Re: [hlds] Counter-Strike: Source Update Released
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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Update Released
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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Required update for RO2 released
The previously mentioned required update for RO2 has just been released. Sent from my iPhone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Required Red Orchestra 2 Update Pending
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
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
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. > >> > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TWI Serveradmins] Red Orchestra 2 Server Performance Tips and Notes
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
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