Re: [hlds] [hlds_linux] Team Fortress 2 Update Available

2010-01-28 Thread Kaspars
Confirmed, having the same issue.

backtrace of core file:

#0  0xb7ff6424 in __kernel_vsyscall ()
#1  0xb7e99311 in raise () from /lib/libc.so.6
#2  0xb7e9abf8 in abort () from /lib/libc.so.6
#3  0xb7e926df in __assert_fail () from /lib/libc.so.6
#4  0xb7fbc784 in __pthread_tpp_change_priority () from /lib/libpthread.so.0
#5  0xb7fb5765 in pthread_mutex_lock () from /lib/libpthread.so.0
#6  0xad48fcd3 in talk_base::CriticalSection::Enter (this=0xad81d670) at
../../../talk/base/criticalsection.h:93
#7  0xad48fd01 in CritScope (this=0xbfad37d8, pcrit=0xad81d670) at
../../../talk/base/criticalsection.h:109
#8  0xad48e4f5 in talk_base::ThreadManager::Add () from
./bin/steamclient_linux.so
#9  0xad48e5a1 in talk_base::Thread::Thread () from
./bin/steamclient_linux.so
#10 0xad48ee30 in talk_base::ThreadManager::ThreadManager () from
./bin/steamclient_linux.so
#11 0xad48eee2 in __static_initialization_and_destruction_0 () from
./bin/steamclient_linux.so
#12 0xad48ef26 in global constructors keyed to thread.cc () from
./bin/steamclient_linux.so
#13 0xad65d5a6 in __do_global_ctors_aux () from ./bin/steamclient_linux.so
#14 0xad0085cb in _init () from ./bin/steamclient_linux.so
#15 0xb8005ad7 in ?? () from /lib/ld-linux.so.2
#16 0x0017 in ?? ()
#17 0xbfad6a44 in ?? ()
#18 0x08d2afa0 in ?? ()
#19 0x0a869160 in ?? ()
#20 0x0002 in ?? ()
#21 0x in ?? ()

2010/1/28 Moe m...@bestgn.net.au

 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
 Continuing with current version anyway.
 srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio ==
 -1 || (new_prio = __sched_fifo_min_prio  new_prio =
 __sched_fifo_max_prio)' failed.
 ./srcds_run: line 335:  9249 Aborted $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log to
 help
 with solving this problem
 Thu Jan 28 12:07:54 EST 2010: Server restart in 10 seconds


 Another great update,


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
 Sent: Thursday, January 28, 2010 12:04 PM
 To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
 list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Team Fortress 2 Update Available


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

 Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
 Added Propaganda contest winners' hats for First Place, First Runner-up,
 and
 Second Runner-up.
 Added Edit Loadout button to the class menu.
 Changed the main menu background to randomly use the Red, Blue, and
 Soldier/Demo background images.
 Fixed Snipers being able to shoot enemies through gates.
 Fixed Linux servers not properly reconnecting to Steam when they lose their
 connection.
 Fixed stickies being destructible before they're stuck to something.
 Fixed the return progress bar above a dropped flag not animating if the
 return time on the flag is less than 30 seconds.
 Fixed the CTF HUD not properly handling flags being disabled/enabled during
 the round.
 Fixed player health panels sometimes using the wrong animations for buffed
 or low health values.
 Updated the net_showevents convar to be marked as a cheat.
 Updated the main menu news buttons to direct players to the most recent TF2
 update and the TF2 blog.
 Updated Italian localization strings.
 Updated the custom TF2 fonts with Polish characters.
 Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED
 base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

 Community requests:
 Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
 Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
 Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a
 player.
   - ForceReset : Force the flag to be dropped if it's being carried by a
 player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped
 flag returns to base.
 Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same
 team.

 Jason

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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-28 Thread Kaspars
Could you please provide your kernel config? I'm getting interested in the
non-hi res timer thing, because I have noticed too an increase of load after
every tf2 patch and lately players are complaining about inconstant
gameplay...

2010/1/28 Mike Stiehm mikesti...@gmail.com

 I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res
 timer
 I would be in the 200 range I have done a lot of testing on this when I
 first setup. On and off you can't tell in game but the CPU hit is insane!

 -Original Message-
 From: Nephyrin Zey [mailto:nephy...@doublezen.net]
 Sent: Wednesday, January 27, 2010 7:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Mike Stiehm
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 I haven't extensively tested non-hires kernels or stable lower FPS
 configurations, but I wouldn't think so; It allows you to set dynamic
 tic and very low kernel resolution without getting wildly inaccurate
 sleeps. Without hi res timers, sleep can only wakeup as fast as the
 kernel resolution, meaning you'd need 1000hz to get the high fps
 everyone craves so much. If you hook the sleep() events on the main loop
 and make the engine sleep more/longer, you dont get much CPU savings for
 the performance hit. (see: windows boosted vs non-boosted). You're just
 generating 1000hz interupts when they're not necessary, rather than
 simply sleeping as desired and waking up as desired, generally using tsc
 or hpet. I'll add it to my experimentation list though

 On 01/27/2010 03:24 PM, Mike Stiehm wrote:
  We don't use a high res timer no need for it.
 
  Just a waste of CPU power if you ask me.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
 O'Laughlen
  Sent: Wednesday, January 27, 2010 5:05 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
 
  Wouldn't high res timers increase CPU utilization?
 
  On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com
  wrote:
 
 
  No changes that I can see we handle 375+ and seems to be just as it
 always
  was.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
 Robinson
  Sent: Wednesday, January 27, 2010 12:32 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Changes in Dedicated Server Capacity After Updates
 
  Through September our dedicated server seemed capable of handling 150+
  people TF2 participants without pegging the processor but after the WAR
  update, 90 people seems to put the processor at 95+% uage.  Have recent
  updates causes changes in anyone else's server resource consumption? Are
  there optimizations available that don't exist out of the box to
 maintain
  server capacity?
  ___
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  please visit:
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-28 Thread Mike Stiehm
We run windows 2008 if you linux I can't be of much help :(

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Thursday, January 28, 2010 3:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

Could you please provide your kernel config? I'm getting interested in the
non-hi res timer thing, because I have noticed too an increase of load after
every tf2 patch and lately players are complaining about inconstant
gameplay...

2010/1/28 Mike Stiehm mikesti...@gmail.com

 I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res
 timer
 I would be in the 200 range I have done a lot of testing on this when I
 first setup. On and off you can't tell in game but the CPU hit is insane!

 -Original Message-
 From: Nephyrin Zey [mailto:nephy...@doublezen.net]
 Sent: Wednesday, January 27, 2010 7:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Mike Stiehm
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 I haven't extensively tested non-hires kernels or stable lower FPS
 configurations, but I wouldn't think so; It allows you to set dynamic
 tic and very low kernel resolution without getting wildly inaccurate
 sleeps. Without hi res timers, sleep can only wakeup as fast as the
 kernel resolution, meaning you'd need 1000hz to get the high fps
 everyone craves so much. If you hook the sleep() events on the main loop
 and make the engine sleep more/longer, you dont get much CPU savings for
 the performance hit. (see: windows boosted vs non-boosted). You're just
 generating 1000hz interupts when they're not necessary, rather than
 simply sleeping as desired and waking up as desired, generally using tsc
 or hpet. I'll add it to my experimentation list though

 On 01/27/2010 03:24 PM, Mike Stiehm wrote:
  We don't use a high res timer no need for it.
 
  Just a waste of CPU power if you ask me.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
 O'Laughlen
  Sent: Wednesday, January 27, 2010 5:05 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
 
  Wouldn't high res timers increase CPU utilization?
 
  On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com
  wrote:
 
 
  No changes that I can see we handle 375+ and seems to be just as it
 always
  was.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
 Robinson
  Sent: Wednesday, January 27, 2010 12:32 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Changes in Dedicated Server Capacity After Updates
 
  Through September our dedicated server seemed capable of handling 150+
  people TF2 participants without pegging the processor but after the WAR
  update, 90 people seems to put the processor at 95+% uage.  Have recent
  updates causes changes in anyone else's server resource consumption?
Are
  there optimizations available that don't exist out of the box to
 maintain
  server capacity?
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-28 Thread Kaspars
Sorry, I didn't see that I'm on windows mailinglist :)

2010/1/28 Mike Stiehm mikesti...@gmail.com

 We run windows 2008 if you linux I can't be of much help :(

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: Thursday, January 28, 2010 3:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 Could you please provide your kernel config? I'm getting interested in the
 non-hi res timer thing, because I have noticed too an increase of load
 after
 every tf2 patch and lately players are complaining about inconstant
 gameplay...

 2010/1/28 Mike Stiehm mikesti...@gmail.com

  I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res
  timer
  I would be in the 200 range I have done a lot of testing on this when I
  first setup. On and off you can't tell in game but the CPU hit is insane!
 
  -Original Message-
  From: Nephyrin Zey [mailto:nephy...@doublezen.net]
  Sent: Wednesday, January 27, 2010 7:18 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: Mike Stiehm
  Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
 
  I haven't extensively tested non-hires kernels or stable lower FPS
  configurations, but I wouldn't think so; It allows you to set dynamic
  tic and very low kernel resolution without getting wildly inaccurate
  sleeps. Without hi res timers, sleep can only wakeup as fast as the
  kernel resolution, meaning you'd need 1000hz to get the high fps
  everyone craves so much. If you hook the sleep() events on the main loop
  and make the engine sleep more/longer, you dont get much CPU savings for
  the performance hit. (see: windows boosted vs non-boosted). You're just
  generating 1000hz interupts when they're not necessary, rather than
  simply sleeping as desired and waking up as desired, generally using tsc
  or hpet. I'll add it to my experimentation list though
 
  On 01/27/2010 03:24 PM, Mike Stiehm wrote:
   We don't use a high res timer no need for it.
  
   Just a waste of CPU power if you ask me.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
  O'Laughlen
   Sent: Wednesday, January 27, 2010 5:05 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
  
   Wouldn't high res timers increase CPU utilization?
  
   On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com
   wrote:
  
  
   No changes that I can see we handle 375+ and seems to be just as it
  always
   was.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
  Robinson
   Sent: Wednesday, January 27, 2010 12:32 PM
   To: hlds@list.valvesoftware.com
   Subject: [hlds] Changes in Dedicated Server Capacity After Updates
  
   Through September our dedicated server seemed capable of handling 150+
   people TF2 participants without pegging the processor but after the
 WAR
   update, 90 people seems to put the processor at 95+% uage.  Have
 recent
   updates causes changes in anyone else's server resource consumption?
 Are
   there optimizations available that don't exist out of the box to
  maintain
   server capacity?
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
   ___
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-28 Thread Kyle Sanderson
Sorry for the Hijacking, but Neph how would I go about decreasing/increasing
the sleep() interval. (Just to play around with it, I have an idea but I
want to see if I could easily implement it).

Thanks,
Kyle.

On Thu, Jan 28, 2010 at 6:53 AM, Kaspars kasp...@micro.lv wrote:

 Sorry, I didn't see that I'm on windows mailinglist :)

 2010/1/28 Mike Stiehm mikesti...@gmail.com

  We run windows 2008 if you linux I can't be of much help :(
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
  Sent: Thursday, January 28, 2010 3:37 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
 
  Could you please provide your kernel config? I'm getting interested in
 the
  non-hi res timer thing, because I have noticed too an increase of load
  after
  every tf2 patch and lately players are complaining about inconstant
  gameplay...
 
  2010/1/28 Mike Stiehm mikesti...@gmail.com
 
   I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res
   timer
   I would be in the 200 range I have done a lot of testing on this when I
   first setup. On and off you can't tell in game but the CPU hit is
 insane!
  
   -Original Message-
   From: Nephyrin Zey [mailto:nephy...@doublezen.net]
   Sent: Wednesday, January 27, 2010 7:18 PM
   To: Half-Life dedicated Win32 server mailing list
   Cc: Mike Stiehm
   Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates
  
   I haven't extensively tested non-hires kernels or stable lower FPS
   configurations, but I wouldn't think so; It allows you to set dynamic
   tic and very low kernel resolution without getting wildly inaccurate
   sleeps. Without hi res timers, sleep can only wakeup as fast as the
   kernel resolution, meaning you'd need 1000hz to get the high fps
   everyone craves so much. If you hook the sleep() events on the main
 loop
   and make the engine sleep more/longer, you dont get much CPU savings
 for
   the performance hit. (see: windows boosted vs non-boosted). You're just
   generating 1000hz interupts when they're not necessary, rather than
   simply sleeping as desired and waking up as desired, generally using
 tsc
   or hpet. I'll add it to my experimentation list though
  
   On 01/27/2010 03:24 PM, Mike Stiehm wrote:
We don't use a high res timer no need for it.
   
Just a waste of CPU power if you ask me.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
   O'Laughlen
Sent: Wednesday, January 27, 2010 5:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Changes in Dedicated Server Capacity After
 Updates
   
Wouldn't high res timers increase CPU utilization?
   
On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com
wrote:
   
   
No changes that I can see we handle 375+ and seems to be just as it
   always
was.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
   Robinson
Sent: Wednesday, January 27, 2010 12:32 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Changes in Dedicated Server Capacity After Updates
   
Through September our dedicated server seemed capable of handling
 150+
people TF2 participants without pegging the processor but after the
  WAR
update, 90 people seems to put the processor at 95+% uage.  Have
  recent
updates causes changes in anyone else's server resource consumption?
  Are
there optimizations available that don't exist out of the box to
   maintain
server capacity?
___
To unsubscribe, edit your list preferences, or view the list
 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-28 Thread Nephyrin Zey
An easy way to play with it would be to compile a shared library that 
provides usleep() (which the engine calls) and implements it using 
nanosleep() or just nulls it out (allowing it to be much more accurate); 
Stick that library in LD_PRELOAD

By default, the main frame loop sleeps for 1ms each frame. At 0.2ms you 
can get 4000+ FPS, and will use moderately more CPU on a core with extra 
power available. However, once the CPU hits 100, no sleep, 1ms, 0.2ms 
sleep, etc, will all get the same framerate. It really has no effect. 
Playing with the sleep call also affects net threads, which can result 
in faster packet processing, but again, for no noticable gain.

I'm not sure how a non hi-res kernel would be different from enforcing 
granular wakeups in a sleep hook, but there might be other overhead at play.

- Neph

On 01/28/2010 12:54 PM, Kyle Sanderson wrote:
 Sorry for the Hijacking, but Neph how would I go about decreasing/increasing
 the sleep() interval. (Just to play around with it, I have an idea but I
 want to see if I could easily implement it).

 Thanks,
 Kyle.

 On Thu, Jan 28, 2010 at 6:53 AM, Kasparskasp...@micro.lv  wrote:


 Sorry, I didn't see that I'm on windows mailinglist :)

 2010/1/28 Mike Stiehmmikesti...@gmail.com

  
 We run windows 2008 if you linux I can't be of much help :(

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: Thursday, January 28, 2010 3:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 Could you please provide your kernel config? I'm getting interested in

 the
  
 non-hi res timer thing, because I have noticed too an increase of load
 after
 every tf2 patch and lately players are complaining about inconstant
 gameplay...

 2010/1/28 Mike Stiehmmikesti...@gmail.com


 I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res
 timer
 I would be in the 200 range I have done a lot of testing on this when I
 first setup. On and off you can't tell in game but the CPU hit is
  
 insane!
  
 -Original Message-
 From: Nephyrin Zey [mailto:nephy...@doublezen.net]
 Sent: Wednesday, January 27, 2010 7:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Mike Stiehm
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 I haven't extensively tested non-hires kernels or stable lower FPS
 configurations, but I wouldn't think so; It allows you to set dynamic
 tic and very low kernel resolution without getting wildly inaccurate
 sleeps. Without hi res timers, sleep can only wakeup as fast as the
 kernel resolution, meaning you'd need 1000hz to get the high fps
 everyone craves so much. If you hook the sleep() events on the main
  
 loop
  
 and make the engine sleep more/longer, you dont get much CPU savings
  
 for
  
 the performance hit. (see: windows boosted vs non-boosted). You're just
 generating 1000hz interupts when they're not necessary, rather than
 simply sleeping as desired and waking up as desired, generally using
  
 tsc
  
 or hpet. I'll add it to my experimentation list though

 On 01/27/2010 03:24 PM, Mike Stiehm wrote:
  
 We don't use a high res timer no need for it.

 Just a waste of CPU power if you ask me.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike

 O'Laughlen
  
 Sent: Wednesday, January 27, 2010 5:05 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After

 Updates
  
 Wouldn't high res timers increase CPU utilization?

 On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com

   wrote:
  


 No changes that I can see we handle 375+ and seems to be just as it
  
 always
  
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry
  
 Robinson
  
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling
  
 150+
  
 people TF2 participants without pegging the processor but after the
  
 WAR

 update, 90 people seems to put the processor at 95+% uage.  Have
  
 recent

 updates causes changes in anyone else's server resource consumption?
  
 Are

 there optimizations available that don't exist out of the box to
  
 maintain
  
 server capacity?
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[hlds] Another Team Fortress 2 Update???

2010-01-28 Thread Violent Crimes

Was there other TF2 update today?
No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10 
02:36:00
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Re: [hlds] Another Team Fortress 2 Update???

2010-01-28 Thread arreottp
Yes, it was a mini-update to fix a few things from yesterday.

[-]January 28, 2010 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

Team Fortress 2


Fixed a crash during startup for the Linux dedicated server

Fixed the hats below being included in the crafting of class-specific hats
using class tokens

Towering Pillar of Hats

Noble Amassment of Hats

Modest Pile of Hat


On Thu, Jan 28, 2010 at 4:24 PM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 Was there other TF2 update today?

 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10
 02:36:00

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Re: [hlds] Another Team Fortress 2 Update???

2010-01-28 Thread DrGamez
Yes, it fixed the linux crashing.

On Thu, Jan 28, 2010 at 2:24 PM, Violent Crimes
violentcri...@convictgaming.com wrote:
 Was there other TF2 update today?

 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10
 02:36:00

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Re: [hlds] Another Team Fortress 2 Update???

2010-01-28 Thread Steven Sumichrast
It was posted to the HLDS_Linux list serv for Linux TF2 servers that
were crashing.

On Thu, Jan 28, 2010 at 4:24 PM, Violent Crimes
violentcri...@convictgaming.com wrote:
 Was there other TF2 update today?

 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10
 02:36:00

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