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    <syn:updatePeriod>hourly</syn:updatePeriod>
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    <link>http://gmane.org</link>
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  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42838">
    <title>Round not ending properly (TF2)</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42838</link>
    <description>&lt;pre&gt;I have had 2 cases now on TF2 where round does not end as it should. I 
have mp_maxrounds set to 2 and mp_timelimit set to 60. When we are at 
the second round and the other team beats the other team, map time runs 
out but the ending screen never shows up to middle lower which shows top 
3 players and winning capture, etc.

Instead, next round you hear either the winning music or losing music 
and "you have failed" if you are on the losing team. It seems that the 
round end event somehow slides to the next round, causing a third round 
to happen despite mp_maxrounds being set to 2. Some things fire late due 
to that or not at all.

This seem to happen randomly and not nearly every time. I have not 
updated the servers as it wasn't needed for the latest update.

-ics

&lt;/pre&gt;</description>
    <dc:creator>ics</dc:creator>
    <dc:date>2013-05-21T16:37:09</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42835">
    <title>Question Regarding SteamCMD and TF2's QuickPlay</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42835</link>
    <description>&lt;pre&gt;I currently have a TF2 dedicated server up and running, but I don't have
the "tf_server_identity_account_id" set for it to fully utilise QuickPlay.

Unfortunely, I don't have TF2 installed on my laptop (This is a work
laptop) and I mainly check on my server while things are quiet, but I want
to be able to set the QuickPlay up on the server without having to download
Steam and then download TF2 and then launch it to get a simple key that
COULD be given through SteamCMD.

My idea for this is, a user could get their "tf_server_identity_account_id"
from SteamCMD but they have to log into their Steam account (So, the
"anonymous" account won't work for this, since the key binds to the
account) and then the user should have the ability to copy and paste the
output of the command into their TF2 configs.

Do you think this could be possible to implement? Thank you in advance :)
&lt;/pre&gt;</description>
    <dc:creator>Padraig Fahy</dc:creator>
    <dc:date>2013-05-21T11:26:29</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42834">
    <title>Optional Updates forced with -autoupdate option</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42834</link>
    <description>&lt;pre&gt;The optional update released 2 night ago forced restart my servers and updated them. Is there a way to stop -autoupdate from restarting the server when an optional update is released.

Using a sourcemod plugin for auto steam update. Restarts server when it receives a master server restart request.

So perhaps, the optional updates are sending the request and maybe they should only allow that for mandatory updates.

Any tips?
&lt;/pre&gt;</description>
    <dc:creator>Supreet Sahni</dc:creator>
    <dc:date>2013-05-21T11:20:34</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42819">
    <title>Mandatory updates for CS:S, HL2:DM, and DoD:S released</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42819</link>
    <description>&lt;pre&gt;The prerelease build released last Friday has been set live as the official version.  The PatchVersion for all the games is 1765266.

Here are the change notes:

Source engine:
* Synced engine with latest changes from TF2.
* Improved network compression to reduce impact of network spikes.
* Added sv_netspike, sv_netspike_output, sv_netspike_sendtime_ms
* Fixed listen server creation dialog not showing maps in custom or downloads folder.
   https://github.com/ValveSoftware/Source-1-Games/issues/252
* SDK tools are now shipped by default with the client.  (There is no need to opt into the sdktools_beta branch.)

HL2:DM:
* Added VR support for Oculus Rift

&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-20T16:48:07</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42812">
    <title>motd</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42812</link>
    <description>&lt;pre&gt;Hi,

I have +motdfile motd_server1.txt specified in the command line (the file is located in the cfg dir), but somehow its using the motd_text_default.txt file (not sure when that one got introduced).

Do I need to specify something new/differend in the commandline to use the correct modt?

Saint K.
&lt;/pre&gt;</description>
    <dc:creator>Saint K.</dc:creator>
    <dc:date>2013-05-19T16:37:09</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42803">
    <title>crash on map change issue</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42803</link>
    <description>&lt;pre&gt;Just wanted to let you guys know, since it bugged me for several hours.

If you have tf2/sourcemod (I don't know which one is causing the problem)
but if you set -replay in the commandline and then have the default
replay.cfg/replay_local_http.cfg/whatever files it will crash your server
on map change. Adding a correct replay configuration and turning it on
will fix the crash on map change. 24/7 map servers don't have this issue.

I had the mistake of not having the replay.cfg in the custom/xxx/cfg
folder so that after an update my replay configs where default again which
lead to this crash.

Erik

&lt;/pre&gt;</description>
    <dc:creator>Erik-jan Riemers</dc:creator>
    <dc:date>2013-05-18T10:54:12</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42799">
    <title>mp_match_end_at_timelimit 0</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42799</link>
    <description>&lt;pre&gt;Is there a particular reason why certain official Valve maps/gamemodes are
not obeying this? We're having an issue where several maps will immediately
end mid round when the mp_timelimit is reached rather than waiting until
the round ends.

We could use mp_maxrounds instead, but I'd prefer if this just worked as
advertised.

Thanks
&lt;/pre&gt;</description>
    <dc:creator>D Bauhmz</dc:creator>
    <dc:date>2013-05-18T08:14:03</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42791">
    <title>Prerelease updates available for HL2:DM, DoD:S,and CS:S</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42791</link>
    <description>&lt;pre&gt;Updates are available in the "prerelease" betas of HL2:DM, DoD:S, and CS:S.

These changes bring the Source engine up-to-date date with the latest TF2 release.  In particular, it includes the optimization to the network compression.

Because of the change to the compression algorithm, the PatchVersion was updated (this will be a "mandatory update"), and the prerelease server and client are not compatible with the main branch server and client.

The client also includes all the SDK tools.  (It will no longer be necessary to opt into the sdktools_beta branch.)

&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-17T22:01:19</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42785">
    <title>Mandatory update 1765266 for TF2 released</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42785</link>
    <description>&lt;pre&gt;We've released a mandatory update for Team Fortress 2. The notes for the update are below.

==============================

Source Engine Changes
- Fixed server crash in packet compression

&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-17T20:58:01</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42773">
    <title>Server crash bug in latest build</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42773</link>
    <description>&lt;pre&gt;There is a bug in the update we just released.



Setting net_compresspackets to 0 is a workaround.



We'll have a new update released shortly.  Apologies.

&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-17T18:42:44</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42769">
    <title>Mandatory TF2 update released</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42769</link>
    <description>&lt;pre&gt;We've released a mandatory update for Team Fortress 2. The notes for the update are below.

-Eric

==============================

Source Engine Changes
- Fixed server CPU spikes caused by compression of string tables and packets.
- Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output convars for investigating server performance
- net_compresspackets_minsize default value increased to 1024.  This convar now also determines the threshold to determine when a "fragment" (logical game network message, before being broken up into network packets) is compressed.
- Added vprof_vtrace and vprof_report_oninterval convars, and tweaked vprof_dump_spikes and vprof_dump_oninterval to reduce output

Team Fortress 2
- Added the Robotic Boogaloo community update: http://www.teamfortress.com/roboticboogaloo/
- Fixed a chat exploit that would cause other clients to timeout from dedicated servers
- Updated the Mann Co. Store
   - Added RoboCrate Keys
   - Added A Random RoboKey Gift
   - Added Pile of RoboKey Gi&lt;/pre&gt;</description>
    <dc:creator>Eric Smith</dc:creator>
    <dc:date>2013-05-17T18:08:54</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42761">
    <title>tf2 replay configs</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42761</link>
    <description>&lt;pre&gt;When will the tf2 replay configs be "untouched" after a update?

I've now just chmod 400 the files, since after a validate or similar it
will just overwrite my settinsg.
&lt;/pre&gt;</description>
    <dc:creator>Erik-jan Riemers</dc:creator>
    <dc:date>2013-05-17T13:54:31</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42732">
    <title>Mapcycle Bug and/or misuse</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42732</link>
    <description>&lt;pre&gt;I am running three servers, they are hosted.  I am setting the mapcyclefile
cvar to "custom/mapcycle/mapcycle.txt"

On two of the three, the maps are cycling as I would expect.  The server
boots to pl_badwater, and the map cycle file is set to the following

pl_badwater
cp_gorge
pl_upward

I've verified the cvar is set correctly via console.  Yet, when I execute
"nextmap" from console, it comes back telling me that the next map is
always pl_badwater.  I've also confirmed that the server is constantly
cycling through just Badwater, never visting Gorge or Upward.  I've
verified several times that everything is spelled correctly and this is not
just a typo.

Is this a known bug?

Thank you,

Lucas
&lt;/pre&gt;</description>
    <dc:creator>Lucas Wagner</dc:creator>
    <dc:date>2013-05-15T05:24:35</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42705">
    <title>Optional update for TF2 released</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42705</link>
    <description>&lt;pre&gt;We've released an optional update for TF2 that all clients will receive when they restart. You may update your dedicated servers if you wish, but it's not required. The notes for the update are below.

-Eric

-------------------

Today's update:
- Added a missing material for the UGC medals
- Added server convars related to investigating server network and CPU utilization:
   - sv_netspike
   - sv_netspike_sendtime_ms
   - sv_netspike_output

Notes missed from yesterday's update:
- Added player avatars to the votekick menu
- Added -insert_search_path command line argument
- Fixed deflected Cow Mangler 5000 projectiles doing full critical damage instead of minicrit damage like other deflected projectiles

&lt;/pre&gt;</description>
    <dc:creator>Eric Smith</dc:creator>
    <dc:date>2013-05-14T20:30:54</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42698">
    <title>Sourcemod and Metamod Updates for Steampipe TF2 Upgrade</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42698</link>
    <description>&lt;pre&gt;In case anyone also needs to update their plugins I made a zip to do 
mine more simply. You can wget to the "/tf" folder and unzip. (The zip 
folder contains the addons directory with MM and SM.) this will not 
overwrite anything important i.e. configs and plugins except default 
plugins.

This was built with Metamod 1.9.3 hg819 and Sourcemod 1.6.0 hg3915 and 
works under Ubuntu 12.04 on TF2 and CS:S.

https://dl.dropboxusercontent.com/s/dgb8rhk0vdutg79/addons.zip

&lt;/pre&gt;</description>
    <dc:creator>Slugsoc</dc:creator>
    <dc:date>2013-05-14T12:40:06</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42695">
    <title>steamcmd fail to login</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42695</link>
    <description>&lt;pre&gt;Steam&amp;gt;login Random

Logging in user 'Random' to Steam Public...
password: XI1OXALmnsx3BUm4QMXw
Success.

Steam&amp;gt;/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/common/httpclient.cpp 
(2863) : Assertion Failed: Failed writing http cache file to disk
/home/buildbot/buildslave_steam/steam_rel_client_linux/build/src/common/httpclient.cpp 
(2863) : Assertion Failed: Failed writing http cache file to disk


Why steamcmd try to write in /home/buildbot? How can I avoid that? The 
gameserver user is hlds_tf2. Why steam try to write in /home/buildbot?

Im using Ubuntu 12.10 x64

&lt;/pre&gt;</description>
    <dc:creator>Jan</dc:creator>
    <dc:date>2013-05-14T12:03:13</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42694">
    <title>steacmd segfaults</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42694</link>
    <description>&lt;pre&gt;(seems like I accidentally sent this to the windows list at first)
Hi,

when I run the servers with steamcmd and the autoupdate feature I get segfaults on steamcmd. The server boots correctly after it. Any idea what could be causing that?

Steam Console Client (c) Valve Corporation
&lt;/pre&gt;</description>
    <dc:creator>Saint K.</dc:creator>
    <dc:date>2013-05-14T12:53:55</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42687">
    <title>Update loop on startup &gt;&gt;&gt; command not found:#!/usr/bin/env</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42687</link>
    <description>&lt;pre&gt;I'm having a problem trying to start up my server with autoupdate. Any
ideas? It will just loop with &amp;gt;&amp;gt;&amp;gt; command not found: #!/usr/bin/env until i
kill it.

srcds&amp;lt; at &amp;gt;ubuntu:~/pipe/tf2$ ./srcds_run -game tf -ip x.x.x.x -verify_all
-autoupdate -steam_dir /home/srcds/pipe -steamcmd_script
/home/srcds/pipe/steamcmd.sh -maxplayers 32 +map ctf_2fort
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Updating server using Steam.
----------------------------
Redirecting stderr to '/home/srcds/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
&lt;/pre&gt;</description>
    <dc:creator>Guardian Cipher</dc:creator>
    <dc:date>2013-05-14T01:54:11</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42671">
    <title>Mandatory TF2 update coming</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42671</link>
    <description>&lt;pre&gt;We're working a mandatory update for Team Fortress 2. The dedicated server update is now available for you to download ahead of time. The client update will be released in about 30 minutes. The notes for the update are below.

The new version number after the update will be: 1756932

-Eric

==============================

Team Fortress 2
- Added UGC Highlander Season 9 and UGC 6vs6 Season 11 medals
- Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using incorrect team materials for the arms
- Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode
- Fixed a problem where underwater explosions would cause graphics corruption
- Fixed an issue with HDR rendering where auto-exposure would vary incorrectly in some areas
- Fixed an issue where objects underwater would not render properly
- Fixed incorrect ellipsizing of text in some cases for the Mac version
- Updated the Phlogistinator to reduce the rate for gaining MMMPH when attacking tanks and robots in Mann Vs. Machine &lt;/pre&gt;</description>
    <dc:creator>Eric Smith</dc:creator>
    <dc:date>2013-05-13T20:00:22</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42662">
    <title>TF2 Mandatory update coming today: HLDSUpdateTool grace period is over</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42662</link>
    <description>&lt;pre&gt;Today's the day.

Put it out to pasture.

&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-13T17:22:10</dc:date>
  </item>
  <item rdf:about="http://comments.gmane.org/gmane.games.fps.halflife.hlds/42659">
    <title>TF2 server performance spikes</title>
    <link>http://comments.gmane.org/gmane.games.fps.halflife.hlds/42659</link>
    <description>&lt;pre&gt;I do have a theory about the cause of the CPU spikes.  I'll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem.  But since we are not reproducing the problem here, this is just a theory, not disciplined engineering.

In order to conduct disciplined engineering, we need data from those who are able to reproduce it.  Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us,  I'm really surprised we haven't received more traces.

I have given out vtrace keys to every person who has asked for one.  So far we have received traces from exactly two (2) server operators.  One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike.


&lt;/pre&gt;</description>
    <dc:creator>Fletcher Dunn</dc:creator>
    <dc:date>2013-05-13T16:11:12</dc:date>
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    <description>Search the mailing list at Gmane</description>
    <name>query</name>
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