Yes. Someone just reported his server is insecure. However it was CS 1.6
Probably unrelated.
David Banham wrote:
Is anyone else having issues getting a VAC connection after the update?
Adding master server 68.142.72.250:27011
Adding master server 72.165.61.151:27011
L 02/05/2010 -
Nice.
Jason Ruymen wrote:
A required update for Left 4 Dead 2 is on the way. It should be live in
about 20 minutes.
Jason
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so many ways to screw up a command line lol
Guy Watkins wrote:
This works for me:
./steam -command update -game Counter-Strike Source -dir .
} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of tom
Dedicated servers are needed and serve a purpose, otherwise everyone
would just host from home and not pay for servers.
One main factor that hasn't been mentioned is the fact that GSP's
provide 5-15 major backbone connections directly to their server which
means each player has a good chance
Nice. Now I have a live support area to send people to for all the L4D
sourcemod crash bugs.
Crazy Canucks wrote:
For shame Neph! You, of all people! Oh the unadulterated spam! Woe!
Woe! ;)
Happy Halloween everyone!
Drek
Nephyrin Zey wrote:
Just to remind everyone, a lot of
4ø�...@
There it is in text, so probably nothing you can decipher.
David A. Parker wrote:
Just wanted to mention that I ran a packet capture, and there are 8
bytes in the A2S_INFO packet between the port number and tag data which
aren't there in the response from L4D, TF2, etc. I can't
Yes it's annoying that this happens during preloads and stuff, but do
you really expect them to put out enough servers to handle the 1% case
when things get swamped?
Maybe what is needed is a smarter system. Set the downloads for
preloads to only use 1/2 of the servers, or restrict the
...@list.valvesoftware.com] On Behalf Of Midnight
[mido...@gmail.com]
Sent: Wednesday, October 21, 2009 6:26 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 server requirements
What I'm asking is not how many can you spawn in a given amount of
memory, but how many can
anything in-game that indicated performance issues.
Midnight wrote:
I'm really surprised by these numbers. I have some pretty finicky
players who play competitively. I don't know for sure if it is in
their
head or not, but they claim they get lag
How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon
1333MHz? Seems that I can only run 3-4 per box without people
complaining about lag, that is less than 1 per core. I see each server
using around 25-35% CPU of a core and 6-9 of the whole box. I know this
is the linux list
depending on how much memory you have, it could be that your limit is
memory and not CPU.
M.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight
Sent: Wednesday, October 21, 2009 5:19 PM
Russell Jones wrote:
It
will crash 4 or 5 times in a row and then not crash. It's frustrating.
Welcome to L4D party. I've spent countless hours troubleshooting
retarded issues like this. The game has a history of not behaving well
at all with sourcemod, and especially with the
I've never ran a server on anything that low end, quite possibly you
need a faster server. Just because the CPU is not maxed out doesn't
mean the server isn't struggling to keep up. Even on the latest
hardware you won't get stable fps under load.
Nevermore wrote:
I talked with the
You are likely running too many slots for that old CPU. I think it can't
handle that many players.
Ulrich Block wrote:
Sounds clear. But i also tried only one singel Server on the machine. 32
slots tick 66 with standart fps_max 300. I guess a AMD X2 5800+ with 4
GB of RAM should be enough
difference. That was
tested via Areca raid array, but I also tested the disk speed with no
raid, only single sata-disk and it was still better on Xen.
- Valtteri Kiviniemi
Midnight kirjoitti:
Disk I/O is not the main factor for running game servers anyway, so
that's not really a reason
Disk I/O is not the main factor for running game servers anyway, so
that's not really a reason to choose one option over the other in this case.
Valtteri Kiviniemi wrote:
Hi,
You are correct. But I'm just saying my opinion here, and I think that
Xen is better.
VMWare ESXi is maybe a bit
In server.cfg add tv_enable 0
Daniel Duarte wrote:
I'm trying to help a friend with his servers but i'm out of ideas. He is
using HLTV to record his matches but the HLTV stays connect forever, even
after he quits hltv.exe. Right now the HLTV is on for 316h 15m!
In the server we can't see the
make sure your install is up to date with -verify_all
Marcel wrote:
No idea? :/
Marcel wrote:
Hi,
My HLTV isn't starting and I have no idea why.
The [S_API FAIL] line should not be a problem. I think it's only
because I don't have the hlds updatetool in this directory.
But why
Is this on any particular game? L4D maybe? It seems to still have the
disconnect on map change issue. Quite annoying really.
Arg! wrote:
if you run sourcemod, update to at least 1.2.1
On Mon, Jun 1, 2009 at 10:33 PM, Nightbox alexandrualexa...@gmail.comwrote:
but no, everytime
Have you tried turning off -pingboost 2?
Try running at 33 tick / 100fps, I bet you won't have a problem.
nos...@gentiniphotography.com wrote:
Hello everyone!
New user here... I have a few questions. Is there anyone out there
successfully running a lag-free 32 slot Linux TF2 Server? I
command line.
nos...@gentiniphotography.com wrote:
We'll try that tonight and I'll post up the results...
We're trying to run 66 tick though...
The FPS is set through the server.cfg file with fps_max, correct?
-Brian
On Thu, Apr 9, 2009 at 4:13 PM, Midnight mido...@gmail.com wrote
If you weren't looking at the stats you probably wouldn't even notice
there is any problem.
DontWannaName! wrote:
Im pretty sure fps drops are normal and cant be 'fixed'
2009/3/22 Ben B brutalgoerge...@gmail.com
I've been trying to stop my fps drops... playing with kernel settings,
We had 1 person report their server is not showing up on Windows. Most
of our other servers are showing up. Haven't sorted out why. Just
going to reinstall and hope that fixes whatever was broke in his config.
Reaper wrote:
Yes on Linux we're experiencing the same issue. Windows servers
The wording is kinda hard to understand maybe. But it is saying that
the game server itself cannot be used as a proxy. That means it can't
host viewers. But you can connect a proxy to it.
Are you having problems getting a standalone proxy to connect to your
server?
-Midnight
Magnus wrote
Yes. Turn off anything that will lower the CPU speed.
Andy Giesen wrote:
I would turn off SpeedStep and probably VT.
On Tue, Feb 24, 2009 at 2:37 PM, kERPLUNK k...@datafull.com wrote:
im right now looking my bios options..
i have ACPI State S1 or S3 (s3 setted)
Intel SpeedStep (on)
Though your hardware is pretty strong, 1000fps x 32 players seems like a
lot for the CPU to have to do every 1ms.
I don't usually run that many players on 1000fps to prevent exactly this
kind of problem, but I can't say for sure it is just the load causing
it. Perhaps others can chime in on
Same here. At least I wasn't the only one they snubbed repeatedly. It
would really serve them right if we all switched to Mumble and stop
paying them our money since they don't want our business.
Steffen Tronstad wrote:
Yes, forgot to mention that - I tried, my post was deleted with no
I think I'm going to start offering free Mumble hosting for anyone that
will use it. Flagship needs to learn a lesson not to ignore their
business partners.
RTL-Servers wrote:
Hello,
For a company reeping the funds in regardless, it wouldn't exactly be
difficult to send out a No your
And so the Mumble revolution begins...
Chris wrote:
I, like most people on this list, have used all three servers/clients.
While I grew up on vent, their business strategy is not to my
liking so I started setting up mumble servers. With about 15 minutes
of reading and configuring, I had
Steven Sumichrast wrote:
Glad to hear others are having trouble.
Haha :/
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You can script Windows also for that matter, and setup cron jobs.
Sounds like you just didn't put the time into it on Windows like you did
on Linux.
You might have doubled the update rate, doesn't mean you are getting
double the data. Game data is game data, it's not going to be any
Actually that part at the bottom is entirely wrong.
The key reason to run higher FPS is the render time. At 1000FPS, the
server is rendering one frame every 1 millisecond (ms). This means
that the worst-case adder to the player ping is only 1ms, IE: the
player gets more accurate data and
Gary Stanley wrote:
At 08:46 PM 10/1/2008, Midnight wrote:
That is incorrect. tickrate actually controls how much delay is added
to ping time. At 100 tickrate there will always be 10ms of ping added
to the real DOS ping, regardless of how high the sys_tickrate/max_fps is
so long
My thought on this, if you are running 10+ servers with 500fps 100 tick
then ya you are probably hitting the limits of the hardware in terms of
context switching. I run a similar box and can't go more than about 30%
cpu usage on it without problems with lag.
John Morgan wrote:
Hello ppl,
I've done the CPU Core pinning thing, didn't help anything in my case. I don't
think it is swapping cores that is the problem, it is just the ability to get
CPU time in a stable and consistent rate with so many games swapping in/out of
the CPU. I think less games with higher slot counts is
What happened to the /Orangebox directory? Are you putting that back in
place?
Jason Ruymen wrote:
Sometime later today we'll have a new required Team Fortress 2 update.
Jason
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This same thing has happened on the Windows tf2 install. Orangebox dir
is gone, it is installing into /tf2 now.
This is really screwing things up for anyone who has mods installed.
Thanks Valve!
Miano, Steven M. wrote:
I just did a fresh install this morning, the /srcds_l/orangebox was
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Lies.
Ryan Devonshire wrote:
I never quote :(
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What kind of CPU is it and how do you have the server configured?
Rian Brooks-Kane wrote:
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Hi My TF2 Server has nothing else on it. running a completely vanilla
install of TF2.
With just 6
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Should be fine for a 20 player server at default settings. The real
question becomes how high can you run the tick rate and fps settings at
and still not overload the server. I think one core should handle at
least 1 20 player server at 500fps and
Linux makes me LOL
Daniel Küspert wrote:
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Hi,
my problem isn't solved until now ...
Today I tried to build a new kernel (2.6.22) with CK Patch ...
But the Loss and Choke is still there ...
Now
If you CS guys want to quit and come play UT2004 we'd be happy to have
you. I wouldn't put up with this if I were you.
John Sheu wrote:
/rant
Quite frankly, I am sick and tired of hearing people whine about thi_. Don't
get me wrong: I am all against in-game advertisements. I feel that they
No offense, but this is wrong imo.
I think you are confusing bandwidth caps and updates/sec.
However I do agree that higher tick helps improve the feel of the game,
but only to a point. At some point it starts to hurt things because the
server and the player's latency cannot keep up, making
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id kAK0Aof2004137
It's a setting for pub servers, get over it. Nobody is forced to use it
for competition.
Nullbit
Scott Pettit wrote:
Because we don't have any x86 swervers :
amd64 has always worked nicely for me.
-Scott
except it's not secure.
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I didn't see any explination of how to fix the netcode, or even what it
should do differently. All this guy is doing is pointing out some
problems that are inherient in games played over the internet. The
problem is, there is no fix. Latency is not going away, ever. With
latency in the
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