Re: [hlds] Client timeouts

2008-12-16 Thread msleeper
As I sent my last email, my L4D servers are starting to populate again,
so whatever it was must be fixed. Since the Lobby system is tied to the
Steam network, it is a decent indicator of when something is up with the
Community.

On Tue, 2008-12-16 at 21:11 -0500, Karl Weckstrom wrote:
> Well, this would be a "new" issue not seen before... normally I don't see a 
> lot of client timeouts... tonight they're happening constantly. Some people 
> are timing out 3 times every 10 minutes...
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Tuesday, December 16, 2008 9:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Client timeouts
> 
> I've had it happen most often on full 32 player games on Payload maps.
> As far as I know it has not ever happened on my 24/7 2fort, but your
> answer may be different.
> 
> On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> > Is there a known problem with a high amount of client timeouts tonight?
> >
> > They're happening constantly over at TrashedGamers tonight.
> >
> > -Karl
> >
> > ___
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> > please visit:
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Re: [hlds] Client timeouts

2008-12-16 Thread msleeper
It may or may not be related to the Steam servers being down.

http://store.steampowered.com/stats/

All of my L4D servers have been quiet since whatever caused that dip, I
am guessing it is part of their regular maintenance on the auth /
community servers.

On Tue, 2008-12-16 at 21:11 -0500, Karl Weckstrom wrote:
> Well, this would be a "new" issue not seen before... normally I don't see a 
> lot of client timeouts... tonight they're happening constantly. Some people 
> are timing out 3 times every 10 minutes...
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Tuesday, December 16, 2008 9:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Client timeouts
> 
> I've had it happen most often on full 32 player games on Payload maps.
> As far as I know it has not ever happened on my 24/7 2fort, but your
> answer may be different.
> 
> On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> > Is there a known problem with a high amount of client timeouts tonight?
> >
> > They're happening constantly over at TrashedGamers tonight.
> >
> > -Karl
> >
> > ___
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> > please visit:
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Re: [hlds] Client timeouts

2008-12-16 Thread Arg!
steam was down for maintenance about 30 minutes ago...related?

On Wed, Dec 17, 2008 at 1:11 PM, Karl Weckstrom  wrote:

> Well, this would be a "new" issue not seen before... normally I don't see a
> lot of client timeouts... tonight they're happening constantly. Some people
> are timing out 3 times every 10 minutes...
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Tuesday, December 16, 2008 9:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Client timeouts
>
> I've had it happen most often on full 32 player games on Payload maps.
> As far as I know it has not ever happened on my 24/7 2fort, but your
> answer may be different.
>
> On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> > Is there a known problem with a high amount of client timeouts tonight?
> >
> > They're happening constantly over at TrashedGamers tonight.
> >
> > -Karl
> >
> > ___
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> please visit:
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>
>
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Re: [hlds] Client timeouts

2008-12-16 Thread steve grout
constant over 11 servers here

msleeper wrote:
> I've had it happen most often on full 32 player games on Payload maps.
> As far as I know it has not ever happened on my 24/7 2fort, but your
> answer may be different.
>
> On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
>   
>> Is there a known problem with a high amount of client timeouts tonight?
>>
>> They're happening constantly over at TrashedGamers tonight.
>>
>> -Karl
>>
>> ___
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>> please visit:
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Re: [hlds] Client timeouts

2008-12-16 Thread Matthew Gottlieb
It could be because of the community servers being down.

~ Matt

On Tue, Dec 16, 2008 at 8:11 PM, Karl Weckstrom  wrote:

> Well, this would be a "new" issue not seen before... normally I don't see a
> lot of client timeouts... tonight they're happening constantly. Some people
> are timing out 3 times every 10 minutes...
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Tuesday, December 16, 2008 9:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Client timeouts
>
> I've had it happen most often on full 32 player games on Payload maps.
> As far as I know it has not ever happened on my 24/7 2fort, but your
> answer may be different.
>
> On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> > Is there a known problem with a high amount of client timeouts tonight?
> >
> > They're happening constantly over at TrashedGamers tonight.
> >
> > -Karl
> >
> > ___
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> please visit:
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>
>
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Re: [hlds] Client timeouts

2008-12-16 Thread Karl Weckstrom
Well, this would be a "new" issue not seen before... normally I don't see a lot 
of client timeouts... tonight they're happening constantly. Some people are 
timing out 3 times every 10 minutes...

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, December 16, 2008 9:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Client timeouts

I've had it happen most often on full 32 player games on Payload maps.
As far as I know it has not ever happened on my 24/7 2fort, but your
answer may be different.

On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> Is there a known problem with a high amount of client timeouts tonight?
>
> They're happening constantly over at TrashedGamers tonight.
>
> -Karl
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Client timeouts

2008-12-16 Thread msleeper
I've had it happen most often on full 32 player games on Payload maps.
As far as I know it has not ever happened on my 24/7 2fort, but your
answer may be different.

On Tue, 2008-12-16 at 21:02 -0500, Karl Weckstrom wrote:
> Is there a known problem with a high amount of client timeouts tonight?
> 
> They're happening constantly over at TrashedGamers tonight.
> 
> -Karl
> 
> ___
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> visit:
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[hlds] steamworks mods update rss feed?

2008-12-16 Thread Robert C
Is there any chance that valve could expose a public list of updates 
which are available on steam for the HL2 mods which are on steamworks. 
Server updates are of most interest to me (and the rest of this mailing 
list, I'm guessing), but something like an rss feed for all steamworks 
updates would be excellent for the gaming community at large.

Rob C
aka Fuzzy



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[hlds] Client timeouts

2008-12-16 Thread Karl Weckstrom
Is there a known problem with a high amount of client timeouts tonight?

They're happening constantly over at TrashedGamers tonight.

-Karl

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Re: [hlds] Team Fortress 2 Update Available

2008-12-16 Thread [ЯтR] The-/
The hitbox for the dispenser is still there and will explode rockets and 
absorb bullets still.

Jason Ruymen wrote:
> A required update for Team Fortress 2 has been released.  Please run 
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Fixed overheal particle effect showing up incorrectly on disguised or 
> cloaked spies
> - Changed the achievement tracker to only be available in Team Fortress 2
> - Added new teleporter sounds for upgrade levels 2 and 3
> - Fixed engineers being able to upgrade the bomb cart's dispenser found in 
> Payload levels
> - Fixed bomb cart's dispenser being solid to players and projectiles
>
> Jason
>
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Re: [hlds] cpu usage at idle since update

2008-12-16 Thread Edmund Valyer
I'm running a L4D server on a less than powerful machine and I have not
noticed any significant increase in CPU, is this a L4D, TF2, CS:S or other?
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Re: [hlds] cpu usage at idle since update (windows)

2008-12-16 Thread steve grout
:sigh:, yet again i forgot to say some important info.  The game is TF2.

like i say though, this is only after people have left the servers.  
When the servers launch they sit at 0

/me ponders to see if there is anything else i need to say before 
hitting send



Ook wrote:
> I kinda figured it was, but figured I'd add the bit about hlds anyhow :)
>
> I'm not sure what kind of overhead beetles and sourcemod add. But srcds for 
> me is using minimal cpu and resources. I'm running HL1MP:S with mani's, and 
> hl1mp:s probalby doesn't require a lot of resources.
>
> - Original Message - 
> From: "steve grout" 
> To: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Tuesday, December 16, 2008 11:34 AM
> Subject: Re: [hlds] cpu usage at idle since update (windows)
>
>
>   
>> ahh sorry Ook.  I should of said.. this is srcds.
>>
>> just running beetles and sourcemod.
>>
>>
>> Ook wrote:
>> 
>>> I'm watching an empty idle hlds server idling at about 10%. My srcds 
>>> peaks
>>> at 3% about once a second but is otherwise at 0%. What is even more
>>> interesting is watching the per-server cpu if I'm running more then one
>>> server on the box. Each empty hlds instance bounces around 13%, where 
>>> srcds
>>> doesn't seem to care.
>>>
>>> hlds has always been a bit of a memory pig. Upon initial startup it
>>> immediately grabs 120MB of swapfile, where srcds grabs less then half 
>>> that.
>>> YMMV depending on the map and mod you are running. 240MB seems to be a 
>>> bit
>>> of a chunk, but I've seen them use a lot more then that.
>>>
>>>
>>>
>>>
>>>   
 Hi all,

 Has anyone else noticed that when the servers are idle (no one in) the
 cpu usage sits around 10% after people have finished playing on them.
 Also have noticed the memory usage be a little strange when the server
 instance is restarted as some servers are use 240MB some 80MB!! (80MB
 one is currently full).  We are experiencing this problem on win server
 2003 sp1 and have only noticed this strange usage since the last few
 updates.


 regards




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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>>> ___
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>>>
>>>   
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Re: [hlds] cpu usage at idle since update (windows)

2008-12-16 Thread Ook
I kinda figured it was, but figured I'd add the bit about hlds anyhow :)

I'm not sure what kind of overhead beetles and sourcemod add. But srcds for 
me is using minimal cpu and resources. I'm running HL1MP:S with mani's, and 
hl1mp:s probalby doesn't require a lot of resources.

- Original Message - 
From: "steve grout" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, December 16, 2008 11:34 AM
Subject: Re: [hlds] cpu usage at idle since update (windows)


> ahh sorry Ook.  I should of said.. this is srcds.
>
> just running beetles and sourcemod.
>
>
> Ook wrote:
>> I'm watching an empty idle hlds server idling at about 10%. My srcds 
>> peaks
>> at 3% about once a second but is otherwise at 0%. What is even more
>> interesting is watching the per-server cpu if I'm running more then one
>> server on the box. Each empty hlds instance bounces around 13%, where 
>> srcds
>> doesn't seem to care.
>>
>> hlds has always been a bit of a memory pig. Upon initial startup it
>> immediately grabs 120MB of swapfile, where srcds grabs less then half 
>> that.
>> YMMV depending on the map and mod you are running. 240MB seems to be a 
>> bit
>> of a chunk, but I've seen them use a lot more then that.
>>
>>
>>
>>
>>> Hi all,
>>>
>>> Has anyone else noticed that when the servers are idle (no one in) the
>>> cpu usage sits around 10% after people have finished playing on them.
>>> Also have noticed the memory usage be a little strange when the server
>>> instance is restarted as some servers are use 240MB some 80MB!! (80MB
>>> one is currently full).  We are experiencing this problem on win server
>>> 2003 sp1 and have only noticed this strange usage since the last few
>>> updates.
>>>
>>>
>>> regards
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
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>>
>>
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>
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Re: [hlds] cpu usage at idle since update (windows)

2008-12-16 Thread steve grout
ahh sorry Ook.  I should of said.. this is srcds.

just running beetles and sourcemod.


Ook wrote:
> I'm watching an empty idle hlds server idling at about 10%. My srcds peaks 
> at 3% about once a second but is otherwise at 0%. What is even more 
> interesting is watching the per-server cpu if I'm running more then one 
> server on the box. Each empty hlds instance bounces around 13%, where srcds 
> doesn't seem to care.
>
> hlds has always been a bit of a memory pig. Upon initial startup it 
> immediately grabs 120MB of swapfile, where srcds grabs less then half that. 
> YMMV depending on the map and mod you are running. 240MB seems to be a bit 
> of a chunk, but I've seen them use a lot more then that.
>
>
>
>   
>> Hi all,
>>
>> Has anyone else noticed that when the servers are idle (no one in) the
>> cpu usage sits around 10% after people have finished playing on them.
>> Also have noticed the memory usage be a little strange when the server
>> instance is restarted as some servers are use 240MB some 80MB!! (80MB
>> one is currently full).  We are experiencing this problem on win server
>> 2003 sp1 and have only noticed this strange usage since the last few
>> updates.
>>
>>
>> regards
>>
>>
>>
>>
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>> please visit:
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>
>
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Re: [hlds] cpu usage at idle since update (windows)

2008-12-16 Thread Ook
I'm watching an empty idle hlds server idling at about 10%. My srcds peaks 
at 3% about once a second but is otherwise at 0%. What is even more 
interesting is watching the per-server cpu if I'm running more then one 
server on the box. Each empty hlds instance bounces around 13%, where srcds 
doesn't seem to care.

hlds has always been a bit of a memory pig. Upon initial startup it 
immediately grabs 120MB of swapfile, where srcds grabs less then half that. 
YMMV depending on the map and mod you are running. 240MB seems to be a bit 
of a chunk, but I've seen them use a lot more then that.



> Hi all,
>
> Has anyone else noticed that when the servers are idle (no one in) the
> cpu usage sits around 10% after people have finished playing on them.
> Also have noticed the memory usage be a little strange when the server
> instance is restarted as some servers are use 240MB some 80MB!! (80MB
> one is currently full).  We are experiencing this problem on win server
> 2003 sp1 and have only noticed this strange usage since the last few
> updates.
>
>
> regards
>
>
>
>
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> please visit:
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[hlds] cpu usage at idle since update (windows)

2008-12-16 Thread steve grout
Hi all,

Has anyone else noticed that when the servers are idle (no one in) the 
cpu usage sits around 10% after people have finished playing on them.  
Also have noticed the memory usage be a little strange when the server 
instance is restarted as some servers are use 240MB some 80MB!! (80MB 
one is currently full).  We are experiencing this problem on win server 
2003 sp1 and have only noticed this strange usage since the last few 
updates.


regards




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Re: [hlds] [TF2] Time out at map change

2008-12-16 Thread Damien Tombs

 
Much appreciated Jason! :)
 
I can only imagine that it's a pain to diagnose and probably involves some 
'mission critical' servers/stats/achievement related. 
Best of luck, I promise we'll be happy when it's fixed ;)
> While I have no ETA for when this bug will be fixed, I do know we are 
> currently working on it.
_
Get a bird’s eye view of the world with Multimap
http://clk.atdmt.com/GBL/go/115454059/direct/01/
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Re: [hlds] [TF2] Time out at map change

2008-12-16 Thread Tony Paloma
Or, you know, they have multiple employees tasked on different things and
certain tasks are easier to complete...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick Shelley
Sent: Monday, December 15, 2008 9:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Time out at map change

No it hasnt been addressed. apparently stuff like sounds and particles ranks
higher than this serious issue.

On 12/16/08, Ryan Mannion  wrote:
>
> There appears to have been a server update released recently (in the
> past hour). Has this bug been addressed?
>
>
> Ryan
>
>
> On Mon, Dec 15, 2008 at 5:10 PM, Anthal  wrote:
> > I learned a long time ago to make backups of my configs, and set them
> > read only. Makes life that much more simple.
> >
> > Same thing with mapcycle.txt and maplist.txt. Every time a new map is
> > released, both files are toast.
> >
> > SakeFox wrote:
> >> i have a no arena server and so this file has never been touched from
> >> the original download and the issue still happens on that server too.
> >>
> >> Arg! wrote:
> >>
> >>> This may be completely unrelated, but i had an issue with map changes
> after
> >>> the recent update (possibly even a previous one?). Seems valved
> included the
> >>> file 'config_arena.cfg' in those to be updated, but since my
> >>> 'config_arena.cfg' was customized, it simply overwrote x number of
> bytes in
> >>> the file which caused it to be corrupt.
> >>>
> >>> I rolled back to an earlier version of that file from a backup and its
> all
> >>> good now. If you have a customized 'config_arena.cfg' i suggest you
> check
> >>> this out.
> >>>
> >>> On Tue, Dec 16, 2008 at 9:31 AM, 
> wrote:
> >>>
> >>>
> >>>
>  Is there somewhere where we can actually get support?
> 
>  I a little sick of the "Unfortunately, we do no offer support for
>  Dedicated server issues." response from Steam support.
> 
>  Without people running dedicated servers, these games would be far
> less
>  popular. Why doesn't Valve understand that it is in their best
> interest
>  to support the people who run dedicated servers *for free*?
> 
>  --
>  Andy
> 
> 
>  On Mon, 15 Dec 2008 17:04:56 -0500, "Karl Weckstrom"
>   said:
> 
> 
> > It's kind of sad when we PC server ops get moved to the back of the
> > line when it comes to support issues.
> >
> > Had this been a problem on the 360 version of a valve product, this
> > would have been patched immediately.
> >
> > This is a huge bug. There's been no statements from valve regarding
> > it (even though a TF2 patch came out not long ago, and this bug
> > PREDATES that).
> >
> > I guess we all know where we stand.
> >
> >
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