Re: [hlds] Max FPS
Hmm, well that's no good. What about programs or bios settings that cause the high resolution timer to be lower than expected? Unreal 3 engine does this COD engine does this Multiple other engines do this as well Also I believe that even Windows 2008 with HPET enabled in the bios will have the same effect. Are srcds servers going to run badly if HPET is enabled or other softwares are installed that cause the high resolution timer to be 0.997ms? - Bran On 10/17/2011 1:44 PM, Henry Goffin wrote: Oh. I kind of assumed that people wouldn't still be running those FPS boost hacks now. I'm sure that they interact terribly with the new timing code. Please get rid of those. We probably should have called that out in the update notice. On Oct 17, 2011, at 11:21 AM, mu...@anbservers.netmu...@anbservers.net wrote: This maybe useful to some people. I was running higher FPS servers (500 fps) 0n my win 2008R2 server with sourcefpsbooster running. After the update I noticed lots of lag but once I disabled the fps booster the lag went away. As there is no need for it when the tick/fps is locked at 66. So maybe that will help some of you. I personally now can't tell a difference. -Original message- From: Dominik Friedrichs d...@forlix.org Date: Mon, 17 Oct 2011 11:22:06 -0400 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Max FPS I too couldn't care less about the raging nerds who try to squeeze the last bit of performance out of their game, even if it gives them an unfair advantage over the majority of other players. The game should be fun and fair for everyone. Believe it or not, I'm still playing with a PC dated 2005 and my client FPS drop below 20 quite often in TF2. I highly doubt that anyone would notice any difference in server FPS playing from such a machine, and I'm quite happy that Valve levels the playing field in this regard. If - for some people - the in-game experience isn't smooth enough, I recommend getting a life. On 2011/10/17 16:54, Drogen Viech wrote: Just one thing - keep going valve, i really appreciate the changes you guys are doing regarding fps and tickrate! I might even start playing css again because of this :) (Please don't start flaming me for spamming your inboxes, i'm just trying to give valve a heads up instead of raging about locked server side fps sucks :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Max FPS
Perhaps for the HPET portion but: Unreal 3 engine does this COD engine does this Multiple other engines do this as well Is still true. - Bran On 10/17/2011 3:13 PM, Chris Brunelle wrote: This is incorrect. Before this update, even if you were running Windows 2008 with HPET enabled, you still needed to run srcdsfpsbooster or an equivalent in order to maintain 250fps/500fps/1000fps etc. On Mon, Oct 17, 2011 at 1:47 PM, Brandon R. Miller b...@branzone.com wrote: Hmm, well that's no good. What about programs or bios settings that cause the high resolution timer to be lower than expected? Unreal 3 engine does this COD engine does this Multiple other engines do this as well Also I believe that even Windows 2008 with HPET enabled in the bios will have the same effect. Are srcds servers going to run badly if HPET is enabled or other softwares are installed that cause the high resolution timer to be 0.997ms? - Bran On 10/17/2011 1:44 PM, Henry Goffin wrote: Oh. I kind of assumed that people wouldn't still be running those "FPS boost" hacks now. I'm sure that they interact terribly with the new timing code. Please get rid of those. We probably should have called that out in the update notice. On Oct 17, 2011, at 11:21 AM, "mu...@anbservers.net"mu...@anbservers.net wrote: This maybe useful to some people. I was running higher FPS servers (500 fps) 0n my win 2008R2 server with sourcefpsbooster running. After the update I noticed lots of lag but once I disabled the fps booster the lag went away. As there is no need for it when the tick/fps is locked at 66. So maybe that will help some of you. I personally now can't tell a difference. -Original message- From: Dominik Friedrichs d...@forlix.org Date: Mon, 17 Oct 2011 11:22:06 -0400 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Max FPS I too couldn't care less about the raging nerds who try to squeeze the last bit of performance out of their game, even if it gives them an unfair advantage over the majority of other players. The game should be fun and fair for everyone. Believe it or not, I'm still playing with a PC dated 2005 and my client FPS drop below 20 quite often in TF2. I highly doubt that anyone would notice any difference in server FPS playing from such a machine, and I'm quite happy that Valve levels the playing field in this regard. If - for some people - the in-game experience isn't smooth enough, I recommend getting a life. On 2011/10/17 16:54, Drogen Viech wrote: Just one thing - keep going valve, i really appreciate the changes you guys are doing regarding fps and tickrate! I might even start playing css again because of this :) (Please don't start flaming me for spamming your inboxes, i'm just trying to give valve a heads up instead of raging about locked server side fps sucks :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/m
Re: [hlds] Max FPS
I see, all our machines are boosted or running with HPET and other game engines that change the resolution to 1ms so just making sure we weren't going to have unexplained problems with srcds. - Bran On 10/17/2011 3:14 PM, John wrote: Henry is talking about plugins and other software that mucks with sleep calls, I believe. Orangebox automatically enables the multimedia timer as part of its own operation (and has done so for a couple of months at least), requesting the highest (1ms) resolution, so no external software is necessary to enable it; however, it will not hurt to run other applications that also enable and use the timer. UE3 and Q3-based games (including CoD) do not request a lower resolution than 1ms, but if they did, that wouldn't hurt, either, because Windows would just use the higher resolution internally and approximate the lower resolution for only those applications. On Windows, enabling HPET would be best with the new engine update, since it will result in less jitter. This is because Windows actually uses a 2ms resolution without HPET enabled, and 1ms with it enabled. Windows does not support a higher timer resolution than 1ms, unlike modern Linux kernels. -John On 10/17/2011 12:47 PM, Brandon R. Miller wrote: Hmm, well that's no good. What about programs or bios settings that cause the high resolution timer to be lower than expected? Unreal 3 engine does this COD engine does this Multiple other engines do this as well Also I believe that even Windows 2008 with HPET enabled in the bios will have the same effect. Are srcds servers going to run badly if HPET is enabled or other softwares are installed that cause the high resolution timer to be 0.997ms? - Bran On 10/17/2011 1:44 PM, Henry Goffin wrote: Oh. I kind of assumed that people wouldn't still be running those FPS boost hacks now. I'm sure that they interact terribly with the new timing code. Please get rid of those. We probably should have called that out in the update notice. On Oct 17, 2011, at 11:21 AM, mu...@anbservers.netmu...@anbservers.net wrote: This maybe useful to some people. I was running higher FPS servers (500 fps) 0n my win 2008R2 server with sourcefpsbooster running. After the update I noticed lots of lag but once I disabled the fps booster the lag went away. As there is no need for it when the tick/fps is locked at 66. So maybe that will help some of you. I personally now can't tell a difference. -Original message- From: Dominik Friedrichs d...@forlix.org Date: Mon, 17 Oct 2011 11:22:06 -0400 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Max FPS I too couldn't care less about the raging nerds who try to squeeze the last bit of performance out of their game, even if it gives them an unfair advantage over the majority of other players. The game should be fun and fair for everyone. Believe it or not, I'm still playing with a PC dated 2005 and my client FPS drop below 20 quite often in TF2. I highly doubt that anyone would notice any difference in server FPS playing from such a machine, and I'm quite happy that Valve levels the playing field in this regard. If - for some people - the in-game experience isn't smooth enough, I recommend getting a life. On 2011/10/17 16:54, Drogen Viech wrote: Just one thing - keep going valve, i really appreciate the changes you guys are doing regarding fps and tickrate! I might even start playing css again because of this :) (Please don't start flaming me for spamming your inboxes, i'm just trying to give valve a heads up instead of raging about locked server side fps sucks :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Dedicated Server Available
Is L4D2 supposed to match players to servers in other regions? We put up 20 servers in Europe and 90% of the players have 150-200+ ping, I traced roughly 10 of the IP's and all of them are from the US. The sv_region is set to 3. - Bran Aaron Rapp wrote: This has got to be the quietest I've seen this list after a game release. This is a legitimate congrats to the Valve team for a good full game release. Regards, Aaron Rapp -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Yates Sent: Monday, November 16, 2009 11:13 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available Lol... ffs... needed to update. Wth. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Yates Sent: Tuesday, November 17, 2009 2:07 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available I'm getting this error when trying to connect to our servers... Invalid protocol, expecting 2000, got 1012 BinkOpen( c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\media\l4d2_background04.bik ) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of shoskins73 Sent: Tuesday, November 17, 2009 1:02 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available From L4D2 Community chat. mikeblas: We've found a crashing bug at the last moment. mikeblas: We think it's fixed, but aren't sure, and are testing. mikeblas: We'll release the game when we're sure we have a fix. They are testing... http://steamcommunity.com/groups/Valve/members On Mon, Nov 16, 2009 at 9:55 PM, Eric Pan mahzorim...@gmail.com wrote: Game hasn't been released yet, and probably won't be until tomorrow. On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast packh...@gmail.com wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D - servers updated but no one can join
Furthermore typing 'status' into the console causes the server to restart. (Windows) _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: ro...@sunlitgames.net To: hlds@list.valvesoftware.com Sent: Tuesday, April 21, 2009 6:23 PM Subject: [hlds] L4D - servers updated but no one can join Windows 2003 servers Have run flawlessly since L4D original release Updated with DLC fully tonight Can see them in HLSW but can not add them to favourites in Openserverbrowser menu Server.cfg sv_search_key (with no quotes around the key) sv_gametypes coop,versus,survival Launch -console -game left4dead +map l4d_hospital01_apartment +ip 69.28.221.148 -port 27065 +sv_lan 0 Sv_search_key isnt working Get message that there are no dedicated servers available, do I want to start server locally :( Is there something I need to add to the server.cfg? Thanks Rosie the Riveter SunLit Games ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
When 'sv_password' had a password set we were unable to query the server and it wasn't being displayed on the master lists. After removing the password the servers work fine again. Can anyone else confirm this behavior? _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Admin Bob To: 'Half-Life dedicated Win32 server mailing list' Sent: Wednesday, March 11, 2009 9:16 PM Subject: Re: [hlds] Left 4 Dead Update Available Looks like we had a typo in the update. The command is sv_gametypes (with an S at the end) -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, March 11, 2009 8:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Left 4 Dead Update Available Absolutely fantastic! Thanks :) Especially liking the sv_gametype On Wed, Mar 11, 2009 at 5:47 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive it. The specific changes include: Versus Mode Changes - Tank melee attack can now hit multiple Survivors in one swing - Fixed Tank punch being able to hit targets behind walls - Fixes to 'Tank parking'. The Tank will now run back and attack the Survivors if he becomes AI due to two players expiring the frustration meter - Fixed a case where a Tank frustration meter could run out right as he was in his death animation and he would come back to life - Fixed a case where the Tank was moving too slowly while crouching and being shot - Tanks now have the possibility of spawning in a slightly different position for the first and second teams - The order that the teams play as Survivors is now determined by which team has the higher overall score. The winning team will play as Survivors first - The Smoker tongue can now target and grab victims through common infected - Increased the cone in which a Smoker can grab a target - The Witch no longer cuts Smoker tongues in a radius around her - Boomers that explode in mid-air will now hit Survivors directly below them with Bile - Reduced the damage that burning Hunters do to pounced victims - Adjusted the time at which players take over from bots to avoid 5 seconds of the bot standing idle while the player finishes connecting. - Fixed some cases where versus score was not being recalculated properly. It is no longer beneficial to pass pills between players at the end of the round or heal other players and then shoot them - Fixed a case where it was possible to spectate an AI infected and hit +use to take them over Server Changes - Added convar sv_gametype that allows server operators to limit the types of games that will start on their server. Default value is 'coop,versus'. Can be changed to just 'coop' or just 'versus' to limit to those game types General changes - Fixed a case where players would join as a dead Survivor when a living Survivor was still available - Fixed a case where restarting a level due to the team dying would give more than the max primary ammo on restart - Fixed the speaking icon showing up on the local player during level transition if voice_vox was set to 1 - The scoreboard now shows the numeric value of a player's ping GameUI - Quick match will now try to match to any campaign. Removed the preference to match to games according to the player progressing through all campaigns - Games in a finale are now joinable via the Friends and Steam Group games list Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
Well not being able to query servers when sv_password is set is a major issue, our monitoring software doesn't think the server is running and will reboot it continuously. _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Brent Veal To: Half-Life dedicated Win32 server mailing list Sent: Wednesday, March 11, 2009 11:21 PM Subject: Re: [hlds] Left 4 Dead Update Available Right now my server is in co-op mode and the player list looks like this (5/4) 1 player 2 player 3 player 4 smoker 5 boomer It thinks it's 5/4 so I cant join until the special infected disappear from the list. On Wed, Mar 11, 2009 at 8:55 PM, Adam Nowacki no...@xpam.de wrote: Another funny thing: Connection to Steam servers successful. VAC secure mode is activated. quit Adding master server 69.28.140.246:27011 Adding master server 68.142.72.250:27011 adding master servers after quit is a bit late imo :D we need a patch for this patch ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Dedicated server/colo hosting
I was reluctant to respond but some things need to be made clear here. Outbound routing is controlled by your ISP - meaning we have no control over INBOUND routing to our network. Savvis has been a major provider for our Chicago network for more than a year, the incident that occurred in late September was directly affecting the entire network and causing flapping to occur. Savvis was removed completely from the network until the issue could be resolved. That problem has since been resolved and Savvis was turned back up on the network. Since then there have been ZERO complaints about disconnects occurring. We utilize the Steadfast network and I'm sure there are plenty of people on this mailing list who utilize or are familiar with their network. The network consists of four major providers; Level(3), Savvis, TeliaSonera, nLayer and your ISP is capable of routing through any of them. I highly doubt that all 285 of your members route through Savvis, routing is different for just about every connection on the internet. Please go ahead and respond to your support request with the traceroute that was requested and I will compare it with your previous traceroutes. Thank you. _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Fudgstu To: Half-Life dedicated Win32 server mailing list Sent: Friday, October 24, 2008 8:46 AM Subject: Re: [hlds] Dedicated server/colo hosting Branzone added inbound routing thru SAAVIS, which added 4 hops to the game servers. Check routes to your server. I did send a ticket and the response I received, check with your ISP. When I know from a prior ticket that they had to remove the SAVVIS inbound because we were having not only high pings, but constant disconnects. When we first went with a dedicated thru Branzone, they didn't inbound route thru SAVVIS. Our community has around 285 members, this is affecting everyone. On Thu, Oct 23, 2008 at 1:20 PM, P. Bhandal [EMAIL PROTECTED] wrote: Really? I've been using Branzone for quite some time now without any problems. Brandon has always gone the extra mile for me when I've had problems. As far as the routing issues go, I'd say toss in a ticket and see if they can help you out :) On Thu, Oct 23, 2008 at 12:40 PM, Fudgstu [EMAIL PROTECTED] wrote: Who's a good dedicated server hosting company in Chicago, IL? Our community currently uses Branzone, with 7 gaming servers on dedicated. Their support has gotten worse recently. When I've had problems, it is taking 2 hours before they respond. They have also changed the routing to the dedi and has increased by 4 hops to all game servers. Thanks. On Thu, Oct 23, 2008 at 2:07 AM, Steven [EMAIL PROTECTED] wrote: Hi, Kind of late on the reply to the OP, but just wanted to throw this out there. In my case, I own a bunch of physical servers which are mostly of the 2U variety. I have got stuff hosted in Seattle and Washington DC at HopOne data centers. There is not much downside for me at the moment... In my case, it works out that I can own my equipment since I have someone (tech) local to each data center that can physically touch the machine if anythig goes wrong. (Has not happened yet... in the last 4 years I've been with them.) Their basic Colo package starts at $99/month (1 2U) and goes up from there, if you own your own equipment. I have never rented a dedicated server from their operations company, Superb. (These machines run TF2/CS, Web Database services respectively.) Regards, Steven On Thu, Oct 23, 2008 at 7:10 AM, Dustin Wyatt [EMAIL PROTECTED] wrote: Who are some of you guys using for your colo or dedicated hosting? I'm going to be moving my server, and would like some options. It's tough to get through the marketing of all these providers, and really there's no substitute for people with actual experience with a providers network latency... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlds] Half-Life 1 Engine Update Released
Just out of curiosity do you have sometype of monitoring software installed? If so it probably needs to be updated to prevent it from restarting your game server because of the query change. _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Matt Lyons To: Half-Life dedicated Win32 server mailing list Sent: Thursday, October 23, 2008 4:25 AM Subject: Re: [hlds] Half-Life 1 Engine Update Released Still getting crashes here after about 10mins on all our servers. No mods, liblist.gam is set to default settings. bannedcfg banned.cfg is in server.cfg and the file exists. I've removed exec banned.cfg as well. After about 10mins the server will restart, no dump file and nothing in the log file (It just cuts off halfway through an entry). Short of trying a completely new clean install for all servers I'm out of ideas :-/ Alfred Reynolds wrote: We have released an update for the Half-Life 1 engine, run the hldsupdatetool to get the update. This update fixes crashes on startup if you had a banned.cfg and the sv_password state not being displayed properly in the serverbrowser. There is a known bug with servers not listing if you use the setmaster command, so remove any setmaster calls until we can release a fix for the issue. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlds- [EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Wednesday, October 22, 2008 4:49 PM To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server mailing list; [EMAIL PROTECTED] Subject: [hlds] Half-Life 1 Engine Update Released A new set of Steamworks features have been released for all Half-Life 1 engine multiplayer games: Counter-Strike 1.6, Condition Zero, Team Fortress Classic, Deathmatch Classic, Ricochet, Day of Defeat and Half- life 1 Deathmatch. The update includes Steamworks features such as player avatars in the scoreboard when playing Counter-Strike and Condition Zero. The update also contains several bug fixes, listed below. This update will require all game servers to restart. Bug Fixes: - Removed the need to manually re-login and re-authenticate to Steam while in game - Fixed a crash on startup when running windowed with a non-standard desktop resolution - Removed the display of saytext (in-game chat text) from players whom you've blocked in Steam friends - Locked down several engine cvars to prevent malicious script exploits - Enforced file consistency on several sprites in Counter-Strike - Removed ex_extrapmax cvar (no longer needed) Server: - Added -noaff command-line option to disable setting of thread affinity - Added bannedcfg cvar so admins can choose which file is written to by the writeid command This is a required update for all HL1 games. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Matt Lyons (Bsc CS Soft Eng) Content Administrator, Internode Systems Level 3, 132 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: [EMAIL PROTECTED] WWW: www.internode.com.au In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Half-Life 1 Engine Update Released
I was referring to control panel software such as tcadmin who needed to update their query protocol. Because when the software (tcadmin) can't query the server it automatically restarts the game server (which would look like the server is crashing). We had this problem and disabled the queries but an update has already been released that can properly query HL1 servers again. _ Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Matt Lyons To: Brandon R. Miller ; Half-Life dedicated Win32 server mailing list Sent: Thursday, October 23, 2008 7:16 PM Subject: Re: [hlds] Half-Life 1 Engine Update Released Brandon R. Miller wrote: Just out of curiosity do you have sometype of monitoring software installed? If so it probably needs to be updated to prevent it from restarting your game server because of the query change. Several, which are all on the todo list to update. However if its an out dated server query that's causing the servers to crash it would need to be fixed asap before the script kiddies/griefers figured out that's what causes it. -- Matt Lyons (Bsc CS Soft Eng) Content Administrator, Internode Systems Level 3, 132 Grenfell St, Adelaide SA 5000 Ph: (08) 8228 2877 E-mail: [EMAIL PROTECTED] WWW: www.internode.com.au In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 maxplayers after last update
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] After the last update all TF2 servers appear to be 24 slots even though maxplayers is set to 12,14,16,18,20... what's the deal? Brandon R. Miller Branzone Incorporated http://www.branzone.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 maxplayers after last update
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Must be something else. sv_visiblemaxplayers: sv_visiblemaxplayers = -1 command line: -game tf -console +ip 123.123.123.123 +maxplayers 20 -tickrate 100 -nobots +log on +map ctf_2fort +fps_max 600 status: players : 0 (24 max) maxplayers: maxplayers is 24 Another with no addons/plugins. sv_visiblemaxplayers: sv_visiblemaxplayers = -1 command line: -game tf -console +ip 123.123.123.123 +maxplayers 13 -tickrate 66 -nobots +log on +map ctf_2fort +fps_max 200 status: players : 0 (25 max) maxplayers: maxplayers is 25 Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Andrew DeMerse To: hlds@list.valvesoftware.com Sent: Monday, February 18, 2008 11:21 AM Subject: RE: [hlds] TF2 maxplayers after last update -- [ Picked text/plain from multipart/alternative ] You may want to check the sv_visiblemaxplayers setting. If it's set to 24, your server will seem like it has 24 slots. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: [hlds] TF2 maxplayers after last update Date: Mon, 18 Feb 2008 11:11:52 -0600 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] After the last update all TF2 servers appear to be 24 slots even though maxplayers is set to 12,14,16,18,20... what's the deal? Brandon R. Miller Branzone Incorporated http://www.branzone.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Helping your favorite cause is as easy as instant messaging. You IM, we give. http://im.live.com/Messenger/IM/Home/?source=text_hotmail_join -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 maxplayers after last update
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 20 player server listed previously: tv_enable = 0 13 player server listed previously: tv_enable = 1 The 20 player doesn't have tv_enable 1 and it is set to 24 players instead of 20 players as specified. The 13 player server has tv_enable 1, why exactly does this change the maxplayers from 13 to 25? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Ronny Schedel To: hlds@list.valvesoftware.com Sent: Monday, February 18, 2008 12:37 PM Subject: Re: [hlds] TF2 maxplayers after last update Check the config for tv_enable 1, it enables the sourcetv and changes the maxplayers to 25. Ronny This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Must be something else. sv_visiblemaxplayers: sv_visiblemaxplayers = -1 command line: -game tf -console +ip 123.123.123.123 +maxplayers 20 -tickrate 100 -nobots +log on +map ctf_2fort +fps_max 600 status: players : 0 (24 max) maxplayers: maxplayers is 24 Another with no addons/plugins. sv_visiblemaxplayers: sv_visiblemaxplayers = -1 command line: -game tf -console +ip 123.123.123.123 +maxplayers 13 -tickrate 66 -nobots +log on +map ctf_2fort +fps_max 200 status: players : 0 (25 max) maxplayers: maxplayers is 25 Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Andrew DeMerse To: hlds@list.valvesoftware.com Sent: Monday, February 18, 2008 11:21 AM Subject: RE: [hlds] TF2 maxplayers after last update -- [ Picked text/plain from multipart/alternative ] You may want to check the sv_visiblemaxplayers setting. If it's set to 24, your server will seem like it has 24 slots. From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: [hlds] TF2 maxplayers after last update Date: Mon, 18 Feb 2008 11:11:52 -0600 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] After the last update all TF2 servers appear to be 24 slots even though maxplayers is set to 12,14,16,18,20... what's the deal? Brandon R. Miller Branzone Incorporated http://www.branzone.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Helping your favorite cause is as easy as instant messaging. You IM, we give. http://im.live.com/Messenger/IM/Home/?source=text_hotmail_join -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Win32/Linux hldsupdatetool update released
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've tested this and the problem occurs when you run the update via 'command' or 'cmd' or batch file. If you run the update from 'start run' it's fine. To prevent this we have to delete the .BLOB files. To reproduce this simply goto start run cmd paste the update command line in the cmd window with .BLOB files existing and hit enter. It will 99.9% of the time download into the /tf instead of /orangebox/tf. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Alfred Reynolds To: hlds@list.valvesoftware.com Sent: Wednesday, October 17, 2007 12:03 PM Subject: RE: [hlds] Win32/Linux hldsupdatetool update released We will check this out. - Alfred LDuke wrote: -- [ Picked text/plain from multipart/alternative ] Same here. It's re-downloading everything in orangebox/tf, orangebox/bin, etc. to tf, bin, etc. On 10/16/07, Robert Whelan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Jason.. Did the file directory paths change for orangebox? It seems the updatertool is dumping everything outside the oragebox directory. Obviously my target start up is the orangebox filepath we've used since the beta release. My testbox is a mess now... lol was: C:\srcds\orangebox C:\srcds\orangebox\tf C:\srcds\orangebox\platform C:\srcds\orangebox\hl2 C:\srcds\orangebox\bin now: C:\srcds\tf C:\srcds\tf\bin C:\srcds\tf\cfg C:\srcds\tf\expressions C:\srcds\tf\maps C:\srcds\tf\materials C:\srcds\tf\models C:\srcds\tf\particles C:\srcds\tf\resource C:\srcds\tf\scenes C:\srcds\tf\scripts C:\srcds\tf\sound - bla bla bla Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Team Fortress 2 Dedicated Server' version 9 31.38% c:\srcds\bin\binkw32.dll 38.40% c:\srcds\bin\inputsystem.dll 43.02% c:\srcds\bin\stdshader_dbg.dll 49.53% c:\srcds\bin\stdshader_dx6.dll 59.29% c:\srcds\bin\stdshader_dx7.dll 66.48% c:\srcds\bin\stdshader_dx8.dll 81.20% c:\srcds\bin\stdshader_dx9.dll 98.69% c:\srcds\hl2\scripts\gameuianimations.txt 98.79% c:\srcds\platform\resource\addpresetdialog.res 98.88% c:\srcds\platform\resource\assetbuilder.res 98.93% c:\srcds\platform\resource\assetbuildercompilepage.res 98.96% c:\srcds\platform\resource\assetbuilderframe.res 99.04% c:\srcds\platform\resource\assetbuilderinputpage.res 99.07% c:\srcds\platform\resource\assetbuilderoutputpage.res 99.10% c:\srcds\platform\resource\assetbuilderoutputpreviewpage.res 99.13% c:\srcds\platform\resource\dmeanimationlistpanel.res 99.20% c:\srcds\platform\resource\dmecombinationsystemeditor_rawcontrolpicke rframe.res 99.27% c:\srcds\platform\resource\dmecombinationsystemeditorframe.res 99.28% c:\srcds\platform\resource\dmecombinationsystemeditorpanel.res 99.35% c:\srcds\platform\resource\dmecombinationsystemeditorpanel_controlspa ge.res 99.39% c:\srcds\platform\resource\dmecombinationsystemeditorpanel_domination page.res 99.44% c:\srcds\platform\resource\dmedageditpanel.res 99.47% c:\srcds\platform\resource\dmedageditpanel_animationpage.res 99.50% c:\srcds\platform\resource\dmedageditpanel_animationseteditorpage.res 99.53% c:\srcds\platform\resource\dmedageditpanel_combinationpage.res 99.56% c:\srcds\platform\resource\dmedageditpanel_vertexanimationpage.res 99.62% c:\srcds\platform\resource\dmepresetgroupeditorframe.res 99.68% c:\srcds\platform\resource\dmepresetgroupeditorpanel.res 99.77% c:\srcds\platform\resource\dmesourcedccfilepanel.res 99.85% c:\srcds\platform\resource\dmesourceskinpanel.res 99.92% c:\srcds\platform\resource\particlesystempreviewpanel.res 100.00%c:\srcds\platform\resource\particlesystempreviewpanel_renderpage. res HLDS installation up to date C:\srcdstime/t 09:24 PM Press any key to continue . . . anyone else...? - Original Message From: Jason Ruymen [EMAIL PROTECTED] To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Sent: Tuesday, October 16, 2007 8:30:26 PM Subject: [hlds] Win32/Linux hldsupdatetool update released An update to the Win32 and Linux hldsupdatetool has just been released. To update your server, run hldsupdatetool. The specific changes include: - Fixed session rejected login when attempting to update Jason Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos
Re: [hlds] Win32/Linux hldsupdatetool update released
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ooops, we also delete the appdir.txt as well. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Chris Barnett To: hlds@list.valvesoftware.com Sent: Wednesday, October 17, 2007 12:31 PM Subject: RE: [hlds] Win32/Linux hldsupdatetool update released Uselful info. Sadly when I deleted my blob files it downloaded the same crap. Chris. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brandon R. Miller Sent: 17 October 2007 18:09 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Win32/Linux hldsupdatetool update released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've tested this and the problem occurs when you run the update via 'command' or 'cmd' or batch file. If you run the update from 'start run' it's fine. To prevent this we have to delete the .BLOB files. To reproduce this simply goto start run cmd paste the update command line in the cmd window with .BLOB files existing and hit enter. It will 99.9% of the time download into the /tf instead of /orangebox/tf. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Alfred Reynolds To: hlds@list.valvesoftware.com Sent: Wednesday, October 17, 2007 12:03 PM Subject: RE: [hlds] Win32/Linux hldsupdatetool update released We will check this out. - Alfred LDuke wrote: -- [ Picked text/plain from multipart/alternative ] Same here. It's re-downloading everything in orangebox/tf, orangebox/bin, etc. to tf, bin, etc. On 10/16/07, Robert Whelan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Jason.. Did the file directory paths change for orangebox? It seems the updatertool is dumping everything outside the oragebox directory. Obviously my target start up is the orangebox filepath we've used since the beta release. My testbox is a mess now... lol was: C:\srcds\orangebox C:\srcds\orangebox\tf C:\srcds\orangebox\platform C:\srcds\orangebox\hl2 C:\srcds\orangebox\bin now: C:\srcds\tf C:\srcds\tf\bin C:\srcds\tf\cfg C:\srcds\tf\expressions C:\srcds\tf\maps C:\srcds\tf\materials C:\srcds\tf\models C:\srcds\tf\particles C:\srcds\tf\resource C:\srcds\tf\scenes C:\srcds\tf\scripts C:\srcds\tf\sound - bla bla bla Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Team Fortress 2 Dedicated Server' version 9 31.38% c:\srcds\bin\binkw32.dll 38.40% c:\srcds\bin\inputsystem.dll 43.02% c:\srcds\bin\stdshader_dbg.dll 49.53% c:\srcds\bin\stdshader_dx6.dll 59.29% c:\srcds\bin\stdshader_dx7.dll 66.48% c:\srcds\bin\stdshader_dx8.dll 81.20% c:\srcds\bin\stdshader_dx9.dll 98.69% c:\srcds\hl2\scripts\gameuianimations.txt 98.79% c:\srcds\platform\resource\addpresetdialog.res 98.88% c:\srcds\platform\resource\assetbuilder.res 98.93% c:\srcds\platform\resource\assetbuildercompilepage.res 98.96% c:\srcds\platform\resource\assetbuilderframe.res 99.04% c:\srcds\platform\resource\assetbuilderinputpage.res 99.07% c:\srcds\platform\resource\assetbuilderoutputpage.res 99.10% c:\srcds\platform\resource\assetbuilderoutputpreviewpage.res 99.13% c:\srcds\platform\resource\dmeanimationlistpanel.res 99.20% c:\srcds\platform\resource\dmecombinationsystemeditor_rawcontrolpicke rframe.res 99.27% c:\srcds\platform\resource\dmecombinationsystemeditorframe.res 99.28% c:\srcds\platform\resource\dmecombinationsystemeditorpanel.res 99.35% c:\srcds\platform\resource\dmecombinationsystemeditorpanel_controlspa ge.res 99.39% c:\srcds\platform\resource\dmecombinationsystemeditorpanel_domination page.res 99.44% c:\srcds\platform\resource\dmedageditpanel.res 99.47% c:\srcds\platform\resource\dmedageditpanel_animationpage.res 99.50% c:\srcds\platform\resource\dmedageditpanel_animationseteditorpage.res 99.53% c:\srcds\platform\resource\dmedageditpanel_combinationpage.res 99.56% c:\srcds\platform\resource\dmedageditpanel_vertexanimationpage.res 99.62% c:\srcds\platform\resource\dmepresetgroupeditorframe.res 99.68% c:\srcds\platform\resource\dmepresetgroupeditorpanel.res 99.77% c:\srcds\platform\resource\dmesourcedccfilepanel.res 99.85% c:\srcds
Re: [hlds] Team Fortress 2/Dedicated Server Updated
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has this been distributed - I've tried updating from 5 different networks and none work. All get this error. ContentServer rejected client session login Anyone else? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Kevin Ottalini To: hlds@list.valvesoftware.com Sent: Tuesday, October 02, 2007 8:51 PM Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated Thanks Jason. - Original Message - From: Jason Ruymen [EMAIL PROTECTED] Sent: Tuesday, October 02, 2007 6:39 PM Subject: [hlds] Team Fortress 2/Dedicated Server Updated Required updates to Team Fortress 2 and it's Dedicated Server have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added Very High texture resolution option - Added Minimal HUD option to Options-Multiplayer - Fixed headshots not always registering for crouched players - Fixed player interpolation bug that caused jittery player animation in some cases - Fixed rare crash when players exited water - Fixed server crash related to Spy sappers - Fixed overlapping UI elements in Options-Video-Advanced - Fixed non-English language text overlapping in a few places - Fixed players being able to use spectator points in dustbowl that were not in play - Removed listdeaths command that could be abused by clients Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Dedicated Server Updated
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Starting to work on some networks now. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Mike Munoz To: hlds@list.valvesoftware.com Sent: Tuesday, October 02, 2007 9:18 PM Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated I'm getting the same thing... Mike ParaDOX www.paradisesgarage.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brandon R. Miller Sent: Tuesday, October 02, 2007 10:04 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has this been distributed - I've tried updating from 5 different networks and none work. All get this error. ContentServer rejected client session login Anyone else? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Kevin Ottalini To: hlds@list.valvesoftware.com Sent: Tuesday, October 02, 2007 8:51 PM Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated Thanks Jason. - Original Message - From: Jason Ruymen [EMAIL PROTECTED] Sent: Tuesday, October 02, 2007 6:39 PM Subject: [hlds] Team Fortress 2/Dedicated Server Updated Required updates to Team Fortress 2 and it's Dedicated Server have been released. Please run hldsupdatetool to receive these updates. The specific changes include: - Added Very High texture resolution option - Added Minimal HUD option to Options-Multiplayer - Fixed headshots not always registering for crouched players - Fixed player interpolation bug that caused jittery player animation in some cases - Fixed rare crash when players exited water - Fixed server crash related to Spy sappers - Fixed overlapping UI elements in Options-Video-Advanced - Fixed non-English language text overlapping in a few places - Fixed players being able to use spectator points in dustbowl that were not in play - Removed listdeaths command that could be abused by clients Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 server keeps skipping maps
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Have you tried adding each map twice as a quick fix? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Kevin Ottalini To: hlds@list.valvesoftware.com Sent: Monday, October 01, 2007 2:38 AM Subject: [hlds] TF2 server keeps skipping maps My Win32 TF2 server has all the TF2 maps in the stock sequence but since the last update it keeps skipping every other map, the following table shows the order that the maps keep going in: cp_gravelpit 1,4,7 cp_dustbowl cp_granary 2,5,8 cp_well ctf_2fort 3,6,9 tc_hydro I manually changed to cp_well but the skipping resumed immediately on the next map change. SO, I created a mapcycle2.txt with a slight shuffle and now the maps run: cp_dustbowl 1,4,7 cp_granary cp_well 2,5,8 ctf_2fort tc_hydro 3,6,9 cp_gravelpit so TF2 only likes odd maps at the moment ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yep. Running the update again seems to fix it. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Steven Hartland To: Jason Ruymen ; hlds@list.valvesoftware.com ; [EMAIL PROTECTED] ; [EMAIL PROTECTED] Sent: Thursday, September 20, 2007 10:03 PM Subject: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available Anyone else seeing their servers just crash on boot after this update? Still investigating here but thought I'd ask. Regards Steve - Original Message - From: Jason Ruymen [EMAIL PROTECTED] Updates to the Team Fortress 2 dedicated server have been released. And the Linux version of the server is now available :) Run hldsupdatetool -command update -game tf to receive those updates. The specific changes include: - Linux Dedicated Server beta release - Fixed not being able to issue rcon commands with empty strings like: rcon sv_password - Exploit fix related to join_team 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 [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yeah I am also seeing the hldsupdatetool stalling - I can't see what the error is but it creates a dump file. Valve_2007_9_21T3_19_51C85859.mdmp The 3rd run seems to update all the way. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Steven Hartland To: hlds@list.valvesoftware.com Sent: Thursday, September 20, 2007 10:32 PM Subject: Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available Cheers Brandon, just doing that now but getting that winsock error others have been seeing now, which is very irritatingly right at the end of the update after is spent 5mins spaffing no changes. Not what I wanted at 04:30 :( Hopefully I'll be able to get it updated successfully soon and get our servers back online Regards Steve - Original Message - From: Brandon R. Miller [EMAIL PROTECTED] Yep. Running the update again seems to fix it. - Original Message - From: Steven Hartland Anyone else seeing their servers just crash on boot after this update? Still investigating here but thought I'd ask. 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 [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 server Affinity issue, Memory leak Performance stats
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The control panel software I have will reset the affinity 5 seconds after it starts, thus allowing Windows to distribute the load between multiple cpu's. Before I enabled this feature all processes were stacked on CPU0, now all our multicore CPU's are even across all cores. This is the same exact problem HLDS has, it will only bind to CPU0 unless you change affinity after it has started. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Mike Durand To: hlds@list.valvesoftware.com Sent: Wednesday, September 19, 2007 6:45 PM Subject: RE: [hlds] TF2 server Affinity issue, Memory leak Performance stats Has anyone else tried to set the affinity with imagecfg.exe? I can do it with no problems. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R] The-/iller Sent: Wednesday, September 19, 2007 4:02 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] TF2 server Affinity issue, Memory leak Performance stats Mike Durand wrote: You could have a separate install for each server or you could copy srcds.exe to srcds-cpu1.exe, srcds-cpu2.exe, etc. and set the affinity for each with imagecfg.exe. I'm going to experiment more and see if adding -threads 1 to the command line of a TF DS causes it to behave like a CSS DS. In looking at the code there is a chance that it may and that would be a better solution for you than having to mess with the affinity. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Wednesday, September 19, 2007 3:23 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] TF2 server Affinity issue, Memory leak Performance stats Unfortunately this wouldn't help at all as all the servers would then be stuck on a different CPU as there is only one srcds.exe I know its a big ask but is there an ETA on fix for this as its crippling our capacity to run TF2 servers :( Regards Steve - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, September 19, 2007 9:46 PM Subject: RE: [hlds] TF2 server Affinity issue, Memory leak Performance stats Hi- That's weird because I just did a test and imagecfg did properly force srcds.exe to whatever CPU I chose. Here's my result: D:\Dev\mdurand_mainimagecfg -a 0x2 C:\srcds\orangebox\srcds.exe C:\srcds\orangebox\srcds.exe contains no configuration information C:\srcds\orangebox\srcds.exe contains a Subsystem Version of 4.0 C:\srcds\orangebox\srcds.exe updated with the following configuration information: Process Affinity Mask: 0002 Does anyone else get this failure when running imagecfg.exe? Also, if you add the command line option -threads 1 the dedicated server won't try to take advantage of the other threads on the system so then each server will stay segregated on whatever core you started them on. C:\srcds\orangeboxsrcds.exe -game tf -threads 1 -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R] The-/iller Sent: Wednesday, September 19, 2007 10:23 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] TF2 server Affinity issue, Memory leak Performance stats DLinkOZ wrote: Would a program such as imagecfg not get around the affinity issue? I've used I for quite some time to get my other Valve servers (HL1/2) onto other cores/processors when they wanted to all stick to the first they found. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Wednesday, September 19, 2007 11:00 AM To: hlds@list.valvesoftware.com Subject: [hlds] TF2 server Affinity issue, Memory leak Performance stats This is a multi-part message in MIME format. -- Affinity Issue First off so people are aware the current server will only work on the first core of any multi core machines. I'm assuming this is due to the server threads having affinity set on them but this obviously causes major issues on multi CPU / Core machines. I've dropped Valve a mail about this, so I hope they can make a fix available quickly. In the mean time those who are running servers on SMP machines should significantly reduce the number of servers
Re: [hlds] Binaries Released?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] No default server.cfg being provided? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Chris Barnett To: hlds@list.valvesoftware.com Sent: Tuesday, September 18, 2007 1:18 AM Subject: RE: [hlds] Binaries Released? If we grew up, we'd stop playing the damn games and we certainly wouldn't be waiting up all night just to get the binaries so we can create gaming servers... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ShadowMoses Sent: 18 September 2007 07:02 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Binaries Released? You guys are acting like children. Mike already said he would email us when it is ready. When it is ready you can finish your stupid downloads. If there is a problem then, report it. Grow up!!! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane . Sent: Monday, September 17, 2007 10:40 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Binaries Released? -- [ Picked text/plain from multipart/alternative ] Could one of the people that got their servers up post the bin folders? I think the content servers are out of sinc... And I am getting the same one all the time :( Giving me the old files. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 update oddness
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Same thing I experienced. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Wh00pAss To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 11:34 AM Subject: [hlds] Team Fortress 2 update oddness Hi, I am using the following command line to download the content for tf2 C:\Games\HLServer\HldsUpdateTool.exe -command update -game tf -dir c:\games\TF1 When I have a fresh install of C:\Games\HLServer\HldsUpdateTool.exe the following file structure is created in my c:\games\TF1 folder: C:\Games\TF1 C:\Games\TF1\hl2 C:\Games\TF1\orangebox C:\Games\TF1\orangebox\tf C:\Games\TF1\InstallRecord.blob However, if I run the update a second time using the same command line the following file structure is crated with an additional tf folder: C:\Games\TF1 C:\Games\TF1\hl2 C:\Games\TF1\tf - new folder C:\Games\TF1\orangebox C:\Games\TF1\orangebox\tf C:\Games\TF1\InstallRecord.blob All the content is re-downloaded and placed into the C:\Games\TF1\tf instead of the C:\Games\TF1\orangebox\tf folder. Is this by design, or is there a problem somewhere thats causing this repeat of content? If I delete the C:\Games\HLServer\ClientRegistry.blob file, it happily puts the content back into C:\Games\TF1\orangebox\tf for one time only, then it goes back to putting it into C:\Games\TF1\tf Am I doing something wrong, or are other people experiencing this problem, if it is in fact a problem? Thanks Wh00pAss ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 update oddness
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Windows Server 2003 SP2 I was able to reproduce this several times. I haven't tried again since getting all the content. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Wh00pAss To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 2:58 PM Subject: Re: [hlds] Team Fortress 2 update oddness I'm using MS Server 2003 SP 2 - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 8:33 PM Subject: RE: [hlds] Team Fortress 2 update oddness I can't duplicate this on XP or Slackware Linux. What OS are you guys using when you are seeing this problem? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane . Sent: Monday, September 17, 2007 10:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 update oddness -- [ Picked text/plain from multipart/alternative ] I had this happen to me before. But in my case it created the Orange Box folder and then attempted to redownload everything into it. SO I canceled it and just moved the 1st tf folder into the orangebox folder and it verified it from there on. I am guessing the directory structure has been changed after the 1st phase of the content download. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] steam update tool issues?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hmm, my pre-load seems to have an 'orangebox/tf' folder and a 'tf' folder in the root directory. Both have the same content, which one of these is going to be used? Why would it download the /tf folder also? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: 1nsane . To: hlds@list.valvesoftware.com Sent: Sunday, September 16, 2007 10:59 AM Subject: Re: [hlds] steam update tool issues? -- [ Picked text/plain from multipart/alternative ] Only because you cheated! Having a content server in your closet = cheating. :/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Server
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What will be the max players for this game? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Keeper To: hlds@list.valvesoftware.com Sent: Tuesday, September 11, 2007 9:49 PM Subject: RE: [hlds] Team Fortress 2 Server Plugin?!?!?!? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Tuesday, September 11, 2007 10:17 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Server Yeah, Id like to check for issues in my plugin. Hello, With the 17th rapidly approaching I want to make sure that I'll have a TF2 server up and running for my community. When can we expect instructions for server operators? Thank you! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Server
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is 24 correct? Search is my friend. :) Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Brandon R. Miller To: hlds@list.valvesoftware.com Sent: Wednesday, September 12, 2007 4:59 PM Subject: Re: [hlds] Team Fortress 2 Server This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] What will be the max players for this game? Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Keeper To: hlds@list.valvesoftware.com Sent: Tuesday, September 11, 2007 9:49 PM Subject: RE: [hlds] Team Fortress 2 Server Plugin?!?!?!? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Tuesday, September 11, 2007 10:17 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Server Yeah, Id like to check for issues in my plugin. Hello, With the 17th rapidly approaching I want to make sure that I'll have a TF2 server up and running for my community. When can we expect instructions for server operators? Thank you! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Querying Steam Server List
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] *** If this topic has already been discussed I apologize, I just joined the hlds mailing list again. *** We are experiencing a rather alarming problem that I would like to get some insight on. How do servers get queried in the Game List? Meaning what determines which servers get queried first? We just got setup on a new subnet range where the first Octect is '208'. After further investigating servers appear to show up based on my personal home IP address rather than latency. For example. My personal IP begins with octect '70'. The servers begin to list in the game list in this order. 70.* 71.* and 69.* 72.* and 68.* 73.* and 67.* 74.* and 66.* 75.* and 65.* etc. Servers in the 200.* ranges do not appear in the list until the very end of the query. This appears to be the case for multiple people from my investigating. When I set the following filters (Counter-Strike / US-East) it will sometimes take 10-15 minutes just for 200.* servers to show up in the list if at all. But if I switch the Location to US-West the 200.* servers show up much quicker same with the 'All' location filter. Is there a reason that the game server list functions this way and if so why? Thank you for any insight that you may have. Brandon -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds