Re: [hlds_linux] How hard would it be to make hlds

2004-04-26 Thread Michael Ressen
-> -Original Message-
-> From: <[EMAIL PROTECTED]>
->
-> True, but look at the intake of funds. It would more then
-> cover the cost.
->
-> Just my $0.02
-> - Original Message -
-> From: "localhost" <[EMAIL PROTECTED]>
-> To: <[EMAIL PROTECTED]>
-> Sent: Sunday, April 25, 2004 7:57 PM
-> Subject: Re: [hlds_linux] How hard would it be to make hlds
-> 64 players?
->
->
-> > it would be hell for admins like us.  you wouldnt be able
-> to fit more
-> > than 4 servers on a good size box
-> >
-> > m0gely wrote:
-> > > Would this be a huge undertaking?  I realize it's pretty
-> late in the
-> > > game to even suggest such a revision if it is indeed
-> that big.  But
-> > > it could make some great new mapping possibilities and
-> game play.
-> > > And I'm not talking about making Dust2 64 player. :P
-

LOLOLOL!   I didn't know hlds was ported to sparc!!   That's the only way
you're gonna get 4 64-player servers on one box, let alone ONE!!   Hell, you
can barely fit a 32 on one x86 proc under 3.1.1.0 with a few addons.

Wishful thinking at best.

/BA
/Michigan Burbs


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[hlds_linux] Re: Online FPS will soon be dead (Was: Transparent walls with D3D?)

2004-01-14 Thread Michael Ressen
From: "Kevin J. Anderson" <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Michael Ressen wrote:


-Original Message-
-> From: [EMAIL PROTECTED]
-> From: "muldy"
->
-> We all know VALVe and Microsoft sleep on the same bed,
-> Microsoft wants OpenGL out of the way to impose (one more!)
-> the DirectX Api.
->
-> OpenGL is portable, DirectX is not! Don't even talk
-> about WineX, Why emulate clients if you can make a client
-> for other platforms?
->
-> VALVe has got an excellent game on it's hands, and does
-> not need to team up with Microsoft or any other major company(ATI?).
-> Microsoft & VALVe will chose the requirements for
-> playing Half-Life from now on...
Which is why HL2, and all it's mods will become single-player FPS games,
or small LAN games run in the confines of home.   I agree, I'm waiting
for the day when the end will come, and it will given the choices made
by Valve.   I really wish I am wrong, but it doesn't look that way.
Money is made from the sale of client copies, and that will be the
focus.   MS and Valve will bank on the fact that people will run Windows
clients and connect to Windows servers.
One of the driving factors for the popularity of HL so far has been the
proliferation of servers available to play on, and all of the assistance
available to would-be server operators.   It's no fun trying to play an
online FPS when you can't find a decent server to play on.   For
example, I have a ton of people pleading with me to open up a Nascar
Thunder 2004 server on one of my OC3 links.   Unfortunately, this will
not happen unless EA releases a unix dedicated server.   Because I, like
many of you, provide game servers as a service and not a commercial
entity, I have no recoup of my costs in operation.  Those of you who do
run commercial services have to worry about your solvency.   Running
Windows servers is not economically feasable.   It's simple math:
Windows 2003 Server, 5 license = $995.00
X 5 servers = $4975.00
FreeBSD 5.1 (my personal choice), unlimited = $0.00
X 5 servers = $0.00
Now apply those figures to a commercial entity with 100 servers, then
factor in the additional management to do monthly hotfixes or service
packs, and the downtime involved.
Since those of you who do run commercially know the slim margins you're
on now, can you afford to amortize in the costs of the OS as well, yet
realize a profit during the lifespan of the game?
So the OpenGL/D3D argument is really a moot issue here.  It doesn't
matter what method of rendering is used, if there aren't servers for the
client to connect to, the networked game is dead.
/BA
Michiganburbs.com


I dont quite understand your point?  what makes you think that games
will stop making linux servers?  Valve certainly will not stop linux
server development, and pretty much any *popular* game that has even
remotely intelligent developers will have one as well.   for example
EA/Dice finally got around to making a battlefield linux server.
pretty much everything you just said is complaining about an irrelevant,
non issue in a vacuum? or am I missing something?
kev

Awww, Kevin... Of all ppl on this list I figured you would totally
understand what I was talking about!   Well, maybe I'm not that clear,
so I apologize for that.
My reply to Muldy was geared around his last statement: "Microsoft &
VALVe will chose the requirements for playing Half-Life from now on..."
 What I meant by my reply is the fact that any really popular gaming
platform does have a dedicated server platform to run on multiple OS
bases.   With MS and Valve, it seems the focus has been working it's way
toward a Windows-optimized, or eventual Windows-only system.
Although I have pretty much given up on Valve delivering a viable
product (I am still on 3.1.1.0c), there are a few signs of a directional
shift toward MS products:
1.  We've all agreed the binaries we have been given in the last 6-9
months are performing better on Windows machines, and the linux binaries
have become CPU hogs, leaving many on this list frustrated and in wonder
of why more hasn't been done.   Granted, Alfred has told us the problem
is in the compiler, as they have not seen any improvements in using
different ones, but I read every post on this list, and I have seen
people offer to help, make suggestions, etc, that could lead to a better
linux product.   I question why these offers have been dismissed, and if
the code is compiled properly, why are the Win binaries performing so
much better on the same hardware?
2.  Microsoft's oversight of Valve, due to financial involvement is
going to mean an excertion of influence to make the Windows product more
appealing to consumers.  Linux is competition to MS; an ever-growing cut
into their bottom line.   MS is not going to be party to a product that
promotes Linux as superior, or even 

[hlds_linux] Re: Online FPS will soon be dead (Was: Transparent walls with D3D?)

2004-01-14 Thread Michael Ressen
-Original Message-
-> From: [EMAIL PROTECTED]
-> From: "muldy"
->
-> We all know VALVe and Microsoft sleep on the same bed,
-> Microsoft wants OpenGL out of the way to impose (one more!)
-> the DirectX Api.
->
-> OpenGL is portable, DirectX is not! Don't even talk
-> about WineX, Why emulate clients if you can make a client
-> for other platforms?
->
-> VALVe has got an excellent game on it's hands, and does
-> not need to team up with Microsoft or any other major company(ATI?).
-> Microsoft & VALVe will chose the requirements for
-> playing Half-Life from now on...

Which is why HL2, and all it's mods will become single-player FPS games,
or small LAN games run in the confines of home.   I agree, I'm waiting
for the day when the end will come, and it will given the choices made
by Valve.   I really wish I am wrong, but it doesn't look that way.
Money is made from the sale of client copies, and that will be the
focus.   MS and Valve will bank on the fact that people will run Windows
clients and connect to Windows servers.

One of the driving factors for the popularity of HL so far has been the
proliferation of servers available to play on, and all of the assistance
available to would-be server operators.   It's no fun trying to play an
online FPS when you can't find a decent server to play on.   For
example, I have a ton of people pleading with me to open up a Nascar
Thunder 2004 server on one of my OC3 links.   Unfortunately, this will
not happen unless EA releases a unix dedicated server.   Because I, like
many of you, provide game servers as a service and not a commercial
entity, I have no recoup of my costs in operation.  Those of you who do
run commercial services have to worry about your solvency.   Running
Windows servers is not economically feasable.   It's simple math:

Windows 2003 Server, 5 license = $995.00
X 5 servers = $4975.00

FreeBSD 5.1 (my personal choice), unlimited = $0.00
X 5 servers = $0.00

Now apply those figures to a commercial entity with 100 servers, then
factor in the additional management to do monthly hotfixes or service
packs, and the downtime involved.

Since those of you who do run commercially know the slim margins you're
on now, can you afford to amortize in the costs of the OS as well, yet
realize a profit during the lifespan of the game?

So the OpenGL/D3D argument is really a moot issue here.  It doesn't
matter what method of rendering is used, if there aren't servers for the
client to connect to, the networked game is dead.

/BA
Michiganburbs.com


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Re: [hlds_linux] Man, cheating has never been so bad for my server. VAC, are you still there?

2004-01-02 Thread Michael Ressen
-> -Original Message-
-> From: dual_bereta_r0x <[EMAIL PROTECTED]>
-> Citando Ryan Schulze <[EMAIL PROTECTED]>:
->
-> > switch to a different game, probably bf1942.
->
-> We are having a great success with Wolfenstein: Enemy
-> Territory and Call of Duty Game servers. Both are full 24x7,
-> didn't have more cheaters than players, are fast even in
-> Windows platform as a server and people are having much more
-> fun than our CS players.
->
-> --
-> dual_bereta_r0x -- Alexandre Hautequest
-> ArenaNetwork Lan House & Cyber -- www.arenanetwork.com.br
-> ICQ 126063524
->
-> 

We are having success with BF1942 and the desertcombat mod as well,
although our CS 1.5 servers are still full most of the time.   It's an
even split right now as far as usage.

Best A/C idea up yet is BF1942 1.6 will have an integrated 3rd party
system.   Those of you here on the bf mailing list know what I mean ;),
plus there's now support from UA on a system as well.

What's better is at least those servers are UP, and not stuck in limbo
trying to update themselves.  =)

/BA
michiganburbs


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Re: [hlds_linux] CS 1.5 without valve/won ?

2003-09-16 Thread Michael Ressen
-> -Original Message-
-> From: "Jonathan M" <[EMAIL PROTECTED]>
->
-> I have though of a way to keep the 1.5 community active
->
-> But developing a "fake" won server
->
-> Which unfortunatly woudnt be able to block bad keys
->
-> I belive Valve shoudnt stop serving WON keys
->
-> as most people will continue to play the old games for a long time
->
-> At least until steam is a stable and well developed product

That would be best for everyone, however I think it's clear Valve's
intent to move to Steam, as in theory (!?) it offers them an advantage
of easier distribution and lower costs of operation, as well as a unique
ability to manage upgrades and patches and valid installs.   I can't
argue with the benes of Steam - properly done it will have it's place.
However closing the WON system is more of a move to shed costs
associated with operation and maintenance, and forcing clients over to
Steam.   As a shot-in-the-dark, I sent Eric an email offering to aquire
the entire WON network, including the cd-key database and crypto key
used in the auth mechanism.I truly don't believe they'll even
consider it, but what the hell, ya never know - they might be strapped
for cash when they get their bandwidth bill for this month!

/Michael


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[hlds_linux] RE: Not Upgrading

2003-09-14 Thread Michael Ressen
I can completely understand those of you with more patience than I have.
I appreciate Brian's feeling that things will eventually work themselves
out, too.   It just that this isn't a 2 or 3 day issue.  The members of
this list have been voicing their concerns to Valve about many different
issues during the course of the last 9 months since the 1.6 beta came
out.   We've made issues about the updating, the cpu loads, asked for
the courtesy to be able to test this stuff in advance of the client
rollouts.   We've offered our insight as to features, compared the
benefits of the updates, and more.   We aren't here to bash Valve, we're
here to help it succeed by giving input they can't get from anywhere
else.   It's after these months of bringing up issues and telling them
when we (and the userbase) want and watching our pleas be either ignored
or deferred.   At this point I feel that we've been cheated, and this
whole upgrade was handled badly, despite warnings from members of this
list.

Some of us are in business to make money hosting, some do it for fun.
Those who profit from hosting or renting are the ones that will be hurt
the most.   What about the LAN party companies and coordinators?   This
whole thing is akin to telling your kids not to touch the stove when
they're young - then watching them do it over and over again.   I
personally feel we've been ignored, put off, disrespected, and since I
have no ties to Valve I can make a choice.   Everyone can.   For
purposes of comparison I know a few of you are also BF1942 admins, and a
couple also subscribe to their linux list as well.   Tell the rest here:
Has Andreas (or DICE) ever treated us in the same respect that Valve is
treating us here, not to mention their whole userbase?

I just didn't want some of you to think this is an impulsive decision,
just look at what's gone on in the past 6-9 months and it's pretty easy
to tell that with some communication, listening, and testing all of this
could have been avoided.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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Re: [hlds_linux] Working together to keep 3.1.1.x

2003-09-11 Thread Michael Ressen
Anyone who is interested in discussing this OT, I have set up a mailing
list at [EMAIL PROTECTED]  If you wish to subscribe, you'll have
to send ME an email first so I can add you.   Sorry, but I'm not gonna
do this as an automated list, I have limited mail server resources LOL!

I've begun some work on this, and a few ppl have expressed interest.
Its open to anyone.


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Re: [hlds_linux] CDeath Problem

2003-09-08 Thread Michael Ressen
> -Original Message-
> From: "Jonathan M" <[EMAIL PROTECTED]>
> Why are you running cheating death as a metamod plugin
>
> Read the information in the readme on how to install it
>
> Regards Jonathan

Jonathan,

CD can be installed two ways:  As a Metamod plugin, or as a standalone
plugin.  Refer to the install instructions at docs.unitedadmins.com and
you will see both well described.

Regards,

Michael Ressen,
Michigan Burbs Network Administrator,
UA Staff

www.michiganburbs.com

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[hlds_linux] High in game pings

2003-08-26 Thread Michael Ressen
<[EMAIL PROTECTED]> previously said:
>
> Hello,
>
> I am running 3.1.1.0c with boffix on a dual amd mp 2400 with a gig of
> ram running multiple servers. Running FreeBSD 5.1.
>
> I setup one server for 32 slots. My out of game ping to this server
> and all others on this machine is from 55-75. In game it is about the
> same till server reaches about 18 people playing. And from there on
> out the in game ping increases with each player. At about 30 players
> my in game ping is about 120-130 while at the same time the out of
> game ping is still normal at 55-75 and all other servers on the
> machine are still running normal pings. Top shows the full 32 player
> server using about 55% of one cpu so the machine is not over loaded.
> I have tried different pingboost settings and even no pingboost but
> all have the same problem. I even disabled metamod and all its
> plugins and still no go.
>
> Any idea on what to do to correct this? I used to run a 24 player
> server a month or two back and I don't recall ever having this
> problem when its full as this starts happening at 18 players on the
> new one.
>
> Thanks
> Jeremy

How did you compile the kernel?   Did you use OPTIONS HZ=1000, or some
other value?   Also, which scheduler have you used - the 4.x one or the
new ULS one?   What about some of your sysctl values like
"machdep.cpu_idle_hlt' and 'machdep.hlt_logical_cpus'?   These 2 can be
really important for the HT that goes on in conjunction with the SMP
kernel.

I've done a bit of experimentation and checking, and I also run 5.1 on a
dual 2.8 xeon box with these values:
OPTIONS HZ=1000
Machdep.cpu_idle_hlt=0
Machdep.hlt_logical_cpus=0

Compiled with ULS scheduler, and stripped clean of everything else.

Then I don't use -pingboost 3 anymore, I just use -1 because the
increase to the kernel HZ really makes a massive difference.   I'm able
to run a 32-player CS server with 3.1.1.0c + boffixv2, MM 1.16, HLG with
the aimbot checks on, and amx with a bunch of plugins and pings in-game
only increase about 10-15ms total when full.   The hlds process chews up
about 80% of one proc, and I still have a 40 player BF1942 server and
another 20 player CS server on the same box.

Mine is really smooth in-game, and will support players with high rate
settings all the way up.   One thing I notice does increase pings is
cs_office and de_inferno.   Those two maps really eat up resources, but
it seems to be on the client end more than the server end.   Yes, pings
climb much more on those maps, but they don't come close to doubling.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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RE:[hlds_linux] Patch Boffix for 3.1.1.0 hlds

2003-08-14 Thread Michael Ressen
"gault" <[EMAIL PROTECTED]> previously said:
>
> Hi all,
>
> Could the creator ( i want to thanx him for his work first) answer me
>  for a= bug in patch. When you try to changemap in rcon changelevel
> de_dust2, in g= ame the server crash ... auto up but sometimes need 3
> or 4 times to changel= evel its pretty annoying :p
>
> Have you got some feedback from that ?
>
> Specs: Dual 2.8 Ghz Xeon DELL 2650
> OS: FreeBSD 5.0
> hlds : 3.1.1.0c with boffix loaded
>
> Waiting for you :p
>
> Cheers,
>
> S.Gault

I have almost identical hardware, FBSD 5.1, 3.1.1.0c + boffix v2 - rcon
changelevel does not crash mine.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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RE: [hlds_linux] Possible addition to help catch cheaters.

2003-08-14 Thread Michael Ressen
<[EMAIL PROTECTED]> previously said:
>
> Now that is a WHOLE lot of work to catch cheaters but an interesting
> idea. Mind sharing the meta plugins?
>
> Jeremy

Under Adminmod 2.50.52 it was a plugin called admin_ss.sma, and under
AMX 0.9.3 there's actually a couple of them.   The stock ones tell the
client about the screenshot, so you have to remove that code.   Email me
OT and I can probably send my edited .sma's to you.


And as Stefan says, theres ways to intercept the call, and detect it,
but for a while it was a pretty good way - we caught a lot of cheaters
amongst our regulars who were tearing it up.   If no one was suspicious
or complained about them, we didn't hassle them at all, but a few
complaints and we'd take a few SS's.   Still, when we got one - the
evidence could not be disputed, and we would post the screenshot on our
web forums for everyone to see.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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[hlds_linux] Trim your posts

2003-08-14 Thread Michael Ressen
Guys... Trim your posts please.   Use -snip- if needed, just make them
shorter and cut out the useless crap!

Tks!

/Michael

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Re: [hlds_linux] Updated - 3.1.1.1d Performance

2003-07-31 Thread Michael Ressen
> -Original Message-
> From: "Daniel Stroven" <[EMAIL PROTECTED]>
>
> I have never manually set the sys_ticrate.  I have pingboost
> 1 enabled and Im pretty sure the kernels are compiled at
> 1000hz.  This is on RH.  Should I try putting +sys_ticrate
> 1000 in the command line?

I would as long as your kernel is compiled with it.   I'm not sure bout
redhat's defaults, but if ya wanna give it a go - throw it in there and
see what happens!   Can't hurt.

/Michael
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RE: [hlds_linux] Half-Life Primary Server x.1.1.1d

2003-07-30 Thread Michael Ressen
> -Original Message-
>
> From: Eric Smith <[EMAIL PROTECTED]>
>
> What are the main issues with updating to v3.1.1.1d?  CPU usage?
>
> -Eric

Increased CPU loads are the biggie, Eric.   Figure it this way:   You
size your servers and plan your capacity based on 3.1.1.0x versions,
which have been the standard for quite a while.  Now, migrating to
3.1.1.1x reduces your overall capacity by not just the ~20-25% that you
see in increased load, but can cause even bigger probs for those who run
multiple hlds on a physical box.

For example, my biggest server is a 2x2.8 Xeon machine, using FreeBSD
5.1, with hyperthreading enabled, and the HZ compiled in at 1000.   All
extra stuff is stripped out.   Since hlds is only single-threaded, the
scheduler is running tasks across one cpu at a time, although the
scheduler is alternating between phyical cpus to balance the load.  Now,
here's my hlds command line:   "./hlds_i686 -noipx -game cstrike +ip
64.108.152.130 +port 27018 +maxplayers 32 +servercfgfile b1server.cfg
+map de_dust2 -pingboost 3 +sys_ticrate 1000 -tos".  I have VAC, metamod
1.16, hlguard 1.50 using aimbot, cvar, and file checks, and amx 0.9.3
with 21 plugins.  Watching my 'top' output right now here's what I get
at 10 sec intervals on cs_assault:

CPU % (1 proc)  # players
---
74.22   26
71.09   25
77.34   25
80.47   27
82.03   27
82.81   26
83.59   26

If this was cs_office, or de_torn, she'd be pegged at 99%, and there'd
be some much higher pings in there.  My only recourse is to turn the
pingboost down, which is going to result in adding +10ms or so to all
players and it won't be as smooth.   Now imagine running an identical
server on the same box.   With 3.1.1.0x I can, but 3.1.1.1x I probably
cannot.   So, that puts me in a predicament;  I can change my setup and
lower the load a bit, but my patrons won't like it.   I'll lose people
doing that.   On the other hand, to keep 2 servers running, at the same
level of performance, I now have to go out and spend another $2200 on
new hardware, plus space fees, additional router port, etc.   The costs
to me for just one server are more than I am going to undertake, so you
can hopefully realize some of these guys here with 100 servers, who
might find they no longer have the capacity to handle the load.
They're out revenue.

We do like all the things that you folks have put into the game, and
that's what's helped make it so successful, but we get frustrated when
we look at some of the other game engines out there and compare.

For example, that same box that hosts my 32 player CS server also hosts
a 20-player rental.  It also hosts a 20 player BF1942 server.   Right
now, that server is full, running coral_sea, and the load is 30.47% (1
proc).   The efficiency of that binary is way ahead of the hlds binary,
and it uses 2.4 times the bandwidth player for player.

I'm no super-duper programmer, I'm just some dumbass network engineer,
so I'm sure I'm gonna get flamed for this, but I'm also sure that there
will be more than a few people who will echo my statements here.
Anything that can be done to aid in the load issue we're facing is going
to be the most welcome relief to us.

Thanks!

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com
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Re: [hlds_linux] Update on this fix that's commin today???

2003-07-30 Thread Michael Ressen
> -Original Message-
> On Wed, Jul 30, 2003 at 05:49:26PM -0500, Michael Ressen wrote:
> > It's getting late in the day.  What's goin on?
> >
> > Eric?
> >
> > Michael Ressen,
> > Michigan Burbs Network Administrator
>
> Fuck sake, shut up.
>
> --
> James.

Really, James.  Glad to see you're not in any way concerned about the
issue here.   I also don't think it's unreasonable for us to get some
sort of update.   50% of the public servers are either vulnerable or
offline, and a few of mine are offline as well.

This is a major issue and with a security risk this big, I for one would
like to know what status is, even if it's still not ready.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com
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[hlds_linux] Update on this fix that's commin today???

2003-07-30 Thread Michael Ressen
It's getting late in the day.  What's goin on?

Eric?

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com
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RE: [hlds_linux] _working_ workaround for hlds exploit on

2003-07-30 Thread Michael Ressen


> -Original Message-
> From: john <[EMAIL PROTECTED]>
> On Wed, 30 Jul 2003, Michael Ressen wrote:
>
> > "Haspers" <[EMAIL PROTECTED]> previously said:
> > >
> > > Also available at http://dl.gameservers.net/patch/boffix.tar.gz
> >
> >
> > Mirrored at http://www.michiganburbs.com/boffix.tar.gz on OC192 as
> > well.
> >
> > Go 4 it.
>
> Whats the bet that the server would die before you can get
> that much bandwidth out of it?
>
> john

100%.  lol  that box is just a little ultra5, but I figured a little
load testing wouldn't hurt!  ;)
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[hlds_linux] RE: hlds_linux digest, Vol 1 #2508 - 9 msgs

2003-07-30 Thread Michael Ressen
"James Couzens" <[EMAIL PROTECTED]> previously said:

>
> Wait I have more to say on this subject.
>
> I think its shitty that there are all these sites that post so
> publicly open notices of exploits, and often the code that goes along
> with this.  But then again, it seems that when software companies are
> informed that there is a problem, they tend to ignore it when it
> comes to some insignifcant "security" bug.  So perhaps the "hackers"
> are right to release it into the wild, so that we all get raped over
> this and bitch and complain and then voila said expoit is fixed!  But
> does it really need to come to that?  Can't software companies be
> privately informed, and immedtiately put forth a fix?  Then problems
> like this would be few and far between.
>
> Perhaps its too late in the game to change the way things work here,
> but meh, just my two cents.
>
> James
>
> - Original Message -
> From: "Scott Pettit" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, July 30, 2003 5:02 AM
> Subject: RE: [hlds_linux] HLDS Expolits
>
>
>> 3 Servers have been killed of mine now and as I type this another 2
>> have just been killed.
>>
>> Hurry :/


Now I'm officially pissed.   Every 20 mins I have 4 servers getting hit.
There is no solution, and I also share the fear of someone exploiting a
shell so until this is fixed all my hlds servers are offline now.

Valve - Someone must address this issue NOW.   This is a top priority,
as it potentially compromises security of our servers.   Please let us
know that you are aware of the situation and it is being worked on.   I
could care less about a timetable right now, just tell us something IS
being done!!

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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Re: [hlds_linux] Cleanup CDKEYs

2003-07-22 Thread Michael Ressen
> -Original Message-
> From: "Simon Garner" <[EMAIL PROTECTED]>
> You cannot ban a player just for using the same key
> as another player.

Sure I can.

Key-sharing?  No, I don't believe it.  Multiple keys are used for one
thing:  cheating.   Anyone I see flip flop between keys, I'll ban them
on sight if it comes from the same ip.
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Re: [hlds_linux] Cleanup CDKEYs

2003-07-22 Thread Michael Ressen
> -Original Message-
> From: Stefan Huszics <[EMAIL PROTECTED]>
> m0gely wrote:
>
> >> And what exactly defines multiple locations?
> >>
> >> There is no possible way of telling, where an IP resides.
> So determining
> >> 'multiple locations' is not practical.
> >
> >
> > Who cares where.  Just because it's being used on 10 diff subnets
> > ANYWHERE
> > oughta be enough.
>
> So if you take your laptop with you on your traveling holiday and
> connect a few times you are pretty much f*ed and have to buy
> a new game? :(

No, I agree it shouldn't be based on multiple ips, but instead on
concurrent sessions.

>
> > Anytime a client gets "CD-KEY" in use, valve should know about it.
> > And action could be taken.  Location is irrelevant.
>
> On that account I partially agree. Same wonid trying to get
> online from
> 2 different adresses at the same time could at least deserve
> a few days
> of ban...

I'd vote for permanent.   The EULA spells it out too.   If the same key
is in use on two IP's at the same time, that should be enough.
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RE: [hlds_linux] Steam CS map load

2003-07-17 Thread Michael Ressen
"Steven Hartland" <[EMAIL PROTECTED]> previously said:
>
> mapplayersavgcpu%
> de_dust21625.464137
> de_aztec1632.970308
> cs_italy   16   36.829508
> de_cbble16   37.502273
> de_train  16   38.70
> de_prodigy 16   39.395652
> de_nuke 16   39.771429
> cs_747   16   40.585
> de_inferno  16   45.45
> cs_office1645.908333
>
> Do these results show what every 1 else is seeing.
> This is CPU% on a 2.4Ghz Xeon 2Gb RAM
> sample spacing 1 min running metamod + wwcl
> I've tried without metamod and the was no
> deserble difference. Now were as de_dust2 load
> is excellent the rest leave something to be desired
> they are now significantly worse than bf1942 I
> could run a 40 player bf server for the CPU used
> on cs_office.
>
> Steve / K

I haven't even tried running steam versions yet, but those ratios are
pretty close to what to get.
Here's 20/32 players on starwars:
CPU states: 14.7% user,  0.0% nice,  2.2% system,  0.5% interrupt, 82.5%
idle

  PID USERNAME PRI NICE   SIZERES STATE  C CPU COMMAND
 8537 cstrike  1130 81700K 77496K CPU2   2  53.12% hlds

And with 30/32 players:
CPU states: 17.3% user,  0.0% nice,  2.0% system,  1.5% interrupt, 79.3%
idle

  PID USERNAME PRI NICE   SIZERES STATE  CCPU COMMAND
 8537 cstrike  1100 88140K 83972K *Giant 0 67.97% hlds

I get about the same as this on office and inferno, less on others, much
less on dust and dust2.

Here's 23/32 on italy:
CPU states: 12.6% user,  0.0% nice,  2.3% system,  1.5% interrupt, 83.6%
idle

  PID USERNAME PRI NICE   SIZERES STATE  CCPU COMMAND
8537 cstrike  1140 97396K 93256K RUN2  50.78% hlds

Pretty much the same spread as you have, just some different values.  I
believe it has to do with the number of, and complexity of the sprites
used in the map.  I may be wrong though.

Dual 2.8Xeon/512/400/FreeBSD5.1-RELEASE(CustomSMP+HT)/Hlds
3.1.1.0c(ticrate=1000 + updaterate 100)/amx0.9.3 + 21 plugins including
PTB + RBBoT's mapvoting + stats logging/hlg 1.41(aimbot +
cvar)/VAC/Metamod 1.16/remote logs.

/Michael



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[hlds_linux] FreeBSD 5.1 SMP + Hyperthreading Results

2003-07-15 Thread Michael Ressen
I figured I should share some of this with you, since it's downright
amazing:

I recently upgraded the OS on one of our CS servers from FreeBSD
5.0-RELEASE to 5.1-RELEASE to take advantage of the new SMP features,
and the new scheduler.   The server is a Dell Poweredge 1600 series with
dual 2.8 Xeons, 400 mhz bus, 1.12G PC2100 ECC 2.5cl ram, and a U320 PERC
controller with a Seagate Cheetah 15k U320 drive.

The "Before" setup was a single Xeon on FreeBSD 5.0 (HZ=100), running
sshd, and hlds 3.1.1.0c(sys_ticrate=1, no minrate or maxrate,
sv_maxupdaterate 100) + amx 0.9.3 (21 plugins), HLG 1.41(11000), as a
32-player single CS server.   Since BSD 5.0 only had the 4.x-version
kernel scheduler, that's what was used, on a pretty generic kernel.

With 32 players, running CS on a high-load map such as cs_office,
typical loads were reported by 'top' to be around 85%-90% CPU, with
generally stable pings, and few spikes, even during heated conflict.
Total system load, which includes other essential services shows to be
the same, at 85%-90%.   Maps such as aztec and dust would load in the
mid-70's range with 32 players.

The "After" configuration includes a 2nd Xeon, an upgrade from source to
FreeBSD 5.1 (HZ=1000), enabling the Hyperthreading features in the
Xeons, and using the newer (and still experimental) ULE scheduler.
FreeBSD's has support for HT, but it sees the HT as physical CPU's, so
there is a switch that actually halts logical CPU's by default as so not
to cause poor performance because they might compete for resources.   I
have enabled the logical CPU's on my system.

With 32 players and no changes in hlds configuration, 'top' is reporting
hlds load on cs_office to be the same 85%-90% on one CPU.   Overall
system load shows to be 18% total.   On dust and aztec the per-cpu load
is the same, but overall load is 11%-12%, with no detectable spikes.

(short pause)

Yes.  You read that correctly.  11-12%.

Another thing that is noted is that while hlds is not a multithreaded or
SMP aware process, it doesn't continually run, so it
runs-pauses-runs-pauses.   This is allowing the scheduler to shift the
load to an unused cpu.  While this isn't taking advantage of the chip's
cache to improve speed, it isn't forcing a perticular CPU to become the
processes "host".   Perhaps after BSD gets some better support for SMP
we will have the ability to control processor affinity, but for right
now, I could care less - the performance increase is f***ing amazing!

Another point of note, using the linux compatibility mode in BSD does
not affect hlds in the manner that some linux kernels do, where you see
the cpu loads shoot up to 70% with no players playing.   I have found
one of our machines running SuSE does exhibit that problem.   Stability
so far looks really good, and I would recommend 5.1 for anyone who is
going to use it strictly as a gaming server, despite the fact it is not
considered a stable release yet.   Also, end of September is the target
date for the next major snapshot of the 5.x branch, and we expect
further improvements in the kernel scheduler and SMP subsystems.   Sorry
if I sound like a commercial, but I'm just thrilled with the results so
far!!

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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Re: [hlds_linux] RE: hlds cpu spikes under no load

2003-06-17 Thread Michael Ressen
"Steven Hartland" <[EMAIL PROTECTED]> wrote:
>
> You don't need to be in single user mode I do ours live a
> great starting point is:
> http://home.nyc.rr.com/computertaijutsu/cvsup.html
>

Scary..  More scary than I wanna know!  But.. I am gonna test
that on one of my local boxes here.

But as far as my production box, I bought a ticket and another
CPU for it, so I'm gonna stay a week and make a vacation out
of it while I'm there!  =)

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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[hlds_linux] RE: hlds cpu spikes under no load

2003-06-16 Thread Michael Ressen
Sorry I can't quote anyone here - I've dumped my trash, but recall the
discussion about hlds sitting idle, then punching up to these unreal cpu
loads, and back down again??   Well, I did some testing, by accident.
=P

I had done some monitoring to see if the issue affected my servers.
So, using my test rig (PPro200/FreeBSD5.0) I started up hlds and both
logged the cpu load and watched it run on top.   Nada.   Didn't do jack.
Just sat there at 0.76% like nothin bothered it.   Ok.   Fair enough.
Might be some differences between that and the live server
(IX2.8/FreeBSD5.1).   Nope.   That machine did much the same thing,
although I had to wait to 5am to find it with no one playing.

So, figuring it wasn't affecting my servers, I dropped the issue.
Until yesterday.   I installed amx onto one of the other units.   This
one is SuSe with the 2.4.18-64GB-SMP kernel, compiled under gcc 2.95.3.
After pluggin in amx and removing adminmod and statsme, I sat n watched.
85% with no one in there?   WTF?Back to 2%, then 45%.   It was
weird.   Thought it was the amxmod.. So I pulled that out and just ran
it clean - no plugins except metamod.  Same thing.   Back to
adminmod/statsme/hlguard.  Same deal.

Hlds 3.1.1.0c in all cases I could try had the prob with the 2.4.18
linux kernel, but not with the BSD5 kernels.

Is anyone in position to verify what I have noted?  With 3.1.1.1x?
With different kernels?   With same config as me?

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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RE: [hlds_linux] 3111c

2003-06-16 Thread Michael Ressen
[EMAIL PROTECTED] <> previously said:

> Is the majority of people running this 3111c?  Or are you sticking
> with the 3110beta ? I've been watching and see different opinions and
> info posted regarding the differences and it seems that CPU usage is
> still a concern regarding these new releases.  Is everyone just
> accepting it and suffering performance loss or staying with 3110beta?

3.1.1.0c on all servers for the following observed reasons:

- Stability is equal or better
- No additional features warrant upgrading
- Performance is equal
- Resource consumption is less
- Better playerslot/MHZ ratio
- Works with all my existing plugins and mods
- 7 month proven track record

Point of note, if 3.1.1.1x was required in it's current form, hlds would
be gone from my servers in favor of something else.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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Re: [hlds_linux] Monitoring HLDS Servers with MRTG

2003-06-09 Thread Michael Ressen
"Byron Carceller" <[EMAIL PROTECTED]> previously said:

> From: "Byron Carceller" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] Monitoring HLDS Servers with MRTG
> Date: Mon, 9 Jun 2003 16:44:14 +1000
> Reply-To: [EMAIL PROTECTED]
>
> Oh, this script of yours only supports 3111? Damn, We're all running
> 3110c. Is there any other way I can go about this, or other script
> that's been made to work with the 3110c binary somehow?

Yeah, I found that out too whilst I was up late trying it out!   No
worries though, Brian's script does work well on my test 3.1.1.1 server.
I'll just hang onto it, because we all know sooner or later we're going
to have to make that switch.

As far as MRTG or RRDtool based logging goes, I was actually
contemplating such a thing with MRTG in conjunction with RRDtool anyway.
In my idea, I was going to turn on SNMP on my servers, and just query
info that way.   I can also keep it secure in that manner by filtering
the snmp requests thru my router and firewall ACLs.   If I come up with
something for 3.1.1.0, I'll be happy to share.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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Re: [hlds_linux] RE: [hlds] 32 players maps

2003-06-09 Thread Michael Ressen
> -Original Message-
> Message: 8
> Date: Fri, 6 Jun 2003 14:21:23 -0700 (PDT)
> From: Tony Di Schino <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] RE: [hlds] 32 players maps
> To: [EMAIL PROTECTED]
> Reply-To: [EMAIL PROTECTED]
>
>
> --- Michael Ressen <[EMAIL PROTECTED]> wrote:
> > About 3 weeks ago, we went from a couple 20-man servers to
> a 32 player
> > one.   I ended up modifying quite a few maps with additional spawn
> > points.   Here's the list of what I have that's playable now:
>
> are you hosting them for DL? If so, I would love to refer to
> your URL for other admins that come looking.
>
> Else, I I would love to add to my files section (even as a
> mirror), email me off list if you are interested.
>
> T
> ---

I've put up 31 maps in 32-player versions in the downloads section of
our website.   If you're a CS server admin, and you'd like any of them,
feel free to grab what you want!   If you have requests, email me -
there are more on the way, so check back in a few weeks to see what else

I've added.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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Re: [hlds_linux] HZ=1000 and CPU-usage on FreeBSD 5.0

2003-06-08 Thread Michael Ressen
> -Original Message-
> Date: Sun, 08 Jun 2003 11:09:42 -0300
> To: [EMAIL PROTECTED]
> From: Capriotti <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] HZ=1000 and CPU-usage on FreeBSD 5.0
> Reply-To: [EMAIL PROTECTED]
>
> It increases CPU usage for me too.
>
> I was using 5.0 but the high CPU use for NAT made me give it
> up, some time ago.
>
> Maybe now it's better.
>
> Looks like latency is lower under FreeBSD 4.8-stable as well,
> according to my customers.

Yeah, at the moment 5.0 is still catching up in some areas, but
it should quickly improve in areas it needs too.

Tomorrow there's a scheduled press release for FreeBSD 5.1.
It should be on the ftp's already.   There are some advancements,
bug fixes, but most importantly - better SMP support.  I would
suggest checking it out, I plan on it.   Here's the release
schedule:  http://www.freebsd.org/releases/5.1R/schedule.html.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

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[hlds_linux] RE: [hlds] 32 players maps

2003-06-06 Thread Michael Ressen
[EMAIL PROTECTED] <> previously said:
> --- joe <[EMAIL PROTECTED]> wrote:
>> I had a few people ask me about 32 player maps on my cs server in the
>> last 2 days.
>
> As discussed several weeks ago, I indicated I would try to host some
> 32 spawn maps that had been modded by Joe. I have the following
> official maps hosted:
>
> as_oilrig
> de_nuke
> de_train
> de_vegas
> cs_assault
> de_prodigy
> cs_italy
>
> http://www.7inchtaint.net/files/index.php?group=2
>
> Will add more as I get them. Ideally I would like to compile all
> official maps that have been released since 1.0 that do not have 32
> spawns by default. According to Joe's page, the following official
> maps have 32 spawns bey default:
>
> cs_aztec
> de_dust
> de_dust2
> de_inferno
> de_cbble
> de_vertigo
>
> If you have other official maps that have been modded to 32 players
> that you would like to contribute, please email me.

About 3 weeks ago, we went from a couple 20-man servers to a 32 player
one.   I ended up modifying quite a few maps with additional spawn
points.   Here's the list of what I have that's playable now:

as_oilrig.bsp   cs_india.bspde_dust2.bsp
awp_map.bsp cs_italy.bspde_inferno.bsp
cs_747.bsp  cs_militia.bsp  de_jeepathon2k.bsp
cs_alpin.bspcs_office.bsp   de_nuke.bsp
cs_arabstreets.bsp  cs_siege.bspde_piranesi.bsp
cs_assault.bsp  cs_thunder.bsp  de_prodigy.bsp
cs_beirut.bsp   cs_winternights.bsp de_rotterdam.bsp
cs_concrete.bsp csde_tropic.bsp de_storm.bsp
cs_deagle5.bsp  de_aztec.bspde_survivor.bsp
cs_deaglefactory.bspde_cbble.bspde_torn.bsp
cs_docks.bspde_chateau.bsp  de_train.bsp
cs_estate.bsp   de_dawn.bsp de_vertigo.bsp
cs_havana.bsp   de_deep6.bspstarwars.bsp
cs_highsociety.bsp  de_dust.bsp

I'm also currently working on several others when I get time.   If
anyone has requests, I would be happy to add them to my list and work on
them.   I have a feeling I'm going to end up modifying quite a few
anyway.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


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Re: [hlds_linux] HLDS 3111c

2003-06-03 Thread Michael Ressen
I am well familiar with 1855.  You are right, I did go off on him, and
poorly formatted it, and it was rude to the rest on the listserv, to
whom I apologize.

About the UDP handlers, what I was referring to was Britt's assertation
that if microsoft changed their handling of UDP, we would have an
improvement.   My reply was strictly to do with the fact that we weren't
discussing how the kernel is affected by UDP, but by the massive cpu
needs with 3.1.1.1.   I was simply taken aback at the statement about it
being microsoft's fault, or partial fault.   I am well aware of the
implications of UDP on a kernel, and wasn't in any way trying to imply
it has no effect.   That effect however, isn't the cause of our
problems.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


> Subject: Re: [hlds_linux] HLDS 3111c
> From: Jeremy Brooking <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
> Organization:
> Date: 03 Jun 2003 11:14:34 +1200
> Reply-To: [EMAIL PROTECTED]
>
> On Mon, 2003-06-02 at 14:49, Michael Ressen wrote:
> > WHAT?   Are you on glue?   Explain to me how micro$oft, let alone,
> > windoze has ANYTHING to do with this???   Did they just buy
> Valve?   Or
> > did they covertly purchase (or steal) RFC-768 recently without my
> > knowledge (or bid)?   So how (I cant wait for this answer) would
> > changing the way they handle UDP have ANYTHING to do with what we're
> > discussing?   We're not talking about pings here, nor are
> we discussing
> > routing.  This is a simple matter of CPU usage.
> >
>
>
> If youre saying (and it appears as such) the way your kernel
> handles UDP, and the way HLDS handles UDP, has no effect on
> CPU usage, then you are the one whos retarded, and need to
> shit down and shut the fuck up.
>
>
> Perhaps start by reading RFC1855.
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Re: [hlds_linux] HLDS 3111c

2003-06-03 Thread Michael Ressen
Actually, I agree with you, but in a different way.   Game companies
generally hate anything that isn't windows.   For example, when was the
last time you saw a port of a game for MacOS?Same thing with all
these server ports for Linux.   Where's native *nix support?   What if I
wanna put up 200 CS servers on my Sun Fire V880, and pipe em thru my
OC-12??   I have access to several Sun boxes that are just sitting
around in racks doing nothing - and they're in the best places to be:
Regional POPs of backbone providers.   It's a shame I can't use them for
this.

I understand it's all in the bucks.   Make for what is popular, and what
everyone has, not for what's best.   I for one would love to see this
work under sparc architecture.   Imagine the companies who do server
rentals.   The idea of running a high I/O game server engine, in
multiple threads, on a 64-bit OS, using a 64-bit processor(s)!!
Instead of purchasing 50 x86 boxes to run Slack, we could be using the
scalability of Solaris, HP-UX, AIX, or Tru-64 on hardware designed for
running servers.   As an administrator, I'd much rather manage 2-4
servers running a combined 50 halflife mod servers than 50 separate
boxes.

Reduced management, reduced admin interface, better user management,
less cost per virtual server, better scalability, and better
performance.   I mean, how many of you have gone off your own servers to
play some games on other people's servers to see how they feel?   I do,
quite often.   I check out all sorts of stuff, then compare it to my
own.   Now BSD is a sorta different animal, because it runs on many
different platforms, so logically that would be the best choice to start
with.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


> From: =?iso-8859-1?Q?Jonas_Andr=E9n?= <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] HLDS 3111c
> Date: Mon, 2 Jun 2003 22:48:00 +0200
> Reply-To: [EMAIL PROTECTED]
>
> just a q while you at valve ar compiling for different
> 486/686/AMD couldnt you do a native FreeBSD port too? :) im
> not a programmer so it might be harder than i think.. but i
> would be really happy if that could be done.
>
> And if you would do it would us freebsd users see any big
> gains from using native freebsd instead of linux emu?
>
> //root
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Re: [hlds_linux] HLDS 3111c

2003-06-03 Thread Michael Ressen
LOL!!!

admin_unllama Britt
There.  Now maybe you'll make some sense when you talk.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


> From: "Britt" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: Re: [hlds_linux] HLDS 3111c
> Date: Mon, 2 Jun 2003 13:09:57 -0500
> Reply-To: [EMAIL PROTECTED]
>
> Apperently more so than you do.
>
>
> - Original Message -
> From: "Michael Ressen" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, June 01, 2003 9:49 PM
> Subject: Re: [hlds_linux] HLDS 3111c
>
>
> > WHAT?   Are you on glue?   Explain to me how micro$oft, let alone,
> > windoze has ANYTHING to do with this???   Did they just buy
> Valve?   Or
> > did they covertly purchase (or steal) RFC-768 recently without my
> > knowledge (or bid)?   So how (I cant wait for this answer) would
> > changing the way they handle UDP have ANYTHING to do with what we're
> > discussing?   We're not talking about pings here, nor are
> we discussing
> > routing.  This is a simple matter of CPU usage.
> >
> > DjoDJo was talking about the fact that with the huge
> increase in cpu
> > load, he can't run well because the insane resource
> requirements cause
> > his servers to melt - thus increasing pings to an unplayable level.
> > The problem is not the ping, it is the need for clockcycles.
> >
> > ISP's and latest routing technology?   I'm sure whoever is
> in charge of
> > the ISP's decisions on routing policies has a pretty decent
> handle on
> > what's best for their organization.   If you were familiar with this
> > concept, you'd know there isn't one cure-all for routing,
> protocol or
> > otherwise.   And valve?   Slap them 100M and get a low-ping
> server and
> > network?   Um, Valve isn't a charity organization, they're
> a company, in
> > business to make money, and throwing money at something doesn't
> > guarantee that it will either work, or be fixed (windows anyone?).
> >
> > Ok, Im sorry for the flame here, but calling the discussion BS and
> > telling people to chill out because it makes you sick
> really isn't too
> > proper for a listesrv, especially when you don't know what you're
> > talking about.
> >
> > Ok, back to my little cave.
> >
> > Michael Ressen,
> > Michigan Burbs Network Administrator
> >
> > www.michiganburbs.com
> >
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RE: [hlds_linux] nat issues

2003-06-03 Thread Michael Ressen
Doing what you say below and it still doesn't work?

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com


From: Darren Mansell <[EMAIL PROTECTED]>
To: "'[EMAIL PROTECTED]'"
<[EMAIL PROTECTED]>
Subject: RE: [hlds_linux] nat issues
Date: Mon, 2 Jun 2003 16:27:35 +0100
Reply-To: [EMAIL PROTECTED]

Don't know if this makes a difference but im running squid proxy on port
3128 and DHCPD which I had the idea that iptables may be getting
confused with.

I am running hlds exactly as you say there.

./hlds_run -game valve +maxplayers 12 +map boot_camp +ip 192.168.0.2
+port 27015

the router is setup to forward the ports to that ip on the same port
number.


Thanks for the help so far everyone
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Re: [hlds_linux] HLDS 3111c

2003-06-02 Thread Michael Ressen
WHAT?   Are you on glue?   Explain to me how micro$oft, let alone,
windoze has ANYTHING to do with this???   Did they just buy Valve?   Or
did they covertly purchase (or steal) RFC-768 recently without my
knowledge (or bid)?   So how (I cant wait for this answer) would
changing the way they handle UDP have ANYTHING to do with what we're
discussing?   We're not talking about pings here, nor are we discussing
routing.  This is a simple matter of CPU usage.

DjoDJo was talking about the fact that with the huge increase in cpu
load, he can't run well because the insane resource requirements cause
his servers to melt - thus increasing pings to an unplayable level.
The problem is not the ping, it is the need for clockcycles.

ISP's and latest routing technology?   I'm sure whoever is in charge of
the ISP's decisions on routing policies has a pretty decent handle on
what's best for their organization.   If you were familiar with this
concept, you'd know there isn't one cure-all for routing, protocol or
otherwise.   And valve?   Slap them 100M and get a low-ping server and
network?   Um, Valve isn't a charity organization, they're a company, in
business to make money, and throwing money at something doesn't
guarantee that it will either work, or be fixed (windows anyone?).

Ok, Im sorry for the flame here, but calling the discussion BS and
telling people to chill out because it makes you sick really isn't too
proper for a listesrv, especially when you don't know what you're
talking about.

Ok, back to my little cave.

Michael Ressen,
Michigan Burbs Network Administrator

www.michiganburbs.com

> From: "Britt" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: Re: RE: [hlds_linux] HLDS 3111c
> Date: Sun, 1 Jun 2003 20:36:06 -0500
> Reply-To: [EMAIL PROTECTED]
>
> get a grip.  I'm more than sure the programmers do care.  Be
> glad its free and ligthen up a little  - alright?
> Use 3.1.1.0c until you hear the release is stable.   We're
> running more than
> one '32' player server and pushing close to 30 gig at any
> given instance of valves ever popular TFC/CS/DOD UPD traffic.
>  You can only do so much with what you're given bro - unless
> windows changes and the UDP protocol and other internet
> routing facilities change their ways of routing to  a more
> up-2-date means - then its gonna just linger... Until that
> time -we have no
> choice but to deal with what we're dealing with now.   Slap over $100
> million to valve and I promise they'll give you a 'low ping'
> server and network! Then you tell Microsoft to modify the way
> UDP packets are handled and other major ISPs to change to the
> latest in routing technology.
>
> We can load a 2 processes of hlds on an Intel P4 2gzh 1 gig
> ddram  - 32 players each - and it runs just fine.  If you're
> on an old school ISP with lame routing - it'll probably suck
> - other than that - Valve is doing 110% - I'm no programmer
> but we have indy programmers here in this company that do
> gaming dev - and its 1000 times more complex than you could ever
> imagine!!!   So chill on the CPU BS - that makes me sick.
>  Sorry man.
> Just frustrates me seeing someone flame a development company
> thats doing this for free (lifetime) and people bitch and
> moan - while we profit off their development by providing
> server space and bandwidth... consider us lucky.
>
> Have a nice day.   Beer is on the ice!
>
>
> - Original Message -
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, June 01, 2003 8:32 PM
> Subject: Re: RE: [hlds_linux] HLDS 3111c
>
>
> > I CAN'T understand how they can add some useless features like the
> > "stats" system in console, which use more and more CPU,
> when the cpu
> > usage is already so high !
> >
> > I use a AMD 1900 XP to run a 32 people servers, it run
> quite good with
> > the 1.1.1.0c (dont dream, i cant run big maps like torn, storm,
> > piranesi, survivor or even vertigo, or the ping go up to
> 200 for every
> > one). I tried the 1.1.1.1 , without any plugin, with the optimised
> > binaries, and
> it was
> > totally unplayable. If i wanted to have the same ping than before, i
> should
> > set the maxplayer to 24 !!
> >
> > Sorry i'm a bit nervous, but this is too crazy.
> > Valve programmer dont care about CPU usage.
> > I would prefer a new beta only based on CPU usage
> improvement, than a
> > new beta in which we cant find real good new things but which still
> > use more
> and
> > more CPU.
> > I'm sure it would be really more appreciated by a lot