Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

found an old HLDS List  thead that might help in the understandind of 
sys_ticrate , fps , update rates or servers and clients. I'm done -Original 
Message-
From: Kevin Ottalini [EMAIL PROTECTED]
Sent: Wednesday, May 17, 2006 11:01 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] more then 1000fps at HLDS
HLDS (HL1 servers) can easily and with little burden run at either ~500 fps
or ~1000 fps.  There is no control over the actual maximum FPS since it is a
motherboard chipset related issue.This is controlled by the "sys_ticrate" CVAR 
so the max setting is:
sys_ticrate 1000Win32 servers will also need to run some sort of 
high-resolution timer
(please see other mail threads about this).We are only talking about HLDS here 
(HL1 servers).  Source (SRCDS) servers
are quite different and (at the moment) appear to run the best at their
default settings.This is not really FPS in the sense of visual FPS,  but rather 
how often the
server will process the available event information (take a "snapshot") and
if needed send an update to clients that need updates.  The more updates the
server sends out the more bandwidth the server will use on the uplink.Clients 
can receive a maximum of 100 updates per second regardless of the
server sys_ticrate setting.A client getting a server update is not the same 
thing as the video FPS that
the client is actually viewing.The client graphics FPS,  which for clients is 
controlled by the scene and
event complexity and the "fps_max" CVAR could indeed be set to fps_max 1000
but anything above 100 is quite silly.  Again, this "viewing FPS" has
nothing to do with the server sys_ticrate setting.The client has a CVAR that 
tells the server how often to send updates, this
is the cl_updaterate CVAR.   cl_updaterate 100 is the maximum (fastest)
setting which the server may or may not allow.  The server can limit the
client maximum via the sv_maxupdaterate CVAR.Again, this has nothing to do with 
the client's VISUAL FPS.OK, so why would a server operator want to run his/her 
server at sys_ticrate
1000?In the case of HL1 servers only, running a faster ticrate on the server can
slightly improve the apparent client latency (sometimes called ping, but
ping is a little different).   If the server is running sys_ticrate 100 then
there is a 10ms interval between server snapshots that can be sent to
clients.  If a client has an 80ms ping distance from the server (real ping
this time) then the maximum latency is 80ms (ping) + 10ms (snapshot rate) or
90ms (latency).If the same server is running at sys_ticrate 1000, then the 
snapshot
interval is only 1ms, so that same player will only see an 81ms latency.Is a 9 
ms savings important during game play?  Probably not, although there
are internet players that claim to be able to feel the difference.  In a LAN
setting this may be different, 10ms extra may be 10X what the ping is on a
LAN (but still, is this important? probably not).Running an HLDS server at a 
higher sys_ticrate should have the overall
effect of keeping what players see on that server more accurate.  This
appears to be a real and valuable effect at the cost of much higher CPU
utilization.The real reason that a server operator might want to run his HLDS 
server at
sys_ticrate 1000 though is that it gives the server the ability to send
updates to individual clients on a more timely basis. Again, this is not
more updates, just updates that don't have to wait very long for the next
server snapshot to happen.This has the overall effect on the server of 
spreading out client updates so
they don't all happen for all clients at the same time.  This can slightly
lower the demand on the server uplink and might help the server to run a
little smoother.Extensive testing on my HLDM server resulted in the conclusion 
that running
sys_ticrate 1000 actually allowed me to add one additional player slot (out
of 10 total) and the server had a much tighter "feel" to events with a
slight improvement in accuracy.Of course, running sys_ticrate 1000 also took my 
average CPU utilization for
a 10-player server from around 3% to around 40% for some maps.Even my old 
800MHz Intel P3 server was able to run sys_ticrate 1000, the
real question is are you overloading your server CPU?  This is a function of
the number of players, the map you are running and the sys_ticrate setting.If 
your CPU is running more the 50% with sys_ticrate 1000 then decrease the
sys_ticrate to 500.For testing purposes, use the Server GUI (don't use 
-console) and look at
the utilization graph.qUiCkSiLvErFrom: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 21:49:49 -0500
Subject: Re: [hlds] Tickrate for GoldSrc





Look into high resolution timer. Such as the one used in Windows Media Player 
Simply having it open in the background without a file playing will start a 
high resolution timer.Then try setting the fps xxx cvar Clients not having 
their cvars in order (FPS  pertaining to graphics,conn

[hlds] Clients getting Netchannel: failed reading message net_SetConVar from

2012-08-16 Thread Sampson Rogers
I've got several players reporting they get stuck at "Retrieving Server
Info..." and they cannot connect no matter how long they wait. They receive
the error:

*Netchannel: failed reading message net_SetConVar from *
*
*
Sorry if I missed this already, but didn't see it posted yet.
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Re: [hlds] srcds vhosting

2012-08-16 Thread netshroud
The good thing about DNS is that, apart from CNAME, it's one-to-many. So in 
theory, assuming hypothetical DNS support on Source, you could set up 20 SRV 
records for the same subdomain, and if the user adds that to their favourites 
they then get a grouped list of all your servers.

On 17/08/2012, at 3:08 PM, Kameron Gasso  wrote:

> On 8/16/12 4:31 PM, netshr...@gmail.com wrote:
>> As far as I know, Source doesn't use DNS at all, it's completely 
>> IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
>> time, completely by the client. There's no official or unofficial way to do 
>> HTTP-style vhosting as far as I am aware.
> 
> I dug into this in-depth a while ago and came to the same determination:
> the existing DNS support is pretty much useless beyond the initial connect.
> 
> Favoriting or connecting a host by name is nice, but it's a one-time
> thing.  IMHO, the client really should support saving by name so
> resolution occurs later too, but instead saves by IP.  Hosting
> providers, ISPs, and network infrastructures can change often, why not
> take advantage of DNS when it's already supports making these changes
> transparent to end users?
> 
> Changing a server's "hostname" field to redirect users after an IP
> renumbering just feels like a crummy hack to me.
> 
> Sorry to go so far off-topic here, but this has been a pet peeve of mine
> with Source's network support for a while.  And as for the OP, even
> proper DNS support won't help you here.  If it ever comes along, maybe
> Valve can add SRV record support as others have mentioned and make us
> both very happy. :)
> 
> Cheers,
> -- 
> Kameron Gasso | kame...@gasso.org
> 
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> visit:
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Re: [hlds] srcds vhosting

2012-08-16 Thread Kameron Gasso
On 8/16/12 4:31 PM, netshr...@gmail.com wrote:
> As far as I know, Source doesn't use DNS at all, it's completely 
> IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
> time, completely by the client. There's no official or unofficial way to do 
> HTTP-style vhosting as far as I am aware.

I dug into this in-depth a while ago and came to the same determination:
the existing DNS support is pretty much useless beyond the initial connect.

Favoriting or connecting a host by name is nice, but it's a one-time
thing.  IMHO, the client really should support saving by name so
resolution occurs later too, but instead saves by IP.  Hosting
providers, ISPs, and network infrastructures can change often, why not
take advantage of DNS when it's already supports making these changes
transparent to end users?

Changing a server's "hostname" field to redirect users after an IP
renumbering just feels like a crummy hack to me.

Sorry to go so far off-topic here, but this has been a pet peeve of mine
with Source's network support for a while.  And as for the OP, even
proper DNS support won't help you here.  If it ever comes along, maybe
Valve can add SRV record support as others have mentioned and make us
both very happy. :)

Cheers,
-- 
Kameron Gasso | kame...@gasso.org

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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

Look into high resolution timer. Such as the one used in Windows Media Player 
Simply having it open in the background without a file playing will start a 
high resolution timer.Then try setting the fps xxx cvar Clients not having 
their cvars in order (FPS  pertaining to graphics,connectivity or whatever ) is 
a different subject.If all of this ticrate stuff is a help or hindrance. That's 
for you to decide.  It can do both  But if I can give a client that knows how 
to tweak (the client side) cvars more fps or whatever a better experience. I 
will try , be it 66,72,128 or 1000 FPS.  This is if the equipment and 
connectivity can handle the load. just how far you can push it. This  is like 
anything else in the world. A crap shoot roll of the dice.  From: 
supp...@isotonic.ru
To: hlds@list.valvesoftware.com
Date: Fri, 17 Aug 2012 02:28:57 +0400
Subject: Re: [hlds] Tickrate for GoldSrc


But how frequently server calculates ‘information about position of players, 
who died, and all that stuff’ by its own?  From: 
hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, August 17, 2012 1:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc And since the clients most likely 
never run with a cl_updaterate above 100, a sys_ticrate above 100 is useless as 
they won't receive new positions more often.2012/8/16 Gavin Langdon 
Very simply: FPS stands for Frames per Second. The server 
sends messages to the clients at a regular interval with information about 
position of players, who died, and all that stuff. The higher FPS your server 
has, the more messages it will be able to send out about peoples' positions. 
This is not the same as a client's FPS. The client fps can be higher since the 
game does some fancy math to smooth the data out, and there are lots of things 
that happen on the client and not the server. However, if the FPS is really 
low, you'll still get some bad-looking behavior since the client will not get 
as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 
at 4:41 PM, Dmitriy Bobrovskiy  wrote:No one at this time 
hasn’t give an explanation what fps does. But it is key point to 
‘understanding’.. From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock
Sent: Friday, August 17, 2012 12:33 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tickrate for GoldSrc  FPS  put in the server.cfg file 
works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu 
usage.
Yes sys_ticrate does affect the system globally  
 
mm_system
(sleep_timer/s )
1msmax 1000 fps
 2ms   max  500fps
3msmax  333fps
4msmax  250fps
10ms   max  100fps 

i understand all of this.  I just have a hard time elaborating it in writing. 
Lorne M.a.k.a. Blyte
 
 > From: nextra...@gmail.com
> Date: Thu, 16 Aug 2012 21:50:17 +0200
> To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> Not true for HLDS as far as I know.
> 
> On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > tickrate actually needs to be declared at init of the srcds, fps can be
> > changed on the fly, and in configs. configs are effectively changing cvars
> > while the server is running, hence the distinction of tickrate being
> > declared at init. tickrate cannot be changed once a server has started,
> > however fps can. fps is not necessarily tied to tickrates, but they can be
> > influenced by them.
> >
> > previously tf2 servers could exceed 100fps, and arguably see gains, while a
> > tickrate would be set to 100.
> >
> > currently VALVe is trying to migrate to a static tickrate, so relying on
> > tickrate (at least for tf2) in your init is an ill-advised decision.
> >
> > to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to
> > your init script.
> >
> > Just to re-iterate, tickerate changes are not avised. "The -tickrate command
> > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
> > changing tickrate causes server timing issues. The tickrate is set to 66 in
> > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> >
> > source:
> > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > - Original Message -
> > From: Lorne Mock 
> > Date: Thursday, August 16, 2012 1:13 pm
> > Subject: Re: [hlds] Tickrate for GoldSrc
> > To: hlds@list.valvesoftware.com
> >
> >>
> >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> >> both )Must / should be put in the server.cfg or the
> >> multiplayer.cfg .( one or the other not both )It will not
> >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> >
> >> Date: Thu, 16 Aug 2012 14:00:48 -0500

Re: [hlds] srcds vhosting

2012-08-16 Thread gameadmin
As that same someone said earlier, SRV records don't work on srcds servers! 

T Marler  wrote:

As someone said earlier, I think I am going to look into SRV records

- Original Message -
From: Agro 
Date: Thursday, August 16, 2012 6:30 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list 

> T.
> I believe it's a technical limitation that has no solution. The 
> best you can hope for is to separate out the port addresses each 
> server uses by a fixed number. 20715, 20735, 20755, 20775 etc. 
> Just don't make that number "5" since I seem to remember the 
> default stv port is 20720.
> It's not such a huge ask to get your community to remember 
> ports. You can social engineer them to remember by adding the 
> port to the motd, having "two-o-seven 55" nights. 
> What I do mind is the lack of DNS resolution in the Steam 
> Community. If you post a game address that depends on DNS no-one 
> will be able to join the event by clicking the link. Must be IP 
> only to generate a link. 
> 
> John 
> 
> - Reply message -
> From: netshr...@gmail.com
> To: , "Half-Life dedicated Win32 server 
> mailing list" , "T Marler" 
> Subject: [hlds] srcds vhosting
> Date: Fri, Aug 17, 2012 00:31
> 
> 
> As far as I know, Source doesn't use DNS at all, it's completely 
> IPv4-address-based. Lookups are done at connect time or adding-
> to-favourites time, completely by the client. There's no 
> official or unofficial way to do HTTP-style vhosting as far as I 
> am aware.
> 
> On 17/08/2012, at 9:19 AM, T Marler  wrote:
> 
> > Why would I want to vhost the default port?
> > 
> > I want to vhost so I can host multiple servers on the same IP 
> without people having to memorize ports.
> > 
> > - Original Message -
> > From: Kyle Sanderson 
> > Date: Thursday, August 16, 2012 4:26 pm
> > Subject: Re: [hlds] srcds vhosting
> > To: Half-Life dedicated Win32 server mailing list 
> > 
> > > Host A records map hostnames to IP Addresses. I don't 
> believe 
> > > you can
> > > specify ports.
> > > 
> > > What you'd probably end up doing is 
> subdomain.lanified.com:65535 
> > > . If
> > > you're using the default port (27015) your clients could 
> just 
> > > type in
> > > `connect subdomain.lanified.com`.
> > > 
> > > Thanks,
> > > Kyle.
> > > 
> > > On Thu, Aug 16, 2012 at 2:59 PM, T Marler 
> > >  wrote:
> > > > So if I make an A record for a subdomain, example:
> > > >
> > > > subdomain.lanified.com -> record type A -> 255.255.255.255:65535
> > > >
> > > > it will direct traffic accessing that (sub)domain to that 
> > > specific port?
> > > >
> > > >
> > > > - Original Message -
> > > > From: Dan Offord 
> > > > Date: Thursday, August 16, 2012 3:29 pm
> > > > Subject: Re: [hlds] srcds vhosting
> > > > To: tmar...@shaw.ca, Half-Life dedicated Win32 server 
> mailing list
> > > > 
> > > >
> > > >> > As in, subdomains or domains resolving to specific ports.
> > > >>
> > > >> You mean SRV support? (
> > > >> http://en.wikipedia.org/wiki/SRV_record )
> > > >>
> > > >> I don't think srcds/goldsrc engine currently support it, 
> it's a
> > > >> would be
> > > >> nice feature :)
> > > >>
> > > >> One thing you could do, is set an A record on the domain 
> and do:
> > > >> tf2.mygameserver.com:27015
> > > >>
> > > >> Regards,
> > > >>
> > > >> Dan Offord
> > > >>
> > > >> Technical Systems Administrator
> > > >>
> > > >> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> > > >> Southampton, Hampshire, SO45 1XR
> > > >>
> > > >> Registered in England & Wales No. 3370594
> > > >>
> > > >> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> > > >> Twitter: @liv3d | Skype: mpukliv3d
> > > >>
> > > >>
> > > >>
> > > >> On 16 August 2012 19:53, T Marler  
> wrote:> > >>
> > > >> > Has anyone figured out a nice way to vhost srcds? Preferably
> > > >> in Linux of
> > > >> > course.
> > > >> >
> > > >> > As in, subdomains or domains resolving to specific ports.
> > > >> >
> > > >> > ___
> > > >> > To unsubscribe, edit your list preferences, or view the list
> > > >> archives,> please visit:
> > > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > > >> >
> > > >> >
> > > >>
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the 
> list 
> > > archives,> please visit:
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> > > >
> > > 
> > > ___
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> > > archives, please visit:
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> 
> 
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> To u

Re: [hlds] srcds vhosting

2012-08-16 Thread T Marler
As someone said earlier, I think I am going to look into SRV records

- Original Message -
From: Agro 
Date: Thursday, August 16, 2012 6:30 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list 

> T.
> I believe it's a technical limitation that has no solution. The 
> best you can hope for is to separate out the port addresses each 
> server uses by a fixed number. 20715, 20735, 20755, 20775 etc. 
> Just don't make that number "5" since I seem to remember the 
> default stv port is 20720.
> It's not such a huge ask to get your community to remember 
> ports. You can social engineer them to remember by adding the 
> port to the motd, having "two-o-seven 55" nights. 
> What I do mind is the lack of DNS resolution in the Steam 
> Community. If you post a game address that depends on DNS no-one 
> will be able to join the event by clicking the link. Must be IP 
> only to generate a link. 
> 
> John 
> 
> - Reply message -
> From: netshr...@gmail.com
> To: , "Half-Life dedicated Win32 server 
> mailing list" , "T Marler" 
> Subject: [hlds] srcds vhosting
> Date: Fri, Aug 17, 2012 00:31
> 
> 
> As far as I know, Source doesn't use DNS at all, it's completely 
> IPv4-address-based. Lookups are done at connect time or adding-
> to-favourites time, completely by the client. There's no 
> official or unofficial way to do HTTP-style vhosting as far as I 
> am aware.
> 
> On 17/08/2012, at 9:19 AM, T Marler  wrote:
> 
> > Why would I want to vhost the default port?
> > 
> > I want to vhost so I can host multiple servers on the same IP 
> without people having to memorize ports.
> > 
> > - Original Message -
> > From: Kyle Sanderson 
> > Date: Thursday, August 16, 2012 4:26 pm
> > Subject: Re: [hlds] srcds vhosting
> > To: Half-Life dedicated Win32 server mailing list 
> > 
> > > Host A records map hostnames to IP Addresses. I don't 
> believe 
> > > you can
> > > specify ports.
> > > 
> > > What you'd probably end up doing is 
> subdomain.lanified.com:65535 
> > > . If
> > > you're using the default port (27015) your clients could 
> just 
> > > type in
> > > `connect subdomain.lanified.com`.
> > > 
> > > Thanks,
> > > Kyle.
> > > 
> > > On Thu, Aug 16, 2012 at 2:59 PM, T Marler 
> > >  wrote:
> > > > So if I make an A record for a subdomain, example:
> > > >
> > > > subdomain.lanified.com -> record type A -> 255.255.255.255:65535
> > > >
> > > > it will direct traffic accessing that (sub)domain to that 
> > > specific port?
> > > >
> > > >
> > > > - Original Message -
> > > > From: Dan Offord 
> > > > Date: Thursday, August 16, 2012 3:29 pm
> > > > Subject: Re: [hlds] srcds vhosting
> > > > To: tmar...@shaw.ca, Half-Life dedicated Win32 server 
> mailing list
> > > > 
> > > >
> > > >> > As in, subdomains or domains resolving to specific ports.
> > > >>
> > > >> You mean SRV support? (
> > > >> http://en.wikipedia.org/wiki/SRV_record )
> > > >>
> > > >> I don't think srcds/goldsrc engine currently support it, 
> it's a
> > > >> would be
> > > >> nice feature :)
> > > >>
> > > >> One thing you could do, is set an A record on the domain 
> and do:
> > > >> tf2.mygameserver.com:27015
> > > >>
> > > >> Regards,
> > > >>
> > > >> Dan Offord
> > > >>
> > > >> Technical Systems Administrator
> > > >>
> > > >> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> > > >> Southampton, Hampshire, SO45 1XR
> > > >>
> > > >> Registered in England & Wales No. 3370594
> > > >>
> > > >> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> > > >> Twitter: @liv3d | Skype: mpukliv3d
> > > >>
> > > >>
> > > >>
> > > >> On 16 August 2012 19:53, T Marler  
> wrote:> > >>
> > > >> > Has anyone figured out a nice way to vhost srcds? Preferably
> > > >> in Linux of
> > > >> > course.
> > > >> >
> > > >> > As in, subdomains or domains resolving to specific ports.
> > > >> >
> > > >> > ___
> > > >> > To unsubscribe, edit your list preferences, or view the list
> > > >> archives,> please visit:
> > > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > > >> >
> > > >> >
> > > >>
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the 
> list 
> > > archives,> please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > > >
> > > 
> > > ___
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> > > archives, please visit:
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread T Marler
Engineer upgrade

"5% per 5 seconds per upgrade", in one part of text, actually is 5 metal per 5 
seconds per upgrade. 5% seems good, but the current form seems way underpowered

- Original Message -
From: Eric Smith 
Date: Thursday, August 16, 2012 6:45 pm
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
To: Half-Life dedicated Win32 server mailing list 
, Half-Life dedicated Linux server mailing list 


> Update:  We're still gathering fixes and testing. The 
> update won't be out until early tomorrow.
> 
> -Eric
> 
> 
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, August 16, 2012 11:53 AM
> To: Half-Life dedicated Win32 server mailing list; Half-Life 
> dedicated Linux server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
> 
> We're fixing this for a release later today.
> 
> Also, we've found an issue with MvM servers that have a value 
> set for mp_timelimit.  When the timelimit hits the server 
> gets into a state that it can't recover from.  For now, you 
> should set mp_timelimit 0 on MvM dedicated servers.  We're 
> working on a fix for this, too.
> 
> -Eric
> 
> 
> 
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
> Sent: Thursday, August 16, 2012 11:50 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
> 
> This needs fixing immediately. Crashing too many times and it 
> requires someone to go and press OK.
> 
> 
> On 16/08/2012 18:30, Game-Over wrote:
> 
> And again the same here, also Windows 2008(R2) - all servers - 
> same errors.
> On 16/08/2012 17:21, E. Olsen wrote:
> Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every 
> hour or two with "Sys_Error( Host_Error: Overflow error writing 
> string table baseline ServerMapCycle" or "Engine error: 
> Host_Error: Overflow error writing string table baseline 
> GameRulesCreation" in the crash dumps.
> 
>
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Re: [hlds] Lag Spikes and Garbage Printed to console on "round finish"

2012-08-16 Thread Slugsoc
I was getting huge amounts of garbage printed to console on "round 
finish" and massive lag spikes... Very unhappy players.


This only seemed to stop when:

mp_maxrounds 0
mp_autoteambalance 0
Sudden Death OFF / No Cvar
mp_allowspectators 0

Hope this helps if anyone else was getting this behaviour.




On 17/08/12 01:44, hlds-requ...@list.valvesoftware.com wrote:

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Today's Topics:

1. Another MvM bug? (Ross Bemrose)
2. Re: srcds vhosting (Agro)
3. Re: TF2 Engine Error: Host_Error: Overflow ... (Eric Smith)


--

Message: 1
Date: Thu, 16 Aug 2012 20:14:59 -0400
From: Ross Bemrose 
To: Half-Life Linux dedicated server mailing list
,  Half-Life Windows dedicated
server mailing 
Subject: [hlds] Another MvM bug?
Message-ID: <502d8d03.7020...@gmail.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I don't know if this one was mentioned yet, but I just noticed that my
stock (no addons folder) MvM server reported having 0/6 players on it,
but wasn't letting me join.

Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no players.

Why are the bots sitting there if all the players left?



--

Message: 2
Date: Fri, 17 Aug 2012 01:30:41 +0100
From: "Agro" 
To:

"=?utf-8?B?SGFsZi1MaWZlIGRlZGljYXRlZCBXaW4zMiBzZXJ2ZXIgbWFpbGluZyBsaXN0?="

Subject: Re: [hlds] srcds vhosting
Message-ID:
<20120817003052.ca1ddecaa6...@gateway06.websitewelcome.com>
Content-Type: text/plain; charset="utf-8"

T.
I believe it's a technical limitation that has no solution. The best you can hope for is 
to separate out the port addresses each server uses by a fixed number. 20715, 20735, 
20755, 20775 etc. Just don't make that number "5" since I seem to remember the 
default stv port is 20720.
It's not such a huge ask to get your community to remember ports. You can social engineer 
them to remember by adding the port to the motd, having "two-o-seven 55" nights.
What I do mind is the lack of DNS resolution in the Steam Community. If you 
post a game address that depends on DNS no-one will be able to join the event 
by clicking the link. Must be IP only to generate a link.

John

- Reply message -
From: netshr...@gmail.com
To: , "Half-Life dedicated Win32 server mailing list" 
, "T Marler" 
Subject: [hlds] srcds vhosting
Date: Fri, Aug 17, 2012 00:31


As far as I know, Source doesn't use DNS at all, it's completely 
IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
time, completely by the client. There's no official or unofficial way to do 
HTTP-style vhosting as far as I am aware.

On 17/08/2012, at 9:19 AM, T Marler  wrote:


Why would I want to vhost the default port?

I want to vhost so I can host multiple servers on the same IP without people 
having to memorize ports.

- Original Message -
From: Kyle Sanderson 
Date: Thursday, August 16, 2012 4:26 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list 


Host A records map hostnames to IP Addresses. I don't believe
you can
specify ports.

What you'd probably end up doing is subdomain.lanified.com:65535
. If
you're using the default port (27015) your clients could just
type in
`connect subdomain.lanified.com`.

Thanks,
Kyle.

On Thu, Aug 16, 2012 at 2:59 PM, T Marler
 wrote:

So if I make an A record for a subdomain, example:

subdomain.lanified.com -> record type A -> 255.255.255.255:65535

it will direct traffic accessing that (sub)domain to that

specific port?


- Original Message -
From: Dan Offord 
Date: Thursday, August 16, 2012 3:29 pm
Subject: Re: [hlds] srcds vhosting
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list



As in, subdomains or domains resolving to specific ports.

You mean SRV support? (
http://en.wikipedia.org/wiki/SRV_record )

I don't think srcds/goldsrc engine currently support it, it's a
would be
nice feature :)

One thing you could do, is set an A record on the domain and do:
tf2.mygameserver.com:27015

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 16 August 2012 19:53, T Marler  wrote:


Has

Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Eric Smith
Update:  We're still gathering fixes and testing. The update won't be out until 
early tomorrow.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 11:53 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're fixing this for a release later today.

Also, we've found an issue with MvM servers that have a value set for 
mp_timelimit.  When the timelimit hits the server gets into a state that it 
can't recover from.  For now, you should set mp_timelimit 0 on MvM dedicated 
servers.  We're working on a fix for this, too.

-Eric



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

This needs fixing immediately. Crashing too many times and it requires someone 
to go and press OK.


On 16/08/2012 18:30, Game-Over wrote:

And again the same here, also Windows 2008(R2) - all servers - same errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two 
with "Sys_Error( Host_Error: Overflow error writing string table baseline 
ServerMapCycle" or "Engine error: Host_Error: Overflow error writing string 
table baseline GameRulesCreation" in the crash dumps.

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Re: [hlds] srcds vhosting

2012-08-16 Thread Agro
T.
I believe it's a technical limitation that has no solution. The best you can 
hope for is to separate out the port addresses each server uses by a fixed 
number. 20715, 20735, 20755, 20775 etc. Just don't make that number "5" since I 
seem to remember the default stv port is 20720.
It's not such a huge ask to get your community to remember ports. You can 
social engineer them to remember by adding the port to the motd, having 
"two-o-seven 55" nights. 
What I do mind is the lack of DNS resolution in the Steam Community. If you 
post a game address that depends on DNS no-one will be able to join the event 
by clicking the link. Must be IP only to generate a link. 

John 

- Reply message -
From: netshr...@gmail.com
To: , "Half-Life dedicated Win32 server mailing list" 
, "T Marler" 
Subject: [hlds] srcds vhosting
Date: Fri, Aug 17, 2012 00:31


As far as I know, Source doesn't use DNS at all, it's completely 
IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
time, completely by the client. There's no official or unofficial way to do 
HTTP-style vhosting as far as I am aware.

On 17/08/2012, at 9:19 AM, T Marler  wrote:

> Why would I want to vhost the default port?
> 
> I want to vhost so I can host multiple servers on the same IP without people 
> having to memorize ports.
> 
> - Original Message -
> From: Kyle Sanderson 
> Date: Thursday, August 16, 2012 4:26 pm
> Subject: Re: [hlds] srcds vhosting
> To: Half-Life dedicated Win32 server mailing list 
> 
> 
> > Host A records map hostnames to IP Addresses. I don't believe 
> > you can
> > specify ports.
> > 
> > What you'd probably end up doing is subdomain.lanified.com:65535 
> > . If
> > you're using the default port (27015) your clients could just 
> > type in
> > `connect subdomain.lanified.com`.
> > 
> > Thanks,
> > Kyle.
> > 
> > On Thu, Aug 16, 2012 at 2:59 PM, T Marler 
> >  wrote:
> > > So if I make an A record for a subdomain, example:
> > >
> > > subdomain.lanified.com -> record type A -> 255.255.255.255:65535
> > >
> > > it will direct traffic accessing that (sub)domain to that 
> > specific port?
> > >
> > >
> > > - Original Message -
> > > From: Dan Offord 
> > > Date: Thursday, August 16, 2012 3:29 pm
> > > Subject: Re: [hlds] srcds vhosting
> > > To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
> > > 
> > >
> > >> > As in, subdomains or domains resolving to specific ports.
> > >>
> > >> You mean SRV support? (
> > >> http://en.wikipedia.org/wiki/SRV_record )
> > >>
> > >> I don't think srcds/goldsrc engine currently support it, it's a
> > >> would be
> > >> nice feature :)
> > >>
> > >> One thing you could do, is set an A record on the domain and do:
> > >> tf2.mygameserver.com:27015
> > >>
> > >> Regards,
> > >>
> > >> Dan Offord
> > >>
> > >> Technical Systems Administrator
> > >>
> > >> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> > >> Southampton, Hampshire, SO45 1XR
> > >>
> > >> Registered in England & Wales No. 3370594
> > >>
> > >> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> > >> Twitter: @liv3d | Skype: mpukliv3d
> > >>
> > >>
> > >>
> > >> On 16 August 2012 19:53, T Marler  wrote:
> > >>
> > >> > Has anyone figured out a nice way to vhost srcds? Preferably
> > >> in Linux of
> > >> > course.
> > >> >
> > >> > As in, subdomains or domains resolving to specific ports.
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> > >> archives,> please visit:
> > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >> >
> > >> >
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list 
> > archives,> please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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[hlds] Another MvM bug?

2012-08-16 Thread Ross Bemrose
I don't know if this one was mentioned yet, but I just noticed that my 
stock (no addons folder) MvM server reported having 0/6 players on it, 
but wasn't letting me join.


Since it has sv_visiblemaxplayers 6, I decided to check the server 
console... it reported 22 bots on the server and no players.


Why are the bots sitting there if all the players left?

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Re: [hlds] Setting Missions in MvM

2012-08-16 Thread Mark Steele
I knew I'd find it somehow!

You can use tf_mvm_popfile to select the appropriate mission file. The
popfiles are in tf/scripts/population, and are listed in
tf_mvm_missioncycle.res. This can probably also be used to load missions
that belong to different maps, but I wouldn't recommend it. Who knows how
horribly it could break things.


On 17 August 2012 00:08, Maavrik  wrote:

>  I'd love a command for this, it really is annoying to have to vote to
> change to something else.
>
> Don't votes run commands after they are won?  Maybe we could steal the
> command from there.
>
>
> On 8/16/2012 5:53 AM, Mark Steele wrote:
>
> The only real way I've found so far is to call a ChangeMission vote once
> in game. Still trying to find the command to do it otherwise.
>
> On 16 August 2012 12:06,  wrote:
>
>>  Hey, maybe I missed some sort of memo, but as a server owner, how
>> should I be able to change the missions my server runs? I was playing on my
>> private server with some friends earlier but we noticed in matchmaking we
>> could select these different missions here: http://puu.sh/VQAn
>>
>>  When playing on my server, it seemed to just rotate between the 3 maps
>> on the 'normal' difficulty maps, but I had no idea how to set a map to be
>> on a mission such as "Data Demolition" on Decoy or whatever else. I did a
>> bit of looking around but I think I really missed something here.
>>
>> ___
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>> please visit:
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>>
>>
>
>
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>
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Re: [hlds] srcds vhosting

2012-08-16 Thread netshroud
As far as I know, Source doesn't use DNS at all, it's completely 
IPv4-address-based. Lookups are done at connect time or adding-to-favourites 
time, completely by the client. There's no official or unofficial way to do 
HTTP-style vhosting as far as I am aware.

On 17/08/2012, at 9:19 AM, T Marler  wrote:

> Why would I want to vhost the default port?
> 
> I want to vhost so I can host multiple servers on the same IP without people 
> having to memorize ports.
> 
> - Original Message -
> From: Kyle Sanderson 
> Date: Thursday, August 16, 2012 4:26 pm
> Subject: Re: [hlds] srcds vhosting
> To: Half-Life dedicated Win32 server mailing list 
> 
> 
> > Host A records map hostnames to IP Addresses. I don't believe 
> > you can
> > specify ports.
> > 
> > What you'd probably end up doing is subdomain.lanified.com:65535 
> > . If
> > you're using the default port (27015) your clients could just 
> > type in
> > `connect subdomain.lanified.com`.
> > 
> > Thanks,
> > Kyle.
> > 
> > On Thu, Aug 16, 2012 at 2:59 PM, T Marler 
> >  wrote:
> > > So if I make an A record for a subdomain, example:
> > >
> > > subdomain.lanified.com -> record type A -> 255.255.255.255:65535
> > >
> > > it will direct traffic accessing that (sub)domain to that 
> > specific port?
> > >
> > >
> > > - Original Message -
> > > From: Dan Offord 
> > > Date: Thursday, August 16, 2012 3:29 pm
> > > Subject: Re: [hlds] srcds vhosting
> > > To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
> > > 
> > >
> > >> > As in, subdomains or domains resolving to specific ports.
> > >>
> > >> You mean SRV support? (
> > >> http://en.wikipedia.org/wiki/SRV_record )
> > >>
> > >> I don't think srcds/goldsrc engine currently support it, it's a
> > >> would be
> > >> nice feature :)
> > >>
> > >> One thing you could do, is set an A record on the domain and do:
> > >> tf2.mygameserver.com:27015
> > >>
> > >> Regards,
> > >>
> > >> Dan Offord
> > >>
> > >> Technical Systems Administrator
> > >>
> > >> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> > >> Southampton, Hampshire, SO45 1XR
> > >>
> > >> Registered in England & Wales No. 3370594
> > >>
> > >> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> > >> Twitter: @liv3d | Skype: mpukliv3d
> > >>
> > >>
> > >>
> > >> On 16 August 2012 19:53, T Marler  wrote:
> > >>
> > >> > Has anyone figured out a nice way to vhost srcds? Preferably
> > >> in Linux of
> > >> > course.
> > >> >
> > >> > As in, subdomains or domains resolving to specific ports.
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> > >> archives,> please visit:
> > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >> >
> > >> >
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list 
> > archives,> please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > ___
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Re: [hlds] srcds vhosting

2012-08-16 Thread T Marler
Why would I want to vhost the default port?

I want to vhost so I can host multiple servers on the same IP without people 
having to memorize ports.

- Original Message -
From: Kyle Sanderson 
Date: Thursday, August 16, 2012 4:26 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list 

> Host A records map hostnames to IP Addresses. I don't believe 
> you can
> specify ports.
> 
> What you'd probably end up doing is subdomain.lanified.com:65535 
> . If
> you're using the default port (27015) your clients could just 
> type in
> `connect subdomain.lanified.com`.
> 
> Thanks,
> Kyle.
> 
> On Thu, Aug 16, 2012 at 2:59 PM, T Marler 
>  wrote:
> > So if I make an A record for a subdomain, example:
> >
> > subdomain.lanified.com -> record type A -> 255.255.255.255:65535
> >
> > it will direct traffic accessing that (sub)domain to that 
> specific port?
> >
> >
> > - Original Message -
> > From: Dan Offord 
> > Date: Thursday, August 16, 2012 3:29 pm
> > Subject: Re: [hlds] srcds vhosting
> > To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
> > 
> >
> >> > As in, subdomains or domains resolving to specific ports.
> >>
> >> You mean SRV support? (
> >> http://en.wikipedia.org/wiki/SRV_record )
> >>
> >> I don't think srcds/goldsrc engine currently support it, it's a
> >> would be
> >> nice feature :)
> >>
> >> One thing you could do, is set an A record on the domain and do:
> >> tf2.mygameserver.com:27015
> >>
> >> Regards,
> >>
> >> Dan Offord
> >>
> >> Technical Systems Administrator
> >>
> >> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> >> Southampton, Hampshire, SO45 1XR
> >>
> >> Registered in England & Wales No. 3370594
> >>
> >> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> >> Twitter: @liv3d | Skype: mpukliv3d
> >>
> >>
> >>
> >> On 16 August 2012 19:53, T Marler  wrote:
> >>
> >> > Has anyone figured out a nice way to vhost srcds? Preferably
> >> in Linux of
> >> > course.
> >> >
> >> > As in, subdomains or domains resolving to specific ports.
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> archives,> please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> >
> >> >
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> archives,> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
> ___
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> archives, please visit:
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Re: [hlds] Mann Up Matchmaking

2012-08-16 Thread Alan Kennedy


What's the proper configuration then for allowing Only 6 players to connect 
(Matchmaking or Direct Connect) and no specatators allowed? I've tried 
differente approaches, right now i have: 


sv_visibleplayers "6" 
mp_allowspectarors "0" 
tf_mm_servermode "0" 
tf_mm_strict "0" 


The goal here is to allow Direct Connections, regardless of MatchMaking ones. 


Thx, Alan // 

-- 
3DGames Argentina 
http://www.3dgames.com.ar 
Libertad 41, 5to Piso - Capital Federal 
Tel: 4-332-4709 

- Original Message -


From: "T Marler"  
To: "Half-Life dedicated Win32 server mailing list" 
 
Sent: Thursday, August 16, 2012 12:56:49 AM 
Subject: Re: [hlds] Mann Up Matchmaking 

visiblemaxplayers to 6 has worked completely for me, I have 3 servers up now 

tf2b.lanified.com 
tf2c.lanified.com 
tf2d.lanified.com 

all 32 slot + 6 visible slots 

no issues except i cannot destroy mini sentries remotely :( 

- Original Message - 
From: ics  
Date: Wednesday, August 15, 2012 9:12 pm 
Subject: Re: [hlds] Mann Up Matchmaking 
To: Half-Life dedicated Win32 server mailing list  

> The whole system in MvM needs to be like in L4D2 when it comes 
> to player slots. L4D2 has 4 humans and despite how many special 
> infected (BOT players) it has and server playercount will not 
> change. It will always be 4/4 if full of human players in coop. 
> Using tf_mm_strict 1 will solve the direct connects (no one can 
> connect except through matchmaking). So, allow only 6 players (6 
> slots) in when MvM mode is on and _hide_ the BOT slots. 
> 
> Having server set to tf_mm_strict 1 will help but then only 
> through matchmaking, it can be connected. This doesn't really 
> work for communities as some of us want to run private servers 
> for our people and play as 6 teams groups in our servers. Now if 
> we make them strict, no one cannot connect except through 
> matchmaking and if we do not make them strict, too many people 
> are in. 
> 
> -ics 
> 
> 16.8.2012 5:39, ics kirjoitti: 
> >I also seem to have same issue. Any player can connect through 
> console connect to the server and thus getting in if not all 26 
> rest of the slots are reserved for bots. Right now i have 29/6 
> despite having 32 slots and visiblemaxplayers set to 6. 
> > 
> >-ics 
> > 
> >16.8.2012 5:32, Grognak kirjoitti: 
> >>On 8/15/2012 7:27 PM, Mark Winckle wrote: 
> >>>My server is too full, even though Fletcher said it would 
> only show 6 players, every MVM server is showing 32/32 or 
> similar and is allowing too many players to join. 
> >>> 
> >>> 
> >>>___ 
> >>>To unsubscribe, edit your list preferences, or view the list 
> archives, please visit: 
> >>>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 
> >>Try changing sv_visiblemaxplayers to 6. 
> >> 
> >> 
> >>___ 
> >>To unsubscribe, edit your list preferences, or view the list 
> archives, please visit: 
> >>https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 
> > 
> > 
> > 
> >___ 
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> archives, please visit: 
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> 
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Re: [hlds] Setting Missions in MvM

2012-08-16 Thread Maavrik
I'd love a command for this, it really is annoying to have to vote to 
change to something else.


Don't votes run commands after they are won?  Maybe we could steal the 
command from there.


On 8/16/2012 5:53 AM, Mark Steele wrote:
The only real way I've found so far is to call a ChangeMission vote 
once in game. Still trying to find the command to do it otherwise.


On 16 August 2012 12:06, mailto:dray...@me.com>> wrote:

Hey, maybe I missed some sort of memo, but as a server owner, how
should I be able to change the missions my server runs? I was
playing on my private server with some friends earlier but we
noticed in matchmaking we could select these different missions
here: http://puu.sh/VQAn

When playing on my server, it seemed to just rotate between the 3
maps on the 'normal' difficulty maps, but I had no idea how to set
a map to be on a mission such as "Data Demolition" on Decoy or
whatever else. I did a bit of looking around but I think I really
missed something here.

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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
But how frequently server calculates ‘information about position of players, 
who died, and all that stuff’ by its own?

 

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, August 17, 2012 1:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc

 

And since the clients most likely never run with a cl_updaterate above 100, a 
sys_ticrate above 100 is useless as they won't receive new positions more often.

2012/8/16 Gavin Langdon 

Very simply: FPS stands for Frames per Second. The server sends messages to the 
clients at a regular interval with information about position of players, who 
died, and all that stuff. The higher FPS your server has, the more messages it 
will be able to send out about peoples' positions.

 

This is not the same as a client's FPS. The client fps can be higher since the 
game does some fancy math to smooth the data out, and there are lots of things 
that happen on the client and not the server. However, if the FPS is really 
low, you'll still get some bad-looking behavior since the client will not get 
as much info about where the players are moving.

 

--Gavin

 

On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy  wrote:

No one at this time hasn’t give an explanation what fps does. But it is key 
point to ‘understanding’..

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock
Sent: Friday, August 17, 2012 12:33 AM
To: hlds@list.valvesoftware.com


Subject: Re: [hlds] Tickrate for GoldSrc

 

 FPS  put in the server.cfg file works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu 
usage.
Yes sys_ticrate does affect the system globally  
 
mm_system
(sleep_timer/s )
1msmax 1000 fps
 2ms   max  500fps
3msmax  333fps
4msmax  250fps
10ms   max  100fps 

i understand all of this.  I just have a hard time elaborating it in writing.

 

Lorne M.

a.k.a. Blyte
 
 

> From: nextra...@gmail.com
> Date: Thu, 16 Aug 2012 21:50:17 +0200
> To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> Not true for HLDS as far as I know.
> 
> On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > tickrate actually needs to be declared at init of the srcds, fps can be
> > changed on the fly, and in configs. configs are effectively changing cvars
> > while the server is running, hence the distinction of tickrate being
> > declared at init. tickrate cannot be changed once a server has started,
> > however fps can. fps is not necessarily tied to tickrates, but they can be
> > influenced by them.
> >
> > previously tf2 servers could exceed 100fps, and arguably see gains, while a
> > tickrate would be set to 100.
> >
> > currently VALVe is trying to migrate to a static tickrate, so relying on
> > tickrate (at least for tf2) in your init is an ill-advised decision.
> >
> > to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to
> > your init script.
> >
> > Just to re-iterate, tickerate changes are not avised. "The -tickrate command
> > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
> > changing tickrate causes server timing issues. The tickrate is set to 66 in
> > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> >
> > source:
> > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > - Original Message -
> > From: Lorne Mock 
> > Date: Thursday, August 16, 2012 1:13 pm
> > Subject: Re: [hlds] Tickrate for GoldSrc
> > To: hlds@list.valvesoftware.com
> >
> >>
> >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> >> both )Must / should be put in the server.cfg or the
> >> multiplayer.cfg .( one or the other not both )It will not
> >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> >
> >> Date: Thu, 16 Aug 2012 14:00:48 -0500
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >>
> >>
> >>
> >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> >>
> >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> >
> >> To: hlds@list.valvesoftware.com
> >> Date: Thu, 16 Aug 2012 18:40:28 +0400
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >> So what exactly means ‘server fps’?
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
> ___
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> visit:
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To unsubscribe, 

Re: [hlds] srcds vhosting

2012-08-16 Thread Kyle Sanderson
Host A records map hostnames to IP Addresses. I don't believe you can
specify ports.

What you'd probably end up doing is subdomain.lanified.com:65535 . If
you're using the default port (27015) your clients could just type in
`connect subdomain.lanified.com`.

Thanks,
Kyle.

On Thu, Aug 16, 2012 at 2:59 PM, T Marler  wrote:
> So if I make an A record for a subdomain, example:
>
> subdomain.lanified.com -> record type A -> 255.255.255.255:65535
>
> it will direct traffic accessing that (sub)domain to that specific port?
>
>
> - Original Message -
> From: Dan Offord 
> Date: Thursday, August 16, 2012 3:29 pm
> Subject: Re: [hlds] srcds vhosting
> To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
> 
>
>> > As in, subdomains or domains resolving to specific ports.
>>
>> You mean SRV support? (
>> http://en.wikipedia.org/wiki/SRV_record )
>>
>> I don't think srcds/goldsrc engine currently support it, it's a
>> would be
>> nice feature :)
>>
>> One thing you could do, is set an A record on the domain and do:
>> tf2.mygameserver.com:27015
>>
>> Regards,
>>
>> Dan Offord
>>
>> Technical Systems Administrator
>>
>> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
>> Southampton, Hampshire, SO45 1XR
>>
>> Registered in England & Wales No. 3370594
>>
>> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
>> Twitter: @liv3d | Skype: mpukliv3d
>>
>>
>>
>> On 16 August 2012 19:53, T Marler  wrote:
>>
>> > Has anyone figured out a nice way to vhost srcds? Preferably
>> in Linux of
>> > course.
>> >
>> > As in, subdomains or domains resolving to specific ports.
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list
>> archives,> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>> >
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>

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Re: [hlds] srcds vhosting

2012-08-16 Thread T Marler
So if I make an A record for a subdomain, example:

subdomain.lanified.com -> record type A -> 255.255.255.255:65535

it will direct traffic accessing that (sub)domain to that specific port?

- Original Message -
From: Dan Offord 
Date: Thursday, August 16, 2012 3:29 pm
Subject: Re: [hlds] srcds vhosting
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list 


> > As in, subdomains or domains resolving to specific ports.
> 
> You mean SRV support? (  
> http://en.wikipedia.org/wiki/SRV_record )
> 
> I don't think srcds/goldsrc engine currently support it, it's a 
> would be
> nice feature :)
> 
> One thing you could do, is set an A record on the domain and do:
> tf2.mygameserver.com:27015
> 
> Regards,
> 
> Dan Offord
> 
> Technical Systems Administrator
> 
> Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
> Southampton, Hampshire, SO45 1XR
> 
> Registered in England & Wales No. 3370594
> 
> Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
> Twitter: @liv3d | Skype: mpukliv3d
> 
> 
> 
> On 16 August 2012 19:53, T Marler  wrote:
> 
> > Has anyone figured out a nice way to vhost srcds? Preferably 
> in Linux of
> > course.
> >
> > As in, subdomains or domains resolving to specific ports.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> archives,> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
>
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
And since the clients most likely never run with a cl_updaterate above 100,
a sys_ticrate above 100 is useless as they won't receive new positions more
often.

2012/8/16 Gavin Langdon 

> Very simply: FPS stands for Frames per Second. The server sends messages
> to the clients at a regular interval with information about position of
> players, who died, and all that stuff. The higher FPS your server has, the
> more messages it will be able to send out about peoples' positions.
>
> This is not the same as a client's FPS. The client fps can be higher since
> the game does some fancy math to smooth the data out, and there are lots of
> things that happen on the client and not the server. However, if the FPS is
> really low, you'll still get some bad-looking behavior since the client
> will not get as much info about where the players are moving.
>
> --Gavin
>
>
> On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy 
> wrote:
>
>> No one at this time hasn’t give an explanation what fps does. But it is
>> key point to ‘understanding’..
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lorne Mock
>> *Sent:* Friday, August 17, 2012 12:33 AM
>> *To:* hlds@list.valvesoftware.com
>>
>> *Subject:* Re: [hlds] Tickrate for GoldSrc
>>
>> ** **
>>
>>  FPS  put in the server.cfg file works on a dedicated hlds server.
>> But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with
>> cpu usage.
>> Yes sys_ticrate does affect the system globally
>>
>> mm_system
>> (sleep_timer/s )
>> 1msmax 1000 fps
>>  2ms   max  500fps
>> 3msmax  333fps
>> 4msmax  250fps
>> 10ms   max  100fps
>>
>> i understand all of this.  I just have a hard time elaborating it in
>> writing.
>>
>>  
>>
>> Lorne M.
>>
>> a.k.a. Blyte
>>
>>  
>>
>> > From: nextra...@gmail.com
>> > Date: Thu, 16 Aug 2012 21:50:17 +0200
>> > To: tmar...@shaw.ca; hlds@list.valvesoftware.com
>> > Subject: Re: [hlds] Tickrate for GoldSrc
>> >
>> > Not true for HLDS as far as I know.
>> >
>> > On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
>> > > tickrate actually needs to be declared at init of the srcds, fps can
>> be
>> > > changed on the fly, and in configs. configs are effectively changing
>> cvars
>> > > while the server is running, hence the distinction of tickrate being
>> > > declared at init. tickrate cannot be changed once a server has
>> started,
>> > > however fps can. fps is not necessarily tied to tickrates, but they
>> can be
>> > > influenced by them.
>> > >
>> > > previously tf2 servers could exceed 100fps, and arguably see gains,
>> while a
>> > > tickrate would be set to 100.
>> > >
>> > > currently VALVe is trying to migrate to a static tickrate, so relying
>> on
>> > > tickrate (at least for tf2) in your init is an ill-advised decision.
>> > >
>> > > to declare tickrate, you add "-tickrate X" (X is the tickrate you
>> want) to
>> > > your init script.
>> > >
>> > > Just to re-iterate, tickerate changes are not avised. "The -tickrate
>> command
>> > > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2
>> because
>> > > changing tickrate causes server timing issues. The tickrate is set to
>> 66 in
>> > > CSS, DoD S and TF2, and 30 in L4D and L4D2."
>> > >
>> > > source:
>> > >
>> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>> > >
>> > > - Original Message -
>> > > From: Lorne Mock 
>> > > Date: Thursday, August 16, 2012 1:13 pm
>> > > Subject: Re: [hlds] Tickrate for GoldSrc
>> > > To: hlds@list.valvesoftware.com
>> > >
>> > >>
>> > >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
>> > >> both )Must / should be put in the server.cfg or the
>> > >> multiplayer.cfg .( one or the other not both )It will not
>> > >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
>> > >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
>> > >
>> > >> Date: Thu, 16 Aug 2012 14:00:48 -0500
>> > >> Subject: Re: [hlds] Tickrate for GoldSrc
>> > >>
>> > >>
>> > >>
>> > >>
>> > >>
>> > >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
>> > >>
>> > >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
>> > >
>> > >> To: hlds@list.valvesoftware.com
>> > >> Date: Thu, 16 Aug 2012 18:40:28 +0400
>> > >> Subject: Re: [hlds] Tickrate for GoldSrc
>> > >>
>> > >>
>> > >> So what exactly means ‘server fps’?
>> > >>
>> > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list archives,
>> > > please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> > >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>> __

Re: [hlds] srcds vhosting

2012-08-16 Thread Dan Offord
> As in, subdomains or domains resolving to specific ports.

You mean SRV support? (  http://en.wikipedia.org/wiki/SRV_record )

I don't think srcds/goldsrc engine currently support it, it's a would be
nice feature :)

One thing you could do, is set an A record on the domain and do:
tf2.mygameserver.com:27015

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England & Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 16 August 2012 19:53, T Marler  wrote:

> Has anyone figured out a nice way to vhost srcds? Preferably in Linux of
> course.
>
> As in, subdomains or domains resolving to specific ports.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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[hlds] "You must set maxplayers to 32 to host MvM" console spam

2012-08-16 Thread Steven Hartland

If you start a server in MvM without -maxplayers 32 it spams
the console with the message:-
"You must set maxplayers to 32 to host MvM"

It would be much more preferable if it said the message then
exited instead of spamming the message hundreds of times a
second wasting machine resources.

   Regards
   Steve


This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. 


In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Gavin Langdon
Very simply: FPS stands for Frames per Second. The server sends messages to
the clients at a regular interval with information about position of
players, who died, and all that stuff. The higher FPS your server has, the
more messages it will be able to send out about peoples' positions.

This is not the same as a client's FPS. The client fps can be higher since
the game does some fancy math to smooth the data out, and there are lots of
things that happen on the client and not the server. However, if the FPS is
really low, you'll still get some bad-looking behavior since the client
will not get as much info about where the players are moving.

--Gavin

On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy wrote:

> No one at this time hasn’t give an explanation what fps does. But it is
> key point to ‘understanding’..
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lorne Mock
> *Sent:* Friday, August 17, 2012 12:33 AM
> *To:* hlds@list.valvesoftware.com
>
> *Subject:* Re: [hlds] Tickrate for GoldSrc
>
> ** **
>
>  FPS  put in the server.cfg file works on a dedicated hlds server.
> But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with
> cpu usage.
> Yes sys_ticrate does affect the system globally
>
> mm_system
> (sleep_timer/s )
> 1msmax 1000 fps
>  2ms   max  500fps
> 3msmax  333fps
> 4msmax  250fps
> 10ms   max  100fps
>
> i understand all of this.  I just have a hard time elaborating it in
> writing.
>
>  
>
> Lorne M.
>
> a.k.a. Blyte
>
>  
>
> > From: nextra...@gmail.com
> > Date: Thu, 16 Aug 2012 21:50:17 +0200
> > To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Tickrate for GoldSrc
> >
> > Not true for HLDS as far as I know.
> >
> > On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > > tickrate actually needs to be declared at init of the srcds, fps can be
> > > changed on the fly, and in configs. configs are effectively changing
> cvars
> > > while the server is running, hence the distinction of tickrate being
> > > declared at init. tickrate cannot be changed once a server has started,
> > > however fps can. fps is not necessarily tied to tickrates, but they
> can be
> > > influenced by them.
> > >
> > > previously tf2 servers could exceed 100fps, and arguably see gains,
> while a
> > > tickrate would be set to 100.
> > >
> > > currently VALVe is trying to migrate to a static tickrate, so relying
> on
> > > tickrate (at least for tf2) in your init is an ill-advised decision.
> > >
> > > to declare tickrate, you add "-tickrate X" (X is the tickrate you
> want) to
> > > your init script.
> > >
> > > Just to re-iterate, tickerate changes are not avised. "The -tickrate
> command
> > > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2
> because
> > > changing tickrate causes server timing issues. The tickrate is set to
> 66 in
> > > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> > >
> > > source:
> > > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> > >
> > > - Original Message -
> > > From: Lorne Mock 
> > > Date: Thursday, August 16, 2012 1:13 pm
> > > Subject: Re: [hlds] Tickrate for GoldSrc
> > > To: hlds@list.valvesoftware.com
> > >
> > >>
> > >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> > >> both )Must / should be put in the server.cfg or the
> > >> multiplayer.cfg .( one or the other not both )It will not
> > >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> > >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> > >
> > >> Date: Thu, 16 Aug 2012 14:00:48 -0500
> > >> Subject: Re: [hlds] Tickrate for GoldSrc
> > >>
> > >>
> > >>
> > >>
> > >>
> > >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> > >>
> > >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> > >
> > >> To: hlds@list.valvesoftware.com
> > >> Date: Thu, 16 Aug 2012 18:40:28 +0400
> > >> Subject: Re: [hlds] Tickrate for GoldSrc
> > >>
> > >>
> > >> So what exactly means ‘server fps’?
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Jason
What FPS Booster plugin do you use?

On Thu, Aug 16, 2012 at 4:32 PM, Lorne Mock  wrote:

>   FPS  put in the server.cfg file works on a dedicated hlds server.
> But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with
> cpu usage.
> Yes sys_ticrate does affect the system globally
>
> mm_system
> (sleep_timer/s )
> 1msmax 1000 fps
>  2ms   max  500fps
> 3msmax  333fps
> 4msmax  250fps
> 10ms   max  100fps
>
> i understand all of this.  I just have a hard time elaborating it in
> writing.
>
> Lorne M.
> a.k.a. Blyte
>
>
> > From: nextra...@gmail.com
> > Date: Thu, 16 Aug 2012 21:50:17 +0200
> > To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Tickrate for GoldSrc
> >
> > Not true for HLDS as far as I know.
> >
> > On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > > tickrate actually needs to be declared at init of the srcds, fps can be
> > > changed on the fly, and in configs. configs are effectively changing
> cvars
> > > while the server is running, hence the distinction of tickrate being
> > > declared at init. tickrate cannot be changed once a server has started,
> > > however fps can. fps is not necessarily tied to tickrates, but they
> can be
> > > influenced by them.
> > >
> > > previously tf2 servers could exceed 100fps, and arguably see gains,
> while a
> > > tickrate would be set to 100.
> > >
> > > currently VALVe is trying to migrate to a static tickrate, so relying
> on
> > > tickrate (at least for tf2) in your init is an ill-advised decision.
> > >
> > > to declare tickrate, you add "-tickrate X" (X is the tickrate you
> want) to
> > > your init script.
> > >
> > > Just to re-iterate, tickerate changes are not avised. "The -tickrate
> command
> > > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2
> because
> > > changing tickrate causes server timing issues. The tickrate is set to
> 66 in
> > > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> > >
> > > source:
> > > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> > >
> > > - Original Message -
> > > From: Lorne Mock 
> > > Date: Thursday, August 16, 2012 1:13 pm
> > > Subject: Re: [hlds] Tickrate for GoldSrc
> > > To: hlds@list.valvesoftware.com
> > >
> > >>
> > >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> > >> both )Must / should be put in the server.cfg or the
> > >> multiplayer.cfg .( one or the other not both )It will not
> > >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> > >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> > >
> > >> Date: Thu, 16 Aug 2012 14:00:48 -0500
> > >> Subject: Re: [hlds] Tickrate for GoldSrc
> > >>
> > >>
> > >>
> > >>
> > >>
> > >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> > >>
> > >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> > >
> > >> To: hlds@list.valvesoftware.com
> > >> Date: Thu, 16 Aug 2012 18:40:28 +0400
> > >> Subject: Re: [hlds] Tickrate for GoldSrc
> > >>
> > >>
> > >> So what exactly means ‘server fps’?
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> >
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
No one at this time hasn’t give an explanation what fps does. But it is key 
point to ‘understanding’..

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock
Sent: Friday, August 17, 2012 12:33 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Tickrate for GoldSrc

 

 FPS  put in the server.cfg file works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu 
usage.
Yes sys_ticrate does affect the system globally  
 
mm_system
(sleep_timer/s )
1msmax 1000 fps
 2ms   max  500fps
3msmax  333fps
4msmax  250fps
10ms   max  100fps 

i understand all of this.  I just have a hard time elaborating it in writing.

 

Lorne M.

a.k.a. Blyte
 
 

> From: nextra...@gmail.com
> Date: Thu, 16 Aug 2012 21:50:17 +0200
> To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> Not true for HLDS as far as I know.
> 
> On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > tickrate actually needs to be declared at init of the srcds, fps can be
> > changed on the fly, and in configs. configs are effectively changing cvars
> > while the server is running, hence the distinction of tickrate being
> > declared at init. tickrate cannot be changed once a server has started,
> > however fps can. fps is not necessarily tied to tickrates, but they can be
> > influenced by them.
> >
> > previously tf2 servers could exceed 100fps, and arguably see gains, while a
> > tickrate would be set to 100.
> >
> > currently VALVe is trying to migrate to a static tickrate, so relying on
> > tickrate (at least for tf2) in your init is an ill-advised decision.
> >
> > to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to
> > your init script.
> >
> > Just to re-iterate, tickerate changes are not avised. "The -tickrate command
> > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
> > changing tickrate causes server timing issues. The tickrate is set to 66 in
> > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> >
> > source:
> > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > - Original Message -
> > From: Lorne Mock 
> > Date: Thursday, August 16, 2012 1:13 pm
> > Subject: Re: [hlds] Tickrate for GoldSrc
> > To: hlds@list.valvesoftware.com
> >
> >>
> >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> >> both )Must / should be put in the server.cfg or the
> >> multiplayer.cfg .( one or the other not both )It will not
> >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> >
> >> Date: Thu, 16 Aug 2012 14:00:48 -0500
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >>
> >>
> >>
> >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> >>
> >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> >
> >> To: hlds@list.valvesoftware.com
> >> Date: Thu, 16 Aug 2012 18:40:28 +0400
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >> So what exactly means ‘server fps’?
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
> ___
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock




 FPS  put in the server.cfg file works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu 
usage.
Yes sys_ticrate does affect the system globally  
 
mm_system
(sleep_timer/s )
1msmax 1000 fps
 2ms   max  500fps
3msmax  333fps
4msmax  250fps
10ms   max  100fps 

i understand all of this.  I just have a hard time elaborating it in writing. 
Lorne M.a.k.a. Blyte
 
 
> From: nextra...@gmail.com
> Date: Thu, 16 Aug 2012 21:50:17 +0200
> To: tmar...@shaw.ca; hlds@list.valvesoftware.com
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> Not true for HLDS as far as I know.
> 
> On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> > tickrate actually needs to be declared at init of the srcds, fps can be
> > changed on the fly, and in configs. configs are effectively changing cvars
> > while the server is running, hence the distinction of tickrate being
> > declared at init. tickrate cannot be changed once a server has started,
> > however fps can. fps is not necessarily tied to tickrates, but they can be
> > influenced by them.
> >
> > previously tf2 servers could exceed 100fps, and arguably see gains, while a
> > tickrate would be set to 100.
> >
> > currently VALVe is trying to migrate to a static tickrate, so relying on
> > tickrate (at least for tf2) in your init is an ill-advised decision.
> >
> > to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to
> > your init script.
> >
> > Just to re-iterate, tickerate changes are not avised. "The -tickrate command
> > line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
> > changing tickrate causes server timing issues. The tickrate is set to 66 in
> > CSS, DoD S and TF2, and 30 in L4D and L4D2."
> >
> > source:
> > https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> >
> > - Original Message -
> > From: Lorne Mock 
> > Date: Thursday, August 16, 2012 1:13 pm
> > Subject: Re: [hlds] Tickrate for GoldSrc
> > To: hlds@list.valvesoftware.com
> >
> >>
> >> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
> >> both )Must / should be put in the server.cfg or the
> >> multiplayer.cfg .( one or the other not both  )It will not
> >> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
> >> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> >
> >> Date: Thu, 16 Aug 2012 14:00:48 -0500
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >>
> >>
> >>
> >> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> >>
> >> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> >
> >> To: hlds@list.valvesoftware.com
> >> Date: Thu, 16 Aug 2012 18:40:28 +0400
> >> Subject: Re: [hlds] Tickrate for GoldSrc
> >>
> >>
> >> So what exactly means ‘server fps’?
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
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Re: [hlds] Mvm Bug

2012-08-16 Thread Mark Steele
>From my experience, the bug only seems to happen when the map time has
expired. Setting mp_timelimit 0 seems to have solved it for now, and the
game still changes map at the end of the mission.

I might be wrong, but that's what I've seen so far.

On 16 August 2012 19:29, William S.  wrote:

> I believe the bug is related to the server itself lagging out and doing a
> tournament regular round end as opposed to a MvM round end. Notice that
> when the glitch occurs, it displays the scoreboard and lets you continue
> playing, as opposed to the MvM Failure screen with the MvM tips and the two
> buttons.
>
> On Aug 16, 2012, at 2:12 PM, "Leon Hunter"  wrote:
>
> It’s not a bug, it’s an undocumented feature. Here in after known as
> “Everyone’s a Winner!”  
>
> It doesn’t matter what wave you’re on, rounds continue when you lose (at
> least) periodically.
>
> Furthermore when it restores to checkpoint, more often than not the map
> bomb pit doesn’t restore at all, so bots carry the bomb to the put to get
> killed  via trigger hurt cause they walked into the exploded pit.
>
> Dumb bugs are dumb and show a lack of play testing…
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
> *Sent:* Thursday, 16 August 2012 3:00 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mvm Bug
> ** **
> Bugs I've found (on a private server):
> ** **
> - Rounds continued after we lost (the bomb was delivered) on the first wave
> 
> ** **
> - At the start of each round (after losing on the first wave), it let us
> know we "failed", but the wave continued anyway
> ** **
>
> ** **
> On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
> Scratch that.  The bug resolved itself.  It kicked the players when
> the round started.
>
>
> On Wed, Aug 15, 2012 at 11:05 PM, Daniel Barreiro
>  wrote:
> > Whoops. There were 4 players and when I unlocked it 28 joined within 5
> > seconds
> >
> >
> > On Wednesday, August 15, 2012, Daniel Barreiro
> >  wrote:
> >> I just unlocked my server and it suddenly got 32 real clients all player
> >>
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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Setting tickrate to a non default value has always caused timing issues
with physics. Grenade launcher, stickybomb launcher will fire faster for
example IIRC.

2012/8/16 Cameron Munroe 

>  More like a performace hit. You are making the server do more cycles per
> second so all the stuff can be handled therefore more cpu.
>
>
>
> On 8/16/2012 12:53 PM, Matt Adams wrote:
>
> Is there a performance increase in setting tickrate back to 100 now?
>
> Sent from my iPhone
>
> On Aug 16, 2012, at 9:19 AM, AnAkIn  wrote:
>
>  Because my GSP never removed it. Doesn't change the fact that it wasn't
> supposed to come back.
>
> 2012/8/16 Dominik Friedrichs 
>
>> Better question: Why do you still have it in your commandline ages after
>> its abolition?
>>
>>
>> On 2012/08/16 15:58, AnAkIn wrote:
>>
>>>  Hi,
>>>
>>> Today, I found out that my servers were running at 100 FPS/tickrate.
>>> After checking, I found out that -tickrate has been added back with the
>>> latest TF2 update. I thought the plan was to have all servers run at a
>>> tickrate of 66. Why has the command line option been added back?
>>>
>>> --
>>> Best regards,
>>> AnAkIn
>>>
>>>
>>>
>>>   ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> --
> Best regards,
> AnAkIn
>
>   ___
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-- 
Best regards,
AnAkIn
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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread Cameron Munroe
More like a performace hit. You are making the server do more cycles per 
second so all the stuff can be handled therefore more cpu.



On 8/16/2012 12:53 PM, Matt Adams wrote:

Is there a performance increase in setting tickrate back to 100 now?

Sent from my iPhone

On Aug 16, 2012, at 9:19 AM, AnAkIn > wrote:


Because my GSP never removed it. Doesn't change the fact that it 
wasn't supposed to come back.


2012/8/16 Dominik Friedrichs mailto:d...@forlix.org>>

Better question: Why do you still have it in your commandline
ages after its abolition?


On 2012/08/16 15:58, AnAkIn wrote:

Hi,

Today, I found out that my servers were running at 100
FPS/tickrate.
After checking, I found out that -tickrate has been added
back with the
latest TF2 update. I thought the plan was to have all servers
run at a
tickrate of 66. Why has the command line option been added back?

--
Best regards,
AnAkIn



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--
Best regards,
AnAkIn

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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread Matt Adams
Is there a performance increase in setting tickrate back to 100 now?

Sent from my iPhone

On Aug 16, 2012, at 9:19 AM, AnAkIn  wrote:

> Because my GSP never removed it. Doesn't change the fact that it wasn't 
> supposed to come back.
> 
> 2012/8/16 Dominik Friedrichs 
> Better question: Why do you still have it in your commandline ages after its 
> abolition?
> 
> 
> On 2012/08/16 15:58, AnAkIn wrote:
> Hi,
> 
> Today, I found out that my servers were running at 100 FPS/tickrate.
> After checking, I found out that -tickrate has been added back with the
> latest TF2 update. I thought the plan was to have all servers run at a
> tickrate of 66. Why has the command line option been added back?
> 
> --
> Best regards,
> AnAkIn
> 
> 
> 
> ___
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> 
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> 
> 
> -- 
> Best regards,
> AnAkIn
> 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Valentin G.
Not true for HLDS as far as I know.

On Thu, Aug 16, 2012 at 9:21 PM, T Marler  wrote:
> tickrate actually needs to be declared at init of the srcds, fps can be
> changed on the fly, and in configs. configs are effectively changing cvars
> while the server is running, hence the distinction of tickrate being
> declared at init. tickrate cannot be changed once a server has started,
> however fps can. fps is not necessarily tied to tickrates, but they can be
> influenced by them.
>
> previously tf2 servers could exceed 100fps, and arguably see gains, while a
> tickrate would be set to 100.
>
> currently VALVe is trying to migrate to a static tickrate, so relying on
> tickrate (at least for tf2) in your init is an ill-advised decision.
>
> to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to
> your init script.
>
> Just to re-iterate, tickerate changes are not avised. "The -tickrate command
> line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because
> changing tickrate causes server timing issues. The tickrate is set to 66 in
> CSS, DoD S and TF2, and 30 in L4D and L4D2."
>
> source:
> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
> - Original Message -
> From: Lorne Mock 
> Date: Thursday, August 16, 2012 1:13 pm
> Subject: Re: [hlds] Tickrate for GoldSrc
> To: hlds@list.valvesoftware.com
>
>>
>> Gold Source sys_ticrate 100 or fps 100 ( one or the other not
>> both )Must / should be put in the server.cfg or the
>> multiplayer.cfg .( one or the other not both  )It will not
>> work from the servers command-line. Lorne M.a.k.a. BlyteFrom:
>> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
>
>> Date: Thu, 16 Aug 2012 14:00:48 -0500
>> Subject: Re: [hlds] Tickrate for GoldSrc
>>
>>
>>
>>
>>
>> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
>>
>> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
>
>> To: hlds@list.valvesoftware.com
>> Date: Thu, 16 Aug 2012 18:40:28 +0400
>> Subject: Re: [hlds] Tickrate for GoldSrc
>>
>>
>> So what exactly means ‘server fps’?
>>
>
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Mohammed Khalik

I too have the same bug :(

Date: Thu, 16 Aug 2012 14:19:49 +0100
From: m...@winckle.co.uk
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

I have the same bug as Jeremy.

On 16 August 2012 03:51, Lord_Jeremy Xavier  wrote:

My linux servers are showing X/32 in the server list. My maxplayers is set to 
32. When I set sv_visiblemaxplayers to 6, a playercount of 0/6 is shown in the 
browser, despite the number of players (and bots) actually in the server. Not 
sure if this is causing people to fail to connect.




-J





On Aug 15, 2012, at 10:43 PM, Daniel Barreiro wrote:



> I'm playing coaltown, and when the tank comes and drops its bomc,

> nothing happens and the bots can't get in to drop their bombs.

>

> On Wed, Aug 15, 2012 at 9:51 PM, Danh Pham  wrote:

>> Though, I do respect valve for it's commitment to it's fan base.

>>

>>

>> On Wed, Aug 15, 2012 at 9:48 PM, Danh Pham  wrote:

>>>

>>> +1

>>>

>>>

>>> On Wed, Aug 15, 2012 at 9:34 PM, Kush Mahajani 

>>> wrote:



 Valve:

> expects us to host community MvM servers

> community servers have problems updating





 On Wed, Aug 15, 2012 at 6:33 PM, Lance Waidzunas 

 wrote:

>

> I had 10/10 servers fail, finally got a few going, all are going VERY

> slow right now through TCAdmin2 on End of Reality.  ONe server has gone 
> from

> 40.39% to 40.42% in 15 minutes.

>

> On Wed, Aug 15, 2012 at 8:31 PM, Damir Butmir 

> wrote:

>>

>> Is the update failing for anyone else? Looks like th update servers are

>> crashing under load...Neither my client or server will update as the 
>> Valve

>> update servers keep going down

>>

>>> From: er...@valvesoftware.com

>>> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;

>>> hlds_annou...@list.valvesoftware.com

>>> Date: Thu, 16 Aug 2012 01:01:26 +

>>

>>> Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

>>>

>>> We've released a mandatory update to TF2. The notes for the TF2

>>> update are below. There are shared engine changes that affect DoD:S and

>>> HL2:DM.

>>>

>>> -Eric

>>>

>>> --

>>>

>>> Team Fortress 2

>>> - Added Mann vs. Machine

>>> - Added Archimedes

>>> - Added The Soldier's Stogie

>>> - Added The Robro 3000

>>> - Updated The Helmet Without a Home to be paintable

>>> - Fixed some clipping issues with The Salty Dog

>>> - Removed player penetration from The Pomson 6000 and boosted the

>>> damage to compensate

>>>

>>> ___

>>> To unsubscribe, edit your list preferences, or view the list

>>> archives, please visit:

>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

>>

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>>

>

>

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>







 --

 -

 Kush Mahajani





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>>>

>>

>>

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>

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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread T Marler
tickrate actually needs to be declared at init of the srcds, fps can be changed 
on the fly, and in configs. configs are effectively changing cvars while the 
server is running, hence the distinction of tickrate being declared at init. 
tickrate cannot be changed once a server has started, however fps can. fps is 
not necessarily tied to tickrates, but they can be influenced by them.

previously tf2 servers could exceed 100fps, and arguably see gains, while a 
tickrate would be set to 100.

currently VALVe is trying to migrate to a static tickrate, so relying on 
tickrate (at least for tf2) in your init is an ill-advised decision.

to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to your 
init script.

Just to re-iterate, tickerate changes are not avised. "The -tickrate command 
line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because 
changing tickrate causes server timing issues. The tickrate is set to 66 in 
CSS, DoD S and TF2, and 30 in L4D and L4D2."

source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- Original Message -
From: Lorne Mock 
Date: Thursday, August 16, 2012 1:13 pm
Subject: Re: [hlds] Tickrate for GoldSrc
To: hlds@list.valvesoftware.com

> 
> Gold Source sys_ticrate 100 or fps 100 ( one or the other not 
> both )Must / should be put in the server.cfg or the 
> multiplayer.cfg .( one or the other not both  )It will not 
> work from the servers command-line. Lorne M.a.k.a. BlyteFrom: 
> blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com
> Date: Thu, 16 Aug 2012 14:00:48 -0500
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> 
> 
> 
> 
> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> 
> Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
> To: hlds@list.valvesoftware.com
> Date: Thu, 16 Aug 2012 18:40:28 +0400
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> 
> So what exactly means ‘server fps’?
> 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / 
should be put in the server.cfg or the multiplayer.cfg .( one or the other not 
both  )It will not work from the servers command-line. Lorne M.a.k.a. 
BlyteFrom: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 14:00:48 -0500
Subject: Re: [hlds] Tickrate for GoldSrc





sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics

Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 18:40:28 +0400
Subject: Re: [hlds] Tickrate for GoldSrc


So what exactly means ‘server fps’?
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics

Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 18:40:28 +0400
Subject: Re: [hlds] Tickrate for GoldSrc


So what exactly means ‘server fps’? From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Thursday, August 16, 2012 6:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc Tick rate for gold source is set with 
sys_ticrate and it's the same as the server FPS. There is no command line 
option.2012/8/16 Dmitriy Bobrovskiy Hello! I know there is 
a so called tickrate which means how frequently server calculates game world. 
That should not be confused with sys_ticrate which means how frequently server 
checks arrived client data. Am I right?The problem is: I don’t know how to 
properly set tickrate. What should I use as the command option: -ticrate or 
-tickrate?And is there a way to check current ticrate of running server?  Best 
Wishes!
Dmitriy Bobrovskiy
Systems Administrator
+7 926 520 1026
Moscow, Russia
supp...@isotonic.ru
http://isotonic.ru/
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-- 
Best regards,
AnAkIn
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Eric Smith
We're fixing this for a release later today.

Also, we've found an issue with MvM servers that have a value set for 
mp_timelimit.  When the timelimit hits the server gets into a state that it 
can't recover from.  For now, you should set mp_timelimit 0 on MvM dedicated 
servers.  We're working on a fix for this, too.

-Eric



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 11:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

This needs fixing immediately. Crashing too many times and it requires someone 
to go and press OK.


On 16/08/2012 18:30, Game-Over wrote:

And again the same here, also Windows 2008(R2) - all servers - same errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two 
with "Sys_Error( Host_Error: Overflow error writing string table baseline 
ServerMapCycle" or "Engine error: Host_Error: Overflow error writing string 
table baseline GameRulesCreation" in the crash dumps.

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[hlds] srcds vhosting

2012-08-16 Thread T Marler
Has anyone figured out a nice way to vhost srcds? Preferably in Linux of course.

As in, subdomains or domains resolving to specific ports.
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread AeroliteGaming.com
This needs fixing immediately. Crashing too many times and it requires 
someone to go and press OK.



On 16/08/2012 18:30, Game-Over wrote:


And again the same here, also Windows 2008(R2) - all servers - same 
errors.


On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour 
or two with "Sys_Error( Host_Error: Overflow error writing string 
table baseline ServerMapCycle" or "Engine error: Host_Error: Overflow 
error writing string table baseline GameRulesCreation" in the crash 
dumps.




On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol 
> wrote:


Do you have a backtrace?

I don't have this error, but I assume is
CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow
occurs when a
client joins.

I see that the buffer used by CBaseClient::SendServerInfo has
96000 bytes.
The problem occurs when writing the string tables, but why?
Unfortunately
the string tables are not the first written out, so it may be
something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some
data if
sv_dumpstringtables and developer are both non zero. See if this
helps you
to gather more data. Also there are two commands regarding string
tables
(dumpgamestringtable and dumpstringtables), try them on a test
server.
Anyway, as I said I don't think the problem is the string tables,
probably
they are only the "last drop".

Note that CNetworkStringTableContainer::WriteBaselines is also
called for
Replay and STV, but I assume you don't have any enabled.

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of
Andreas Grimm
Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table
baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table
baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM
seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp
"0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of
Andreas Grimm
[l...@gmx.net ]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of
Andreas Grimm
[l...@gmx.net ]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of
Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Eve

Re: [hlds] Tutorials for setting up MvM Server?

2012-08-16 Thread Landon Orr
I had been running the hldsupdatetool.exe command incorrectly, I
changed it and now I'm up and running. I have 6 servers running now,
and they're completely full. Thanks a ton for the help.

On Thu, Aug 16, 2012 at 12:24 PM, Marco Vockner  wrote:
> If there no maps in maps, you should update your server with restarting it
> with -autoupdate.
>
> MVM Maplist:
> mvm_mannworks
> mvm_coaltown
> mvm_decoy
>
> Also try to set mp_timelimit to 0, so it loads automaticly the next map
> after all waves.
>
> Greets,
> Marco
>
> Am 16.08.2012 14:47, schrieb Landon Orr:
>
>> Thanks for the replies, the're helping a ton. After the update, and
>> looking through my maps directory, I don't seem to have any of the mvm
>> map files, just the standard maps I had before. Do you have to do
>> anything special to get those map files? Also, I'm editing the maplist
>> and mapcycle files, is there a list anywhere of all the mvm maps?
>>
>> On Thu, Aug 16, 2012 at 12:55 AM, Marco Vockner  wrote:
>>>
>>> Or more human:
>>>
>>> (32slots arent needed, i run my server fine with 24. Just getting
>>> horrible
>>> server console spam)
>>>
>>> 1# Remove all non MVM Maps from the maps folder
>>> 2# Open maplist and mapcycle and remove every map except mvm (if mvm maps
>>> are not in the list add them)
>>> 3# Open your server.cfg and add tf_mm_servermode 2
>>> 4# Start your server with an mvm map
>>>
>>> Worked for me, for maximum performance add a disable Spectators plugin so
>>> there no specs.
>>>
>>> Greets,
>>> Marco
>>>
>>>
>>> Am 16.08.2012 07:46, schrieb Matt Adams:
>>>
>>> Fletcher posted this earlier..
>>>
>>> The update is going live any second now.
>>>
>>>
>>>
>>> To host an MvM server:
>>> * Make sure maxplayers is 32!
>>> * No PvP maps in the MvM mission cycle file.  (More details on this file
>>> will follow.)
>>> * Set tf_mm_servermode 2 (or 0)
>>> *  Boot the server on one of the MvM maps:
>>>
>>> mvm_decoy
>>>
>>> mvm_mannworks
>>>
>>> mvm_coaltown
>>>
>>>
>>>
>>> * Use the default mission cycle file (attached) or edit as you prefer
>>>
>>>
>>>
>>> * Convars:
>>>
>>> Vote issues specific to MvM:
>>>
>>> sv_vote_issue_changelevel_allowed_mvm
>>>
>>> sv_vote_issue_kick_allowed_mvm
>>>
>>>
>>>
>>> We also suggest sv_minrate 3
>>>
>>>
>>>
>>> To host a PvP server:
>>> *   No MvM maps in the mapcycle file.
>>> *   Set tf_mm_servermode 1 (or 0)
>>> *   Boot the server on a PvP map in your map cycle.
>>>
>>>
>>> A few last qestions:
>>>
>>>
>>>
>>>
>>>
>>> We will host some “Boot Camp” (non Mann UP!) servers, but we are
>>> expecting
>>> that the demand for servers of both kinds will be extremely high, so we
>>> are
>>> moving most of our servers to Mann UP.
>>>
>>>
>>>
>>> In summary: almost all of the “boot camp” players --- which is likely to
>>> be
>>> a majority of players today --- will be hosted on community servers.
>>> On 8/16/2012 12:33 AM, Landon Orr wrote:
>>>
>>> I'm interested in switching over my server to be an MvM server, and to
>>> let it participate in matchmaking. I've been looking online for a good
>>> explanation on how to do this, but since MvM is new, I can't seem to
>>> find one. I've found a few forum posts on some config changes, but I'm
>>> not sure exactly which ones I should be doing. Is there a good place
>>> where I can find this info, or does someone have a quick run through
>>> on hand? Thanks!
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>>
>>>
>>>
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>>>
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Re: [hlds] Mvm Bug

2012-08-16 Thread William S.
I believe the bug is related to the server itself lagging out and doing a 
tournament regular round end as opposed to a MvM round end. Notice that when 
the glitch occurs, it displays the scoreboard and lets you continue playing, as 
opposed to the MvM Failure screen with the MvM tips and the two buttons.

On Aug 16, 2012, at 2:12 PM, "Leon Hunter"  wrote:

> It’s not a bug, it’s an undocumented feature. Here in after known as 
> “Everyone’s a Winner!”  
>  
> It doesn’t matter what wave you’re on, rounds continue when you lose (at 
> least) periodically.
>  
> Furthermore when it restores to checkpoint, more often than not the map bomb 
> pit doesn’t restore at all, so bots carry the bomb to the put to get killed  
> via trigger hurt cause they walked into the exploded pit.
>  
> Dumb bugs are dumb and show a lack of play testing…
>  
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
> Sent: Thursday, 16 August 2012 3:00 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mvm Bug
>  
> Bugs I've found (on a private server):
>  
> - Rounds continued after we lost (the bomb was delivered) on the first wave
>  
> - At the start of each round (after losing on the first wave), it let us know 
> we "failed", but the wave continued anyway
>  
>  
> 
> On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro 
>  wrote:
> Scratch that.  The bug resolved itself.  It kicked the players when
> the round started.
> 
> On Wed, Aug 15, 2012 at 11:05 PM, Daniel Barreiro
>  wrote:
> > Whoops. There were 4 players and when I unlocked it 28 joined within 5
> > seconds
> >
> >
> > On Wednesday, August 15, 2012, Daniel Barreiro
> >  wrote:
> >> I just unlocked my server and it suddenly got 32 real clients all player
> >>
> 
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Re: [hlds] Tutorials for setting up MvM Server?

2012-08-16 Thread Marco Vockner
If there no maps in maps, you should update your server with restarting 
it with -autoupdate.


MVM Maplist:
mvm_mannworks
mvm_coaltown
mvm_decoy

Also try to set mp_timelimit to 0, so it loads automaticly the next map 
after all waves.


Greets,
Marco

Am 16.08.2012 14:47, schrieb Landon Orr:

Thanks for the replies, the're helping a ton. After the update, and
looking through my maps directory, I don't seem to have any of the mvm
map files, just the standard maps I had before. Do you have to do
anything special to get those map files? Also, I'm editing the maplist
and mapcycle files, is there a list anywhere of all the mvm maps?

On Thu, Aug 16, 2012 at 12:55 AM, Marco Vockner  wrote:

Or more human:

(32slots arent needed, i run my server fine with 24. Just getting horrible
server console spam)

1# Remove all non MVM Maps from the maps folder
2# Open maplist and mapcycle and remove every map except mvm (if mvm maps
are not in the list add them)
3# Open your server.cfg and add tf_mm_servermode 2
4# Start your server with an mvm map

Worked for me, for maximum performance add a disable Spectators plugin so
there no specs.

Greets,
Marco


Am 16.08.2012 07:46, schrieb Matt Adams:

Fletcher posted this earlier..

The update is going live any second now.



To host an MvM server:
* Make sure maxplayers is 32!
* No PvP maps in the MvM mission cycle file.  (More details on this file
will follow.)
* Set tf_mm_servermode 2 (or 0)
*  Boot the server on one of the MvM maps:

mvm_decoy

mvm_mannworks

mvm_coaltown



* Use the default mission cycle file (attached) or edit as you prefer



* Convars:

Vote issues specific to MvM:

sv_vote_issue_changelevel_allowed_mvm

sv_vote_issue_kick_allowed_mvm



We also suggest sv_minrate 3



To host a PvP server:
*   No MvM maps in the mapcycle file.
*   Set tf_mm_servermode 1 (or 0)
*   Boot the server on a PvP map in your map cycle.


A few last qestions:





We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
that the demand for servers of both kinds will be extremely high, so we are
moving most of our servers to Mann UP.



In summary: almost all of the “boot camp” players --- which is likely to be
a majority of players today --- will be hosted on community servers.
On 8/16/2012 12:33 AM, Landon Orr wrote:

I'm interested in switching over my server to be an MvM server, and to
let it participate in matchmaking. I've been looking online for a good
explanation on how to do this, but since MvM is new, I can't seem to
find one. I've found a few forum posts on some config changes, but I'm
not sure exactly which ones I should be doing. Is there a good place
where I can find this info, or does someone have a quick run through
on hand? Thanks!

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Re: [hlds] Mvm Bug

2012-08-16 Thread Leon Hunter
It's not a bug, it's an undocumented feature. Here in after known as
"Everyone's a Winner!"  

 

It doesn't matter what wave you're on, rounds continue when you lose (at
least) periodically.

 

Furthermore when it restores to checkpoint, more often than not the map bomb
pit doesn't restore at all, so bots carry the bomb to the put to get killed
via trigger hurt cause they walked into the exploded pit.

 

Dumb bugs are dumb and show a lack of play testing.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Thursday, 16 August 2012 3:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mvm Bug

 

Bugs I've found (on a private server):

 

- Rounds continued after we lost (the bomb was delivered) on the first wave

 

- At the start of each round (after losing on the first wave), it let us
know we "failed", but the wave continued anyway

 

 

On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro
 wrote:

Scratch that.  The bug resolved itself.  It kicked the players when
the round started.


On Wed, Aug 15, 2012 at 11:05 PM, Daniel Barreiro
 wrote:
> Whoops. There were 4 players and when I unlocked it 28 joined within 5
> seconds
>
>
> On Wednesday, August 15, 2012, Daniel Barreiro
>  wrote:
>> I just unlocked my server and it suddenly got 32 real clients all player
>>

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Game-Over


And again the same here, also Windows 2008(R2) - all servers - same errors.

On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour 
or two with "Sys_Error( Host_Error: Overflow error writing string 
table baseline ServerMapCycle" or "Engine error: Host_Error: Overflow 
error writing string table baseline GameRulesCreation" in the crash 
dumps.




On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol 
> wrote:


Do you have a backtrace?

I don't have this error, but I assume is
CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow
occurs when a
client joins.

I see that the buffer used by CBaseClient::SendServerInfo has
96000 bytes.
The problem occurs when writing the string tables, but why?
Unfortunately
the string tables are not the first written out, so it may be
something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some
data if
sv_dumpstringtables and developer are both non zero. See if this
helps you
to gather more data. Also there are two commands regarding string
tables
(dumpgamestringtable and dumpstringtables), try them on a test server.
Anyway, as I said I don't think the problem is the string tables,
probably
they are only the "last drop".

Note that CNetworkStringTableContainer::WriteBaselines is also
called for
Replay and STV, but I assume you don't have any enabled.

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM
seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp
"0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
[l...@gmx.net ]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
[l...@gmx.net ]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following
lines in
console:

- Engine error: Host_Error: Overflow error writing string tab

Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Team BOOM!
I actually wish mine would crash once in a while. At least it would keep
them from filling with ghost clients that eventually take up all 32 slots
and don't let people join after a few hours! Embrace the chaos guys. LMAO!

 

At least SourceMod is stable again with the latest snapshot. Have a good
day!

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AeroliteGaming.com
Sent: Thursday, August 16, 2012 9:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

 

Confirmed here too. Windows Server 2008 R2



On 16/08/2012 17:21, E. Olsen wrote:

Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two
with "Sys_Error( Host_Error: Overflow error writing string table baseline
ServerMapCycle" or "Engine error: Host_Error: Overflow error writing string
table baseline GameRulesCreation" in the crash dumps. 

 

 

On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol
 wrote:

Do you have a backtrace?

I don't have this error, but I assume is CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow occurs when a
client joins.

I see that the buffer used by CBaseClient::SendServerInfo has 96000 bytes.
The problem occurs when writing the string tables, but why? Unfortunately
the string tables are not the first written out, so it may be something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some data if
sv_dumpstringtables and developer are both non zero. See if this helps you
to gather more data. Also there are two commands regarding string tables
(dumpgamestringtable and dumpstringtables), try them on a test server.
Anyway, as I said I don't think the problem is the string tables, probably
they are only the "last drop".

Note that CNetworkStringTableContainer::WriteBaselines is also called for
Replay and STV, but I assume you don't have any enabled.


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

Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp "0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread AeroliteGaming.com

Confirmed here too. Windows Server 2008 R2



On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour 
or two with "Sys_Error( Host_Error: Overflow error writing string 
table baseline ServerMapCycle" or "Engine error: Host_Error: Overflow 
error writing string table baseline GameRulesCreation" in the crash 
dumps.




On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol 
> wrote:


Do you have a backtrace?

I don't have this error, but I assume is
CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow
occurs when a
client joins.

I see that the buffer used by CBaseClient::SendServerInfo has
96000 bytes.
The problem occurs when writing the string tables, but why?
Unfortunately
the string tables are not the first written out, so it may be
something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some
data if
sv_dumpstringtables and developer are both non zero. See if this
helps you
to gather more data. Also there are two commands regarding string
tables
(dumpgamestringtable and dumpstringtables), try them on a test server.
Anyway, as I said I don't think the problem is the string tables,
probably
they are only the "last drop".

Note that CNetworkStringTableContainer::WriteBaselines is also
called for
Replay and STV, but I assume you don't have any enabled.

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM
seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp
"0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
[l...@gmx.net ]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com

[hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
[l...@gmx.net ]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com
] On Behalf Of Andreas
Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following
lines in
console:

- Engine error: Host_Error: Overflow error writing string table
baseline
ServerMapCyc

Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread E. Olsen
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two
with "Sys_Error( Host_Error: Overflow error writing string table baseline
ServerMapCycle" or "Engine error: Host_Error: Overflow error writing string
table baseline GameRulesCreation" in the crash dumps.



On Thu, Aug 16, 2012 at 9:41 AM, Invalid Protocol <
invalidprotocolvers...@gmail.com> wrote:

> Do you have a backtrace?
>
> I don't have this error, but I assume is CBaseClient::SendServerInfo ->
> CNetworkStringTableContainer::WriteBaselines, so the overflow occurs when a
> client joins.
>
> I see that the buffer used by CBaseClient::SendServerInfo has 96000 bytes.
> The problem occurs when writing the string tables, but why? Unfortunately
> the string tables are not the first written out, so it may be something
> else
> that requires so much data.
>
> The CNetworkStringTableContainer::WriteBaselines should log some data if
> sv_dumpstringtables and developer are both non zero. See if this helps you
> to gather more data. Also there are two commands regarding string tables
> (dumpgamestringtable and dumpstringtables), try them on a test server.
> Anyway, as I said I don't think the problem is the string tables, probably
> they are only the "last drop".
>
> Note that CNetworkStringTableContainer::WriteBaselines is also called for
> Replay and STV, but I assume you don't have any enabled.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> Sent: Thursday, August 16, 2012 3:57 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> These two lines are present, too:
> Engine error: Host_Error: Overflow error writing string table baseline
> ServerPopFiles
> Engine error: Host_Error: Overflow error writing string table baseline
> GameRulesCreation
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Thursday, August 16, 2012 12:35 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> We're seeing crashes as well across our normal PvP servers. MvM seems to
> run
> pretty stable. This is on Linux though.
>
> Haven't captured an error yet.
>
> (logfile just stops here; " triggered "captureblocked" (cp "0")
> (cpname
> "#koth_viaduct_cap )
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> [l...@gmx.net]
> Sent: 16 August 2012 12:00
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> All servers, even when MvM isn't active.
> 70 gameservers had ~300 crashes in the last 6 hours
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Thursday, August 16, 2012 11:56 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> Is this only when running MvM mode?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> [l...@gmx.net]
> Sent: 16 August 2012 11:54
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> every 30-60 minutes*
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> Sent: Thursday, August 16, 2012 11:48 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> Every 30-60 my gameservers are crashing with one of the following lines in
> console:
>
> - Engine error: Host_Error: Overflow error writing string table baseline
> ServerMapCycle
> - Engine error: Host_Error: Overflow error writing string table baseline
> ServerMapCycleMvM
>
> Does anyone know how to prevent this until valve releases a fix?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
> ___
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> please visit:
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>
>
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> please visit:

Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
1. I've used search a lot but haven't find an answer.
2. Default value is fine for the most situations but not for all of them. It is 
by definition.

Anyway thank you for your help.

> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
> Sent: Thursday, August 16, 2012 7:08 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote:
> > Hello!
> >
> > I know there is a so called tickrate which means how frequently server
> > calculates game world. That should not be confused with sys_ticrate
> > which means how frequently server checks arrived client data. Am I right?
> >
> > The problem is: I don’t know how to properly set tickrate. What should
> > I use as the command option: -ticrate or -tickrate?
> 
> If you have no idea, then there are two honorable paths:
> 
> 1. You get an idea (Google)
> 2. You dont touch it and trust that its default value is fine
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dominik Friedrichs

On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote:

Hello!

I know there is a so called tickrate which means how frequently server
calculates game world. That should not be confused with sys_ticrate
which means how frequently server checks arrived client data. Am I right?

The problem is: I don’t know how to properly set tickrate. What should I
use as the command option: -ticrate or -tickrate?


If you have no idea, then there are two honorable paths:

1. You get an idea (Google)
2. You dont touch it and trust that its default value is fine


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Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread) detection plugin

2012-08-16 Thread AnAkIn
There seem to be a problem since latest TF2 update, the prediction hack
(crit hack/no spread) detection has many false positives. This may only
happen on MvM, I wasn't able to reproduce the issue yet.

2012/8/10 Kyle Sanderson 

> He actually replied to the existing thread :O
>
> > Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip
>
> Looking inside of the Readme.txt file inside the archive, it describes
> those new features, so I think it's the same name.
>
> Thanks,
> Kyle.
>
> On Thu, Aug 9, 2012 at 4:07 PM, Leon Hunter  wrote:
> > AnAkIn,
> >
> >
> >
> > When posting change logs for ‘fix’ modifications, its always best to
> include
> > a download link so new users on the mailing list can download it.
> >
> >
> >
> > (And in this case, I have the old link but you have indicated it was
> > renamed, so I don’t know if it’s the old version or not)
> >
> >
> >
> > -Leon
> >
> >
> >
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> > Sent: Friday, 10 August 2012 7:32 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] TriggerBot/Prediction hack(Crit hack/No spread)
> > detection plugin
> >
> >
> >
> > Update v1.8:
> > - The plugin has been renamed to AnAkIn’s Anti-Cheat as it got more than
> the
> > triggerbot detection
> > - The detections were not working for some servers running Sourcemod,
> this
> > has now been fixed
> > - New detection, name hacks, it detects if someone is using a different
> name
> > in game than on Steam. This detection requires the server to be
> connected to
> > a Steam account, otherwise it isn’t able to query the player name.
> > You can create an empty Steam account and set the aac_accountname and
> > aac_password cvars to the account information.
> > You can check if the account has correctly connected to Steam with the
> > aac_accountstatus command.
> > DO NOT use the same account for more than one server. You can’t connect
> in a
> > Steam account from more than one place!
> >
> > Note: the name hack detection SHOULD work without any issues, it has been
> > tested on some servers and I think I fixed any issues it might have so
> far.
> > I can’t say there won’t be any bug with it for now, as I’ve had some
> > problems with the way Steam sends the name for some people and had to
> make a
> > workaround, which is not perfect, but it can work. If it turns out to
> not be
> > working, I will find a different solution.
> >
> >
> >
> > 2012/7/21 AnAkIn 
> >
> > No, they told me back in April that they had a fix, but they never
> released
> > it.
> >
> > 2012/7/21 Essay Tew Phaun 
> >
> > Has Valve fixed the crit exploit yet?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
> >
> >
> >
> >
> > --
> > Best regards,
> > AnAkIn
> >
> >
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
>
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
So what exactly means ‘server fps’?

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Thursday, August 16, 2012 6:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc

 

Tick rate for gold source is set with sys_ticrate and it's the same as the 
server FPS. There is no command line option.

2012/8/16 Dmitriy Bobrovskiy 

Hello!

 

I know there is a so called tickrate which means how frequently server 
calculates game world. That should not be confused with sys_ticrate which means 
how frequently server checks arrived client data. Am I right?

The problem is: I don’t know how to properly set tickrate. What should I use as 
the command option: -ticrate or -tickrate?

And is there a way to check current ticrate of running server?

 

 

Best Wishes!
Dmitriy Bobrovskiy
Systems Administrator
+7 926 520 1026  
Moscow, Russia
  supp...@isotonic.ru
  http://isotonic.ru/


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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
Tick rate for gold source is set with sys_ticrate and it's the same as the
server FPS. There is no command line option.

2012/8/16 Dmitriy Bobrovskiy 

> Hello!
>
> ** **
>
> I know there is a so called tickrate which means how frequently server
> calculates game world. That should not be confused with sys_ticrate which
> means how frequently server checks arrived client data. Am I right?
>
> The problem is: I don’t know how to properly set tickrate. What should I
> use as the command option: -ticrate or -tickrate?
>
> And is there a way to check current ticrate of running server?
>
> ** **
>
> ** **
>
> *Best Wishes!*
> *Dmitriy Bobrovskiy*
> *Systems Administrator*
> *+7 926 520 1026*
> *Moscow, Russia*
> *supp...@isotonic.ru* 
> *http://isotonic.ru/* 
>
> ___
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> please visit:
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>
>


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[hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
Hello!

 

I know there is a so called tickrate which means how frequently server 
calculates game world. That should not be confused with sys_ticrate which means 
how frequently server checks arrived client data. Am I right?

The problem is: I don’t know how to properly set tickrate. What should I use as 
the command option: -ticrate or -tickrate?

And is there a way to check current ticrate of running server?

 

 

Best Wishes!
Dmitriy Bobrovskiy
Systems Administrator
+7 926 520 1026
Moscow, Russia
  supp...@isotonic.ru
  http://isotonic.ru/

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[hlds] Quickplay sending in more than it should MVM

2012-08-16 Thread AeroliteGaming.com

Quickplay is still sending people in even though the 6 max is reached.

Setting visible maxplayers to 6 makes it look like there's 0/6 in which 
is weird. Is this normal?


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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Because my GSP never removed it. Doesn't change the fact that it wasn't
supposed to come back.

2012/8/16 Dominik Friedrichs 

> Better question: Why do you still have it in your commandline ages after
> its abolition?
>
>
> On 2012/08/16 15:58, AnAkIn wrote:
>
>> Hi,
>>
>> Today, I found out that my servers were running at 100 FPS/tickrate.
>> After checking, I found out that -tickrate has been added back with the
>> latest TF2 update. I thought the plan was to have all servers run at a
>> tickrate of 66. Why has the command line option been added back?
>>
>> --
>> Best regards,
>> AnAkIn
>>
>>
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
> __**_
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> please visit:
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>



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Re: [hlds] Mvm Bug

2012-08-16 Thread Flubber
I meant automatically of course...

2012/8/16 Damon Reece 

> "kick username"
>
>
> -Damon
>
> "The speed of light sucks." -John D. Carmack
>
>
> On Thu, Aug 16, 2012 at 8:24 PM, Flubber  wrote:
>
>> Anyway to kick specs human, server doesn't seems to kick them itself.
>> Thx
>>
>>
>> 2012/8/16 Damon Reece 
>>
>>> I found a bug. The Steel Heavies (with the gauntlets), when in groups,
>>> are not able to handle mini-sentries. They'll mill around it for a while
>>> then get distracted.
>>>
>>> -Damon
>>>
>>> "The speed of light sucks." -John D. Carmack
>>>
>>>
>>> On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio 
>>> wrote:
>>>
   I found a bug, when we lost for 2 second time, F4 HUD text changes
 to “F4 = Change Name” instead of “F4 = Toggle Ready”, like Tournament mode
 (Valve uses the same source code?), and we can’t start round because F4
 doesn’t work.



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>>>
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>>> please visit:
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>>>
>>>
>>
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>> please visit:
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>>
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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread Dominik Friedrichs
Better question: Why do you still have it in your commandline ages after 
its abolition?


On 2012/08/16 15:58, AnAkIn wrote:

Hi,

Today, I found out that my servers were running at 100 FPS/tickrate.
After checking, I found out that -tickrate has been added back with the
latest TF2 update. I thought the plan was to have all servers run at a
tickrate of 66. Why has the command line option been added back?

--
Best regards,
AnAkIn



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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
CS:GO do have the -tickrate option and the max is 128? At least that's how
it was last time I checked, or maybe that was changed recently.

2012/8/16 1nsane <1nsane...@gmail.com>

> Perhaps in order to allow running lower tickrate servers for MvM (to
> reduce CPU usage).
>
> It seems they are going back on the plan to have all servers run at 66
> now. Look at DODS and CS:GO.
>
> On Thu, Aug 16, 2012 at 9:58 AM, AnAkIn  wrote:
>
>> Hi,
>>
>> Today, I found out that my servers were running at 100 FPS/tickrate.
>> After checking, I found out that -tickrate has been added back with the
>> latest TF2 update. I thought the plan was to have all servers run at a
>> tickrate of 66. Why has the command line option been added back?
>>
>> --
>> Best regards,
>> AnAkIn
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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>>
>
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>


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Re: [hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread 1nsane
Perhaps in order to allow running lower tickrate servers for MvM (to reduce
CPU usage).

It seems they are going back on the plan to have all servers run at 66 now.
Look at DODS and CS:GO.

On Thu, Aug 16, 2012 at 9:58 AM, AnAkIn  wrote:

> Hi,
>
> Today, I found out that my servers were running at 100 FPS/tickrate. After
> checking, I found out that -tickrate has been added back with the latest
> TF2 update. I thought the plan was to have all servers run at a tickrate of
> 66. Why has the command line option been added back?
>
> --
> Best regards,
> AnAkIn
>
>
> ___
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> please visit:
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>
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[hlds] -tickrate option added back with the latest TF2 update?

2012-08-16 Thread AnAkIn
Hi,

Today, I found out that my servers were running at 100 FPS/tickrate. After
checking, I found out that -tickrate has been added back with the latest
TF2 update. I thought the plan was to have all servers run at a tickrate of
66. Why has the command line option been added back?

-- 
Best regards,
AnAkIn
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Re: [hlds] Mvm Bug

2012-08-16 Thread Daniel Barreiro
The first bug E. Olsen had happened to me as well until I restarted
the server, even after unlocking it

On Thu, Aug 16, 2012 at 9:10 AM, Damon Reece  wrote:
> "kick username"
>
>
> -Damon
>
> "The speed of light sucks." -John D. Carmack
>
>
> On Thu, Aug 16, 2012 at 8:24 PM, Flubber  wrote:
>>
>> Anyway to kick specs human, server doesn't seems to kick them itself.
>> Thx
>>
>>
>> 2012/8/16 Damon Reece 
>>>
>>> I found a bug. The Steel Heavies (with the gauntlets), when in groups,
>>> are not able to handle mini-sentries. They'll mill around it for a while
>>> then get distracted.
>>>
>>> -Damon
>>>
>>> "The speed of light sucks." -John D. Carmack
>>>
>>>
>>> On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio 
>>> wrote:

 I found a bug, when we lost for 2 second time, F4 HUD text changes to
 “F4 = Change Name” instead of “F4 = Toggle Ready”, like Tournament mode
 (Valve uses the same source code?), and we can’t start round because F4
 doesn’t work.



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>
>>
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>> please visit:
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>
>
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Invalid Protocol
Do you have a backtrace?

I don't have this error, but I assume is CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow occurs when a
client joins. 

I see that the buffer used by CBaseClient::SendServerInfo has 96000 bytes.
The problem occurs when writing the string tables, but why? Unfortunately
the string tables are not the first written out, so it may be something else
that requires so much data.

The CNetworkStringTableContainer::WriteBaselines should log some data if
sv_dumpstringtables and developer are both non zero. See if this helps you
to gather more data. Also there are two commands regarding string tables
(dumpgamestringtable and dumpstringtables), try them on a test server.
Anyway, as I said I don't think the problem is the string tables, probably
they are only the "last drop".

Note that CNetworkStringTableContainer::WriteBaselines is also called for
Replay and STV, but I assume you don't have any enabled.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 3:57 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp "0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread 1nsane
I made a thread about the same issue earlier (on the linux list). I'm
experiencing it as well.

On Thu, Aug 16, 2012 at 8:57 AM, Andreas Grimm  wrote:

> These two lines are present, too:
> Engine error: Host_Error: Overflow error writing string table baseline
> ServerPopFiles
> Engine error: Host_Error: Overflow error writing string table baseline
> GameRulesCreation
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Thursday, August 16, 2012 12:35 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> We're seeing crashes as well across our normal PvP servers. MvM seems to
> run
> pretty stable. This is on Linux though.
>
> Haven't captured an error yet.
>
> (logfile just stops here; " triggered "captureblocked" (cp "0")
> (cpname
> "#koth_viaduct_cap )
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> [l...@gmx.net]
> Sent: 16 August 2012 12:00
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> All servers, even when MvM isn't active.
> 70 gameservers had ~300 crashes in the last 6 hours
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Thursday, August 16, 2012 11:56 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> Is this only when running MvM mode?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> [l...@gmx.net]
> Sent: 16 August 2012 11:54
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> every 30-60 minutes*
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> Sent: Thursday, August 16, 2012 11:48 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...
>
> Every 30-60 my gameservers are crashing with one of the following lines in
> console:
>
> - Engine error: Host_Error: Overflow error writing string table baseline
> ServerMapCycle
> - Engine error: Host_Error: Overflow error writing string table baseline
> ServerMapCycleMvM
>
> Does anyone know how to prevent this until valve releases a fix?
>
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Re: [hlds] Tutorials for setting up MvM Server?

2012-08-16 Thread Matthäus Egorov
try to verify the gamefiles (hldsupdatetool.exe -command update -game tf
-dir x -verify_all)

On Thu, Aug 16, 2012 at 3:20 PM, Landon Orr  wrote:

> There must be a place to download the MvM maps somewhere, because when
> I start my server, I get an error "CModelLoad::Map_IsValid: No such
> map 'maps/mvm_decoy.bsp'. I get this error for all three maps.
>
> On Thu, Aug 16, 2012 at 6:47 AM, Landon Orr  wrote:
> > Thanks for the replies, the're helping a ton. After the update, and
> > looking through my maps directory, I don't seem to have any of the mvm
> > map files, just the standard maps I had before. Do you have to do
> > anything special to get those map files? Also, I'm editing the maplist
> > and mapcycle files, is there a list anywhere of all the mvm maps?
> >
> > On Thu, Aug 16, 2012 at 12:55 AM, Marco Vockner 
> wrote:
> >> Or more human:
> >>
> >> (32slots arent needed, i run my server fine with 24. Just getting
> horrible
> >> server console spam)
> >>
> >> 1# Remove all non MVM Maps from the maps folder
> >> 2# Open maplist and mapcycle and remove every map except mvm (if mvm
> maps
> >> are not in the list add them)
> >> 3# Open your server.cfg and add tf_mm_servermode 2
> >> 4# Start your server with an mvm map
> >>
> >> Worked for me, for maximum performance add a disable Spectators plugin
> so
> >> there no specs.
> >>
> >> Greets,
> >> Marco
> >>
> >>
> >> Am 16.08.2012 07:46, schrieb Matt Adams:
> >>
> >> Fletcher posted this earlier..
> >>
> >> The update is going live any second now.
> >>
> >>
> >>
> >> To host an MvM server:
> >> * Make sure maxplayers is 32!
> >> * No PvP maps in the MvM mission cycle file.  (More details on this file
> >> will follow.)
> >> * Set tf_mm_servermode 2 (or 0)
> >> *  Boot the server on one of the MvM maps:
> >>
> >> mvm_decoy
> >>
> >> mvm_mannworks
> >>
> >> mvm_coaltown
> >>
> >>
> >>
> >> * Use the default mission cycle file (attached) or edit as you prefer
> >>
> >>
> >>
> >> * Convars:
> >>
> >> Vote issues specific to MvM:
> >>
> >> sv_vote_issue_changelevel_allowed_mvm
> >>
> >> sv_vote_issue_kick_allowed_mvm
> >>
> >>
> >>
> >> We also suggest sv_minrate 3
> >>
> >>
> >>
> >> To host a PvP server:
> >> *   No MvM maps in the mapcycle file.
> >> *   Set tf_mm_servermode 1 (or 0)
> >> *   Boot the server on a PvP map in your map cycle.
> >>
> >>
> >> A few last qestions:
> >>
> >>
> >>
> >>
> >>
> >> We will host some “Boot Camp” (non Mann UP!) servers, but we are
> expecting
> >> that the demand for servers of both kinds will be extremely high, so we
> are
> >> moving most of our servers to Mann UP.
> >>
> >>
> >>
> >> In summary: almost all of the “boot camp” players --- which is likely
> to be
> >> a majority of players today --- will be hosted on community servers.
> >> On 8/16/2012 12:33 AM, Landon Orr wrote:
> >>
> >> I'm interested in switching over my server to be an MvM server, and to
> >> let it participate in matchmaking. I've been looking online for a good
> >> explanation on how to do this, but since MvM is new, I can't seem to
> >> find one. I've found a few forum posts on some config changes, but I'm
> >> not sure exactly which ones I should be doing. Is there a good place
> >> where I can find this info, or does someone have a quick run through
> >> on hand? Thanks!
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >>
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
>
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Jeremy Agostino
I've confirmed that new players can't join a game with less than 6 human
players if a round is in progress and bots have already spawned.

-Jeremy

On Aug 16, 2012, at 9:20 AM, Mark Winckle  wrote:

I have the same bug as Jeremy.

On 16 August 2012 03:51, Lord_Jeremy Xavier  wrote:

> My linux servers are showing X/32 in the server list. My maxplayers is set
> to 32. When I set sv_visiblemaxplayers to 6, a playercount of 0/6 is shown
> in the browser, despite the number of players (and bots) actually in the
> server. Not sure if this is causing people to fail to connect.
>
> -J
>
>
> On Aug 15, 2012, at 10:43 PM, Daniel Barreiro wrote:
>
> > I'm playing coaltown, and when the tank comes and drops its bomc,
> > nothing happens and the bots can't get in to drop their bombs.
> >
> > On Wed, Aug 15, 2012 at 9:51 PM, Danh Pham 
> wrote:
> >> Though, I do respect valve for it's commitment to it's fan base.
> >>
> >>
> >> On Wed, Aug 15, 2012 at 9:48 PM, Danh Pham 
> wrote:
> >>>
> >>> +1
> >>>
> >>>
> >>> On Wed, Aug 15, 2012 at 9:34 PM, Kush Mahajani  >
> >>> wrote:
> 
>  Valve:
> > expects us to host community MvM servers
> > community servers have problems updating
> 
> 
>  On Wed, Aug 15, 2012 at 6:33 PM, Lance Waidzunas 
>  wrote:
> >
> > I had 10/10 servers fail, finally got a few going, all are going VERY
> > slow right now through TCAdmin2 on End of Reality.  ONe server has
> gone from
> > 40.39% to 40.42% in 15 minutes.
> >
> > On Wed, Aug 15, 2012 at 8:31 PM, Damir Butmir 
> > wrote:
> >>
> >> Is the update failing for anyone else? Looks like th update servers
> are
> >> crashing under load...Neither my client or server will update as
> the Valve
> >> update servers keep going down
> >>
> >>> From: er...@valvesoftware.com
> >>> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
> ;
> >>> hlds_annou...@list.valvesoftware.com
> >>> Date: Thu, 16 Aug 2012 01:01:26 +
> >>
> >>> Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
> >>>
> >>> We've released a mandatory update to TF2. The notes for the TF2
> >>> update are below. There are shared engine changes that affect
> DoD:S and
> >>> HL2:DM.
> >>>
> >>> -Eric
> >>>
> >>> --
> >>>
> >>> Team Fortress 2
> >>> - Added Mann vs. Machine
> >>> - Added Archimedes
> >>> - Added The Soldier's Stogie
> >>> - Added The Robro 3000
> >>> - Updated The Helmet Without a Home to be paintable
> >>> - Fixed some clipping issues with The Salty Dog
> >>> - Removed player penetration from The Pomson 6000 and boosted the
> >>> damage to compensate
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
> 
> 
>  --
>  -
>  Kush Mahajani
> 
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> >>>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> > ___
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> please visit:
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>
>
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Re: [hlds] Tutorials for setting up MvM Server?

2012-08-16 Thread Landon Orr
There must be a place to download the MvM maps somewhere, because when
I start my server, I get an error "CModelLoad::Map_IsValid: No such
map 'maps/mvm_decoy.bsp'. I get this error for all three maps.

On Thu, Aug 16, 2012 at 6:47 AM, Landon Orr  wrote:
> Thanks for the replies, the're helping a ton. After the update, and
> looking through my maps directory, I don't seem to have any of the mvm
> map files, just the standard maps I had before. Do you have to do
> anything special to get those map files? Also, I'm editing the maplist
> and mapcycle files, is there a list anywhere of all the mvm maps?
>
> On Thu, Aug 16, 2012 at 12:55 AM, Marco Vockner  wrote:
>> Or more human:
>>
>> (32slots arent needed, i run my server fine with 24. Just getting horrible
>> server console spam)
>>
>> 1# Remove all non MVM Maps from the maps folder
>> 2# Open maplist and mapcycle and remove every map except mvm (if mvm maps
>> are not in the list add them)
>> 3# Open your server.cfg and add tf_mm_servermode 2
>> 4# Start your server with an mvm map
>>
>> Worked for me, for maximum performance add a disable Spectators plugin so
>> there no specs.
>>
>> Greets,
>> Marco
>>
>>
>> Am 16.08.2012 07:46, schrieb Matt Adams:
>>
>> Fletcher posted this earlier..
>>
>> The update is going live any second now.
>>
>>
>>
>> To host an MvM server:
>> * Make sure maxplayers is 32!
>> * No PvP maps in the MvM mission cycle file.  (More details on this file
>> will follow.)
>> * Set tf_mm_servermode 2 (or 0)
>> *  Boot the server on one of the MvM maps:
>>
>> mvm_decoy
>>
>> mvm_mannworks
>>
>> mvm_coaltown
>>
>>
>>
>> * Use the default mission cycle file (attached) or edit as you prefer
>>
>>
>>
>> * Convars:
>>
>> Vote issues specific to MvM:
>>
>> sv_vote_issue_changelevel_allowed_mvm
>>
>> sv_vote_issue_kick_allowed_mvm
>>
>>
>>
>> We also suggest sv_minrate 3
>>
>>
>>
>> To host a PvP server:
>> *   No MvM maps in the mapcycle file.
>> *   Set tf_mm_servermode 1 (or 0)
>> *   Boot the server on a PvP map in your map cycle.
>>
>>
>> A few last qestions:
>>
>>
>>
>>
>>
>> We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
>> that the demand for servers of both kinds will be extremely high, so we are
>> moving most of our servers to Mann UP.
>>
>>
>>
>> In summary: almost all of the “boot camp” players --- which is likely to be
>> a majority of players today --- will be hosted on community servers.
>> On 8/16/2012 12:33 AM, Landon Orr wrote:
>>
>> I'm interested in switching over my server to be an MvM server, and to
>> let it participate in matchmaking. I've been looking online for a good
>> explanation on how to do this, but since MvM is new, I can't seem to
>> find one. I've found a few forum posts on some config changes, but I'm
>> not sure exactly which ones I should be doing. Is there a good place
>> where I can find this info, or does someone have a quick run through
>> on hand? Thanks!
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>>
>> ___
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>> please visit:
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>>

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-16 Thread Mark Winckle
I have the same bug as Jeremy.

On 16 August 2012 03:51, Lord_Jeremy Xavier  wrote:

> My linux servers are showing X/32 in the server list. My maxplayers is set
> to 32. When I set sv_visiblemaxplayers to 6, a playercount of 0/6 is shown
> in the browser, despite the number of players (and bots) actually in the
> server. Not sure if this is causing people to fail to connect.
>
> -J
>
>
> On Aug 15, 2012, at 10:43 PM, Daniel Barreiro wrote:
>
> > I'm playing coaltown, and when the tank comes and drops its bomc,
> > nothing happens and the bots can't get in to drop their bombs.
> >
> > On Wed, Aug 15, 2012 at 9:51 PM, Danh Pham 
> wrote:
> >> Though, I do respect valve for it's commitment to it's fan base.
> >>
> >>
> >> On Wed, Aug 15, 2012 at 9:48 PM, Danh Pham 
> wrote:
> >>>
> >>> +1
> >>>
> >>>
> >>> On Wed, Aug 15, 2012 at 9:34 PM, Kush Mahajani  >
> >>> wrote:
> 
>  Valve:
> > expects us to host community MvM servers
> > community servers have problems updating
> 
> 
>  On Wed, Aug 15, 2012 at 6:33 PM, Lance Waidzunas 
>  wrote:
> >
> > I had 10/10 servers fail, finally got a few going, all are going VERY
> > slow right now through TCAdmin2 on End of Reality.  ONe server has
> gone from
> > 40.39% to 40.42% in 15 minutes.
> >
> > On Wed, Aug 15, 2012 at 8:31 PM, Damir Butmir 
> > wrote:
> >>
> >> Is the update failing for anyone else? Looks like th update servers
> are
> >> crashing under load...Neither my client or server will update as
> the Valve
> >> update servers keep going down
> >>
> >>> From: er...@valvesoftware.com
> >>> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
> ;
> >>> hlds_annou...@list.valvesoftware.com
> >>> Date: Thu, 16 Aug 2012 01:01:26 +
> >>
> >>> Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
> >>>
> >>> We've released a mandatory update to TF2. The notes for the TF2
> >>> update are below. There are shared engine changes that affect
> DoD:S and
> >>> HL2:DM.
> >>>
> >>> -Eric
> >>>
> >>> --
> >>>
> >>> Team Fortress 2
> >>> - Added Mann vs. Machine
> >>> - Added Archimedes
> >>> - Added The Soldier's Stogie
> >>> - Added The Robro 3000
> >>> - Updated The Helmet Without a Home to be paintable
> >>> - Fixed some clipping issues with The Salty Dog
> >>> - Removed player penetration from The Pomson 6000 and boosted the
> >>> damage to compensate
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> 
> 
> 
>  --
>  -
>  Kush Mahajani
> 
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> >>>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds] Mvm Bug

2012-08-16 Thread Damon Reece
"kick username"

-Damon

"The speed of light sucks." -John D. Carmack


On Thu, Aug 16, 2012 at 8:24 PM, Flubber  wrote:

> Anyway to kick specs human, server doesn't seems to kick them itself.
> Thx
>
>
> 2012/8/16 Damon Reece 
>
>> I found a bug. The Steel Heavies (with the gauntlets), when in groups,
>> are not able to handle mini-sentries. They'll mill around it for a while
>> then get distracted.
>>
>> -Damon
>>
>> "The speed of light sucks." -John D. Carmack
>>
>>
>> On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio 
>> wrote:
>>
>>>   I found a bug, when we lost for 2 second time, F4 HUD text changes to
>>> “F4 = Change Name” instead of “F4 = Toggle Ready”, like Tournament mode
>>> (Valve uses the same source code?), and we can’t start round because F4
>>> doesn’t work.
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Errors with tf_mvm_missioncycle.res and others.

2012-08-16 Thread Slugsoc
Where is tf_mvm_missioncycle.res meant to be placed? At the moment I 
have it in multiple directories...


Also getting the following errors:

KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res

KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res

KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res

KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*3*),
KeyValues Error: LoadFromBuffer: missing { in file tf_mvm_missioncycle.res
(*6*),

Ubuntu 12.04 LTS btw.

I also get the MvM bug where the cap when blown off = insta-death and 
the weird hit F4 to change name.



On 16/08/12 10:59, hlds-requ...@list.valvesoftware.com wrote:

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Today's Topics:

1. Re: Mvm Bug (Franco Valerio)
2. Re: Mvm Bug (Damon Reece)
3. TF2 Engine Error: Host_Error: Overflow ... (Andreas Grimm)
4. Re: TF2 Engine Error: Host_Error: Overflow ... (Andreas Grimm)
5. Re: TF2 Engine Error: Host_Error: Overflow ... (Saint K.)
6. Setting tf_mvm_missioncyclefile crashes the server
   (Steven Hartland)


--

Message: 1
Date: Thu, 16 Aug 2012 05:09:22 -0400
From: "Franco Valerio" 
To: "ics" , "Half-Life dedicated Win32 server
mailing list"  
Subject: Re: [hlds] Mvm Bug
Message-ID: 
Content-Type: text/plain; charset="utf-8"

I found a bug, when we lost for 2 second time, F4 HUD text changes to ?F4 = 
Change Name? instead of ?F4 = Toggle Ready?, like Tournament mode (Valve uses 
the same source code?), and we can?t start round because F4 doesn?t work.
  
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Message: 2
Date: Thu, 16 Aug 2012 19:10:18 +0930
From: Damon Reece 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mvm Bug
Message-ID:

Content-Type: text/plain; charset="windows-1252"

I found a bug. The Steel Heavies (with the gauntlets), when in groups, are
not able to handle mini-sentries. They'll mill around it for a while then
get distracted.

-Damon

"The speed of light sucks." -John D. Carmack


On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio wrote:


   I found a bug, when we lost for 2 second time, F4 HUD text changes to
?F4 = Change Name? instead of ?F4 = Toggle Ready?, like Tournament mode
(Valve uses the same source code?), and we can?t start round because F4
doesn?t work.



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Message: 3
Date: Thu, 16 Aug 2012 11:48:29 +0200
From: "Andreas Grimm" 
To: "'Half-Life dedicated Win32 server mailing list'"

Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...
Message-ID: <042c01cd7b94$4ac45710$e04d0530$@net>
Content-Type: text/plain; charset="utf-8"

Every 30-60 my gameservers are crashing with one of the following lines in 
console:

  


- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycle

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

  


Does anyone know how to prevent this until valve releases a fix?

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Message: 4
Date: Thu, 16 Aug 2012 11:54

Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Andreas Grimm
These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 12:35 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

We're seeing crashes as well across our normal PvP servers. MvM seems to run
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp "0") (cpname
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] Setting Missions in MvM

2012-08-16 Thread Mark Steele
The only real way I've found so far is to call a ChangeMission vote once in
game. Still trying to find the command to do it otherwise.

On 16 August 2012 12:06,  wrote:

> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I was playing on my private
> server with some friends earlier but we noticed in matchmaking we could
> select these different missions here: http://puu.sh/VQAn
>
> When playing on my server, it seemed to just rotate between the 3 maps on
> the 'normal' difficulty maps, but I had no idea how to set a map to be on a
> mission such as "Data Demolition" on Decoy or whatever else. I did a bit of
> looking around but I think I really missed something here.
>
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Re: [hlds] Tutorials for setting up MvM Server?

2012-08-16 Thread Landon Orr
Thanks for the replies, the're helping a ton. After the update, and
looking through my maps directory, I don't seem to have any of the mvm
map files, just the standard maps I had before. Do you have to do
anything special to get those map files? Also, I'm editing the maplist
and mapcycle files, is there a list anywhere of all the mvm maps?

On Thu, Aug 16, 2012 at 12:55 AM, Marco Vockner  wrote:
> Or more human:
>
> (32slots arent needed, i run my server fine with 24. Just getting horrible
> server console spam)
>
> 1# Remove all non MVM Maps from the maps folder
> 2# Open maplist and mapcycle and remove every map except mvm (if mvm maps
> are not in the list add them)
> 3# Open your server.cfg and add tf_mm_servermode 2
> 4# Start your server with an mvm map
>
> Worked for me, for maximum performance add a disable Spectators plugin so
> there no specs.
>
> Greets,
> Marco
>
>
> Am 16.08.2012 07:46, schrieb Matt Adams:
>
> Fletcher posted this earlier..
>
> The update is going live any second now.
>
>
>
> To host an MvM server:
> * Make sure maxplayers is 32!
> * No PvP maps in the MvM mission cycle file.  (More details on this file
> will follow.)
> * Set tf_mm_servermode 2 (or 0)
> *  Boot the server on one of the MvM maps:
>
> mvm_decoy
>
> mvm_mannworks
>
> mvm_coaltown
>
>
>
> * Use the default mission cycle file (attached) or edit as you prefer
>
>
>
> * Convars:
>
> Vote issues specific to MvM:
>
> sv_vote_issue_changelevel_allowed_mvm
>
> sv_vote_issue_kick_allowed_mvm
>
>
>
> We also suggest sv_minrate 3
>
>
>
> To host a PvP server:
> *   No MvM maps in the mapcycle file.
> *   Set tf_mm_servermode 1 (or 0)
> *   Boot the server on a PvP map in your map cycle.
>
>
> A few last qestions:
>
>
>
>
>
> We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
> that the demand for servers of both kinds will be extremely high, so we are
> moving most of our servers to Mann UP.
>
>
>
> In summary: almost all of the “boot camp” players --- which is likely to be
> a majority of players today --- will be hosted on community servers.
> On 8/16/2012 12:33 AM, Landon Orr wrote:
>
> I'm interested in switching over my server to be an MvM server, and to
> let it participate in matchmaking. I've been looking online for a good
> explanation on how to do this, but since MvM is new, I can't seem to
> find one. I've found a few forum posts on some config changes, but I'm
> not sure exactly which ones I should be doing. Is there a good place
> where I can find this info, or does someone have a quick run through
> on hand? Thanks!
>
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>
>
>
>
>
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>
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[hlds] Setting Missions in MvM

2012-08-16 Thread drayneo
Hey, maybe I missed some sort of memo, but as a server owner, how should I be able to change the missions my server runs? I was playing on my private server with some friends earlier but we noticed in matchmaking we could select these different missions here: http://puu.sh/VQAnWhen playing on my server, it seemed to just rotate between the 3 maps on the 'normal' difficulty maps, but I had no idea how to set a map to be on a mission such as "Data Demolition" on Decoy or whatever else. I did a bit of looking around but I think I really missed something here.
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Re: [hlds] Mvm Bug

2012-08-16 Thread Flubber
Anyway to kick specs human, server doesn't seems to kick them itself.
Thx

2012/8/16 Damon Reece 

> I found a bug. The Steel Heavies (with the gauntlets), when in groups, are
> not able to handle mini-sentries. They'll mill around it for a while then
> get distracted.
>
> -Damon
>
> "The speed of light sucks." -John D. Carmack
>
>
> On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio wrote:
>
>>   I found a bug, when we lost for 2 second time, F4 HUD text changes to
>> “F4 = Change Name” instead of “F4 = Toggle Ready”, like Tournament mode
>> (Valve uses the same source code?), and we can’t start round because F4
>> doesn’t work.
>>
>>
>>
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>>
>>
>
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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Saint K .
We're seeing crashes as well across our normal PvP servers. MvM seems to run 
pretty stable. This is on Linux though.

Haven't captured an error yet.

(logfile just stops here; " triggered "captureblocked" (cp "0") (cpname 
"#koth_viaduct_cap )

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Andreas Grimm [l...@gmx.net]
Sent: 16 August 2012 12:00
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Andreas Grimm
All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
[l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in
console:

- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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[hlds] Setting tf_mvm_missioncyclefile crashes the server

2012-08-16 Thread Steven Hartland
After you run it either in the console, server.cfg or command line you get following (manually typed in from screen shot so may 
have some typos)


threadtools.cpp (2644) : Assertion Failed: Illegal termination of worker thread 
'SteamFindServerThread'
Assert( Assertion Failed: Illegal termination of worker thread ' 
StreamFindServerThread' ):threadtools.cpp:2664

framefunction.cpp (120) : Assertion Failed: 
CFrameFunctionMgr::~CFrameFunctionMgr: non static FrameFunction still registered

   Regards
   Steve 




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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Saint K .
Is this only when running MvM mode?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Andreas Grimm [l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

every 30-60 minutes*

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

Every 30-60 my gameservers are crashing with one of the following lines in 
console:

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Andreas Grimm
every 30-60 minutes*

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...

 

Every 30-60 my gameservers are crashing with one of the following lines in 
console:

 

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycle

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

 

Does anyone know how to prevent this until valve releases a fix?

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[hlds] TF2 Engine Error: Host_Error: Overflow ...

2012-08-16 Thread Andreas Grimm
Every 30-60 my gameservers are crashing with one of the following lines in 
console:

 

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycle

- Engine error: Host_Error: Overflow error writing string table baseline 
ServerMapCycleMvM

 

Does anyone know how to prevent this until valve releases a fix?

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Re: [hlds] Mvm Bug

2012-08-16 Thread Damon Reece
I found a bug. The Steel Heavies (with the gauntlets), when in groups, are
not able to handle mini-sentries. They'll mill around it for a while then
get distracted.

-Damon

"The speed of light sucks." -John D. Carmack


On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio wrote:

>   I found a bug, when we lost for 2 second time, F4 HUD text changes to
> “F4 = Change Name” instead of “F4 = Toggle Ready”, like Tournament mode
> (Valve uses the same source code?), and we can’t start round because F4
> doesn’t work.
>
>
>
> ___
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> please visit:
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Re: [hlds] Mvm Bug

2012-08-16 Thread Franco Valerio
I found a bug, when we lost for 2 second time, F4 HUD text changes to “F4 = 
Change Name” instead of “F4 = Toggle Ready”, like Tournament mode (Valve uses 
the same source code?), and we can’t start round because F4 doesn’t work. 
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