

- All registration related messages now go to the server log in

addition

to the console

- Fix response from cl_gameserver_reset_identity command to properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
I would recommend against running the dev branch unless you have a 
compelling reason to.


The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch 
snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata' 
files the moment the update went live. Dev snapshots do not have that 
feature.


On 11/2/2011 8:00 PM, DontWannaName! wrote:

Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witteliw...@gmail.com  wrote:


Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, docdrga...@gmail.com  wrote:


Is anyone else crashing? It doesn't get too far past the boot (without
mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


Right, currently it is only fetched at login time.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Mianomian...@gmail.com

wrote:

Is there any hope that in the future a non-premium account will be

able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


You select which account to get a new identity (password) for.  The
command has the basic context sensitive help to explain it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross

Bemrose

Sent: Wednesday, November 02, 2011 3:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:

Oops, that should read

- Output of status command *NOW* includes registration status,

including

any error message causing failure

I believe that it should now be abundantly clear when you are

successfully registered, and when that state changes.  if you see

any

brokenness in the registration system, please let me know.  This

event

is

the first of hopefully more privileges associated with server

registration.

  We want it to work reliably and we apologize for some flakiness

this

past

week.

Also, if you suspect funky characters in your identity are causing

complications, use the cl_gameserver_reset_identity command on the

client

to get a new one.  We've changed the identity generation to use a

really

restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: hlds-boun...@list.valvesoftware.com [mailto:

hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma

Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com;

hlds_linux@list.valvesoftware.com;

hlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The

specific

changes include:



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status,

including

any error message causing failure

- Update the '_registered' server tag based on whether

registration

is

successful, not whether the registration convars are set

- All registration related messages now go to the server log in

addition

to the console

- Fix response from cl_gameserver_reset_identity command to

properly

format convar config lines

- Added a taunt for the Tin Soldier set

- Fixed the Soldier's melee dare response rule

- MONOCULUS! HAS GROWN ANGRY

- Updated the localization files

Thanks,
Tony
___
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archives,

please visit:

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-11-02 Thread Nicholas Hastings
That build just never finished because the Windows build VM needs a 
kick. The updater, however, is able to get the gamedata as soon as it's 
in the repository regardless, not having to wait for builds.


In the case of this update, as well as /most/, base plugins that ship 
with SM will not cause a crash on start after updates. The exception is 
when certain engine interfaces change in certain ways, MM:S or SM will 
indeed fail. In those cases, new binaries are usually needed anyway.


On 11/2/2011 8:08 PM, DontWannaName! wrote:

I wasnt positive that the 1.4 branch had the latest gamedata change. It
didnt compile the build that 1.5 is on for Windows. However, it cant auto
update the gamedata if the server doesnt start. :(

On Wed, Nov 2, 2011 at 5:03 PM, Nicholas Hastings
psycho...@alliedmods.netwrote:


I would recommend against running the dev branch unless you have a
compelling reason to.

The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch
snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata'
files the moment the update went live. Dev snapshots do not have that
feature.


On 11/2/2011 8:00 PM, DontWannaName! wrote:


Had to update to SM 1.5 otherwise it crashed. I remember when SM was just
1.0 :P

On Wed, Nov 2, 2011 at 4:56 PM, Eli Witteliw...@gmail.com   wrote:

  Working fine here.

On Wed, Nov 2, 2011 at 7:55 PM, docdrga...@gmail.com   wrote:

  Is anyone else crashing? It doesn't get too far past the boot (without

mods) before crashing and attempting to restart.

On Wed, Nov 2, 2011 at 4:16 PM, Fletcher Dunn
fletch...@valvesoftware.com**wrote:

  Right, currently it is only fetched at login time.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of msleeper
Sent: Wednesday, November 02, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Would it be possible to add the trending status to the status command
output? Or is that only calculated once when the server first starts?

On Wed, Nov 2, 2011 at 7:01 PM, Steven Mianomian...@gmail.com


wrote:
Is there any hope that in the future a non-premium account will be

able

to

register a game server?

Thanks!

On Wed, Nov 2, 2011 at 6:56 PM, Fletcher Dunn
fletch...@valvesoftware.com**wrote:

  You select which account to get a new identity (password) for.  The

command has the basic context sensitive help to explain it.

-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of Ross


Bemrose

Sent: Wednesday, November 02, 2011 3:54 PM

To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Will that reset all identities, or can we choose which one to reset?

On 11/2/2011 6:52 PM, Fletcher Dunn wrote:


Oops, that should read

- Output of status command *NOW* includes registration status,


including

any error message causing failure

I believe that it should now be abundantly clear when you are


successfully registered, and when that state changes.  if you see


any

brokenness in the registration system, please let me know.  This

event

is

the first of hopefully more privileges associated with server
registration.
  We want it to work reliably and we apologize for some flakiness
this

past

week.

Also, if you suspect funky characters in your identity are causing


complications, use the cl_gameserver_reset_identity command on the


client
to get a new one.  We've changed the identity generation to use a
really

restricted character set.

A few servers will probably notice that they have been banned.

Your humble servant,
Fletch


From: 
hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:


hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
On Behalf Of Tony Paloma


Sent: Wednesday, November 02, 2011 3:35 PM
To: h...@list.valvesoftware.com;


hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com

;


hlds_announce@list.**valvesoftware.comhlds_annou...@list.valvesoftware.com

Subject: [hlds] Team Fortress 2 Update Released


Required updates for Team Fortress 2 are now available.  The


specific

changes include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Output of status command now includes public IP

- Fixed playback for pre-Halloween demo recordings



Team Fortress 2

- Output of status command not includes registration status,


including

any error message causing failure

- Update the '_registered' server tag based on whether


registration

is


successful, not whether the registration convars are set

- All registration related messages now go to the server log

  1   2   >