Re: [hlds] Counter-Strike: Source Update Released

2011-09-17 Thread 1nsane
Thank you for releasing a bug fix update on the weekend. It is much
appreciated.

Furthermore thank you for making it required as most servers would not
bother otherwise.

On Sat, Sep 17, 2011 at 7:18 PM, Jason Ruymen wrote:

> A required update for Counter-Strike: Source is now available.  The
> specific changes include:
>
> - Disabled stats reporting on both the client and the server by default
> until the reporting problems are solved
>
> Jason
>
>
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Re: [hlds] Counter-Strike: Source Update Released

2011-09-17 Thread SakeFox
didn't this exact same thing happen with tf2 a few years ago? Seems like 
Deja vu all over again.


On 9/17/2011 7:26 PM, Tony Paloma wrote:

And for the technical folks on these lists, UploadRoundStats will still be 
called, it just won't do anything. As always, if you're having any problems, 
post about it on the list. If you were running a server plugin to disable stats 
reporting, please remove it as it should no longer be necessary.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, September 17, 2011 4:19 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 
server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Counter-Strike: Source Update Released

A required update for Counter-Strike: Source is now available.  The specific 
changes include:

- Disabled stats reporting on both the client and the server by default until 
the reporting problems are solved

Jason


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Re: [hlds] Counter-Strike: Source Update Released

2011-09-17 Thread Tony Paloma
And for the technical folks on these lists, UploadRoundStats will still be 
called, it just won't do anything. As always, if you're having any problems, 
post about it on the list. If you were running a server plugin to disable stats 
reporting, please remove it as it should no longer be necessary.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, September 17, 2011 4:19 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 
server mailing list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Counter-Strike: Source Update Released

A required update for Counter-Strike: Source is now available.  The specific 
changes include:

- Disabled stats reporting on both the client and the server by default until 
the reporting problems are solved

Jason


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Re: [hlds] Counter-Strike: Source Update Released

2011-09-17 Thread Kyle Sanderson
lol.

Thanks,
Kyle.

On Sat, Sep 17, 2011 at 4:18 PM, Jason Ruymen wrote:

> A required update for Counter-Strike: Source is now available.  The
> specific changes include:
>
> - Disabled stats reporting on both the client and the server by default
> until the reporting problems are solved
>
> Jason
>
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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[hlds] Counter-Strike: Source Update Released

2011-09-17 Thread Jason Ruymen
A required update for Counter-Strike: Source is now available.  The specific 
changes include:

- Disabled stats reporting on both the client and the server by default until 
the reporting problems are solved

Jason


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[hlds] Required update for RO2 released

2011-09-17 Thread John Gibson
The previously mentioned required update for RO2 has just been released.

Sent from my iPhone

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[hlds] Required Red Orchestra 2 Update Pending

2011-09-17 Thread John Gibson
A required update for Red Orchestra 2 Dedicated Servers is coming in the
next few minutes (as soon as Valve sets it live). You must update your
servers to stay compatible with clients, and for your server to be seen in
the browser. The update includes the following changes:

- fixed DDE content being awarded when it should/shouldn't be
- fixed RO1 content being awarded when it should/shouldn't be
- fixed the server browser not responding after disconnecting from a game
- removed MKB/AVT from Squad Leaders/Commanders, only Assault gets these
weapons now
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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-17 Thread kelly joe
I'll second that, this problem seems to take forever, and sometimes, even
the verify_all command doesn't work, I know how you feel.

On 15 September 2011 21:52, Chris Brunelle  wrote:

> Why does updating servers take forever.  I've been sitting on "Updating
> installation..." for ten minutes now.
>
>
> On Thu, Sep 15, 2011 at 2:44 PM, E. Olsen  wrote:
>
>> "- Added a server command line option called "-dumplongticks" which will
>> generate minidumps when there are long server frames"
>>
>> Is that to assist in diagnosing the server hang issues?
>>
>>
>> On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia wrote:
>>
>>>  No longer causes the wielder to take increased damage from other sources

>>>
>>> I'm glad that got fixed, i actually reported it through the Bug Report on
>>> Team Fortress 2.
>>> Awesome work :)
>>>
>>> On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen 
>>> wrote:
>>>
 Required updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
 changes include: 

 ** **

 Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Added a server command line option called "-dumplongticks" which will
 generate minidumps when there are long server frames

 - Fixed startmovie failing for the raw, tga, jpg, and wav options

 - Fixed some HUD messages not displaying properly on widescreen
 resolutions

 - Updated the localization files for all games

 ** **

 Team Fortress 2

 - Fixed Demomen with the Persian Persuader equipped picking up ammo
 crates when they're already at full health

 - Fixed hatless headgear not removing the player's hat

 - Fixed Natascha's bullets preventing Scouts from using Bonk and
 Crit-a-Cola

 - Fixed teleporter progress being displayed incorrectly after upgrading
 a teleporter while it was recharging

 - Fixed a rare server crash related to assists

 - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the
 new value for the cvar

 - Purchased items are no longer announced in the chat text

 - Reduced the amount of server console output when client commands are
 out of sync

 - Added the following ConVars for proxy support for replay FTP
 offloading: replay_fileserver_offload_useproxy,
 replay_fileserver_offload_proxy_host, and
 replay_fileserver_offload_proxy_port

 - Removed replay_port ConVar (and the need for replay to open a port)**
 **

 - Updated the matchmaking filtering to speed up searches and reduce the
 number of pinged servers

 - Updated Pl_Upward

- Fixed ending the game mid-round when mp_timelimit has been reached
 

- Fixed several exploit areas

 - Updated Pl_Goldrush

- Stage 1 : Fixed overlapping train track models

- Stage 1 : Fixed terrain seam by red spawn exit 

- Stage 1 : Fixed red spawn room door going through ceiling

- Stage 1 : Light fixture on roof structure of red's first spawn
 building switched to non-solid 

- Stage 2 : Added func_nobuild under bridge that would get teleported
 players stuck

- Stage 3 : Added invisible func_brushes above roofs to block blind
 demo grenade spam

- Stage 3 : Fixed wood structure by main gate entrance so it doesn't
 destroy teleport buildables

- Stage 3 : Added clip brush to top of main gate entrance

- Stage 3 : Extended red's respawn room brushes to enclose entire
 interior

- Stage 3 : Added respawn visualizer material to back face of blocker
 that prevents red from entering blue's respawn area from the top route*
 ***

 - Updated Items

- Added the Killer Exclusive

- Added the Mask of the Shaman to the droplist and made it craftable
 

- Added the El Jefe  to the droplist and made it craftable

- Added two new styles for the Large Luchadore

- Fixed the Industrial Festivizer sometimes turning white

- Updated the shading on the Crusader's Crossbow

- Updated the Magnificent Mongolian texture and made it paintable***
 *

- Updated the Carouser's Capotain with an improved appearance

- Updated the Whiskered Gentlemen with an improved appearance

- Updated the particle effects for the Cow Mangler 5000 and the
 Righteous Bison

- Updated the Stickybomb Jumper

   - Now uses a unique texture and projectile

   - No longer causes the wielder to take increased damage from other
 sources

Re: [hlds] Team Fortress 2 Update Available

2011-09-17 Thread kelly joe
tell me about it, all the emails I get now are RO2 updates...i bet more than
half of us dont acctually play it

On 17 September 2011 01:58, Admin  wrote:

> Thanks Miikka it's nice to receive non condescending replies here. I
> appreciate your help. Cheers
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Miikka Virtanen
> Sent: Saturday, 17 September 2011 10:29 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> You could add a mail filter that checks the title for "RO2" and "Red
> Orchestra 2", or whatever you'd like to filter out.
>
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > In the meantime, is there no way to stop receiving updates here for
> > CS:S only? No offense but it's a spam fest I don't need.
> >
> > On 9/16/2011 8:16 PM, Admin wrote:
> >> Is the no way to stop receiving updates here for RO2 only? No offense
> >> but
> >> it's a spam fest I don't need.
> >>
> >>
> >>
> >> ___
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> >> archives, please visit:
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> >
> >
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Re: [hlds] [TWI Serveradmins] Red Orchestra 2 Server Performance Tips and Notes

2011-09-17 Thread Steven Hartland
Be aware that the power settings have very different effects based on what 
power options are configured in the machines bios settings, so also make sure 
you have the right options configured there too.

I case people where wondering setting affinity your RO2 server process won't 
give it exclusive access to that core that unless all other processes have 
their affinity also set and exclude this core. Its also not a good idea to 
change the affinity of OS processes unless you know exactly what your doing as 
this can produce strange issues.

Regards
Steve
  - Original Message - 
  From: John Gibson 
  To: Half-Life dedicated Win32 server mailing list ; TWI Server Admins 
  Sent: Saturday, September 17, 2011 2:44 AM
  Subject: [TWI Serveradmins] Red Orchestra 2 Server Performance Tips and Notes


  Everyone, 

  I've put together some tips and notes for server performance with Red 
Orchestra 2. Please read this if you are hosting a server for the game, as 
there is some very important information here. 

  Windows 2008 R2 Only

  - This is a big one. In the power settings there are two options "Balanced" 
and "High Performance". I believe 2008 defaults to "Balanced", but the server 
will run poorly like this. You must set this to "High Performance". A server 
admin reported changing this decreased his CPU usage 50% on one core (the main 
game core). In other words, his server was performing terrible before, and 
setting this gave him great performance. 
  - Windows Firewall: We've seen on some machines that for some reason Windows 
Firewall will throttle the bandwidth (and sometimes even stop the net traffic 
for a few seconds). If you experiencing strange times where the server stops 
sending network traffic altogether for a few seconds, this is probably the 
culprit. Try turning it off, and see if the problem goes away. It did on our 
servers. Other server admins have reported they never saw this issue. 

  Processor Affinity

  - I don't know how many server admins I've seen complaining about server 
performance, and one of the first things they mention is "well I didn't set the 
affinity". Unless you are running virtualization (which I don't suggest) and 
the virtualization or some other software that is setting the affinity for you, 
you MUST set the affinity to get the best performance out of the game. The game 
thread needs exclusive access to a single core. Otherwise the OS will have it 
thrashing between cores which will cause the CPU load to go up, as well as 
pings and lag. I'm really serious on this one, it is a huge benefit to the way 
the server runs when it is near or at peak load. 
  - Don't set the affinity for more than one server to the same core: this one 
should go without saying, but if you do set your affinity, don't set multiple 
64 player servers to the same core :) Havoc ensues. Give each server process 
it's own exclusive core for the game thread. 
  - Give the server its own physical core. If a server has hyperthreading on, 
then you should use all even or all odd cores for your affinity. You want to do 
0,2,4,6 or 1,3,5,7, as that will be separate physical cores. If you do 0 and 1 
with hyperthreading on, that will be the same physical core and will overload 
the CPU

  Here is the commandline switch:

  -PREFERPROCESSOR=x (where x=0,1,2, ...)

  So for example:
  -PREFERPROCESSOR=0
  Would set the game thread's affinity to the first core.


  Virtualization

  - Most poeple have not had good results with virtualization and the RO2 game 
server. I would suggest at this point to avoid running with virtualization. I 
have had reports of servers that would peak thier CPU at 20 players when using 
virtualization, when the same machine would run 64 player easily without 
virtualization. With that said, I have also heard some server hosts/admins have 
had good results with virtualization, and I would be very interested to hear 
what software and configuration you are using. 

  Running Over Recommended Specs

  - Please try and keep reasonably close to the Recommended Specs. We've seen a 
lot of poeple pushing thier machines WAY past the recommended specs. Doing so 
will only result in a laggy experience for your players, who will in turn leave 
your server, or our game. And more often than not, they will blame Tripwire and 
not the server admin. Here are the recommended specs we determined during the 
beta. Note: we actually got some decent optimization between beta and retail 
which gained us 10-15% better performance over the beta on the server. Still, I 
wouldn't suggest going TOO far over these:

  32 Players: CPU usage - 1 Core of a 2.6 GHZ Core I7 or equivalent (i.e. the 
server process will take most of 1 core, with a few smaller threads on other 
cores). We also tested on an Intel Core2 Quad Q8400 @ 2.66GHz and that could 
handle 32 players but I wouldn't try and do 32 players with a machine much 
slower than that.

  64 Players: Goal CPU usage - 1 Core of a 

Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-17 Thread Tony Paloma
Ya the minidumps only work on Windows. It shouldn't be spamming your console 
though, but I found some issues on Linux that may have made it more spammy than 
it should be. I'll fix that, but it won't matter since it's not writing dumps 
anyways.

I'll see if I can get it to use breakpad to write minidumps on Linux.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com
Sent: Friday, September 16, 2011 11:52 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch Updates Released

I have a TF2 linux server and I don't see the dumplongticks console command. Is 
this only for Windows builds?

If I enable the dumps from command line using -dumplongticks argument, server's 
console is spammed with "Long tick after tick..." messages, but no files are 
saved. From what I see LongTickWatcherThread calls WriteMiniDump, but this 
function is empty. Am I missing something?

  - Original Message -
  From: Tony Paloma
  Sent: 09/16/11 12:14 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch Updates Released
 
    Ya, it can be used for that. It will create up to 10 assert_*.mdmp files in 
the working directory for each long tick (and thus you shouldn’t leave it on 
without monitoring otherwise you could get a ton of dumps in your directory 
over time). You can also enable/disable it from the console using the 
“dumplongticks” command.
  
  
   
  But if the server is completely hung, you can just generate a dump from 
taskmanager (the 32-bit one) or Visual Studio (or gdb on linux). You can send 
me or JonL a link to any dump file you suspect caused by replay.
  
  
   
  From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Thursday, September 15, 2011 1:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch Updates Released
  
  
  
  "- Added a server command line option called "-dumplongticks" which will 
generate minidumps when there are long server frames"
 
 Is that to assist in diagnosing the server hang issues?
  
   On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia  
wrote:
  
   No longer causes the wielder to take increased damage from other sources
  
    
 I'm glad that got fixed, i actually reported it through the Bug Report on Team 
Fortress 2.
 Awesome work :)
  
    On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen  
wrote:
  
    Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  The specific changes 
include:
  
  
  
  Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)
  
  - Added a server command line option called "-dumplongticks" which will 
generate minidumps when there are long server frames
  
  - Fixed startmovie failing for the raw, tga, jpg, and wav options
  
  - Fixed some HUD messages not displaying properly on widescreen resolutions
  
  - Updated the localization files for all games
  
  
  
  Team Fortress 2
  
  - Fixed Demomen with the Persian Persuader equipped picking up ammo crates 
when they're already at full health
  
  - Fixed hatless headgear not removing the player's hat
  
  - Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola
  
  - Fixed teleporter progress being displayed incorrectly after upgrading a 
teleporter while it was recharging
  
  - Fixed a rare server crash related to assists
  
  - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new 
value for the cvar
  
  - Purchased items are no longer announced in the chat text
  
  - Reduced the amount of server console output when client commands are out of 
sync
  
  - Added the following ConVars for proxy support for replay FTP offloading: 
replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and 
replay_fileserver_offload_proxy_port
  
  - Removed replay_port ConVar (and the need for replay to open a port)
  
  - Updated the matchmaking filtering to speed up searches and reduce the 
number of pinged servers
  
  - Updated Pl_Upward
  
     - Fixed ending the game mid-round when mp_timelimit has been reached
  
     - Fixed several exploit areas
  
  - Updated Pl_Goldrush
  
     - Stage 1 : Fixed overlapping train track models
  
     - Stage 1 : Fixed terrain seam by red spawn exit
  
 - Stage 1 : Fixed red spawn room door going through ceiling
  
     - Stage 1 : Light fixture on roof structure of red's first spawn building 
switched to non-solid
  
 - Stage 2 : Added func_nobuild under bridge that would get teleported 
players stuck
  
     - Stage 3 : Added invisible func_bru