[hlds_linux] Servers does not show up in Steam server list

2013-06-18 Thread Ronny Schedel

Hello,

we have moved our servers to a new host. Unfortunatly, they don't show up in 
the Steam server browser. They show up, when I query the master server 
(hl2master.steampowered.com) directly by a script.


Someone knows how to solve this?

Best regards

Ronny



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

2013-03-29 Thread Ronny Schedel
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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[hlds_linux] IP address mumbo jumbo

2012-07-22 Thread Ronny Schedel

Hello,

I have discovered a strange thing with our DOD:S and TF2 servers today. Take 
a look at the line of the status output:


udp/ip  : 85.x.x.95:27015  (public ip: 85.x.x.57)

We are binding our server to 85.x.x.95 with +ip as start parameters. The 
public IP shows our IP address from the first network card eth0. Wtf? How 
can I prevent this behaviour?


Best regards

Ronny 



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[hlds_linux] SourceTV not working on DOD:S anymore

2012-07-22 Thread Ronny Schedel

Hello,

SourceTV isn't working on our DOD:S server anymore. I can see a log line:

Dropped SourceTV from server (Punting bot, server is hibernating)

Wtf? This ist Left 4 Dead isn't it? Why is a dedicated DOD:S server 
hibernating?


Ronny 



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[hlds_linux] TF2 server crashes

2012-07-10 Thread Ronny Schedel
Hello,

we see alot of server crashes recently, sv_logflush is set to 1, the last
log line of the crashes shows engine errors:


L 07/09/2012 - 20:58:55: kingkool43STEAM_0:1:317982Red changed
role to soldier
L 07/09/2012 - 20:58:55: Engine error: Model
models/weapons/c_models/c_blackbox/c_blackbox.mdl not found and
models/error.mdl couldn't be loaded




L 07/09/2012 - 21:02:18: [sex] Skapuppe23STEAM_0:1:17522415Blue
changed role to soldier
L 07/09/2012 - 21:02:18: Engine error: Model
models/weapons/c_models/c_liberty_launcher/c_liberty_launcher.mdl not
found and models/error.mdl couldn't be loaded




L 07/09/2012 - 21:06:18: Cloud strife17STEAM_0:1:48810481Blue
changed role to sniper
L 07/09/2012 - 21:06:18: Engine error: Model
models/player/items/all_class/all_domination_sniper.mdl not found and
models/error.mdl couldn't be loaded


The mentioned files are all present, the server is up to date.

Best regards

Ronny Schedel


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[hlds_linux] TF2: how to disable training weapons on a public server w/o plugin?

2012-06-30 Thread Ronny Schedel

Hello,

we would like to disable the training weapons Sticky Jumper and Rocket 
Jumper on our public server, it would be nice if it could be done by a legal 
config change or a cvar. Someone knows a way how to do it?


I understand the reason for the training weapons, but these weapons annoying 
players on a non training server (FFA server). People are jumping around 
senselessly. It doesn't help for the game play.


Best regards

Ronny Schedel 



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Re: [hlds_linux] Half-Life 1 dedicated server update released

2012-06-29 Thread Ronny Schedel
Hltv is broken again in Linux release, same like last time, the binary is for 
Mac.

Alfred Reynolds alf...@valvesoftware.com schrieb:

We have released an update to Half-Life 1 dedicated servers. This update fixes 
a potential file download exploit, run the hldsupdatetool to grab it.

Thanks to Daniil for alerting us to this issue.
 
- Alfred


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Re: [hlds_linux] [hlds] HLDS ddos attacks [spoofed IPs]

2012-05-18 Thread Ronny Schedel
tcpdump

Ivan Ivanov harryp...@abv.bg schrieb:


Ok. So how do i get that. Any tool for extracting all the information that Adam 
Nowacki wanted?







  Оригинално писмо 

От: bp badpazzw...@gmail.com

Относно: Re: [hlds_linux] [hlds] HLDS ddos attacks [spoofed IPs]

До: Half-Life dedicated Linux server mailing list
 

Изпратено на: Петък, 2012, Май 18 20:22:37 EEST


On Fri, May 18, 2012 at 6:59 PM, Ivan Ivanov  harryp...@abv.bg  wrote:

 payload? - whats that :D



The contents of the packets you were getting attacked with.



--bp



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Re: [hlds_linux] CS GO server update tool

2012-05-14 Thread Ronny Schedel

I get the same error today, any workaround for this?



-Ursprüngliche Nachricht- 
From: Det

Sent: Sunday, May 13, 2012 2:28 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] CS GO server update tool

Even after that, and after a login attempt says Successful, I still get
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.
When trying to app_update :(

On 13/05/2012 12:04 p.m., bRAINKILLA wrote:

Up and running .. . .

You need to add the server like a new client - check your mail

Am 12.05.2012 13:12, schrieb Michał (JabLuszko) Karwowski:

FIY:
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers#Downloading_and_Running_the_SteamCMD_Update_Tool


It works, just started a new server according to those instructions.

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Re: [hlds_linux] CS GO server update tool

2012-05-14 Thread Ronny Schedel
Seems to be a temporary issue, it's now downloading without any changes. 
Debian Squeeze.



-Ursprüngliche Nachricht- 
From: Matthew Mjelde

Sent: Monday, May 14, 2012 9:07 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

What OS are you running? I got this error on Debian and did an OS
reinstall to Ubuntu and it worked.

On 5/14/2012 2:05 PM, Ronny Schedel wrote:

I get the same error today, any workaround for this?



-Ursprüngliche Nachricht- From: Det
Sent: Sunday, May 13, 2012 2:28 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] CS GO server update tool

Even after that, and after a login attempt says Successful, I still get
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.
When trying to app_update :(

On 13/05/2012 12:04 p.m., bRAINKILLA wrote:

Up and running .. . .

You need to add the server like a new client - check your mail

Am 12.05.2012 13:12, schrieb Michał (JabLuszko) Karwowski:

FIY:
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers#Downloading_and_Running_the_SteamCMD_Update_Tool


It works, just started a new server according to those instructions.

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[hlds_linux] CS:GO mp_freezetime/mp_buytime

2012-05-14 Thread Ronny Schedel

Hello,

it seems there is a bug with mp_freezetime and mp_buytime. The mp_buytime is 
not respected, the mp_freezetime is the buy time and not the freeze time. 
There is currently no freeze time.


Anyone else seeing this?

Best regards

Ronny Schedel 



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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Ronny Schedel
Damn, why do we need a CS GO account to install a server? Where can I get 
such an account?



-Ursprüngliche Nachricht- 
From: ics

Sent: Saturday, May 12, 2012 12:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] CS GO server update tool

Since the dedicated server is now out, i'm wondering if the update tool
(steam text client) will be permanent or does it go back to old one
after official release? It seems extremely inconvinient to have login
with your steam account to update a server (and also log out of your
main account in your own pc before doing so).

Are the days coming back when you had separate login  password for
server or is this just for the duration of the more or less private beta
period?

-ics

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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Ronny Schedel
Okay, thanks, I did. How long does it take until I get the activation of CS 
GO?


-Ursprüngliche Nachricht- 
From: Qassim Farid

Sent: Saturday, May 12, 2012 12:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

Because it is in private beta. To throw your name down for a beta key, 
complete this survey:

steam://takesurvey/2/


--
Qassim Farid
Personal: qass...@me.com
http://qassim.co.uk



On Saturday, 12 May 2012 at 11:21, Ronny Schedel wrote:


Damn, why do we need a CS GO account to install a server? Where can I get
such an account?


-Ursprüngliche Nachricht-
From: ics
Sent: Saturday, May 12, 2012 12:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] CS GO server update tool

Since the dedicated server is now out, i'm wondering if the update tool
(steam text client) will be permanent or does it go back to old one
after official release? It seems extremely inconvinient to have login
with your steam account to update a server (and also log out of your
main account in your own pc before doing so).

Are the days coming back when you had separate login  password for
server or is this just for the duration of the more or less private beta
period?

-ics

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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Ronny Schedel
So, then I don't understand why they a link between client installations and 
server installations. Most of the participating gamers will never install a 
server. And those who only want to install servers, can't.



-Ursprüngliche Nachricht- 
From: Qassim Farid

Sent: Saturday, May 12, 2012 12:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

Sorry, should have mentioned. It may be a while, it may be never, they have 
had lots of people sign up for it over the months it has been out and are 
putting the keys out in phases, and I assume to those who they need more 
information on (based on what is provided in the survey).


--
Qassim Farid
Personal: qass...@me.com
http://qassim.co.uk



On Saturday, 12 May 2012 at 11:36, Ronny Schedel wrote:

Okay, thanks, I did. How long does it take until I get the activation of 
CS

GO?

-Ursprüngliche Nachricht-
From: Qassim Farid
Sent: Saturday, May 12, 2012 12:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

Because it is in private beta. To throw your name down for a beta key,
complete this survey:
steam://takesurvey/2/


--
Qassim Farid
Personal: qass...@me.com (mailto:qass...@me.com)
http://qassim.co.uk



On Saturday, 12 May 2012 at 11:21, Ronny Schedel wrote:

 Damn, why do we need a CS GO account to install a server? Where can I 
 get

 such an account?


 -Ursprüngliche Nachricht-
 From: ics
 Sent: Saturday, May 12, 2012 12:01 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] CS GO server update tool

 Since the dedicated server is now out, i'm wondering if the update tool
 (steam text client) will be permanent or does it go back to old one
 after official release? It seems extremely inconvinient to have login
 with your steam account to update a server (and also log out of your
 main account in your own pc before doing so).

 Are the days coming back when you had separate login  password for
 server or is this just for the duration of the more or less private beta
 period?

 -ics

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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Ronny Schedel
I have a big community in the back which can test the servers and can send 
some feedback. I can wait for the client installation, but it would be nice 
to have the server installation without restrictions, like in the past.



-Ursprüngliche Nachricht- 
From: Qassim Farid

Sent: Saturday, May 12, 2012 12:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

You'd be surprised, there are a fair amount of people hosting servers in the 
private beta. Besides, there isn't much information you personally can 
gather if you can't at least try the server you are running.


--
Qassim Farid
Personal: qass...@me.com
http://qassim.co.uk



On Saturday, 12 May 2012 at 11:45, Ronny Schedel wrote:

So, then I don't understand why they a link between client installations 
and
server installations. Most of the participating gamers will never install 
a

server. And those who only want to install servers, can't.


-Ursprüngliche Nachricht-
From: Qassim Farid
Sent: Saturday, May 12, 2012 12:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

Sorry, should have mentioned. It may be a while, it may be never, they 
have

had lots of people sign up for it over the months it has been out and are
putting the keys out in phases, and I assume to those who they need more
information on (based on what is provided in the survey).

--
Qassim Farid
Personal: qass...@me.com (mailto:qass...@me.com)
http://qassim.co.uk



On Saturday, 12 May 2012 at 11:36, Ronny Schedel wrote:

 Okay, thanks, I did. How long does it take until I get the activation of
 CS
 GO?

 -Ursprüngliche Nachricht-
 From: Qassim Farid
 Sent: Saturday, May 12, 2012 12:23 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] CS GO server update tool

 Because it is in private beta. To throw your name down for a beta key,
 complete this survey:
 steam://takesurvey/2/


 --
 Qassim Farid
 Personal: qass...@me.com (mailto:qass...@me.com)
 http://qassim.co.uk



 On Saturday, 12 May 2012 at 11:21, Ronny Schedel wrote:

  Damn, why do we need a CS GO account to install a server? Where can I
  get
  such an account?
 
 
  -Ursprüngliche Nachricht-
  From: ics
  Sent: Saturday, May 12, 2012 12:01 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] CS GO server update tool
 
  Since the dedicated server is now out, i'm wondering if the update 
  tool

  (steam text client) will be permanent or does it go back to old one
  after official release? It seems extremely inconvinient to have login
  with your steam account to update a server (and also log out of your
  main account in your own pc before doing so).
 
  Are the days coming back when you had separate login  password for
  server or is this just for the duration of the more or less private 
  beta

  period?
 
  -ics
 
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  please visit:
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Re: [hlds_linux] CS GO server update tool

2012-05-12 Thread Ronny Schedel
Check your e-mail, you have to enter the code to active it on a new 
computer.



-Ursprüngliche Nachricht- 
From: Claudio Beretta

Sent: Saturday, May 12, 2012 1:02 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CS GO server update tool

Does this steamcmd tool even work for you?
It won't let me login with any account (which do or do not own cs:go, with
steamguard enabled or disabled), always returning this error:
 Login Failure: Account Logon Denied
 Failed.
Do accounts have to be approved by steam before being able to login with
steamcmd?

On Sat, May 12, 2012 at 12:01 PM, ics i...@ics-base.net wrote:


Since the dedicated server is now out, i'm wondering if the update tool
(steam text client) will be permanent or does it go back to old one after
official release? It seems extremely inconvinient to have login with your
steam account to update a server (and also log out of your main account in
your own pc before doing so).

Are the days coming back when you had separate login  password for server
or is this just for the duration of the more or less private beta period?

-ics

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Re: [hlds_linux] CS 1.6 server crasher

2012-04-15 Thread Ronny Schedel

Did someone got the crash tool? He is selling it for 5 Euros.

We get still some attacks, but not frequently.


-Ursprüngliche Nachricht- 
From: Tuga aka mabaclu

Sent: Wednesday, April 11, 2012 7:08 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] CS 1.6 server crasher

It is probably a new exploit but ESL is currently down so there's no
way we can contact the creator of it.

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[hlds_linux] Ban without effect

2012-04-11 Thread Ronny Schedel

Hello,

we had someone today on our CS 1.6 server, who was able to crash the server 
at request, we are still investigating this. Unfortunatly, our admins were 
unable to ban his ID: STEAM_0:1:8359484


The ban is in the banned.cfg, but he was still able to join the server again 
and again. What happend here and how to prevent it?


version :  48/1.1.2.6/Stdio 5447 secure  (10)

Best regards

Ronny Schedel 



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[hlds_linux] CS 1.6 server crasher

2012-04-11 Thread Ronny Schedel

Hello,

today we had a server crasher on our fully patched CS 1.6 server. He had to 
connect to the server and was able to crash it:


http://ronny-schedel.de/server_crasher.jpg

The crash advertisment: Server Crash by Matrix.rc (HACKED)

Does someone knows this tool or knows a way to protect the server?

version : 48/1.1.2.6/Stdio 5447 secure (10)

Best regards

Ronny Schedel 



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Re: [hlds_linux] Ban without effect

2012-04-11 Thread Ronny Schedel

listid shows the ban.



-Ursprüngliche Nachricht- 
From: px@ipt

Sent: Wednesday, April 11, 2012 6:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Ban without effect

Hello


Hello,


we had someone today on our CS 1.6 server, who was able to crash the 
server

at request, we are still investigating this. Unfortunatly, our admins were
unable to ban his ID: STEAM_0:1:8359484


The ban is in the banned.cfg, but he was still able to join the server 
again

and again. What happend here and how to prevent it?



version :  48/1.1.2.6/Stdio 5447 secure  (10)



Best regards



Ronny Schedel


What is listid output?

--
С уважением,
Px  mailto:p...@i.kiev.ua



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Re: [hlds_linux] Latest HLDS broke the server FPS

2012-03-23 Thread Ronny Schedel

5006:
http://www.fpsmeter.org/graph/graph.php?id=154291


I can see 2 drops clearly.





Anyone with the same problems? :P


I wouldn't call 1 drop in 7 minutes a problem.





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Re: [hlds_linux] Half-Life 1 dedicated server update

2012-03-06 Thread Ronny Schedel
It can't, the binary seems to be Mac binary, the ELF header is missing and 
the file references to dylibs.



-Ursprüngliche Nachricht- 
From: Tuga aka mabaclu

Sent: Tuesday, March 06, 2012 6:41 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Half-Life 1 dedicated server update

HLTV seems to be working fine. I tested with hltv.org.
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Re: [hlds_linux] Half-Life 1 dedicated server update

2012-03-05 Thread Ronny Schedel
The update seems to break HLTV:

./hltv: 2: Syntax error: ( unexpected

Anyone else with this problem or is it just me?

Best regards

Ronny Schedel


 We have released an update to Half-Life 1 dedicated servers. This update
 fixes the crash exploit reported earlier today due to a malformed
 customization packet, run the hldsupdatetool to grab it.

 Thanks to Tuga for providing me with the details to reproduce and fix the
 issue.

 - Alfred

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Re: [hlds_linux] Servers most probably delisted - reasons and info

2012-02-19 Thread Ronny Schedel

The IP is delisted, no matter of the used port.


-Ursprüngliche Nachricht- 
From: Michael Johansen

Sent: Sunday, February 19, 2012 9:12 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and info


Oh wow, I didn't exactly think that they would delist every server because 
of ONE server that doesn't even use quickplay, I'm using some SourceMod 
plugin that was the preferred one in terms of stability, it manually 
respawns players on my Orange_x3 server and on the tradeserver. Would this 
be the reason?



From: michs...@live.no
To: hlds_linux@list.valvesoftware.com
Date: Sun, 19 Feb 2012 21:08:32 +0100
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and 
info



Yeah, I was going to clean it up, all those tags were just for testing. 
And all the other servers are, infact registered. It is a trade server, so 
it shouldn't be registered either.However, I have added the id's and 
tokens to all servers now, and rebooted them. Still only players that have 
visited before joining tho. No traffic from quickplay.

 From: l...@rocketblast.com
 Date: Sun, 19 Feb 2012 21:04:44 +0100
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Servers most probably delisted - reasons and 
 info


 These are the tags from BlackOutGaming.org :: TF2 #8 - Trade |
 InstantRespawn Players (83.170.119.169:27015) according to
 game-monitor.com:

 
blackout,blackoutgaming,blackoutgaming.org,buwk,emo,gameM,gravity,replays,trade,trade_plaza,tradeplaza,trading,uk,unitedkingdom

 Probably has nothing to do with it, but you may want to clean that
 mess up. blackoutgaming.org covers both blackout and
 blackoutgaming so both of these doesn't do anything useful. buwk?
 emo? Another server has re, I don't understand the purpose.
 But enough nitpicking. There's no tag for the modified spawn timers.
 Neither does it appear to be registered, or at least not logged in.

 On Sun, Feb 19, 2012 at 19:55, Michael Johansen michs...@live.no 
 wrote:

 
  --verify_all and -retry is being ran whenever the servers update, 
  which is each day at 5.00 GMT +1. I also haven't got anything that 
  modifies the respawntimes (everything is vanilla) and nothing like a 
  item scheme update either.

 
  From: rugbykr...@hotmail.com
  Date: Sun, 19 Feb 2012 18:53:03 +
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Servers most probably delisted - reasons 
  and info

 
  I had this issue a couple of months back, try running a 
  '--verify_all' with hldsupdatetool on your servers.

 
  Also, do you have anything along the lines of an item schema update 
  in the console? If you do, leave it a couple of hours, it should sort 
  itself.

 
  Sent from my Windows Phone
  
  From: Michael Johansen
  Sent: 19/02/2012 18:46
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] Servers most probably delisted - reasons and 
  info

 
 
  Hi guys,
  None of my servers are appearing on the server browser. I've searched 
  for all possible tags I have set on them and none of them 
  appears.Other servers appear just fine using other tags, but if I add 
  the same tag to one of my servers, it does not show up.
  Server is logged in using the id and token i got from 
  cl_gameserver_create_identity (copy paste) and I know it 
  works.Connection to Steam servers is successful and the server runs 
  just fine.
  What have I done to be delisted? None of my servers run any sort of 
  pay2win system, all players get is a reserved slot and immunities 
  from teambalancers and so on.
  Who should I contact in regards to this - either to remove the stuff 
  that did it or just to get info.

  Server IP: 83.170.119.169
 
 
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Re: [hlds_linux] Servers most probably delisted - reasons and info

2012-02-19 Thread Ronny Schedel

Get a new IP, don't cheat the system again and you are fine.


-Ursprüngliche Nachricht- 
From: Michael Johansen

Sent: Sunday, February 19, 2012 10:20 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and info


Yeah, I know that now, lol. Where would I get the info to clear the ban or 
whatever?



From: i...@ronny-schedel.de
To: hlds_linux@list.valvesoftware.com
Date: Sun, 19 Feb 2012 22:18:05 +0100
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and 
info


The IP is delisted, no matter of the used port.


-Ursprüngliche Nachricht- 
From: Michael Johansen

Sent: Sunday, February 19, 2012 9:12 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Servers most probably delisted - reasons and 
info



Oh wow, I didn't exactly think that they would delist every server because
of ONE server that doesn't even use quickplay, I'm using some SourceMod
plugin that was the preferred one in terms of stability, it manually
respawns players on my Orange_x3 server and on the tradeserver. Would this
be the reason?

 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Sun, 19 Feb 2012 21:08:32 +0100
 Subject: Re: [hlds_linux] Servers most probably delisted - reasons and
 info


 Yeah, I was going to clean it up, all those tags were just for testing.
 And all the other servers are, infact registered. It is a trade server, 
 so

 it shouldn't be registered either.However, I have added the id's and
 tokens to all servers now, and rebooted them. Still only players that 
 have

 visited before joining tho. No traffic from quickplay.
  From: l...@rocketblast.com
  Date: Sun, 19 Feb 2012 21:04:44 +0100
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Servers most probably delisted - reasons and
  info
 
  These are the tags from BlackOutGaming.org :: TF2 #8 - Trade |
  InstantRespawn Players (83.170.119.169:27015) according to
  game-monitor.com:
 
  
blackout,blackoutgaming,blackoutgaming.org,buwk,emo,gameM,gravity,replays,trade,trade_plaza,tradeplaza,trading,uk,unitedkingdom
 
  Probably has nothing to do with it, but you may want to clean that
  mess up. blackoutgaming.org covers both blackout and
  blackoutgaming so both of these doesn't do anything useful. buwk?
  emo? Another server has re, I don't understand the purpose.
  But enough nitpicking. There's no tag for the modified spawn timers.
  Neither does it appear to be registered, or at least not logged in.
 
  On Sun, Feb 19, 2012 at 19:55, Michael Johansen michs...@live.no
  wrote:
  
   --verify_all and -retry is being ran whenever the servers update,
   which is each day at 5.00 GMT +1. I also haven't got anything that
   modifies the respawntimes (everything is vanilla) and nothing like a
   item scheme update either.
  
   From: rugbykr...@hotmail.com
   Date: Sun, 19 Feb 2012 18:53:03 +
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Servers most probably delisted - reasons
   and info
  
   I had this issue a couple of months back, try running a
   '--verify_all' with hldsupdatetool on your servers.
  
   Also, do you have anything along the lines of an item schema update
   in the console? If you do, leave it a couple of hours, it should 
   sort

   itself.
  
   Sent from my Windows Phone
   
   From: Michael Johansen
   Sent: 19/02/2012 18:46
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] Servers most probably delisted - reasons and
   info
  
  
   Hi guys,
   None of my servers are appearing on the server browser. I've 
   searched

   for all possible tags I have set on them and none of them
   appears.Other servers appear just fine using other tags, but if I 
   add

   the same tag to one of my servers, it does not show up.
   Server is logged in using the id and token i got from
   cl_gameserver_create_identity (copy paste) and I know it
   works.Connection to Steam servers is successful and the server runs
   just fine.
   What have I done to be delisted? None of my servers run any sort of
   pay2win system, all players get is a reserved slot and immunities
   from teambalancers and so on.
   Who should I contact in regards to this - either to remove the 
   stuff

   that did it or just to get info.
   Server IP: 83.170.119.169
  
  
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Re: [hlds_linux] bots and clients trying to download nav files

2012-02-15 Thread Ronny Schedel
Clients don't need any nav files, the server handles all the navigation 
stuff.



-Ursprüngliche Nachricht- 
From: dly

Sent: Wednesday, February 15, 2012 1:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] bots and clients trying to download nav files

Depending on your maps I'd recommend to keep the .nav files downloadable.

https://developer.valvesoftware.com/wiki/Navigation_Meshes

...they're not just for bots, but also for naming certain areas and for
hostages (a hostage map without its .nav will freeze them to their spot
making it impossible for CTs to lure them to the safe house).

- Original Message - 
From: Adam Nowacki nowa...@platinum.linux.pl

To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Wednesday, February 15, 2012 9:29 AM
Subject: [hlds_linux] bots and clients trying to download nav files


nav files shouldn't be added to the download list, clients don't need the 
nav files to connect and play on a bot enabled server (bots are there to 
ease startup in early hours). As it is now if you generate nav files (for 
maps that don't have them by default) you are forcing clients connecting 
to the server to download those nav files. Using sv_downloadurl somewhat 
mitigates the issue - two download requests are sent: .nav.bz2 and .nav, 
if both fail (404) client gives up.


Is anyone aware of a cvar or source mod plugin that will let remove the 
nav files from the download list?



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Re: [hlds_linux] master server ?

2012-02-01 Thread Ronny Schedel

Try sv_master_legacy_mode 0

-Ursprüngliche Nachricht- 
From: LouLouBizou

Sent: Wednesday, February 01, 2012 7:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] master server ?

hello

my css server cant be listed anymore since tonight

i got message = This app must heartbeat through the CM

whereas my ohers games, dods, tf, etc are ok

also i check server files with --verify all and tried a fresh install (no
plugins etc)

same message on my css = this app must heartbeat through the CM

any help ?
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Re: [hlds_linux] Using hldsupdatetool with socks5 proxy

2012-01-27 Thread Ronny Schedel

Just try this VPN thing...


-Ursprüngliche Nachricht- 
From: Rodrigo Peña

Sent: Friday, January 27, 2012 3:57 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Using hldsupdatetool with socks5 proxy

Hi,

Every time Valve releases a new update for TF2 or CS:S I have big issues
using 'steam' because the bad quality of international bandwidth. It
would be great if hldsupdatetool had support for SOCKS5 proxy so I can
make a tunnel with another machine (with better intl bandwidth).

Is someone else experiencing similar issues?

-Rodrigo

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2012-01-17 Thread Ronny Schedel
It's not marked as required, automatic update does not work, manual update 
is need. Players with new version cannot connect to servers with old 
version. Too bad.


Best regards

Ronny

-Ursprüngliche Nachricht- 
From: Eric Smith

Sent: Tuesday, January 17, 2012 9:42 PM
To: 'Half-Life dedicated Linux server mailing list' ; 'Half-Life dedicated 
Win32 servermailing list' ; 'hlds_annou...@list.valvesoftware.com'

Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released

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


-Eric

--

Team Fortress 2
- Added new promo items
- Fixed paint preview not working for Mann Co. Store items
- Fixed the Lucky Shot not hiding the base Soldier helmet
- Did not update the localization files

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[hlds_linux] Left 4 Dead 1 2 servers losing Steam connection

2012-01-04 Thread Ronny Schedel

Hi,

our L4D 1  2 servers losing the Steam connection and don't receive any 
players anymore. What happend?


Best regards

Ronny Schedel 



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Re: [hlds_linux] Left 4 Dead 1 2 servers losing Steam connection

2012-01-04 Thread Ronny Schedel
The issue was today for some hours only, now all our servers are filled up 
again. Seems to be a temporary issue today.




-Ursprüngliche Nachricht- 
From: Kalen Orchard

Sent: Wednesday, January 04, 2012 9:15 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Left 4 Dead 1  2 servers losing Steam connection

We've been having issues with our L4D2 server not showing up under
SteamGroup Servers.  It shows up in the steam server browser, and
users can connect directly, so there's a workaround; but setting up
games without a lobby is a right pain.

At the end of the campaign, it dumps all the players into a lobby with
official dedicated server selected under server type.

No custom maps or plugins.   Single, unshared installation.  Ran
-verify_all to see if it would catch anything.  We've made no changes
to our configuration and have had the server continuously operating
correctly as a community server selected in-game for about 3 months
now.

We just started getting the problem shortly before I left for my
vacation on December 20.  The nature of the problem and the timing
leads me to suggest that this is related to the open 3rd party servers
not getting any traffic.

Don't really know how to help diagnose with this one, since it's not
like it's a crash with a precending event.



-Ross

Critical Failure Gaming Network


--

Message: 6
Date: Wed, 04 Jan 2012 20:26:23 +0100
From: Peter Reinhold peter_va...@reinhold.dk
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Left 4 Dead 1  2 servers losing Steam
connection
Message-ID: 550f8f5e98d14bfbdc86591041de9...@reinhold.dk
Content-Type: text/plain; charset=UTF-8; format=flowed

On 04.01.2012 19:06, Ronny Schedel wrote:


our L4D 1  2 servers losing the Steam connection and don't receive
any players anymore. What happend?


L4D works fine, but L4D2 has been empty since around 17th of december
(we've had a small debate about this here earlier, maybe check the
archives)

I've written Fletcher, and he's wrote back, saying that he would look
into it a couple of days ago, haven't heard anything yet.


/Peter



--


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Re: [hlds_linux] Left 4 Dead 1 2 servers losing Steam connection

2012-01-04 Thread Ronny Schedel
Check if your servers lost the connection to Steam, if so, try restarting. I 
don't think they delist L4D servers.



-Ursprüngliche Nachricht- 
From: Peter Reinhold

Sent: Wednesday, January 04, 2012 11:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Left 4 Dead 1  2 servers losing Steam connection

On 04.01.2012 21:54, Ronny Schedel wrote:


The issue was today for some hours only, now all our servers are
filled up again. Seems to be a temporary issue today.


Not temporary here, all my forks are still empty.


/Peter

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Re: [hlds_linux] HLDS FastDL

2011-12-03 Thread Ronny Schedel

It does not work for HLDS.


-Ursprüngliche Nachricht- 
From: PAL-18

Sent: Saturday, December 03, 2011 2:53 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] HLDS FastDL

Hmm good idea, i never thought of that.

What do you think would be a minimum size where compression would be 
required?

5MB? 10MB?

I know that bzip works for SRCDS servers, but my question was would it work 
in

HLDS servers?

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Re: [hlds_linux] srcds tf2 server motd update

2011-11-30 Thread Ronny Schedel

Just change the map.

-Ursprüngliche Nachricht- 
From: Daniel Nilsson

Sent: Wednesday, November 30, 2011 8:42 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds tf2 server motd update

Is it possible to update, reload the motd that are in use without
restart the server?

/Dan

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[hlds_linux] CSS replay recording

2011-11-20 Thread Ronny Schedel

Hi,

I have setup the replay functionality in CSS like in our TF2 server. The 
replay test is running fine, the replay bot is spawning. Unfortunatly, it 
shows not recording in the status. When I connect with a CSS client, it 
doesn't tell replay is enabled on the server. Did someone got replay on CSS 
servers working?


Best regards

Ronny Schedel 



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Re: [hlds_linux] freeplay status?

2011-11-20 Thread Ronny Schedel

First, you should start using the correct terms to avoid misunderstanding.

F2P:
A player who didn't pay for the game.

Quickplay:
You have to register your server to get players who uses the Start 
playing - Play now! buttons. These players can be F2P or P2P (paid to 
play).

https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513


-Ursprüngliche Nachricht- 
From: Giovanni Harting

Sent: Sunday, November 20, 2011 3:49 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] freeplay status?

Sure, I agree, but the things he suggest (the current status of your
registered server for matchmaking) isn't wrong, or? I find it would be a
improvement.

Am 20.11.2011 14:34, schrieb ics:
Registered servers aren't made for freeplay (matchmaking) specifically. 
It's just there to show if server is registered or not. Like for halloween 
where players could see immediately if gifts drop or not on a particular 
server. Perhaps there will be similair benefits in the future that 
require registered servers.


-ics

20.11.2011 14:31, Eric Riemers kirjoitti:

Valve,

Maybe handy to put in the status command besides:

account : logged in
map : pl_goldrush at: 0 x, 0 y, 0 z
replay  :  recording
players : 25 (27 max)

Things like that (account logged in) for freeplay, that if you have a 
wrong

map or crits disabled that it would show:

Account: logged in (not eligible)

Something like that would be handy to easily spot a issue with f2p.

Just throwing it out there..

Eric


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Re: [hlds_linux] CSS replay recording

2011-11-20 Thread Ronny Schedel

No, I am talking about the non beta, it's already included there.


-Ursprüngliche Nachricht- 
From: Eli Witt

Sent: Sunday, November 20, 2011 9:14 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] CSS replay recording

Well, he stated replays are on on his server and he can see the replay bot
connected, so I would *assume* he's talking about CSS Beta.

On Sun, Nov 20, 2011 at 2:23 PM, Kyle Sanderson kyle.l...@gmail.com wrote:


There's like half support in the 'stable' client for it. It's really odd.

Kyle.

On Sun, Nov 20, 2011 at 10:07 AM, ics i...@ics-base.net wrote:

 As far as i have read update notes, replay is still only in CSS beta and
 not supported on CSS itself. That or i have missed something.

 -ics

 20.11.2011 20:01, Eli Witt kirjoitti:

  Replays will not start recording until the round officially starts. In
TF2
 this would be when setup time kicks in for the first round, but I'm not
 sure what event triggers the record start in CSS. Try having a friend
 connect and join the other team, I'd bet it starts recording either
during
 the first buy time of when the first buy time ends.

 On Sun, Nov 20, 2011 at 8:02 AM, Ronny Schedeli...@ronny-schedel.de**
 wrote:

  Hi,

 I have setup the replay functionality in CSS like in our TF2 server.
The
 replay test is running fine, the replay bot is spawning. Unfortunatly,
it
 shows not recording in the status. When I connect with a CSS client,
it
 doesn't tell replay is enabled on the server. Did someone got replay 
 on

 CSS
 servers working?

 Best regards

 Ronny Schedel

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Re: [hlds_linux] Mandatory Team Fortress 2 Update Released

2011-11-16 Thread Ronny Schedel

First crash after 10 minutes :(


-Ursprüngliche Nachricht- 
From: Eric Smith

Sent: Wednesday, November 16, 2011 10:44 PM
To: 'Half-Life dedicated Win32 server mailing list' ; 
'hlds_linux@list.valvesoftware.com' ; 'hlds_annou...@list.valvesoftware.com'

Subject: [hlds_linux] Mandatory Team Fortress 2 Update Released

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


Thanks.

-Eric



Team Fortress 2
- Added new promo items
- Fixed a bug preventing some server-side quickplay filtering from working, 
causing clients to ping too many servers
- Fixed a bug where an item with an empty craft_class (e.g. the Apoco-Fists) 
could be obtained via crafting
- Fixed an exploit that allowed untradable items to be traded with Steam 
trading

- Web API changes:
  - Added flag_cannot_craft to GetPlayerItems web API output
  - Added description_string and description_format for some hidden 
attributes in the GetSchema output

- Updated Pl_Upward
  - Fixed a teleporter griefing position near control point B
- Updated Pl_Barnblitz
  - Fixed a bug that allowed players to get into the opposing team's 
respawn room

- Updated the localization files

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Re: [hlds_linux] Forum vs. email list

2011-10-24 Thread Ronny Schedel
Never ever change this to a forum. I prefer to have one place to check 
important things, so I have added several mailing lists. Otherwise I had to 
check every forum on the planet to get the informations, that's back to 
stone age.



-Ursprüngliche Nachricht- 
From: Fletcher Dunn

Sent: Tuesday, October 25, 2011 8:34 AM
To: Half-Life dedicated Linux server mailing list ; 
h...@list.valvesoftware.com

Subject: [hlds_linux] Forum vs. email list


I am honestly astounded by the amount of people who complain when
people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.


I'd like to use this comment as a springboard for a discussion about the 
format of this list.


I hear that a few years ago the idea of migrating the email list to a forum 
was kicked around.  However, at the time (is this still true today?) the 
users of the list didn't like the idea.  it is my understanding that most 
server admins prefer:


1.) Receiving push notifications.
2.) Viewing the list in their email client

#1 seems like a really compelling advantage (especially for announcements), 
while #2 seems like a personal preference, and many people have the opposite 
preference.


A forum has several compelling advantages:

1.) Easier to search and find answers to previously asked questions
2.) Easier to follow a thread of conversation.  (I personally find any email 
distribution list to become unreadable pretty much instantly, with all the 
's and broken line breaks that everybody's mail clients and put 
everywhere.)
3.) Easier to modify your post if you notice a mistake or want to clarify 
something, rather than making a new post.
4.) Easier to delete or move posts if they are spam, rude, inappropriate, 
belong in the general TF2 SPUF forum, etc.

5.) Easier to ignore an entire thread that you are not interested in.

Could there be some sort of forum + push notification that would satisfy 
what everybody wants?  This list exists to serve you guys, so I'm curious 
what everything thinks.  I *believe* most of the guys would find a forum 
format (perhaps with some push notification) more convenient.


It would be good to get some opinions about how people prefer to consume the 
information on this list.


Please chime in.

Your humble servant,
- Fletch

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Re: [hlds_linux] Forum vs. email list

2011-10-24 Thread Ronny Schedel
If I receive the full message like now, it's not a problem. I don't like 
messages that just say There is a new entry in topic blabla, click this 
link to read it.




-Ursprüngliche Nachricht- 
From: Fletcher Dunn

Sent: Tuesday, October 25, 2011 8:42 AM
To: Half-Life dedicated Linux server mailing list ; 
h...@list.valvesoftware.com

Subject: Re: [hlds_linux] Forum vs. email list

What if you got an email when there was a new post?  (That's what I meant by 
push notification.)


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

Sent: Monday, October 24, 2011 5:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Forum vs. email list

Never ever change this to a forum. I prefer to have one place to check
important things, so I have added several mailing lists. Otherwise I had to
check every forum on the planet to get the informations, that's back to
stone age.


-Ursprüngliche Nachricht- 
From: Fletcher Dunn

Sent: Tuesday, October 25, 2011 8:34 AM
To: Half-Life dedicated Linux server mailing list ;
h...@list.valvesoftware.com
Subject: [hlds_linux] Forum vs. email list


I am honestly astounded by the amount of people who complain when
people ask for help on help forums or mailing lists. Not everyone
signs up and instantly reads everything, goes through all the
archives, or spends hours researching.


I'd like to use this comment as a springboard for a discussion about the
format of this list.

I hear that a few years ago the idea of migrating the email list to a forum
was kicked around.  However, at the time (is this still true today?) the
users of the list didn't like the idea.  it is my understanding that most
server admins prefer:

1.) Receiving push notifications.
2.) Viewing the list in their email client

#1 seems like a really compelling advantage (especially for announcements),
while #2 seems like a personal preference, and many people have the opposite
preference.

A forum has several compelling advantages:

1.) Easier to search and find answers to previously asked questions
2.) Easier to follow a thread of conversation.  (I personally find any email
distribution list to become unreadable pretty much instantly, with all the

's and broken line breaks that everybody's mail clients and put

everywhere.)
3.) Easier to modify your post if you notice a mistake or want to clarify
something, rather than making a new post.
4.) Easier to delete or move posts if they are spam, rude, inappropriate,
belong in the general TF2 SPUF forum, etc.
5.) Easier to ignore an entire thread that you are not interested in.

Could there be some sort of forum + push notification that would satisfy
what everybody wants?  This list exists to serve you guys, so I'm curious
what everything thinks.  I *believe* most of the guys would find a forum
format (perhaps with some push notification) more convenient.

It would be good to get some opinions about how people prefer to consume the
information on this list.

Please chime in.

Your humble servant,
- Fletch

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Re: [hlds_linux] L4D2 - unable to rcon

2011-09-27 Thread Ronny Schedel
That's because there is no rcon in L4D2. You can try this netcon thing.

 So I've moved a server as a result of the SSE3 (pni flag) issue, but ever
 since the move I've had rcon issues:

 ] rcon status
 Unable to connect to remote server (74.3.239.226:27015)

 I'm wondering what I'm missing, because people are playing, and I'm
 certainly connected. My local host seems to stall for about 2-3 seconds
 when
 trying an rcon command... then it gives that message.  Am I missing
 something?

 ~Brian

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
 Sent: Monday, September 26, 2011 4:27 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released

 See my comments from earlier in the day, its available as beta now but has
 some more pending work.


 On Sep 26, 2011, at 4:16 PM, Jay Singh wrote:


 When will that be?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 21:50:03 +
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released

 Those changes are mostly part of the client side changes that are up
 next.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Monday, September 26, 2011 2:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released

 The update seem to be server side only, yet it says:

 prevented several client redirection exploits when connecting to a
 server

 I guess that change was not released then?

 2011/9/26 Alfred Reynolds alf...@valvesoftware.com

 Yes, the counter-strike changes we not made public, if you still want
 them
 (I suspect you will) keep the hlbeta command line option for now.
 Getting
 the Counter-Strike changes public is next on the list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Monday, September 26, 2011 1:57 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Running this, I see a version decrease from the beta for CS 1.6
 content.
 Is that intentional?

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Counter-Strike Base Content' from version 36 to version
 35

 43.05%  downloading hldsbase\cstrike\dlls\cs_i386.so
 65.15%  downloading hldsbase\cstrike\dlls\mp.dll
 65.15%  downloading hldsbase\steam_appid.txt

 Updating 'Win32 Server Engine' from version 54 to version 55

 71.98%  downloading hldsbase\hlds.exe
 100.00% downloading hldsbase\swds.dll

 Checking/Installing 'Half-Life Base Content' version 12


 HLDS installation up to date

 -John

 On 9/26/2011 1:38 PM, Alfred Reynolds wrote:
 Just a tiny fix for running the game from the Steam client.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of C Szabo
 Sent: Monday, September 26, 2011 1:33 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released


 Nice, Is there anything new since last beta?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 20:28:34 +
 Subject: [hlds_linux] Half-Life 1 Dedicated server update
 released

 An update to the Half-Life 1 dedicated server has been
 released.
 This
 update applies to Counter-Strike 1.6, Condition Zero, Team
 Fortress
 Classing, Half-Life Deathmatch, Day of Defeat, Opposing Force,
 Ricochet
 and Death match classic.
 The update is optional but contains exploit fixes so it is
 highly
 recommended.
 This release is setting public the beta we have been running
 recently, the changes that have accrued since the last public
 release
 are:
 - Added sv_logsecret support
 - Added sv_filetransfermaxsize to limit the size of a file the
 game
 server will try to send to a client
 - Added halflife.wad and xeon.wad to the not allowed to
 download to
 a
 client list
 - Increased max heapsize of 128mbyte for the dedicated server,
 default to 40mb still
 - Added sv_allow_dlfile, if set to 1 and sv_downloadurl is set
 still
 allow local downloads
 - changed motd_write to only work if the process is running an
 active
 server and the command is from the console
 - prevented several client redirection exploits when connecting
 to
 a
 server
 - Changed Non-sprite set to glow!\n debug console output to
 be
 dev
 only
 - Implemented new crash reporting system, now with Linux
 support.


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 archives, please visit:
 

Re: [hlds_linux] L4D2 - unable to rcon

2011-09-27 Thread Ronny Schedel
I have never seen it in L4D  l4D2.

 Can you let me know the change release that removed rcon? I have been
 using
 it for a long time.

 I'll check Ports open/closed, but i'm very sure the right Ports and ranges
 are open.
 On Sep 27, 2011 4:11 AM, Ronny Schedel i...@ronny-schedel.de wrote:
 That's because there is no rcon in L4D2. You can try this netcon thing.

 So I've moved a server as a result of the SSE3 (pni flag) issue, but
 ever
 since the move I've had rcon issues:

 ] rcon status
 Unable to connect to remote server (74.3.239.226:27015)

 I'm wondering what I'm missing, because people are playing, and I'm
 certainly connected. My local host seems to stall for about 2-3 seconds
 when
 trying an rcon command... then it gives that message. Am I missing
 something?

 ~Brian

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred
 Reynolds
 Sent: Monday, September 26, 2011 4:27 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released

 See my comments from earlier in the day, its available as beta now but
 has
 some more pending work.


 On Sep 26, 2011, at 4:16 PM, Jay Singh wrote:


 When will that be?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 21:50:03 +
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Those changes are mostly part of the client side changes that are up
 next.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Monday, September 26, 2011 2:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 The update seem to be server side only, yet it says:

 prevented several client redirection exploits when connecting to a
 server

 I guess that change was not released then?

 2011/9/26 Alfred Reynolds alf...@valvesoftware.com

 Yes, the counter-strike changes we not made public, if you still
 want
 them
 (I suspect you will) keep the hlbeta command line option for now.
 Getting
 the Counter-Strike changes public is next on the list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Monday, September 26, 2011 1:57 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Running this, I see a version decrease from the beta for CS 1.6
 content.
 Is that intentional?

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Counter-Strike Base Content' from version 36 to version
 35

 43.05% downloading hldsbase\cstrike\dlls\cs_i386.so
 65.15% downloading hldsbase\cstrike\dlls\mp.dll
 65.15% downloading hldsbase\steam_appid.txt

 Updating 'Win32 Server Engine' from version 54 to version 55

 71.98% downloading hldsbase\hlds.exe
 100.00% downloading hldsbase\swds.dll

 Checking/Installing 'Half-Life Base Content' version 12


 HLDS installation up to date

 -John

 On 9/26/2011 1:38 PM, Alfred Reynolds wrote:
 Just a tiny fix for running the game from the Steam client.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of C Szabo
 Sent: Monday, September 26, 2011 1:33 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released


 Nice, Is there anything new since last beta?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 20:28:34 +
 Subject: [hlds_linux] Half-Life 1 Dedicated server update
 released

 An update to the Half-Life 1 dedicated server has been
 released.
 This
 update applies to Counter-Strike 1.6, Condition Zero, Team
 Fortress
 Classing, Half-Life Deathmatch, Day of Defeat, Opposing Force,
 Ricochet
 and Death match classic.
 The update is optional but contains exploit fixes so it is
 highly
 recommended.
 This release is setting public the beta we have been running
 recently, the changes that have accrued since the last public
 release
 are:
 - Added sv_logsecret support
 - Added sv_filetransfermaxsize to limit the size of a file the
 game
 server will try to send to a client
 - Added halflife.wad and xeon.wad to the not allowed to
 download to
 a
 client list
 - Increased max heapsize of 128mbyte for the dedicated server,
 default to 40mb still
 - Added sv_allow_dlfile, if set to 1 and sv_downloadurl is set
 still
 allow local downloads
 - changed motd_write to only work if the process is running an
 active
 server and the command is from the console
 - prevented several client redirection exploits when connecting

Re: [hlds_linux] L4D2 - unable to rcon

2011-09-27 Thread Ronny Schedel
Oh well, I can see there is a rcon_password cvar at least, but the other
important rcon related cvars are missing (like sv_rcon_minfailures,
sv_rcon_minfailuretime, sv_rcon_maxfailures, sv_rcon_banpenalty). Without
these it would'nt make any sense.

However, if I remember well the netcon was introduced first. Maybe this
rcon thing was added later. But if you say it's working for, than it
should, my mistake.

 Rcon works fine in both L4D and L4D2.

 On 9/27/2011 9:59 AM, Ronny Schedel wrote:
 I have never seen it in L4D  l4D2.

 Can you let me know the change release that removed rcon? I have been
 using
 it for a long time.

 I'll check Ports open/closed, but i'm very sure the right Ports and
 ranges
 are open.
 On Sep 27, 2011 4:11 AM, Ronny Schedeli...@ronny-schedel.de  wrote:
 That's because there is no rcon in L4D2. You can try this netcon
 thing.

 So I've moved a server as a result of the SSE3 (pni flag) issue, but
 ever
 since the move I've had rcon issues:

 ] rcon status
 Unable to connect to remote server (74.3.239.226:27015)

 I'm wondering what I'm missing, because people are playing, and I'm
 certainly connected. My local host seems to stall for about 2-3
 seconds
 when
 trying an rcon command... then it gives that message. Am I missing
 something?

 ~Brian

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Alfred
 Reynolds
 Sent: Monday, September 26, 2011 4:27 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 See my comments from earlier in the day, its available as beta now
 but
 has
 some more pending work.


 On Sep 26, 2011, at 4:16 PM, Jay Singh wrote:

 When will that be?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 21:50:03 +
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Those changes are mostly part of the client side changes that are
 up
 next.
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
 Sent: Monday, September 26, 2011 2:25 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 The update seem to be server side only, yet it says:

 prevented several client redirection exploits when connecting to
 a
 server

 I guess that change was not released then?

 2011/9/26 Alfred Reynoldsalf...@valvesoftware.com

 Yes, the counter-strike changes we not made public, if you still
 want
 them
 (I suspect you will) keep the hlbeta command line option for now.
 Getting
 the Counter-Strike changes public is next on the list.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Monday, September 26, 2011 1:57 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released
 Running this, I see a version decrease from the beta for CS 1.6
 content.
 Is that intentional?

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Counter-Strike Base Content' from version 36 to
 version
 35
 43.05% downloading hldsbase\cstrike\dlls\cs_i386.so
 65.15% downloading hldsbase\cstrike\dlls\mp.dll
 65.15% downloading hldsbase\steam_appid.txt

 Updating 'Win32 Server Engine' from version 54 to version 55

 71.98% downloading hldsbase\hlds.exe
 100.00% downloading hldsbase\swds.dll

 Checking/Installing 'Half-Life Base Content' version 12


 HLDS installation up to date

 -John

 On 9/26/2011 1:38 PM, Alfred Reynolds wrote:
 Just a tiny fix for running the game from the Steam client.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of C Szabo
 Sent: Monday, September 26, 2011 1:33 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
 released

 Nice, Is there anything new since last beta?

 From: alf...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Mon, 26 Sep 2011 20:28:34 +
 Subject: [hlds_linux] Half-Life 1 Dedicated server update
 released
 An update to the Half-Life 1 dedicated server has been
 released.
 This
 update applies to Counter-Strike 1.6, Condition Zero, Team
 Fortress
 Classing, Half-Life Deathmatch, Day of Defeat, Opposing Force,
 Ricochet
 and Death match classic.
 The update is optional but contains exploit fixes so it is
 highly
 recommended.
 This release is setting public the beta we have been running
 recently, the changes that have accrued since the last public
 release
 are:
 - Added sv_logsecret support
 - Added sv_filetransfermaxsize to limit the size of a file

Re: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash

2011-09-01 Thread Ronny Schedel
Read the first post, the guy don't want SourceMod.

 I have made a plugin for this, i will post it on sourcemod forum tonight
 if
 you want

 2011/9/1 DontWannaName! ad...@topnotchclan.com

 Isn't there a Sourcemod plugin that can do this or use Sourcemod to
 execute
 the command at the correct time.

 Sent from my iPhone 4

 On Sep 1, 2011, at 12:49 AM, Loïc PERY louloubi...@gmail.com wrote:

  you need to precache some sounds and models to do it properly
 
  2011/9/1 Ronny Schedel i...@ronny-schedel.de
 
  It's too late if you set the cvar in cp_manor_event.cfg. The change
 must
 be
  done at the end of the previous map.
 
 
  -Ursprüngliche Nachricht- From: Ross Bemrose
  Sent: Thursday, September 01, 2011 6:02 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event
 crash
 
 
  So, I recently changed my server to use the tf_forced_holiday 2 cvar
 in
  cfg/cp_manor_event.cfg to enable the Halloween holiday for Manor
 Event
  instead of using a SourceMod plugin.  I've completely removed that
 plugin.
 
  Unfortunately, now my server crashes after a random amount of time
 on
  cp_manor_event.  At a guess, it crashes when it tries to spawn the
  Horsemann.
 
  Anyone else experiencing this issue?
 
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 archives,
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Re: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash

2011-08-31 Thread Ronny Schedel
It's too late if you set the cvar in cp_manor_event.cfg. The change must be 
done at the end of the previous map.



-Ursprüngliche Nachricht- 
From: Ross Bemrose

Sent: Thursday, September 01, 2011 6:02 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] TF2: tf_forced_holiday 2 and cp_manor_event crash

So, I recently changed my server to use the tf_forced_holiday 2 cvar in
cfg/cp_manor_event.cfg to enable the Halloween holiday for Manor Event
instead of using a SourceMod plugin.  I've completely removed that plugin.

Unfortunately, now my server crashes after a random amount of time  on
cp_manor_event.  At a guess, it crashes when it tries to spawn the
Horsemann.

Anyone else experiencing this issue?

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[hlds_linux] TF2: SourceTV and Replay

2011-08-20 Thread Ronny Schedel

Hello,

today I have tried the replay again, to see if it is stable now. 
Unfortunatly, I had to disable the SourveTV to get replay working. I hope 
this is temporarly and we will get the SouceTV functionality back soon.


Best regards

Ronny 



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Re: [hlds_linux] A few questions configuration/choice cstrike 1.6

2011-08-19 Thread Ronny Schedel
You should choose the 32bit version. You get no benefits from using 64bit 
version, because hlds and srcds does not support 64bit. You will get more 
difficulties with 64bit OS, like library problems.


The stock kernel is fine, you don't need to tweak it anymore.



-Ursprüngliche Nachricht- 
From: hs style

Sent: Friday, August 19, 2011 3:01 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] A few questions configuration/choice cstrike 1.6


Hi all,

My but, configurate !best! serveur for counter-strike 1.6 for match (10 
players).

I have a server amd dual core 1.9 GHz.
I have a choice of 6.0 debian squeeze in 32 bits and 64 bits.

1. For counter-strike 1.6, is it better to use 32 bits or 64 bits ?

2. Debian 6.0 64 bit and 32 squeeze, what is the best kernel 
100/250/1000/ormorevalue ?

3. For counter-strike 1.6, should I set hlds_xxx on one core or two core.
4. For counter-strike 1.6 server.cfg, these cvars exists ?:
sv_maxcmdrate, sv_mincmdrate and fps_max.
5. If fps_max exists on server.cfg, what is the maximum value ?
6. Sv_maxrate in server.cfg, what is the maximum value ?
7. Advice for server.cfg best quality.
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Re: [hlds_linux] Server not starting?

2011-08-16 Thread Ronny Schedel

Debian Squeeze 32 bit is running fine. It's time to update.

-Ursprüngliche Nachricht- 
From: Alan Kennedy

Sent: Tuesday, August 16, 2011 8:44 PM
To: hlds_linux@list.valvesoftware.com ; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server not starting?


Our servers are not starting since last update. We get a shared library 
issue. Error state as follows:


steam@tf2:~/srcds_1/orangebox$ ./srcds_run -debug -console -game tf +ip 
200.51.203.239 -port 27015 +map ctf_2fort

Auto detecting CPU
Using default binary: ./srcds_linux
Enabling debug mode
Server will auto-restart if there is a crash.
Failed to open dedicated.so (libgcc_s.so.1: cannot open shared object file: 
No such file or directory)

cat: hlds.18894.pid: No such file or directory
email debug.log to li...@valvesoftware.com
Tue Aug 16 15:31:29 ART 2011: Server restart in 10 seconds

steam@tf2:~/srcds_1/orangebox/bin$ ldd dedicated.so
   linux-gate.so.1 =  (0xf7784000)
   libsteam_api.so = not found
   libtier0.so = not found
   libvstdlib.so = not found
   libm.so.6 = /lib32/libm.so.6 (0xf76a6000)
   libdl.so.2 = /lib32/libdl.so.2 (0xf76a2000)
   libpthread.so.0 = /lib32/libpthread.so.0 (0xf7689000)
   /lib/ld-linux.so.2 (0xf7785000)
   libc.so.6 = /lib32/libc.so.6 (0xf7542000)

steam@tf2:~/srcds_1/orangebox/bin$ ldd steamclient.so
   linux-gate.so.1 =  (0xf7778000)
   libtier0_s.so = not found
   libvstdlib_s.so = not found
   libm.so.6 = /lib32/libm.so.6 (0xf6b95000)
   libdl.so.2 = /lib32/libdl.so.2 (0xf6b91000)
   libstdc++.so.6 = not found
   libpthread.so.0 = /lib32/libpthread.so.0 (0xf6b78000)
   /lib/ld-linux.so.2 (0xf7779000)
   libc.so.6 = /lib32/libc.so.6 (0xf6a31000)

Running on Debian 64 bits.

Any help would be really appreciated.

Best Regards, Alan //


--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709


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Re: [hlds_linux] Server not starting?

2011-08-16 Thread Ronny Schedel
Please don't ship any system related libraries, you can't update these 
libraries as fast as the distribution maintainers. I don't like a security 
hole in my system.




-Ursprüngliche Nachricht- 
From: Fletcher Dunn

Sent: Tuesday, August 16, 2011 8:49 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server not starting?

Your distribution doesn't have an up-to-date version needed by the new steam 
libraries.  We know that this is affecting a minority of servers and we're 
looking for a solution right now.


We're currently investigating whether we can ship this lib directly.  Expect 
either an update with the new lib, or an announcement with some instructions 
where to get it, later today.


Your humble servant,
- Fletch

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

Sent: Tuesday, August 16, 2011 11:44 AM
To: hlds_linux@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server not starting?


Our servers are not starting since last update. We get a shared library 
issue. Error state as follows:


steam@tf2:~/srcds_1/orangebox$ ./srcds_run -debug -console -game tf +ip 
200.51.203.239 -port 27015 +map ctf_2fort

Auto detecting CPU
Using default binary: ./srcds_linux
Enabling debug mode
Server will auto-restart if there is a crash.
Failed to open dedicated.so (libgcc_s.so.1: cannot open shared object file: 
No such file or directory)

cat: hlds.18894.pid: No such file or directory
email debug.log to li...@valvesoftware.com
Tue Aug 16 15:31:29 ART 2011: Server restart in 10 seconds

steam@tf2:~/srcds_1/orangebox/bin$ ldd dedicated.so
   linux-gate.so.1 =  (0xf7784000)
   libsteam_api.so = not found
   libtier0.so = not found
   libvstdlib.so = not found
   libm.so.6 = /lib32/libm.so.6 (0xf76a6000)
   libdl.so.2 = /lib32/libdl.so.2 (0xf76a2000)
   libpthread.so.0 = /lib32/libpthread.so.0 (0xf7689000)
   /lib/ld-linux.so.2 (0xf7785000)
   libc.so.6 = /lib32/libc.so.6 (0xf7542000)

steam@tf2:~/srcds_1/orangebox/bin$ ldd steamclient.so
   linux-gate.so.1 =  (0xf7778000)
   libtier0_s.so = not found
   libvstdlib_s.so = not found
   libm.so.6 = /lib32/libm.so.6 (0xf6b95000)
   libdl.so.2 = /lib32/libdl.so.2 (0xf6b91000)
   libstdc++.so.6 = not found
   libpthread.so.0 = /lib32/libpthread.so.0 (0xf6b78000)
   /lib/ld-linux.so.2 (0xf7779000)
   libc.so.6 = /lib32/libc.so.6 (0xf6a31000)

Running on Debian 64 bits.

Any help would be really appreciated.

Best Regards, Alan //


--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709


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[hlds_linux] CS:GO wish list

2011-08-12 Thread Ronny Schedel

I start with:

- Free Linux dedicated servers

Best regards ;-)

Ronny Schedel

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Re: [hlds_linux] stutter issue

2011-08-08 Thread Ronny Schedel
The server sends you 17 updates per second, it should send you 66.67. Check 
with ethtool if the network interface is running in full duplex mode. 
Hetzner isn't the best for gameserver hosting and they don't want to be...




-Ursprüngliche Nachricht- 
From: Eric Riemers

Sent: Monday, August 08, 2011 8:40 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] stutter issue

So we have a issue:

http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA53184FA3A
C9A2ADCCA6EF6F133/
As you can see the trails from the nades are dotted. This normally should be
one straight line, everything is in slowmotion a bit.

I have no clue what to do and maybe one had it before.

It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd) the
only thing running on is 1 tf2 server so its doing pretty much nothing.
Running debian 6, tried installing version 5 too, tried Ubuntu too and tried
a 1000hz kernel (just for the fun of it) all the same issue, its either
slowmo or so slow it wont walk anymore at all.

Did traceroutes, used mtr and that seems just fine. Connectivity is fine,
get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it.
Had some other people take a look at it and still not known. Also did a
clean install and a complete copy from a server that is working for Linux.
(including not using any mods/replay)

We have another eq4 same issue (this one is test) and we have a current eq4
which works just normal (also debian)

Here is the weird part, install windows on it and it works just fine! And
another weird one, install counter strike on it and that one works fine too,
its *only* tf2 that is giving this issue.

Might be a big lap of text, but I am pretty clueless, any hints/tips and I
will follow them up, if you want to enjoy a slowmo action, you can try to
213.133.123.103:27015

Eric (lethal-zone.eu)


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Re: [hlds_linux] 25 people in a 24 slot server?

2011-08-02 Thread Ronny Schedel

Turn off the master server legacy mode.

-Ursprüngliche Nachricht- 
From: ics

Sent: Tuesday, August 02, 2011 6:44 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] 25 people in a 24 slot server?

This is exactly the reason why i do not run replays on servers. No
matter to what i set sv_visiblemaxplayers, players are still able to
connect to it. Only difference is that they get booted due to last slot
being reserved for admins only but the server browser in-game shows
23/24 when there is replay on the server. Things are fine without the
replay.

-ics

2.8.2011 3:20, doc kirjoitti:

I have +maxplayers set to 24, and -replay flag turned on, but people
are still able to connect (via console) to a 25th slot, making the
server 13 vs 12 with a replay bot.

Is there... somewhere else I'm supposed to define 24 players or what
is happening here?

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Re: [hlds_linux] Team Fortress 2 Update

2011-07-29 Thread Ronny Schedel

How do you check the reputation?



-Ursprüngliche Nachricht- 
From: AnAkIn .

Sent: Friday, July 29, 2011 7:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update

Great, 2 of my servers on the same IP just got banned from the master server
due to one of them reputation being too low. One got 98 and the other one
-763. Not surprising considering the server crashes.

2011/7/29 Ross Bemrose rbemr...@vgmusic.com


Maybe I'm just lucky... I haven't seen that many server crashes lately.  I
had none yesterday when I played for roughly 3 hours, so I could monitor
the
situation.

None of my users have reported crashes recently either.  Makes me wonder 
if

one of my extensions is protecting me from unexplained crashes.

Servers 1  2:
OS: Ubuntu 10.04.3 64-bit
Server mods: MM:Source 1.8.7, SourceMod 1.3.8
SM Extensions (excluding defaults): Socket, Server Secure - Files Only,
CBaseServer tools, SDK Hooks
SM Plugins (excluding defaults): Superlogs: TF2, HLStatsX:CE, Name Change
Punisher, Custom Votes, Mapchooser Extended, Mapchooser Extended Sounds,
TF2
FF on during waiting for players, Spray Tracer, Deadchat, Immunity Reserve
Slots, SourceBans, Rock the Vote (SM), Nominations (SM), Kigen's
Anti-Cheat,
Maplister


Servers 3  4:
OS: Debian Squeeze 64-bit
Server mods: MM:Source 1.8.7, SourceMod 1.3.8
SM Extensions (excluding defaults): Socket, Server Secure - Files Only,
CBaseServer tools, SDK Hooks
SM Plugins (excluding defaults): Superlogs: TF2, HLStatsX:CE, Name Change
Punisher, Custom Votes, Mapchooser Extended, Mapchooser Extended Sounds,
TF2
FF on during waiting for players, Spray Tracer, Deadchat, Immunity Reserve
Slots, SourceBans, Rock the Vote (SM), Nominations (SM), Kigen's 
Anti-Cheat


None of the weapons are disabled on my servers.


On Fri, Jul 29, 2011 at 12:30 PM, Info infoma...@gmail.com wrote:

 My server has the latest sm/mm, no replays, disabled weaps (lasers,
 mantreads).  I can reliably reproduce crashes on map change (it happens
 80-90% of the time).  Hopefully Valve has something in mind that will 
 get

 released today--another weekend with broken code is not promising.

 On Fri, Jul 29, 2011 at 08:25, Saint K. sai...@specialattack.net
wrote:

  We're had 3 crashes which created mini dumps today - I've sent them 
  off

 to
  VALVe.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn . [
  anakin...@gmail.com]
  Sent: 29 July 2011 17:11
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Team Fortress 2 Update
 
  I didn't have any more crashes yet, but I just had a server hang. No
 crash
  dumps.
 
  2011/7/29 srcds admin hl_l...@kikazz.com
 
   Taking a look at my server logs... this looks very interesting.. 800
   invalid physics calls in a row.
  
   http://pastebin.com/HTjESY2G
  
   On Fri, 29 Jul 2011 08:47:36 -0600, srcds admin hl_l...@kikazz.com
   wrote:
I had a crash last night, but don't have any details.  This wasn't
on
   map
change as I run a 24/7 single map server. Seems alot more stable
than
  it
was, but there is still something causing crashes. I have the new
 weps
enabled.
   
   
   
On Fri, 29 Jul 2011 08:59:36 -0400, Rodrigo Peña 
  yo@korrupzion.com
wrote:
I waited a long time to say this since I could be wrong
   
No single crashes here..
   
My last crash was at vphysics update (before cow mangler).
   
My environment:
-Intel core i7 930(or 920 don't remember at this time) @ 3.2ghz
-8gb ram
-Debian Lenny stock kernel
   
Server:
-Replay enabled (local filehost)
-Sourcemod
-SourceOP
-28 slot server
   
Hosted in South America.
   
The only big problem I've had is a international bandwidth outage
in
   the
   
datacenter that caused all valve servers to freeze at startup
 because
  a
  
connection to a valve master server made synchronously. To
 address
   this
   
issue I had to block all valve IPs with route command (using
strings
  to
  
find them in libraries).
   
It would be great if valve could fix by making initial connection
to
master server asynchronously, like the connection to item server
 (not
sure) so it prevents the server hang if there's a network outage
or
 a
inoperating valve master server (this happened years ago)
   
-Rodrigo
   
   
On 29-07-2011 8:16, Peter Reinhold wrote:
On Fri, 29 Jul 2011 14:03:17 +0300, Bajdechi Nightbox 
Alexandru

wrote:
+1, after changelevel.
   
I've had a couple of those as well today.
   
   
/Peter
   
   
   
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Re: [hlds_linux] TF2 Servers are still crashing after July 22ndUpdate

2011-07-23 Thread Ronny Schedel

This whitelist is available in tournament mode only...


-Ursprüngliche Nachricht- 
From: Ulrich Block

Sent: Saturday, July 23, 2011 12:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 
22ndUpdate


Can you share your item_whitelist.txt ?

Would be nice if people could solve this issue by copy and paste ;)


Am 23.07.2011 12:20, schrieb Adam Nowacki:
I have to confirm. It is crashing definitively less but still is crashing. 
New weapons again disabled on my server until next update.


On 2011-07-23 06:22, E3pO wrote:

Servers are still crashing like crazy.

Here is the last message in console on crash:
L 07/22/2011 - 22:19:09: World triggered Game_Over reason Reached Time
Limit
L 07/22/2011 - 22:19:09: Team Red final score 0 with 7 players
L 07/22/2011 - 22:19:09: Team Blue final score 0 with 7 players
PreMinidumpCallback: updating dump comment


And here is GDB output:
http://pastebin.com/6i6bJCqE
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-07-18 Thread Ronny Schedel

Autobuy was fixed long time ago in the beta release.


-Ursprüngliche Nachricht- 
From: C Szabo

Sent: Monday, July 18, 2011 7:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released


I'm really glad that you are taking the time for this. It means a lot for us 
and I talked to some members in our community and they wanted to say thx 
to.. :)


Many players has the buy-exploit in their configs from shady servers and 
they
are crashing all the warservers when they are playing without even knowing 
it.
Publicservers has a fix for this via a amxplugin, but some publicservers 
dont.

And the
serverprovider dont want to update to a beta, but its better if you fix ALL 
problems that you can before sending out the update, but its starting to be 
a big problem. Ive seen people complaining more and more the last few days 
about servers crashing.


Are you sure that the beta really blocks the buy-exploit? Thats the most 
annoying exploit that is out right now.





From: alf...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

Date: Mon, 18 Jul 2011 17:36:59 +
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

I received a couple bug reports over the weekend so I am going to take the 
time to dig into those, expect another beta release or two before a full 
release.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: Friday, July 15, 2011 1:29 PM
 To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
 mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

 We have released an update to the beta, run the hldsupdatetool with -
 beta hlbeta to get this update. Changes for this update are:

 - more input checking on some MSG_X functions

 There were no known exploits this is fixing but better safe than sorry.
 My plan is to release this publically on Monday, so make sure you try
 these new binaries over the weekend.

 - Alfred

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: Monday, July 11, 2011 4:04 PM
  To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server
  mailing list; 'hlds_annou...@list.valvesoftware.com'
  Subject: Re: [hlds] Half-Life 1 engine beta update released
 
  We have released an update to the beta, run the hldsupdatetool with
 -
  beta hlbeta to get this update. Changes for this update are:
 
  - Changed sv_filetransfermaxsize to 1mbyte by default
  - Disallow the dlfile command if the server is configured with a
  sv_downloadurl
 
 
  The dlfile command is used internally by the engine to allow users to
  download custom maps using the in-game channel, unfortunately the
  processing for large files is done inline and can stall the server.
 Re-
  architecting this is beyond the scope for HL1 so the solution would
 be
  to use the sv_downloadurl feature if you want to host custom content
  (or increase the sv_filetransfermaxsize cvar but risk your server FPS
  stuttering).
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
   Sent: Thursday, July 07, 2011 6:20 PM
   To: Half-Life dedicated Linux server mailing list;
   'h...@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Half-Life 1 engine beta update released
  
   We have released a beta update for Half-Life 1 engine based games
   (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this
   update run the hldsupdatetool with -beta hlbeta on the command
  line.
   This update continues on some exploit fixes we have already shipped
   within this beta.
  
   Changes:
   - Added sv_filetransfermaxsize cvar to limit the size of a file a
   server will try to send to a client, by default 10mbytes.
   - Prevented halflife.wad from being downloaded from a server (fixes
   server hang/stall).
  
  
   There is also a couple client side fixes, if you run your Steam
  client
   with -beta hlbeta on its command line and run Half-Life games you
   will have some fixes that prevent server redirection.
  
  
  
   - Alfred
  
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Re: [hlds_linux] Counter-Strike: Source Updates Released

2011-07-07 Thread Ronny Schedel

This is the Hat update for Counter-Strike.


-Ursprüngliche Nachricht- 
From: Casper Larsen

Sent: Thursday, July 07, 2011 7:35 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counter-Strike: Source Updates Released

E, valve, where is the announcement ?

What changes are there?

Casper
SpeedGaming.pro

2011/7/7 Kyle Sanderson kyle.l...@gmail.com


Thanks Marc! DOD:S has an update as well.


On Thu, Jul 7, 2011 at 10:22 AM, Marc.B vg.ha...@gmail.com wrote:
 Hey,

 Not sure you have seen it, but there is a Counter-Strike: Source Updates

 Cheers,

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Re: [hlds_linux] Ghosts on server

2011-07-02 Thread Ronny Schedel

Really? That need to be fixed asap.



-Ursprüngliche Nachricht- 
From: AnAkIn .

Sent: Saturday, July 02, 2011 2:11 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Ghosts on server

Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at all.

I had it set to 1 with the setmaster lines and my server was always empty. I
put it back to 0 and within 30 seconds my server was full.

2011/7/1 h...@gmx.com


Try these until Valve fixes the problem:

 sv_master_legacy_mode 1
 setmaster add 72.165.61.153:27015
 setmaster add 63.234.149.83:27011
 setmaster add 63.234.149.90:27011
- Original Message -
From: daniel jokiaho
Sent: 06/30/11 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Ghosts on server

 Today when i wake up to go to work i noticed i have two ghosts on my tf2
server. I have no source tv. No replay. Server.cfg is almost default. How
can i get rid of them, without restart. My server is almost always full.
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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Ghosts on server

2011-07-02 Thread Ronny Schedel
The problem with  sv_master_legacy_mode 0 is, the server does not respond 
with the full rules. Custom cvars are hidden. That's useless for querying 
the server from web pages.


-Ursprüngliche Nachricht- 
From: Saul Rennison

Sent: Saturday, July 02, 2011 3:02 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Ghosts on server

Not really, they said support for legacy masters would go at some point.

On Saturday, 2 July 2011, Ronny Schedel i...@ronny-schedel.de wrote:
gt; Really? That need to be fixed asap.
gt;
gt;
gt;
gt; -Ursprüngliche Nachricht- From: AnAkIn .
gt; Sent: Saturday, July 02, 2011 2:11 PM
gt; To: Half-Life dedicated Linux server mailing list
gt; Subject: Re: [hlds_linux] Ghosts on server
gt;
gt; Unfortunately sv_master_legacy_mode 1 makes Quickplay not work at all.
gt;
gt; I had it set to 1 with the setmaster lines and my server was
always empty. I
gt; put it back to 0 and within 30 seconds my server was full.
gt;
gt; 2011/7/1 lt;h...@gmx.comgt;
gt;
gt;
gt; Try these until Valve fixes the problem:
gt;
gt;  sv_master_legacy_mode 1
gt;  setmaster add 72.165.61.153:27015
gt;  setmaster add 63.234.149.83:27011
gt;  setmaster add 63.234.149.90:27011
gt; - Original Message -
gt; From: daniel jokiaho
gt; Sent: 06/30/11 11:15 AM
gt; To: Half-Life dedicated Linux server mailing list
gt; Subject: [hlds_linux] Ghosts on server
gt;
gt;  Today when i wake up to go to work i noticed i have two ghosts on my 
tf2
gt; server. I have no source tv. No replay. Server.cfg is almost default. 
How
gt; can i get rid of them, without restart. My server is almost always 
full.
gt; ___ To unsubscribe, edit 
your

gt; list preferences, or view the list archives, please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds_linux
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list archives,
gt; please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds_linux
gt;
gt;
gt;
gt;
gt;
gt; --
gt; Best regards,
gt; AnAkIn,
gt; -
gt; ESL EU TF2 Admin
gt; http://www.esl.eu/eu/tf2
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list
archives, please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds_linux
gt;
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list
archives, please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds_linux
gt;

--
--
Kind regards,
*Saul Rennison*

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-02 Thread Ronny Schedel

Seems to be an 64 bit problem, Lenny 32 bit is fine.


-Ursprüngliche Nachricht- 
From: Eric Riemers

Sent: Saturday, July 02, 2011 6:31 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Debian lenny 64 bits, add that to the list, crashing on map change. Same
error.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: zaterdag 2 juli 2011 12:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Issues on Ubuntu 10 also.

*** glibc detected *** ./srcds_linux: double free or corruption (out):

0x0ab56c70 ***
=== Backtrace: =
/lib/tls/i686/cmov/libc.so.6[0x17b0d1]
/lib/tls/i686/cmov/libc.so.6[0x17c7d2]
/lib/tls/i686/cmov/libc.so.6(cfree+0x6d)[0x17f8ad]
bin/libtier0.so(_ZdlPv+0x22)[0x509a02]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b25a9]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b21ee]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b9660]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x7386598]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72c498d]
/home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72b0cf1]
/home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2e4034c]
/home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8287]
/home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8326]
/home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2d564c0]
/home/servers/ob_tfpyro/orangebox/tf/../tf/addons/metamod/bin/
metamod.2.ep2v.so[0xda0660]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x918b369]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90ed421]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edaf7]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edcc8]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91a0df4]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919d639]
bin/dedicated.so[0x84fa20]
bin/dedicated.so[0x84f777]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919dc5b]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91b69a1]
/home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919ec0a]
bin/dedicated.so[0x84fc23]
bin/dedicated.so[0x853471]
bin/dedicated.so[0x854ced]
bin/dedicated.so[0x853471]
bin/dedicated.so[0x85003a]
bin/dedicated.so(DedicatedMain+0x24)[0x85132f]
./srcds_linux[0x80488ec]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0x126b56]
./srcds_linux[0x8048771]
=== Memory map: 




And i think i noticed a few particles missing ?  -verify_all was used.

Installing breakpad exception handler for appid(440)/version(4617)
CSoundEmitterSystem:  Registered 3886 sounds
CResponseSystem:  scripts/talker/response_rules.txt (886 rules, 405
criteria, and 855 responses)
Particles: Missing 'particles/error.pcf'
material particle/smoke1/smoke1 not found.
material particle/fire_particle_8/fire_particle_8 not found.
material particle/vistasmokev1/vistasmokev1 not found.
material particle/particle_ring_wave_5_add not found.
material particle/particle_glow_07 not found.
material particle/particle_swirl_04 not found.
material particle/particle_glow_05_add_15ob_minsize not found.
material particle/bendibeam not found.
material particle/particle_glow_05_add_15ob_noz not found.
material particle/smoke1/smoke1_nearcull not found.





On Sat, Jul 2, 2011 at 6:03 AM, Evaldas hlds_li...@evagames.eu wrote:


NOVELL SLES11 works stable for me on x86-64 system.


On Sat, 02 Jul 2011 03:10:28 +0300, Emil Larsson ail...@gmail.com wrote:

 Getting crashes on our Linux servers as well, for the record the few

Windows
servers we have are running fine. Anyone with the old vphysics.so?

On Sat, Jul 2, 2011 at 2:01 AM, Ross Bemrose rbemr...@vgmusic.com
wrote:

 I'm getting crashes in vphysics.so on map change after this update.


This happens even when I disable all server addons.

Whatever you did to fix the Mac version has killed the Linux version.
 I'm
trying to update again with -verify_all

This is what I'm getting in my server console:

changelevel ctf_2fort
*** glibc detected *** ./srcds_linux: double free or corruption (out):
0x0b4cfd58 ***
=== Backtrace: =
/lib32/libc.so.6(+0x6bf31)[0xf759ff31]
/lib32/libc.so.6(+0x6d7a8)[0xf75a17a8]
/lib32/libc.so.6(cfree+0x6d)[0xf75a488d]
bin/libtier0.so(_ZdlPv+0x22)[0xf779ca02]
/home/ocremix/orangebox/bin/vphysics.so(+0x10f5a9)[0xf50f55a
9]
/home/ocremix/orangebox/bin/vphysics.so(+0x10f1ee)[0xf50f51e
e]
/home/ocremix/orangebox/bin/vphysics.so(+0x116660)[0xf50fc66
0]
/home/ocremix/orangebox/bin/vphysics.so(+0xe3598)[0xf50c9598
]
/home/ocremix/orangebox/bin/vphysics.so(+0x2198d)[0xf500798d
]
/home/ocremix/orangebox/bin/vphysics.so(+0xdcf1)[0xf4ff3cf1]
/home/ocremix/orangebox/tf/bin/server.so(+0x7a134c)[0xf3f083
4c]
/home/ocremix/orangebox/tf/bin/server.so(+0x319287)[0xf3a802

Re: [hlds_linux] Team Fortress 2 Update Released

2011-07-02 Thread Ronny Schedel

Then it's a metamod issue, we don't run metamod.


-Ursprüngliche Nachricht- 
From: rav...@arkanox.net

Sent: Saturday, July 02, 2011 7:36 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

I have the issue on Lenny 32 bit.

--
Ravnox

On Sat, 2 Jul 2011 18:51:12 +0200
Ronny Schedel i...@ronny-schedel.de wrote:


Seems to be an 64 bit problem, Lenny 32 bit is fine.


-Ursprüngliche Nachricht- 
From: Eric Riemers

Sent: Saturday, July 02, 2011 6:31 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Debian lenny 64 bits, add that to the list, crashing on map change.
Same error.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad
iron Sent: zaterdag 2 juli 2011 12:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Issues on Ubuntu 10 also.

*** glibc detected *** ./srcds_linux: double free or corruption (out):
 0x0ab56c70 ***
 === Backtrace: =
 /lib/tls/i686/cmov/libc.so.6[0x17b0d1]
 /lib/tls/i686/cmov/libc.so.6[0x17c7d2]
 /lib/tls/i686/cmov/libc.so.6(cfree+0x6d)[0x17f8ad]
 bin/libtier0.so(_ZdlPv+0x22)[0x509a02]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b25a9]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b21ee]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x73b9660]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x7386598]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72c498d]
 /home/servers/ob_tfpyro/orangebox/bin/vphysics.so[0x72b0cf1]
 /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2e4034c]
 /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8287]
 /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x29b8326]
 /home/servers/ob_tfpyro/orangebox/tf/bin/server.so[0x2d564c0]
 /home/servers/ob_tfpyro/orangebox/tf/../tf/addons/metamod/bin/
 metamod.2.ep2v.so[0xda0660]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x918b369]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90ed421]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edaf7]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x90edcc8]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91a0df4]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919d639]
 bin/dedicated.so[0x84fa20]
 bin/dedicated.so[0x84f777]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919dc5b]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x91b69a1]
 /home/servers/ob_tfpyro/orangebox/bin/engine.so[0x919ec0a]
 bin/dedicated.so[0x84fc23]
 bin/dedicated.so[0x853471]
 bin/dedicated.so[0x854ced]
 bin/dedicated.so[0x853471]
 bin/dedicated.so[0x85003a]
 bin/dedicated.so(DedicatedMain+0x24)[0x85132f]
 ./srcds_linux[0x80488ec]
 /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0x126b56]
 ./srcds_linux[0x8048771]
 === Memory map: 



And i think i noticed a few particles missing ?  -verify_all was used.

Installing breakpad exception handler for appid(440)/version(4617)
CSoundEmitterSystem:  Registered 3886 sounds
CResponseSystem:  scripts/talker/response_rules.txt (886 rules, 405
criteria, and 855 responses)
Particles: Missing 'particles/error.pcf'
material particle/smoke1/smoke1 not found.
material particle/fire_particle_8/fire_particle_8 not found.
material particle/vistasmokev1/vistasmokev1 not found.
material particle/particle_ring_wave_5_add not found.
material particle/particle_glow_07 not found.
material particle/particle_swirl_04 not found.
material particle/particle_glow_05_add_15ob_minsize not found.
material particle/bendibeam not found.
material particle/particle_glow_05_add_15ob_noz not found.
material particle/smoke1/smoke1_nearcull not found.





On Sat, Jul 2, 2011 at 6:03 AM, Evaldas hlds_li...@evagames.eu
wrote:

 NOVELL SLES11 works stable for me on x86-64 system.


 On Sat, 02 Jul 2011 03:10:28 +0300, Emil Larsson ail...@gmail.com
 wrote:

  Getting crashes on our Linux servers as well, for the record the
 few
 Windows
 servers we have are running fine. Anyone with the old vphysics.so?

 On Sat, Jul 2, 2011 at 2:01 AM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

  I'm getting crashes in vphysics.so on map change after this
 update.

 This happens even when I disable all server addons.

 Whatever you did to fix the Mac version has killed the Linux
 version. I'm
 trying to update again with -verify_all

 This is what I'm getting in my server console:

 changelevel ctf_2fort
 *** glibc detected *** ./srcds_linux: double free or corruption
 (out): 0x0b4cfd58 ***
 === Backtrace: =
 /lib32/libc.so.6(+0x6bf31)[0xf759ff31]
 /lib32/libc.so.6(+0x6d7a8)[0xf75a17a8]
 /lib32/libc.so.6(cfree+0x6d)[0xf75a488d]
 bin/libtier0.so(_ZdlPv+0x22)[0xf779ca02]
 /home/ocremix/orangebox/bin/vphysics.so(+0x10f5a9)[0xf50f55a
 9]
 /home/ocremix/orangebox/bin/vphysics.so(+0x10f1ee

Re: [hlds_linux] Now 500FPS max after update

2011-06-28 Thread Ronny Schedel
I have set fps_max to 0 and I am getting everything between 99 and 850.

 Confirm:
 ===
 console: fps_max
 fps_max = 1000 ( def. 300 )
  - Frame rate limiter

 console: stats
 CPU   In  Out Uptime  Users   FPS Players
 0.00  0.000.000   0  454.66   0
 ===

 Valve, are you kidding??

 2011/6/28  hlds_linux-requ...@list.valvesoftware.com:
 Message: 2
 Date: Tue, 28 Jun 2011 14:30:56 +1000
 From: prithu pri...@iinet.net.au
 To: Half-Life dedicated Linux server mailing list
 š š š šhlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 š š š šof Defeat: Source and Half-Life 2: Deathmatch Updates Released
 Message-ID: 4e095900.90...@iinet.net.au
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 This update has caused all of our server's FPS to sit at half the amount
 it would usually sit at (~480 instead of ~1000). Is anyone else
 experiencing this?




 --
 ó Õ×ÁÖÅÎÉÅÍ
 É ÐÏÖÅÌÁÎÉÅÍ ÈÏÒÏÛÅÇÏ ÎÁÓÔÒÏÅÎÉÑ,

 îÉËÉÔÁ âÕÌÁÅ×

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Re: [hlds_linux] Did something break?

2011-06-24 Thread Ronny Schedel
Europe was sleeping.

 The list all went quiet over the last few hours.
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Re: [hlds_linux] Free-to-Play and hackers...

2011-06-24 Thread Ronny Schedel
Nothing at all. Thats the downside of all free games, the tons of cheaters.

 So what's to stop/prevent hackers from creating a new steam account and
 rejoining our servers now that TF2 is free :\



 Chris



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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-06-24 Thread Ronny Schedel
I am on work now and can't check: is the old server browser still
available? Is server join via console still available?

I remember the pain in the ass with the Left 4 Dead matchmaking system...


 We're preparing to release a mandatory Team Fortress 2 update this
 afternoon. This update includes a new matchmaking system for clients. To
 learn how you can use this to drive traffic to your server(s) follow this
 link:

   https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 We have also put together a FAQ with extra info.  You can check it out
 here:


 -Eric


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[hlds_linux] Max players penalty

2011-06-24 Thread Ronny Schedel
Hello,

we are running a server with maxplayers set to 25, we have 1 reserved slot
which gets emptied all the time. We have set sv_visiblemaxplayers to 24.

The FAQ says:
Increasing the max player count above 24 will incur a matchmaking scorking
penalty, but will not disqualify you from the list.

My question: do you respect the sv_visiblemaxplayers setting or do we get
a penalty for having one reserved slot?

Best regards

Ronny Schedel


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Re: [hlds_linux] Request: Adding servers by domain name

2011-06-24 Thread Ronny Schedel
DNS servers like it, it's their job. The clients doesn't query the DNS all 
the time, they cache the results.



The problem with DNS is that you don't really want to do hundreds of DNS 
queries to a DNS server in a matter of seconds, they probably don't like 
that.


What could work is assigning your servers to your steam group with ID's. 
If an ID is detected a server can be placed in the clients favourites 
based on ID number. Server owner then should be able to manage their 
server ID's through the steam community admin pages, and change ip's and 
port numbers if required.


Or something along those lines.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]

Sent: 24 June 2011 21:58
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Request: Adding servers by domain name

Mee-too on what this guy said.  There is this thing called DNS and it's
cool -- use it.

I realize there are some design issues with Valve's desire to control
servers in the server directory listing, but this really is a problem.

I recently helped someone move their server from a hosting provider to
their own hardware and this was a huge pain.  People didn't know where
the server went, despite message board posts and other communications.



bottige...@gmail.com wrote:

Since people are talking about implementing ipv6, I thought I'd bring
this up as a more urgent improvement.

Servers can change IPs from time to time due to a decline in quality
of the host or datacenter, or to move to better hardware at a better
price.

Unfortunately it is my experience, and probably many others here, that
when you switch IPs, you will lose the vast majority of your player
base. I've tried mitigating this by putting up the new IP on the name
of the old server or automatically spamming it repeatedly in the chat,
and it just doesn't work very well. I still get people asking me a
month later where my server went, and that's only the people that
bothered to friend me.

By being able to favorite a server by domain name, the player
experience would improve by not forcing them to re-add IP addresses or
search through 2000 servers to find the new one in case they missed
all the signs.

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-01 Thread Ronny Schedel
Replay fixes would be nice, but, how about new hats?

 Yes indeed, where are the replay fixes? The hanging servers when ftp is
 down? The random crashes on replay itself.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: woensdag 1 juni 2011 3:14
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 S... replay fixes?


:|

 On Tue, May 31, 2011 at 8:47 PM, John Marbury barreltr...@gmail.com
 wrote:

 Well, I think the remailer broke that, but it was a FIGlet saying
 Nice bug fixes.



 On Tue, May 31, 2011 at 8:44 PM, John Marbury barreltr...@gmail.com
 wrote:

  # # ###  #  #####  # #  # ### ###
 #
   # ###  #  ###
  ###  #  # # #  # # # # # ###
 #
   #  #   # # ###
  # #   #  #  #   #  # # # # #  ##
 #
 #   #   #   ###
  #  #  #  #  #   #  ##  # # #  ##
 ###   #
  #   # #  #  #   #  # # # # # ###
 #
 #   # #
  ###  #  # # #  # # # # # ###
 #
   #  #   # # ###
  # # ###  #  #####   #   # #   ###
 #
   # ###  #  ###
 
 
 
  On Tue, May 31, 2011 at 8:27 PM, Jason Ruymen
 jas...@valvesoftware.com
 wrote:
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added the Magicka promotional item
  - Fixed the targetID panel not drawing in first-person spectator
  mode
  - Fixed the main menu showing through the shopping cart menu when
 running
  at 2500x1600
  - Updated some of the tips that are displayed while the server is
 changing
  maps
  - Updated the webapi output to include the names of the attached
 particles
  - Updated the gamehaptics.txt file
 
  Jason
 
 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-21 Thread Ronny Schedel

FTP uploading is still instable and crashes the server.


- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com; 'Half-Life dedicated Win32 
servermailing list' h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

Sent: Thursday, May 19, 2011 1:14 AM
Subject: [hlds_linux] Team Fortress 2 Update Released


A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:


Important notes
- If you were previously crashing on startup, please have Steam verify the 
integrity of your game cache

  - Update your game to the most current version
  - Right-click on the game and select Properties
  - Click on the Local Files tab
  - Click on the Verify Integrity of Game Cache button

- If you were previously crashing when connecting to a server, please run 
once with -autoconfig to reset your graphics state

  - Update your game to the most current version
  - Right-click on the game and select Properties
  - Click on the General tab
  - Click on the Set Launch Options... button
  - Add -autoconfig to the launch options and click OK
  - Restart your game
  - After doing this, you should remove -autoconfig from your launch 
options


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed several client crashes on game startup, shutdown, and replay 
interaction
- Updated the materials used on models to ignore the $ignorez flag, to 
make it harder to create wallhacks on sv_pure 0 servers


Team Fortress 2
- Added an Advanced Options button to the main menu to allow tweaking of 
many gameplay options

- Fixed server crashes related to replays and new items
- Added per_class_loadout_slots and 
attribute_controlled_attached_particles sections to the GetSchema WebAPI 
call



Jason


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Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 andtaskset

2011-05-21 Thread Ronny Schedel
Start srcds with -threads x (where x is the amount of cores you have) and 
see if it helps.


You can't make every application multithreaded.


- Original Message - 
From: Dark Session darksess...@the-holy-crew.ch
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com

Sent: Saturday, May 21, 2011 12:46 PM
Subject: Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 
andtaskset



The problem of srcds is that it doesn't support multicore. There is a thread
with 4 pages in the Steam forums about this problem:
http://forums.steampowered.com/forums/showthread.php?t=1360745

Nobody knows why Valve won't introduce multicore support...

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Evaldas
Gesendet: Samstag, 21. Mai 2011 10:08
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 and
taskset

I have few X3360 and few x3370 Xeons. Interesting thing is that 2.83GHz
can't handle 32 players.
CPU load is just to high when many players gather to one place. 28 players
is maximum that it handles.
But the 3GHz version is just enough. Difference? 170Mhz. Strange isn't it?
:-)



On Sat, 21 May 2011 05:56:05 +0300, bottige...@gmail.com
bottige...@gmail.com wrote:


I have 2 questions:

1. What is the minimum CPU to run 2 32-slot TF2 servers on 1 physical
core with almost no hiccups (I know they are unavoidable when there
are 10 sentries on the screen firing etc.)? I know someone that has an
i7 860, and it still seems to have a few gaps and interpolation errors
once every 5 minutes or so when there are 2 full 32 slot servers on
one physical core. Can anyone comment on this?

2. Is it still recommended to use taskset on multiple CPUs? I tested
my quad core last month on Ubuntu 10.10 server, and I needed taskset
to prevent the sv on net_graph from jumping all over the place. It
brought down the variance from 10 ms to 2 ms. However, people keep
telling me that taskset isn't needed anymore. Who is correct?

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[hlds_linux] TF2 replay instable

2011-05-17 Thread Ronny Schedel

Hello,

we have TF2 replay enabled. We use the FTP upload. If we specify the -replay 
command as first parameter, the server crashes right after round start. If 
we specify -replay parameter as last one, the server crashes after some 
minutes of the round. Did anyone got the TF2 replay running stable and how?


Best regards

Ronny Schedel 



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Re: [hlds_linux] Upate today

2011-05-13 Thread Ronny Schedel
The Steam browser is correct, all other applications should show 1/25.

 Enabling with -replay:

 Steam gadget in win7 shows 0/25
 Checkvalve (android app) shows 0/25 and sets increased_playercount
 Steam browser shows 0/24

 /o

 --
 =MUPP= oGre | o...@muppfarmen.se | http://muppfarmen.se
 Den 13 maj 2011 06.05 skrev Tony Paloma drunkenf...@hotmail.com:
 And you guys are activating replay via -replay configfile on the
 command
 line? This is the new way and it was mentioned that otherwise you will
 get
 the player count bug.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Thursday, May 12, 2011 9:03 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Upate today

 I can confirm this. Some weird is going on.

 Before the update, our website status for servers shows player counts
 correctly (0/30 and 0/24) but steam browser shows one less while replay
 is
 enabled.

 After this latest update, these look ok if no players are in but if
 replay
 is enabled and someone joins server, the server shows 0/30 (or
 0/24 on browser with 1 player and 1/31 (or 1/25) on the website. I
 coun't
 test this now with more players but slot count rises +1.

 -ics

 13.5.2011 5:04, Ross Bemrose kirjoitti:
 OK, I'm seeing a lot of weirdness going on with slot counts.

 I tested this on a password server I use to test SourceMod plugins

 On Steam:
 I see 0/25 players when the Replay bot is active.
 I see 0/25 players when the SourceTV bot is active.
 I see 0/25 players when the Replay AND SourceTV bots are active.

 In TF2:
 I see 0/24 players when the Replay bot is active I see 0/24 players
 when the SourceTV bot is active.
 I see 0/23 players when both bots are active.

 Now, these numbers tell me some funny interaction with the Steam
 browser is going on. It also tells me that there is some funny
 interaction going on between the two of them.

 Also, does anyone know which kill signal to send the server to make it
 properly shut down the replay system? My other admin is, for whatever
 reason, sending a kill -9 to the screen process running the server,
 which is clearly the wrong way to go about it. Does a normal SIGTERM
 kill shut down replays correctly?

 On 5/12/2011 8:56 PM, Jeff Sugar wrote:
 I am still getting the issue where, in TF2, the *visible* max players
 is one less than what I set it to. Meaning, I set
 sv_visiblemaxplayers to 24, and
 TF2 server browser shows it as 23. This wouldn't be so bad if the
 STEAM server browser didn't then show it as what I set it to.

 So, if I set it to 25 to account for the issue in TF2 showing one
 less, then the Steam server browser also shows 25. It's a no-win
 situation.

 This long-standing issue is what caused us to avoid running SourceTV.
 It mucked up our (reserve) slots in exactly this way.


 On Thu, May 12, 2011 at 3:41 PM, Jon
 Lippincottj...@valvesoftware.comwrote:

 You can run with -replayconfig filename or just -replay, which
 will default to replay.cfg.

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon
 Lippincott
 Sent: Thursday, May 12, 2011 12:39 PM
 To: Half-Life dedicated Linux server mailing list; 'Half-Life
 dedicated
 Win32 server mailing list'
 Subject: [hlds_linux] Upate today

 After today's update, you can remove +exec replay.cfg from your
 command line. Instead, use -replay which will:


 1. Automatically exec replay.cfg after valve.rc on startup.

 2. Fix the max players bug.

 -Jon
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Re: [hlds_linux] Replay feature requests

2011-05-11 Thread Ronny Schedel
The autorecord thing is done with SourceTV already. It creates DEM files
with all stuff inside of each round. So you could use it already today.

Has anyone checked if the replay demos have a higher precision, so it can
be used for cheat checking? The SourceTV demos are not precise enough to
check for aimbots. Did this changed for replay demos? I don't think so.

 First of all, great job on the replay system. I was terrified it was
 going to work similarly to SourceTV (rape all the cpus!), but it
 actually has worked well without a hiccup for me thus far. That said, I
 have a few feature requests that I think my community would love:

 replay_savevoice
   - Bandwidth isn't a concern for me, and our players are very talkative
 - being able to hear the game chatter as its going on would be an
 awesome feature. I can understand why it's stripped by default, but a
 var to enable it would be epicwin.

 replay_autorecord
 - A way to automatically create real .dem files of entire rounds/maps
 (basically, combine/dump the blocks at the end of each replay session).
 Alternately, some info on the .dmx format the server uses for indexing
 the blocks would make it easier to do this in a sourcemod plugin.
 - mainly, I'm interested in putting a index of full demos of previous
 rounds up on our website (and having voice in them would be awesome)
 - Can .dem files be concatonated? I understand this records by round...
 would concatonating these rounds give, more or less, a full map replay,
 or is that simply not possible with replay?

 replay_botname or replay_hidebot
 - The bot is named replay in lowercase and sits in spectate all the
 time. It looks stupid and has generated many questions from players
 (who's that AFKer?!). The ability to give him a name (although this
 would be a simple plugin, assuming renaming him doesn't break things) or
 hide him from the scoreboard entirely would be great.

 - Neph

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Re: [hlds_linux] Weird bootup crashes

2011-05-11 Thread Ronny Schedel
strace the segfaulting server to see whats wrong with it.

The max player setting is set by the cvar sv_visiblemaxplayers.

 Hi,

 On 2 of our TF2 servers we experience some weird crashes during boot. If I
 do not configure -replayserverdir /some/dir on the startup command the
 server crashes with a segfault. My other TF2 servers however, configured
 exactly the same, do not need this parameter. Also when +exec relay.cfg is
 removed from the startup line the server still segfaults. (This has been
 tested as well without any addons present).

 Another issue is, I launch 2 servers from 1 directory, so only the bootup
 parameters are different here. One is set to launch with 30 players, the
 other with 31. Both have 6 reserved slots, and both show a max slot count
 of 25. What's going on there?

 The servers are updated with last nights optional update.

 Cheers,
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[hlds_linux] Brink server doesn't download

2011-05-11 Thread Ronny Schedel
Hello,

I try to download the Brink server files with the current steam updater,
but it doesn't work. The download does not start, instead, I see the list
with all available games. Brink is listed under third party installations,
the option to download is listed as brink. But, it does not work.

Any workaround for this problem?

Best regards

Ronny Schedel


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Re: [hlds_linux] replay feature

2011-05-09 Thread Ronny Schedel

Here are some questions for your FAQ:

How does the replay feature really work? I mean, people have to hit some 
keys like F6 to start recording. So, only people which started the record 
can download the files? How long are people able to download the files after 
they finished playing? As long as the files are available on the web server? 
This means the clients gets some links only during the record, because the 
record on the server is all the time, even when no one has requested a 
record, correct?


Does the replay system stay after the competition? Is it planned to be 
ported to other games?


Best regards

Ronny


Also, the files are already compressed using bzip.

We will be releasing a FAQ for server ops within the next day or so, which 
will include all the details. I'll post to this list and the forums.


-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:


Thanks for that.

This rather surprises me. So I only need to offer them for download. That 
kind of punches a hole in my plan on gzipping/tarring the entire thing 
before offering it up for download.


Cheers,

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

Sent: 09 May 2011 16:17
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

You don't offer any of the files to your players.

The server is logging everything on the server into the .block files, and 
when a player requests the replay of a life, the server sends a list of 
those .block files that the client was alive for, and the tf2 client 
automatically downloads them.


Your players should never need to see the HTTP directory with all the 
files, it runs transparently to them like using a fast DL server.




On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net 
wrote:



Hi,

Is it me, or is the info regarding the replay feature a bit limited?

I've enabled it just now for the first time, and I see it creating a
bunch of files.

20110509-113551-pl_goldrush.dmx
20110509-113551-pl_goldrush_part_0.block
20110509-113551-pl_goldrush_part_10.block
20110509-113551-pl_goldrush_part_11.block
20110509-113551-pl_goldrush_part_12.block
20110509-113551-pl_goldrush_part_13.block
20110509-113551-pl_goldrush_part_14.block
20110509-113551-pl_goldrush_part_15.block

etc etc etc.

What are the .dmx and .block files used for?  And what files do I
offer to my clients to download?

Also, if someone has the replay feature enabled, will it just create a
list like this above for the game in general, or does it record per 
user?


Cheers,
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http://www.ronny-schedel.de


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[hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-07 Thread Ronny Schedel

Hi,

look at the picture:
http://www.ronny-schedel.de/tf2replaylag.jpg

This is taken from an empty server, just me standing still and taking a 
replay. The replay is recorded locally, no FTP transfer. You can see the lag 
spike in the net graph clearly.


Best regards

Ronny Schedel 



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[hlds_linux] Crashes with latest OB update

2011-05-06 Thread Ronny Schedel
Hi,

we see constantly crashes with the latest OB updates. We run a server
plugin which uses Valve API only. Did they fucked up their own API again?

Best regards

Ronny Schedel


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Re: [hlds_linux] Crashes with latest OB update

2011-05-06 Thread Ronny Schedel
 Hi,

 we see constantly crashes with the latest OB updates. We run a server
 plugin which uses Valve API only. Did they fucked up their own API again?

 Best regards

 Ronny Schedel


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Oh well, it crashes even without any server plugin. What the fuck?


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-06 Thread Ronny Schedel
Please give us more details how the fix is working. Not everyone is
running Sourcemod.

 KAC 1.2.1.8 emergency patch released.

 This update to KAC fixes 5/5/2011 crashes with kill, spectate, team
 switching.

 Manual download URL:
 http://www.kigenac.com/KACSM/1.2/kigen-ac-pub.smx

 Auto-update only checks every 4 hours. So anyone wishing for immediate
 effect is advised to download this update and install it manually.

 On Fri, May 6, 2011 at 12:39 AM, Sir Jake can_kic...@hotmail.com wrote:

 This did make me sad panda.

 three 32 slot servers watcing them crash every 2 minutes. :(

 From: kyle.l...@gmail.com
 Date: Thu, 5 May 2011 22:35:45 -0700
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
 of Defeat: Source and Half-Life 2: Deathmatch Updates Released

 So CSS is broken. (Suicide and the server/client will crash).
 Anyone else in the same boat?

 I really want to try this testing in production thing, it seems to
 really be catching on.

 On Thu, May 5, 2011 at 9:42 PM, Netshroud netshr...@gmail.com wrote:
  .dem I think
 
  On Fri, May 6, 2011 at 2:24 PM, Jeff Sugar jeffsu...@gmail.com
 wrote:
 
  I'm trying to setup the replays right now, and I'm stuck on
 whitelisting
  the
  filetypes that people can download, as I don't know the replays'
 filetypes.
  I got the rest to report no errors, but until I do this, people
 can't
  actually grab them. I'd like to say .rep or something, but I don't
 want
  to
  just guess
 
 
  On Thu, May 5, 2011 at 8:39 PM, jimbomcb jimbo...@gmail.com wrote:
 
   A few example replay cfg files have been created, check
 replay_*.cfg
   under cfg folder.
  
   On 6 May 2011 04:35, Chris Oryschak ch...@oryschak.com wrote:
Anyone know the command to enable replays on the server?
   
Chris
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Jason
   Ruymen
Sent: Thursday, May 05, 2011 10:38 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
  dedicated
Win32 server mailing list';
 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
 Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released
   
Required updates for Team Fortress 2, Counter-Strike: Source,
 Day of
   Defeat:
Source and Half-Life 2: Deathmatch are now available.  The
 specific
   changes
include:
   
   
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   
- Fixed an OpenGL crash for Mac players
   
- Fixed several crashes related to Alt-Tab in fullscreen mode on
  Windows
   
- Fixed client crash caused by invalid mesh
   
- Updated shared interfaces to support the new Replay feature in
 TF2
   
   
   
Counter-Strike: Source
   
- Updated the localization files
   
   
   
Team Fortress 2
   
- Added the Replay feature:
  http://www.teamfortress.com/replayupdate
   
 - Known issue with blurry Mac replay rendering will be fixed in
 the
  next
update
   
- Launched the First Annual Saxxy Awards:
http://www.teamfortress.com/saxxyawards
   
- Added 8 new Replay achievements
   
- Added 10 new hats
   
- Added The Director's Vision, an item that provides you with a
 new
  taunt
   
- Fixed a problem with certain equippable items rendering
 incorrectly
  on
   the
loadout screen
   
- Fixed a problem causing the Mann Co. store previews to render
   incorrectly
   
- Crafted items will now remember/display who crafted them
   
- Added a reward for the early crafters of new items
   
- Added a new style to the  Aperture Labs Hard Hat
   
- Added a new style to the Blighted Beak
   
- Fixed bugs with the refurbish items interface so that some
 properties
   will
no longer be un-removable under certain circumstances
   
- Fixed the briefcase not being drawn on players when it's being
  carried
   in
CTF maps
   
- Fixed the Gloves of Running Urgently not using the correct
 skin in
  the
character loadout screen
   
- Fixed the Kritzkrieg not drawing the correct model in the
 character
loadout screen
   
- Fixed the Horseless Headless Horsemann displaying the burning
  material
   in
DirectX8
   
- Fixed the Aperture Labs Hard Hat displaying the burning
 material in
DirectX8
   
- Fixed removing the burning/jarated conditions on players who
 are
  being
critboosted by a Medic using the Kritzkrieg
   
- Added Mad Milk to the conditions that are cleared when players
 are
  made
invulnerable by a Medic with an ÜberCharge
   
- For web developers: added tool and capability information to
 the
IEconItems_440/GetSchema Web API
   
Jason
   
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Re: [hlds_linux] Crashes with latest OB update

2011-05-06 Thread Ronny Schedel



complicated, speaking from what the source source looked like in 
quake1.5,

of which 1-2% might be left, but one would presume it is much CLEANER now
than that steaming pile of... cookies... was when ID delivered it.


This divided the professionals from the beginners... 



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Re: [hlds_linux] Replay upload done on main thread

2011-05-06 Thread Ronny Schedel
Same lag spikes with local replay storage. It lags with or without FTP. I 
suppose it's the bzip compression they use.



i can vouch for this. running on a test server locked with only me. hard
spike were in the game.
also noticed the spikes in the clip.

On Fri, May 6, 2011 at 5:59 AM, Nephyrin Zey nephy...@doublezen.net 
wrote:



This conversation ACTUALLY HAPPENED hours prior to tony discovering this:

 (10:06:15 PM) DrunkenF00lTFC: // Upload replay file on main thread. I 
see

no problem with this.
(10:06:29 PM) Nephyrin: .. does it really
(10:06:33 PM) DrunkenF00lTFC: lol no.
(10:06:42 PM) DrunkenF00lTFC: well actually i dno i haven't done it
(10:06:45 PM) DrunkenF00lTFC: but there's no way it does
(10:06:55 PM) Nephyrin: ... you'd think



Just thought i'd share

- Neph


On 05/06/2011 02:52 AM, Tony Paloma wrote:


Just a PSA. Replay upload is done on the main thread (at least for Linux
servers) at least in part and can cause noticeable frequent lag spikes.
Thus, I would not recommend the FTP offloading feature until they fix 
it.

Sample stack trace:

http://pastebin.com/JS0wCBRR



Thanks,

Tony

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Re: [hlds_linux] Replay upload done on main thread

2011-05-06 Thread Ronny Schedel

It even crashes the server when you turn off the replay:

L 05/06/2011 - 17:43:59: server_cvar: tf_gamemode_cp 0
L 05/06/2011 - 17:43:59: server_cvar: sv_tags increased_maxplayers
L 05/06/2011 - 17:43:59: server_cvar: sv_tags increased_maxplayers
L 05/06/2011 - 17:43:59: server_cvar: tf_gamemode_payload 1
L 05/06/2011 - 17:43:59: server_cvar: sv_tags 
increased_maxplayers,payload
L 05/06/2011 - 17:43:59: server_cvar: sv_tags 
increased_maxplayers,payload
L 05/06/2011 - 17:43:59: replay390BOT disconnected (reason Replay 
stop.)

Dropped replay from server (Replay stop.)
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110506174400_1.dmp
success = yes
response:  CrashID=bp-6d9ba284-9051-4106-b523-896ff2110506



Same lag spikes with local replay storage. It lags with or without FTP. I 
suppose it's the bzip compression they use.



i can vouch for this. running on a test server locked with only me. hard
spike were in the game.
also noticed the spikes in the clip.

On Fri, May 6, 2011 at 5:59 AM, Nephyrin Zey nephy...@doublezen.net 
wrote:


This conversation ACTUALLY HAPPENED hours prior to tony discovering 
this:


 (10:06:15 PM) DrunkenF00lTFC: // Upload replay file on main thread. I 
see

no problem with this.
(10:06:29 PM) Nephyrin: .. does it really
(10:06:33 PM) DrunkenF00lTFC: lol no.
(10:06:42 PM) DrunkenF00lTFC: well actually i dno i haven't done it
(10:06:45 PM) DrunkenF00lTFC: but there's no way it does
(10:06:55 PM) Nephyrin: ... you'd think



Just thought i'd share

- Neph


On 05/06/2011 02:52 AM, Tony Paloma wrote:

Just a PSA. Replay upload is done on the main thread (at least for 
Linux

servers) at least in part and can cause noticeable frequent lag spikes.
Thus, I would not recommend the FTP offloading feature until they fix 
it.

Sample stack trace:

http://pastebin.com/JS0wCBRR



Thanks,

Tony

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[hlds_linux] New CS 1.6 server freeze exploit

2011-04-22 Thread Ronny Schedel

Hello,

we are running Counter-Strike 1.6 version:

version :  48/1.1.2.6/Stdio 4883 secure  (10)

It seems there is some server freeze exploit available, one user tried to 
sell this in our forums. It's working, we have seen it on our server. The 
player joined several times the server to freeze it:


L 04/22/2011 - 22:54:36: Admin490STEAM_0:0:22769803 connected, 
address 213.6.158.118:27005
L 04/22/2011 - 22:54:45: Admin.491STEAM_0:0:22769803 connected, 
address 213.6.158.118:27005
L 04/22/2011 - 22:54:45: Admin.491STEAM_0:0:22769803 STEAM USERID 
validated
L 04/22/2011 - 22:56:59: Admin.497STEAM_0:0:22769803 connected, 
address 213.6.158.118:27005
L 04/22/2011 - 22:59:20: Admin.498STEAM_0:0:22769803 connected, 
address 213.6.158.118:27005
L 04/22/2011 - 22:59:21: Admin.498STEAM_0:0:22769803 STEAM USERID 
validated
L 04/22/2011 - 22:59:28: Admin.498STEAM_0:0:22769803 entered the 
game
L 04/22/2011 - 22:59:33: Admin.498STEAM_0:0:22769803 joined team 
TERRORIST


Anyone knows how to prevent it?

The guy is going around in every forum in the net and register itself as 
webzzz. Just google for:


webzzz selling new exploit for servers CS 1.6

Best regards

Ronny Schedel 



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[hlds_linux] OB server browser simplified internet list

2011-04-16 Thread Ronny Schedel

Hello,

I can see, that after a refresh of the simplified Internet list, the same 
servers are shown in this list. This simplified list makes it a top list 
of all servers. What qualifies a server to become ranked 1 in this top list?


Best regards

Ronny 



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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Ronny Schedel
This update has broken plugin which uses Valve API only :(

 Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
 and Half-Life 2: Deathmatch are now available.  Please run hldsupdatetool
 to receive the updates.  The specific changes include:


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Fixed a packet injection exploit in the client/server streams

 - Fixed UDP logging exploit

- Added a new server convar sv_logsecret which emits a new
 S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value
 pre-pended



 Team Fortress 2

 - Added new map Koth_Badlands

 - Updated CP_Well

- Spawn room by second cap for each time is now a one-way door

 - Updated Training

- Added 3 new training courses for the Demoman, Engineer, and Spy

- Added the Ready for Duty achievement for completing all of the
 training courses

 - Added a new system to associate dedicated servers with Steam accounts

- Use the ConCommand cl_gameserver_create_identity in the Team
 Fortress 2 client console to create a server account using the
 currently logged in Steam account. This will generate values for
 tf_server_identity_account_id and tf_server_identity_token

- Put the values for tf_server_identity_account_id and
 tf_server_identity_token into your server.cfg

- Use the ConCommand cl_gameserver_list in the Team Fortress 2 client
 console to list all of the game server accounts owned by the currently
 logged in Steam account

 - Added a new system for coaching players

 - Added a new vote system

- Server convars to control the vote system

   - sv_allow_votes   : Allow voting?

   - sv_vote_failure_timer: A vote that fails
 cannot be voted on again during this period.

   - sv_vote_allow_specators  : Allow spectators to
 vote?

   - sv_vote_issue_changelevel_allowed: Allow votes to change
 levels?

   - sv_vote_issue_kick_allowed   : Allow votes to kick
 players from the server?

   - sv_vote_issue_nextlevel_allowed  : Allow votes to set the
 next level?

   - sv_vote_issue_nextlevel_allowextend  : Allow votes to extend
 the current map?

   - sv_vote_issue_restart_game_allowed   : Allow votes to restart
 the game?

   - sv_vote_issue_scramble_teams_allowed : Allow votes to scramble
 the teams?

   - sv_vote_issue_nextlevel_choicesmode  : Present players with a
 list of maps with the lowest playtimes to choose from?

   - sv_vote_kick_ban_duration: How long should a kick
 vote ban someone from the server? (in minutes)

 - Added dynamic model loading to improve performance

 - Combat Text changes

   - Added a new convar hud_combattext_healing to display the amount
 of healing done per second

   - Added bonus points to the items displayed using Combat Text

   - Starting position of values is now affected by range to target,
 making it easier to see numbers when next to targets

 - Updated voice to use the Steam voice codec to improve quality

- Servers can toggle between the old codec and the new codec with the
 convar sv_use_steam_voice, which defaults to 1.

 - Fixed not being able to see the correct colors for painted hats when
 running with DX8

 - Fixed not being able to see the | character in custom names and
 descriptions

 - Fixed a couple cases where custom sprays would not import correctly

 - Duel changes

- The duel dialog has been extended to include class-specific duels in
 addition to the default duels

- Duel badges now only show the number of wins a player has

 - Added Payload maps to Offline Practice

 - Fixed taunt kills made with a Katana not counting towards honorbound
 kills

 - Fixed a bug where killing a Katana wielder with a Katana was incorrectly
 causing an increased crit chance

 - Fixed infinite noisemakers exploit where noisemakers could continue to
 be used after their charges had run out

 - Improved the Medic overheal effect so it's more noticeable

 - Fixed func_build entities to respect the team value and prevent the
 associated team from building in the area

 - Items changes:

- Added new Sort by Rarity option for sorting backpack items

- Improved the backpack sorting algorithms

- Added styles for the Ghastlier Gibus, Scotsman's Stove Pipe,
 Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly
 Gazer

- Added paint preview to the preview section when shopping for hats

- Updated the Googly Gazer to be paintable

- Added new paint styles to the Pyromancer's Mask

- Items in the action slot won't be swapped until returning to a supply
 cabinet

- Replaced the no-crit attribute with -25% damage on the following:

   - The Eyelander, The Gunslinger, The Southern Hospitality, The
 Powerjack (also added +20% melee vulnerability)

   - The Horseless Headless Horseman's Headtaker, The 

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Ronny Schedel
Holy shit, they have inserted a new function in front of previous
functions. This is the second time they broke the engine this way. When do
they learn interface coding?

 Potentially relevant pastebin from psychonic:
 http://p.hlxce.com/422

 Diff is of eiface.h.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
 Schedel
 Sent: Thursday, April 14, 2011 11:43 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch Updates Released

 This update has broken plugin which uses Valve API only :(

 Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
 Source and Half-Life 2: Deathmatch are now available.  Please run
 hldsupdatetool to receive the updates.  The specific changes include:


 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Fixed a packet injection exploit in the client/server streams

 - Fixed UDP logging exploit

- Added a new server convar sv_logsecret which emits a new
 S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value
 pre-pended



 Team Fortress 2

 - Added new map Koth_Badlands

 - Updated CP_Well

- Spawn room by second cap for each time is now a one-way door

 - Updated Training

- Added 3 new training courses for the Demoman, Engineer, and Spy

- Added the Ready for Duty achievement for completing all of the
 training courses

 - Added a new system to associate dedicated servers with Steam
 accounts

- Use the ConCommand cl_gameserver_create_identity in the Team
 Fortress 2 client console to create a server account using the
 currently logged in Steam account. This will generate values for
 tf_server_identity_account_id and tf_server_identity_token

- Put the values for tf_server_identity_account_id and
 tf_server_identity_token into your server.cfg

- Use the ConCommand cl_gameserver_list in the Team Fortress 2
 client console to list all of the game server accounts owned by the
 currently logged in Steam account

 - Added a new system for coaching players

 - Added a new vote system

- Server convars to control the vote system

   - sv_allow_votes   : Allow voting?

   - sv_vote_failure_timer: A vote that fails
 cannot be voted on again during this period.

   - sv_vote_allow_specators  : Allow spectators to
 vote?

   - sv_vote_issue_changelevel_allowed: Allow votes to change
 levels?

   - sv_vote_issue_kick_allowed   : Allow votes to kick
 players from the server?

   - sv_vote_issue_nextlevel_allowed  : Allow votes to set
 the
 next level?

   - sv_vote_issue_nextlevel_allowextend  : Allow votes to extend
 the current map?

   - sv_vote_issue_restart_game_allowed   : Allow votes to
 restart
 the game?

   - sv_vote_issue_scramble_teams_allowed : Allow votes to
 scramble
 the teams?

   - sv_vote_issue_nextlevel_choicesmode  : Present players with
 a
 list of maps with the lowest playtimes to choose from?

   - sv_vote_kick_ban_duration: How long should a
 kick
 vote ban someone from the server? (in minutes)

 - Added dynamic model loading to improve performance

 - Combat Text changes

   - Added a new convar hud_combattext_healing to display the
 amount of healing done per second

   - Added bonus points to the items displayed using Combat Text

   - Starting position of values is now affected by range to
 target, making it easier to see numbers when next to targets

 - Updated voice to use the Steam voice codec to improve quality

- Servers can toggle between the old codec and the new codec with
 the convar sv_use_steam_voice, which defaults to 1.

 - Fixed not being able to see the correct colors for painted hats when
 running with DX8

 - Fixed not being able to see the | character in custom names and
 descriptions

 - Fixed a couple cases where custom sprays would not import correctly

 - Duel changes

- The duel dialog has been extended to include class-specific duels
 in addition to the default duels

- Duel badges now only show the number of wins a player has

 - Added Payload maps to Offline Practice

 - Fixed taunt kills made with a Katana not counting towards honorbound
 kills

 - Fixed a bug where killing a Katana wielder with a Katana was
 incorrectly causing an increased crit chance

 - Fixed infinite noisemakers exploit where noisemakers could continue
 to be used after their charges had run out

 - Improved the Medic overheal effect so it's more noticeable

 - Fixed func_build entities to respect the team value and prevent the
 associated team from building in the area

 - Items changes:

- Added new Sort by Rarity option for sorting backpack items

- Improved the backpack sorting algorithms

Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-04-15 Thread Ronny Schedel
It would work, if they didn't break their own interfaces by stupid coding.


 It seems that EVERY plugin is broken. VALVe should really work on their
 communication to the plugin developers. e.g. publish the changes some
 time before the update, so that they may have at least a small chance to
 get their plugins working...

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Re: [hlds_linux] Lag issues on running updates

2011-04-13 Thread Ronny Schedel
The standard file systems used in Linux are very slow and uses alot of CPU
power. You could try a high performance file system like JFS.

Ronny

 Hi,

 The server has 3 Cheetah 15k SAS drives in RAID configuration, I am quite
 positive these aren't the issue, especially not because writing sprays and
 logs are just a couple hundred KB's at the time.

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony
 Paloma
 Sent: 12 April 2011 22:07
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Lag issues on running updates

 The update tool causes a lot of disk activity. It's possible your servers
 are attempting to access the disk and lagging on some of the synchronous
 operations (flush the log file, upload/download a player spray). I've
 noticed similar problems and have come to this conclusion. It hasn't
 really bothered me since it has been minor and only during updates.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Tuesday, April 12, 2011 12:11 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Lag issues on running updates

 Hi,

 As soon as we run an update on one of our game servers, the other game
 servers are getting 2 short lag bursts (takes a few seconds each). This
 happened on running the command ./steam -command update -game tf -dir
 /bla/bla -verify_all. It's reproducible as it occurs every time you run
 an update.

 The issue is not caused by not having enough resources. We can put a lot
 of extra load on the machine without affecting any of the game servers. It
 looks like the update process somehow causes a small machine stall twice
 in its process, once during the start, and one at the end.

 Our servers run Debian Squeeze with the default supplied kernel.

 Anyone else experiencing these issues?

 Cheers,

 Saint K.

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Re: [hlds_linux] Lag spikes

2011-03-15 Thread Ronny Schedel
If it is every 5 minutes, then the chances are high that a master server is 
broken, because the heartbeat is running every 5 minutes.



Hey,

For a couple of hours now (15-16) there are strange lag spikes in my 
servers. Every 5-6-7 minutes, server ( players) freeze for 1-4 seconds.
2 machine - 2 different providers - same problem. The machines are fine, 
no flood, ping's fine. My only logical explanation is that they're all 
connected to steam and that's causing the spikes.


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Re: [hlds_linux] Server not showing on steam list

2011-03-15 Thread Ronny Schedel

What is the output of setmaster?

- Original Message - 
From: Jacob Juul dimitri6...@hotmail.com

To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 15, 2011 9:02 PM
Subject: [hlds_linux] Server not showing on steam list




Server got reinstalled, didnt help
Server got new port, didnt help

All ports are open, here is what happens when it starts.

The server.cfg error is because its renamed, works on our other servers, 
so thats not the problem


And it doenst say anything about master server. Any help would be great!

500.1 fps  0/40 on map de_dust2
Console initialized.
Game.dll loaded for Counter-Strike: Source
maxplayers set to 40
Unknown command r_decal_cullsize
maxplayers set to 40
Unknown command sv_client_interpolate
tv_password = 
notify
- SourceTV password for all clients
Network: IP 192.168.0.15, mode MP, dedicated Yes, ports 28016 SV / 27016 
CL

Executing dedicated server config file
BOpenService failedServiceStart: failed to startexec: couldn't exec 
server.cfg

Connection to Steam servers successful.
  VAC secure mode is activated.

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Re: [hlds_linux] HLDS ERROR: Assertion Failed

2011-03-15 Thread Ronny Schedel

It's the heartbeat to the master servers which causes this...

- Original Message - 
From: Wolfmark wolfm...@gmx.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

Sent: Tuesday, March 15, 2011 8:45 PM
Subject: Re: [hlds_linux] HLDS ERROR: Assertion Failed



The message is not new, but since 2 days it appears very often.

Also there are lag spikes every 5-6 minutes (some for 1-2 seconds) and 
sometimes some servers simply freeze.


It seems that there's some synchronous communication between HLDS and 
Valve/Steam servers, probably related to account validation.


- Original Message -
From: C Szabo
Sent: 03/15/11 08:51 PM
To:  hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] HLDS ERROR: Assertion Failed

Anyone else who gets this error below? It started like two days ago and I 
didn't change anything on my machine or HLDS-servers. Ive got it on three 
HLDS installations now. Never seen it before. The players gets 
disconnected. pipes.cpp (640) : Assertion Failed: m_cAPIPipePending == 0 
pipes.cpp (640) : Assertion Failed: m_cAPIPipePending == 0 pipes.cpp (640) 
: Assertion Failed: m_cAPIPipePending == 0 pipes.cpp (640) : Assertion 
Failed: m_cAPIPipePending == 0 pipes.cpp (640) : Assertion Failed: 
m_cAPIPipePending == 0 pipes.cpp (640) : Assertion Failed: 
m_cAPIPipePending == 0 ___ To 
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Re: [hlds_linux] Server not showing on steam list

2011-03-15 Thread Ronny Schedel

This should be reachable from your server, check any firewalls.

If you run some fake player plugins on your server, then your IP is banned, 
get a new one.


- Original Message - 
From: Jacob Juul dimitri6...@hotmail.com

To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 15, 2011 9:16 PM
Subject: Re: [hlds_linux] Server not showing on steam list




 1:  72.165.61.153:27015
 2:  63.234.149.90:27011



From: i...@ronny-schedel.de
To: hlds_linux@list.valvesoftware.com
Date: Tue, 15 Mar 2011 21:09:16 +0100
Subject: Re: [hlds_linux] Server not showing on steam list

What is the output of setmaster?

- Original Message - 
From: Jacob Juul dimitri6...@hotmail.com

To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 15, 2011 9:02 PM
Subject: [hlds_linux] Server not showing on steam list



 Server got reinstalled, didnt help
 Server got new port, didnt help

 All ports are open, here is what happens when it starts.

 The server.cfg error is because its renamed, works on our other 
 servers,

 so thats not the problem

 And it doenst say anything about master server. Any help would be 
 great!


 500.1 fps 0/40 on map de_dust2
 Console initialized.
 Game.dll loaded for Counter-Strike: Source
 maxplayers set to 40
 Unknown command r_decal_cullsize
 maxplayers set to 40
 Unknown command sv_client_interpolate
 tv_password = 
 notify
 - SourceTV password for all clients
 Network: IP 192.168.0.15, mode MP, dedicated Yes, ports 28016 SV / 
 27016

 CL
 Executing dedicated server config file
 BOpenService failedServiceStart: failed to startexec: couldn't exec
 server.cfg
 Connection to Steam servers successful.
 VAC secure mode is activated.

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Re: [hlds_linux] Server not showing on steam list

2011-03-15 Thread Ronny Schedel


192.168.0.15 is a private LAN address and not reachable from the Internet, 
it is not shown in the Steam Internet list.


- Original Message - 
From: Jacob Juul dimitri6...@hotmail.com

To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 15, 2011 9:02 PM
Subject: [hlds_linux] Server not showing on steam list




Server got reinstalled, didnt help
Server got new port, didnt help

All ports are open, here is what happens when it starts.

The server.cfg error is because its renamed, works on our other servers, 
so thats not the problem


And it doenst say anything about master server. Any help would be great!

500.1 fps  0/40 on map de_dust2
Console initialized.
Game.dll loaded for Counter-Strike: Source
maxplayers set to 40
Unknown command r_decal_cullsize
maxplayers set to 40
Unknown command sv_client_interpolate
tv_password = 
notify
- SourceTV password for all clients
Network: IP 192.168.0.15, mode MP, dedicated Yes, ports 28016 SV / 27016 
CL

Executing dedicated server config file
BOpenService failedServiceStart: failed to startexec: couldn't exec 
server.cfg

Connection to Steam servers successful.
  VAC secure mode is activated.

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Re: [hlds_linux] Server not showing on steam list

2011-03-15 Thread Ronny Schedel


Then there is something wrong with your port forwarding from the external 
address to your internal address.





Thats the intern ip

the server ip is 94.101.213.15:28016


From: i...@ronny-schedel.de
To: hlds_linux@list.valvesoftware.com
Date: Tue, 15 Mar 2011 21:39:57 +0100
Subject: Re: [hlds_linux] Server not showing on steam list


192.168.0.15 is a private LAN address and not reachable from the 
Internet,

it is not shown in the Steam Internet list.

- Original Message - 
From: Jacob Juul dimitri6...@hotmail.com

To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 15, 2011 9:02 PM
Subject: [hlds_linux] Server not showing on steam list



 Server got reinstalled, didnt help
 Server got new port, didnt help

 All ports are open, here is what happens when it starts.

 The server.cfg error is because its renamed, works on our other 
 servers,

 so thats not the problem

 And it doenst say anything about master server. Any help would be 
 great!


 500.1 fps 0/40 on map de_dust2
 Console initialized.
 Game.dll loaded for Counter-Strike: Source
 maxplayers set to 40
 Unknown command r_decal_cullsize
 maxplayers set to 40
 Unknown command sv_client_interpolate
 tv_password = 
 notify
 - SourceTV password for all clients
 Network: IP 192.168.0.15, mode MP, dedicated Yes, ports 28016 SV / 
 27016

 CL
 Executing dedicated server config file
 BOpenService failedServiceStart: failed to startexec: couldn't exec
 server.cfg
 Connection to Steam servers successful.
 VAC secure mode is activated.

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 please visit:
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Re: [hlds_linux] Region settings on hldsupdatetool

2011-02-07 Thread Ronny Schedel


The numbers on the web page are not the same. You can see the real numbers 
somewhere in the Steam client log, but don't ask me where.


You can do Steam.cfg next to your Steam binary and into that, put this 
line: PreferredContentServerIDs = 150 97 98 113 114 80 94
Where the numbers are content server numbers from 
http://store.steampowered.com/stats/content/


-ics


7.2.2011 20:26, Christoffer Pedersen kirjoitti:

Hi.



I have a problem with my hldsupdatetool (./steam). Whenever I try to 
update
my installations, I have to cross the atlantic to download the files. I 
live
in Denmark, and my server is also located there, so I don't understand 
why I

can't download the files from some European content servers. Is there any
method to get around this? My speeds are super-slow, and it takes ages to
download small files because of the latency/ping.



/Chris

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Re: [hlds_linux] l4d2 update

2011-02-02 Thread Ronny Schedel

This update fucked up someting, 10 of 10 forks at 100% CPU.




Hi,

Seems a update is out for l4d2, don't know what is new though. Might be 
that

fixed, but it's a required update.

Eric


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Re: [hlds_linux] l4d2 update

2011-02-02 Thread Ronny Schedel


It seems the main server goes to 100% CPU and the forks follow one by one 
later. Someone else experience the same?



This update fucked up someting, 10 of 10 forks at 100% CPU.




Hi,

Seems a update is out for l4d2, don't know what is new though. Might be 
that

fixed, but it's a required update.

Eric


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Re: [hlds_linux] tf2 denial of service - please do something!

2011-01-06 Thread Ronny Schedel

It seems you have never heard of:

sv_max_queries_sec
sv_max_queries_sec_global
sv_max_queries_window

I'm hosting many tf2 servers and lately we are getting a lot of denial of 
services...


basically we got our machservers spammed with query requests till the 
point they time out (the machine is running properly, it's just the 
gameserver slowly dieing)


an effective way to stop this kind of behaviour is:
http://www.vanillatf2.org/2011/01/fighting-dos-attacks/

but that cannot be handled properly on boxes as busy as ours...

basically with just little effort anybody is able to take down a single 
gameserver spamming it with query requests :(


What can we do to stop that?
Is there a decent plugin/official fix to get rid of this problem instead 
of doing packet inspection via iptables on boxes handling 1+ 
packets/second?

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Re: [hlds_linux] cs_havana twice CPU load

2010-11-25 Thread Ronny Schedel

Normal.


Hi,

I have a HLDS server with pingboost 3 and sys_ticrate 1100, which normally 
uses about 22-25% CPU on idle.
I've noticed that periodically server uses more CPU, up to 45%, also being 
idle.
I've found the reason of this. Server consumes more CPU when cs_havana is 
running.

I'm not sure if this situation is normal.

HLDS version :  48/1.1.2.6/Stdio 5006 secure  (10)
Hosted on Debian with 2.6.33.7-custom kernel.

Best regards,
Andrew

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Re: [hlds_linux] Poll: Server Name

2010-11-06 Thread Ronny Schedel


Get a life!


Hi Everyone,

 I just wanted to run a quick poll of server admins regarding server 
names,

feel free to ignore this. Would it be disrespectful or otherwise be in bad
taste to name a trading server World Trade Center? I noticed one that 
has

this name I after expressing my concerns to their admins, they got their
panties in a bunch. I'm curious as to what others think.

Thanks!
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