Re: [hlds] maxplayers

2008-11-06 Thread Chris Staley
it doesn't even default to 14 players though.. like if you start it via 
the gui it will say 14.. however if you type status in console it says 4.

but I was told thats cuz its a demo


DontWannaName! wrote:
> I bet maxplayers is forced at 14 because thats how the game was designed. 
> This is co-op not TF2... I think we are thinking of this too much like css 
> and TF2. Its neither.
>
>
>
>
> 
> From: Chris | FatPipeServer.com <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Sent: Thursday, November 6, 2008 11:36:08 AM
> Subject: Re: [hlds] maxplayers
>
> My server is defaulting to 14 slots and ignoring the +maxplayers command 
> in the command line.  Anyone else having this issue?
>
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Chris Staley
i have noticed this as well.. kind of annoying, lol

Ben B wrote:
> seems when a game happens in the server, then it ends and everyone leaves,
> it never gets chosen again by a lobby untill you restart that server.
>
> at least that's what's happening with me.
>
> On Thu, Nov 6, 2008 at 1:57 PM, dexion <[EMAIL PROTECTED]> wrote:
>
>   
>> Okie dokie seems to run fine pings are fine as well just unusual but im
>> sure
>> valve knows what they are doing with their game.
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
>> Sent: Thursday, November 06, 2008 3:54 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>
>> That's what everyone else is getting with a hi res timer.
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of dexion
>> Sent: Thursday, November 06, 2008 1:48 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>
>> Ok now people can join and I have 30fps anyone else seeing any more than
>> 30?
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Derek Denholm
>> Sent: Thursday, November 06, 2008 3:20 PM
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>
>>
>> No update 4 now people can join my server. Woot!> From:
>> [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date: Thu, 6 Nov
>> 2008
>> 13:18:42 -0700> Subject: Re: [hlds] Left 4 Dead dedicated servers> > Are
>> you
>> talking about update 3?> > -Original Message-> From:
>> [EMAIL PROTECTED]>
>> [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy>
>> Sent: Thursday, November 06, 2008 1:17 PM> To: Half-Life dedicated Win32
>> server mailing list> Subject: Re: [hlds] Left 4 Dead dedicated servers> >
>> They just released an update for both client and server. I updated the>
>> servers and restarted them. All 3 servers full instantly.. I'd say it's>
>> working now lol> ___> To
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Re: [hlds] Maxplayers setting

2008-11-06 Thread Chris Staley
ahh.. make sense..

Jonah Hirsch wrote:
> That's because the demo only supports 4 players. You can't do versus in 
> the demo.
>
> Chris Staley wrote:
>   
>> Am I the only one seeing this, but it seems no matter what I do the 
>> maxplayers is set at 4... Even starting through the GUI and selecting 
>> the slot size it seems to just ignore it.
>>
>> --Chris
>>
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[hlds] Maxplayers setting

2008-11-06 Thread Chris Staley
Am I the only one seeing this, but it seems no matter what I do the 
maxplayers is set at 4... Even starting through the GUI and selecting 
the slot size it seems to just ignore it.

--Chris

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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Chris Staley
i have been running a couple servers and watching them.. with nothing. I 
am not able to test them at the office here, but it appears everything 
should be running right.



Aaron Rapp wrote:
> Can someone confirm that they are getting no connects on their servers
> through the matchmaking system?
>
> I can connect to my server through the console, but I'm not getting anyone
> from the matchmaking system to connect andin the game...I'm still
> getting the error that there are no servers available, do you want to make
> it a LAN?
>
> I just need confirmation that I'm not the only one with a seemingly dead and
> useless server, at the moment. 
>
> Thanks, 
>
> Aaron 
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
> Sent: Thursday, November 06, 2008 11:50 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> Actually the difficulty level may be selected during the match making
> process?  I haven't tested the client out yet, so I'm not sure.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
> Sent: Thursday, November 06, 2008 12:48 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> >From the cvarlist.
>
> z_difficulty  : 0: , "sv", "rep": Difficulty of the current game
> (Easy, Normal, Hard, Impossible)
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of alexhard
> Sent: Thursday, November 06, 2008 12:44 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> Any idea as to how to set the difficulty level?
>
> On Thu, Nov 6, 2008 at 8:34 PM, Chris Brunelle <[EMAIL PROTECTED]> wrote:
>   
>> My server is working.  Players can connect directly and no issues so far
>> with the game hanging/locking up.
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Wolfie -
>> Cybernetic
>> Sent: Thursday, November 06, 2008 12:18 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>
>> We were just playing with the same variables after seeing an error in the
>> console on the client while trying to connect.
>>
>> The good news is you are right, you are in the server with 3 survivor
>> 
> bots,
>   
>> the bad news for me seems to be that as soon as you move the game bugs and
>> locks your character.
>>
>> HLSW works as well as connect ip:port in console. FYI
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy
>> Sent: 06 November 2008 19:00
>> To: Frank Hotte; Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>
>> *sv_allow_lobby_connect_only 0* ftw =)
>>
>> Can connect directly!
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Chris Staley
herm.. works for me.. whats your command line your using?

All I get is the unable to load steam library error :(


Brian D'Arcy wrote:
> Still nothing on windows servers, just exits. :(
>
> On Thu, Nov 6, 2008 at 11:15 AM, Matt Lyons <[EMAIL PROTECTED]> wrote:
>
>   
>> Another update just went out.
>>
>> Dustin Peacock wrote:
>> 
>>> The main problem I'm running to in-game is the fact that there aren't
>>>   
>> enough
>> 
>>> servers. It continues to tell me that there are no available dedicated
>>> servers and my only option is to host a LAN.
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
>>> Sent: Thursday, November 06, 2008 10:54 AM
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Left 4 Dead dedicated servers
>>>
>>>
>>> Is there an option to start a server from within the game? If so, i'm
>>>   
>> going
>> 
>>> to guess that the only servers that are up are non-dedicated. People are
>>> having a lot of lag problems, which might be caused by the fact that
>>>   
>> people
>> 
>>> probably don't have the power/pipe to run a server from home.
>>>
>>> Just a guess though
>>>
>>>   
 Date: Thu, 6 Nov 2008 10:47:08 -0500> From: [EMAIL PROTECTED]> To:
 
>>> hlds@list.valvesoftware.com> Subject: Re: [hlds] Left 4 Dead dedicated
>>> servers> > Nope.. I assume there's files we're still missing. There ARE
>>> servers> running somewhere (probably at valve), I was able to play for a
>>>   
>> few
>> 
>>> minutes> with a couple other people.> > The server browser shows no
>>>   
>> servers
>> 
>>> for l4d, however.> > On Thu, Nov 6, 2008 at 10:44 AM, Eric van Beesten
>>> <[EMAIL PROTECTED]>wrote:> > > Before anybody is screeming.. is
>>>   
>> there
>> 
>>> somebody that already have> > succesfull> > started the server? So with
>>>   
>> text
>> 
>>> etc?> >> > -Oorspronkelijk bericht-> > Van:
>>> [EMAIL PROTECTED]> >
>>> [mailto:[EMAIL PROTECTED] Namens Kitteny Berk> >
>>> Verzonden: donderdag 6 november 2008 16:27> > Aan: Half-Life dedicated
>>>   
>> Win32
>> 
>>> server mailing list> > Onderwerp: Re: [hlds] Left 4 Dead dedicated
>>>   
>> servers>
>> 
>> I'm not so sure about that.> >> > connect IP:port seems to work in the
>> 
>>> console, but as my server won't> > bloody start, I can't confirm.> >> >
>>>   
>> Matt
>> 
>>> Lyons wrote:> > > Brian D'Arcy wrote:> > >> > >> Same, srcds.exe just
>>>   
>> exits
>> 
>>> with nothing.> > >>> > >>> > >> > > Same, win2k boxes, left4dead.exe dies
>>> with an error:> > >> > > Application load error: 5:0065434> > >> > >
>>> srcds.exe just exits with no error, log or dump.> > >> > > Err... you did
>>> release everything right?> > >> > > In other news there are servers up
>>>   
>> and
>> 
>>> it appears you cannot connect to> > > a specific server :(> > >> > >> >>
>>>   
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Re: [hlds] Give me a general idea on quad cores

2008-09-11 Thread Chris Staley
sounds like a lot, but we have a lot of customers who eat through that a 
lot quicker than they think.. lol


Luke Lewis wrote:
> 100mbit connection with 2500GB should do it ;)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
> Sent: Thursday, September 11, 2008 8:22 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Give me a general idea on quad cores
>
> I hope you have a lot of bandwidth. :)
>
>  
>
> __ Information from ESET NOD32 Antivirus, version of virus signature
> database 3436 (20080911) __
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> The message was checked by ESET NOD32 Antivirus.
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> http://www.eset.com
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Re: [hlds] Any good web based bandwidth graphs?

2008-08-13 Thread Chris Staley
http://www.cacti.net/ :P

Mike Stiehm wrote:
> I'm looking for a good bandwidth monitoring app that can output info into a 
> webpage. 
>  
> For the most part I just want to see what bandwidth i'm using via the web. 
>  
> Does not need to have any special features. Maybe just current and a history
>  
> maybe a graph output. Anyone have any good ideas?
>  
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Re: [hlds] Force a -nomaster to be listed

2008-07-15 Thread Chris Staley
wow.. I would get a new host then ;)

Never wrote:
> Very nice idea, but my hosting doesn't allow to upload .dll files via 
> ftp or rename another files to .dll :(
> Can a amxmodx/metamod plugin rename files in the server?
>
> thank you
>
> Andreas Grimm escribió:
>   
>> I would hex edit the engine file to rename the "-nomaster" command into
>> something other ... perhaps "-pwnd" or so ...
>> that the "-nomaster" command of their start up script doesn't work anymore
>> ...
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
>> Sent: Tuesday, July 15, 2008 9:37 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Force a -nomaster to be listed
>>
>> I don't know much about it, but wouldn't it be possible to have it activate
>> master communication by some sort of plugin?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Never
>> Sent: Tuesday, July 15, 2008 9:36 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] Force a -nomaster to be listed
>>
>> Hi,
>>
>> I am paying for a hosting which is having excelent reliability and is 
>> the first hosting that gives me everithing i need.
>> They have excelent performance and low ping for international players 
>> (My community is open for the best Half-Life players of Latin America).
>>
>> But they have an only negative point... They adds -nomaster to ALL of 
>> their servers.
>> The "reason" is that the queries done to the server produces high traffic.
>>
>> My question is: ¿Is there any way to make server to apear in list anyway?
>> I am thinking about "deceiving" master servers sending server info or 
>> something simillar.
>>
>> Thank you
>>
>> Nevermore
>>
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>> 5:48 AM
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>>
>>
>>
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Re: [hlds] Possible CS:S server exploit?

2008-07-11 Thread Chris Staley
second that.. it happens quite often. Somtimes it just needs to be shut 
down for a bit. Linux is a little easier that windows,  you can netstat 
for whats using the port and kill the pid, windows is a little harder 
(unless I have horribly missed something on windows :P)

Tom Leighton wrote:
> I would guess either a ghost server, or when te server crashed it 
> crashed hard, and windows/linux didnt release the port / ip address / 
> process.
>
> Matt D wrote:
>   
>> Please forgive me for breaking the thread as I'm currently unsure how
>> to "reply" to previously posted messages
>>
>> Now I truly am confused...
>> I have changed nothing (on my server or the copy I made onto my local
>> workstation) since the time of my original post, when things were not
>> working. Just for the hell of it I decided to fire it back up, and it
>> almost magically works; both locally and on my server. Let me repeat
>> myself, I have changed nothing in the 18 or so hours since it
>> originally stopped working. I really am clueless right now...
>>
>>
>>   
>> 
>>> While you are doing this disable all addons and see if it fixes it.
>>>
>>> Matt D wrote:
>>> 
>>>   
 * No, at present I am acquiring all new versions of the plugins and such 
 that
   
 
>> *>>* I use, because almost all of them aside from mani have more
>> recent versions.
>> *>>* If that doesn't fix things then I'll start disabling/enabling my 
>> different
>> *>>* plugins and scripts one at a time until I figure out where the
>> problem lies.
>> *
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Chris Staley
rofl.. guess thats one way to unsubscribe?

Alfred Reynolds wrote:
> And like that, he was gone.
>
> - Alfred
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds-
>> [EMAIL PROTECTED] On Behalf Of Wagner Michi+Tim
>> Sent: Friday, June 20, 2008 12:30 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 Update Released
>>
>>
>> FUCK YOU!> From: [EMAIL PROTECTED]> To:
>> hlds@list.valvesoftware.com> Date: Fri, 20 Jun 2008 15:28:06 -0400>
>> Subject: Re: [hlds] Team Fortress 2 Update Released> > Methinks it's
>> the reflected grenades? Sticky, rocket, and ...> > Just a guess.> > ---
>> --Original Message-> From: SakeFox [mailto:[EMAIL PROTECTED]
>> 
>>> Sent: Friday, June 20, 2008 3:14 PM> To: Half-Life dedicated Win32
>>>   
>> server mailing list> Subject: Re: [hlds] Team Fortress 2 Update
>> Released> > also what weapon is "deflect_promode"?> > SakeFox wrote:> >
>> well never said it was hard...it even takes out multiple players at > >
>> once. playing around we killed 5 people with one taunt.> >> > Keeper
>> wrote:> > > >> lol, I just stood outside a door in well and tried it
>> several times.> Took> >> out 3 :D> >>> >> -Original Message->
>> 
 From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] > >>
 
>> Sent: Friday, June 20, 2008 3:05 PM> >> To: 'Half-Life dedicated Win32
>> server mailing list'> >> Subject: Re: [hlds] Team Fortress 2 Update
>> Released> >>> >> Hadouken is easy, just look for snipers.> >>> >>
>> Before: http://www.voogru.com/images/ctf_well0028.jpg> >> After:
>> http://www.voogru.com/images/ctf_well0029.jpg> >>> >>> >>> >> -
>> Original Message-> >> From: [EMAIL PROTECTED]> >>
>> [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox> >>
>> Sent: Friday, June 20, 2008 2:46 PM> >> To: Half-Life dedicated Win32
>> server mailing list> >> Subject: Re: [hlds] Team Fortress 2 Update
>> Released> >>> >> the way i look at it, if they want to farm them let
>> them. better that > >> they go where ever and get it done, then sitting
>> in the servers and just > >> running around like idiots doing the
>> hadouken to kill everything to get > >> them.> >>> >> Keeper wrote:> >>
>> 
> The sniper is a professional! He would never stoop that low
>   
>> :P>  >>> I think the #1 easiest fix would be to test ->IsBot() for
>> every> >>> kill/ignite/heal ...>  >>> Also, there is no way a
>> person would get 500 kills in one round. They> >>> > >>> > >> need> >>
>> 
> to put some logic into the time it takes to get these
>   
>> awards. Some are> >>> easily done in a single round. Some would take
>> several days to get.> Even> >>> weeks.>  >>> It could be tweaked.>
>> 
> -Original Message-> >>> From: Tom Leighton
>   
>> [mailto:[EMAIL PROTECTED] > >>> Sent: Friday, June 20, 2008
>> 2:21 PM> >>> To: Half-Life dedicated Win32 server mailing list> >>>
>> Subject: Re: [hlds] Team Fortress 2 Update Released>  >>> Lets hope
>> they fix the farming issue first otherwise we're gonna get a > >>> load
>> more people yelling HAX before long...>  >>> Spencer 'voogru'
>> MacDonald wrote:> >>> > >>> > >>> >  Snipers unlock will probably
>> be an aimbot.>  >  >  > >>>
>> ___> >>> 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,> >>
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>> 
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Re: [hlds] Beefy server

2008-05-07 Thread Chris Staley
64fps I wouldn't say is bad, but definitely not all that great. I 
actually find that fps_max 300 boosted works the best, it has the best 
performance/usage ratio. I have started to run all of my servers that way.

FireHazard wrote:
> It depends on who your clients are. If you're trying to sell private
> servers, no one in their right mind will purchase a 64 FPS server; it
> is not suitable for competitive play. If you're just hosting some bad
> pubs for bad players, then people probably won't complain much.
>
>
> On Tue, May 6, 2008 at 5:07 PM,  <[EMAIL PROTECTED]> wrote:
>   
>> 8 32 player servers here. No boost, they run flawless,
>>
>> -Original Message-
>>  From: "Chris ." <[EMAIL PROTECTED]>
>>
>>
>>
>> Date: Tue, 6 May 2008 21:58:27
>>  To:"Half-Life dedicated Win32 server mailing 
>> list"
>>  Subject: Re: [hlds] Beefy server
>>
>>
>>  So really, fps max is 64...
>>
>>  On that subject I'd be interested to know if many of the Windows admins use
>>  any programs which initialise the multimedia timer? And their
>>  recommendations/suggestons... On my servers I've allways run something to
>>  intitialise it, be it serverchecker or srcdsboost, and try and get fps
>>  around a constant 200 mark across all game serevrs... However with JDoc's
>>  servers and results, I'd be tempted to stop boosting my fps and run more
>>  servers...
>>
>>  On 5/6/08, JDoc0512 <[EMAIL PROTECTED]> wrote:
>>  >
>>  > I'm not sure why you would use srcdsboost or windows media player if the
>>  > servers are already running fine
>>  >
>>  >   nobody complains about lag and nobody complains about low fps on my
>>  > servers
>>  >   so even if it's possible to boost anything, I wouldn't try
>>  >
>>  >   I've used both srcdsboost and wmp for CS:S servers before but I didn't
>>  > notice any dramatic improvement
>>  >
>>  >
>>  >
>>  > "Chris ." <[EMAIL PROTECTED]> wrote:
>>  >
>>  >   Very impressive, and to clarify, that's with srcdsboost running? Or
>>  > something which initialises the multimedia timer?
>>  >
>>  >
>>  >
>>  > On 5/6/08, JDoc0512 wrote:
>>  > >
>>  > > 66tickrate
>>  > > fps_max 600
>>  > >
>>  > > taken at the same time
>>  > >
>>  > > http://www.exunited.com/temp/trash/players.jpg
>>  > >
>>  > > http://www.exunited.com/temp/trash/cpu.jpg
>>  > >
>>  > >
>>  > >
>>  > >
>>  >
>>  > > "Chris ." wrote:
>>  > >
>>  > > You seem to have missed the point of my remark, and question aimed at
>>  > > JDoc.
>>  > >
>>  > > ServerChecker does the same thing (if enabled) as srcdsboost i.e.
>>  > > initialises the multimedia timer within Windows.
>>  > >
>>  > >
>>  > > On 5/6/08, Don Williams wrote:
>>  > > >
>>  > > > I have no need to run srcdsboost or screw with affinity, my servers
>>  > run
>>  > > > perfectly fine with high tick rates and stable high fps.
>>  > > >
>>  > > > - Original Message -
>>  > > > From: "Chris ."
>>  > >
>>  > > > To: "Half-Life dedicated Win32 server mailing list"
>>  > > >
>>  > > >
>>  > >
>>  > > > Sent: 2008-05-06 12:24 PM
>>  > > > Subject: Re: [hlds] Beefy server
>>  > > >
>>  > > >
>>  > > > > Riiight, so you dont actually know about TF2 and the affects of
>>  > > affinity
>>  > > > > and
>>  > > > > srcdsboost.
>>  > > > >
>>  > > > > Thanks anyway >.<
>>  > > > >
>>  > >
>>  > > > > On 5/6/08, Don Williams wrote:
>>  > > > >>
>>  > > > >> I don't mess with affinity at all.. I run 2 32x server 66 tick
>>  > 500fps
>>  > > 1
>>  > > > >> 64x
>>  > > > >> cs:source 66 tick 500fps 1 24x 500fps 66tick Server checker ftw.
>>  > > > >>
>>  > > > >> - Original Message -
>>  > > > >> From: "Chris ."
>>  > >
>>  > > > >> To: "Half-Life dedicated Win32 server mailing list"
>>  > > > >>
>>  > > > >>
>>  > >
>>  > > > >> Sent: 2008-05-06 12:06 PM
>>  > > > >> Subject: Re: [hlds] Beefy server
>>  > > > >>
>>  > > > >>
>>  > > > >> > Well, I'm running:
>>  > > > >> >
>>  > > > >> > Serv1:
>>  > > > >> > Q6600 2.4Ghz
>>  > > > >> > 4GB RAM
>>  > > > >> > 250GB HDD
>>  > > > >> >
>>  > > > >> > Serv2:
>>  > > > >> > E6700 2.67Ghz
>>  > > > >> > 2GB RAM
>>  > > > >> > 150GB Rpator
>>  > > > >> >
>>  > > > >> > Both have 100mbit connection, both being upgraded to 2.66Ghz
>>  > Quads
>>  > > > end
>>  > > > >> of
>>  > > > >> > May...
>>  > > > >> >
>>  > > > >> > However, with regard to my first statement, if I set tf2 process
>>  > > > >> affinity
>>  > > > >> > to
>>  > > > >> > use a single core, and dont run srcdsboost usage on the core is
>>  > > > around
>>  > > > >> > 35-45%, so I could easily run 2 per core. However, opening up
>>  > > > >> > srcdsboost
>>  > > > >> > usage rockets to around 80%... Hence my initial doubt, I'd be
>>  > > > >> > interested
>>  > > > >> > to
>>  > > > >> > know if JDoc is using srcdsboost?
>>  > > > >> >
>>  > > > >> > Anyway, Don, you say it's easy to do... Care to share how?
>>  > > > >> >
>>  > >
>>  > > > >> > On 5/6/08, Don Williams wrote:
>>  > > > >> >>
>>  > > > >> >> Actually pretty easy to do. Not hard to belive either.
>> 

Re: [hlds] srcds co-existence problem (tf2)

2008-05-04 Thread Chris Staley
see what the fps_max is set at.. and run rcon stats in console without 
the other servers up.. start the other servers up and do a rcon stats 
again, and see what the servers fps is.. if its a lot higher.. then 
thats it.

steve grout wrote:
> :'(
>
> is there anyway to stop this? Just so i can see if indeed this is the 
> problem.
>
> Chris Staley wrote:
>   
>> I bet the reason why, is just running the source servers the fps will 
>> stay at the limited ~80fps or whatever it is, but when you start up 
>> cod4, which in itself changes the multimedia timer (like srcdsfpsboost 
>> does) so they will all use a lot more cpu. I am not sure about UT3, but 
>> I now cod4 does this.
>>
>> steve grout wrote:
>>   
>> 
>>> sorry,
>>>
>>> meant to say... its running off windows 2003 sp2 server q6600 4gb mem
>>>
>>> steve grout wrote:
>>>   
>>> 
>>>   
>>>> Hi all,
>>>>
>>>> doing some monitoring on the servers we have noticed that srcds does not 
>>>> co-exist well with other game server software..now it might be a setup 
>>>> issue our side so any help would be great
>>>>
>>>> just running 5 instances of srcds and having all the servers full, the 
>>>> cpu load goes to max 25%, as soon as we launch either a CoD4 or UT3 
>>>> server the cpu usage goes to the 90's.. we have changed the affinite's 
>>>> of the servers so that the tf2 servers run off the first 3 cores and 
>>>> CoD4 and UT3 run off core 4.  The first 3 cores are almost maxed out 
>>>> while core 4 it sitting nice at around 15%.
>>>>
>>>> anyone got any ideas please!?
>>>>
>>>> Nephyrin Zey wrote:
>>>>   
>>>> 
>>>>   
>>>> 
>>>>> I might've spoken a bit too soon on this - the servers do still get up
>>>>> into the high nineties CPU usage and stay there for a while - it seems
>>>>> like after they've been running for a while their overall CPU usage
>>>>> drifted back up to about the same as before the patch. This might be
>>>>> the first ever case of "CPU Leaks" :-/ The server also still incurs
>>>>> minor memory leaks, which seem to be about the same since before the
>>>>> patch.
>>>>>
>>>>> I run two 32x linux servers that are nearly always full and
>>>>> occasionally empty out at night. Here are some pretty graphs:
>>>>>
>>>>> http://www.nephyrin.net/NemuCPU.png
>>>>>
>>>>> Shows Load Average. On thursday it was lower despite both servers
>>>>> being full (???). The big spike today is the patch. The servers were
>>>>> both *instantly full* after the patch (among the first online) and
>>>>> have been *constantly full* since, yet the CPU usage over the past
>>>>> three hours has drifted up to pre-patch levels...
>>>>> http://nephyrin.net/NemuMem.png
>>>>>
>>>>> Memory Usage over a longer period - note that i went from one to two
>>>>> servers on tuesday, so the memory leaks have actually remained about
>>>>> the same as before.
>>>>>
>>>>> If anyone from Valve wants a login to my stats system let me know. It
>>>>> has tons and tons of pretty graphs dating to back when the server
>>>>> started.
>>>>>
>>>>> - Neph
>>>>>
>>>>> On Fri, May 2, 2008 at 5:00 PM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:
>>>>>   
>>>>> 
>>>>>   
>>>>> 
>>>>>   
>>>>>> Two patches ago levels == how it ran on the patch before the patch
>>>>>>  before goldrush. Both the patch before goldrush and the goldrush patch
>>>>>>  hurt performance, and its now at levels similar to prior to both of
>>>>>>  those.
>>>>>>
>>>>>>  Still a bit higher than it was when i first started hosting servers,
>>>>>>  and higher than it should be, but better.
>>>>>>
>>>>>>  - Neph
>>>>>>
>>>>>> 
>>>>>>   
>>>>>> 
>>>>>>   
>>>>>> 
>>>>> ___

Re: [hlds] srcds co-existence problem (tf2)

2008-05-04 Thread Chris Staley
I bet the reason why, is just running the source servers the fps will 
stay at the limited ~80fps or whatever it is, but when you start up 
cod4, which in itself changes the multimedia timer (like srcdsfpsboost 
does) so they will all use a lot more cpu. I am not sure about UT3, but 
I now cod4 does this.

steve grout wrote:
> sorry,
>
> meant to say... its running off windows 2003 sp2 server q6600 4gb mem
>
> steve grout wrote:
>   
>> Hi all,
>>
>> doing some monitoring on the servers we have noticed that srcds does not 
>> co-exist well with other game server software..now it might be a setup 
>> issue our side so any help would be great
>>
>> just running 5 instances of srcds and having all the servers full, the 
>> cpu load goes to max 25%, as soon as we launch either a CoD4 or UT3 
>> server the cpu usage goes to the 90's.. we have changed the affinite's 
>> of the servers so that the tf2 servers run off the first 3 cores and 
>> CoD4 and UT3 run off core 4.  The first 3 cores are almost maxed out 
>> while core 4 it sitting nice at around 15%.
>>
>> anyone got any ideas please!?
>>
>> Nephyrin Zey wrote:
>>   
>> 
>>> I might've spoken a bit too soon on this - the servers do still get up
>>> into the high nineties CPU usage and stay there for a while - it seems
>>> like after they've been running for a while their overall CPU usage
>>> drifted back up to about the same as before the patch. This might be
>>> the first ever case of "CPU Leaks" :-/ The server also still incurs
>>> minor memory leaks, which seem to be about the same since before the
>>> patch.
>>>
>>> I run two 32x linux servers that are nearly always full and
>>> occasionally empty out at night. Here are some pretty graphs:
>>>
>>> http://www.nephyrin.net/NemuCPU.png
>>>
>>> Shows Load Average. On thursday it was lower despite both servers
>>> being full (???). The big spike today is the patch. The servers were
>>> both *instantly full* after the patch (among the first online) and
>>> have been *constantly full* since, yet the CPU usage over the past
>>> three hours has drifted up to pre-patch levels...
>>> http://nephyrin.net/NemuMem.png
>>>
>>> Memory Usage over a longer period - note that i went from one to two
>>> servers on tuesday, so the memory leaks have actually remained about
>>> the same as before.
>>>
>>> If anyone from Valve wants a login to my stats system let me know. It
>>> has tons and tons of pretty graphs dating to back when the server
>>> started.
>>>
>>> - Neph
>>>
>>> On Fri, May 2, 2008 at 5:00 PM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:
>>>   
>>> 
>>>   
 Two patches ago levels == how it ran on the patch before the patch
  before goldrush. Both the patch before goldrush and the goldrush patch
  hurt performance, and its now at levels similar to prior to both of
  those.

  Still a bit higher than it was when i first started hosting servers,
  and higher than it should be, but better.

  - Neph

 
   
 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
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>>>   
>>> 
>>>   
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Re: [hlds] Wanna be hacker requesting username and passwords on steam community!

2008-04-25 Thread Chris Staley
What people need to do, is when they want to  make a new thread replying 
to an existing one.. I view my emails in a threaded format, and this one 
has went though 5 different subjects :P

And hotmail FTL ;)

Thomas Morton wrote:
> Sayeth the tech savvy...
>
> Fear is a big pressure point even for supposedly switched on people: dotn
> just dismiss them because they got caught out. There are probably more
> clever crackers who could get you using the same tactics. Social engineering
> is one of the most successfull cracker ploys after all
>
> Its basic phsycology :)
>
> What people do need to do is stop using hotmail ;) (or delete the conv
> history in the reply)
>
> On 4/25/08, kyle mcdonald <[EMAIL PROTECTED]> wrote:
>   
>> Anyone who is stupid enough to fall for that line, needs to stop using
>> anything that needs a password.
>> 
>>> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com>
>>>   
>> Date: Fri, 25 Apr 2008 00:11:07 -0500> Subject: [hlds] Wanna be hacker
>> requesting username and passwords on steam community!> > I am writing here
>> because I hope that steam can do something from here.> Also you should all
>> remind your members not to give there passwords out to> anyone. His steam
>> community page is currently here.>
>> http://steamcommunity.com/id/silverssilvers > His current name is
>> Message_system_help.> > If someone from steam reads this please either ban
>> or do what you can to> prevent this guy from doing this.> > This is the
>> message he wrote to one of my clan members.> > > |Think| Snake Dr.: hello i
>> am getting this chat froom "message system help> |Think| Snake Dr.: and they
>> want my username and password> |Think| Snake Dr.: i think its bull> |Think|
>> .:ShadowMoses:.: never give your password> |Think| .:ShadowMoses:.: they
>> will never request a password> |Think| Snake Dr.: yea thats what i thought
>> too> |Think| Snake Dr.: here is what they said> |Think| Snake Dr.:
>> Message_system_help: Hello sir Steam is tracking down 2> ip's on this
>> account please confirm this is your account by typing in> Username/password>
>> |Think| Snake Dr.: umm i don;t give out my userername and password thought>
>> steam chat... u can contact me thought the email provided when i created>
>> this acct> Message_system_help: Sir,Its that we have nerver thought it could
>> happen we> have to ip's on this account> Message_system_help: just to
>> confirm please type your account username and> password> |Think| Snake Dr.:
>> if this is to conform then u should have my email on file> and u can contact
>> me though that thank you> Message_system_help: Sir We take hacking real
>> serious if not we just disable> your account> Message_system_help: we need
>> to confirm> Message_system_help: Please sir> Message_system_help: Ok no
>> reply means your hacking this account> Message_system_help: We are going to
>> disable this in 2 hours> |Think| Snake Dr.: am i trying to find out if this
>> is for real> |Think| Snake Dr.: hold one min> Message_system_help: Sorry>
>> Message_system_help: Goodbye> Message_system_help: we nerver thought this
>> would happen> Message_system_help: We going to start a forum tommrow>
>> Message_system_help: Good-bye your account is going to be disabled "hacker">
>> |Think| .:ShadowMoses:.: is it on steam> |Think| Snake Dr.: yea i got a
>> friend requiest from steam friend> |Think| .:ShadowMoses:.: give me the
>> address of the community person> |Think| .:ShadowMoses:.: he is in your
>> friends list> |Think| Snake Dr.: yea he is> |Think| Snake Dr.: what do u
>> mean community person> |Think| .:ShadowMoses:.: i got him i am sending an
>> email to steam> |Think| Snake Dr.: ok thanks... when he asked me for my
>> password i thought> it smelled fishy> > Best regards,> > Shadow> > >
>> ___> To unsubscribe, edit your
>> list preferences, or view the list archives, please visit:>
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> _
>> Express yourself wherever you are. Mobilize!
>>
>> http://www.gowindowslive.com/Mobile/Landing/Messenger/Default.aspx?Locale=en-US?ocid=TAG_APRIL
>>
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>
>
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread Chris Staley
I think I have to agree with this. It would be best if there was just 
one tab, but a more comprehensive filtering system. The tag idea is 
great. It will really help people find the servers that they really 
want. The custom tab throws a lot of people off though. I work for a GSP 
and its unreal how many "server admins" are complaining about not being 
able to see their server on the list, and its because its on the custom 
tab. So tab idea, great concept, but execution was a little off with the 
different tab. I mean it was worth a try, but just better filters would 
be more effective.
Thats my $.02


Andrius Pirus wrote:
> No, the best one is one tab, but many filtering options and that's
> all. Why people should  find the servers looking in 2 tabs. It's
> simply annoying.  And i think that's not impossible that Valve revert
> the changes they made and give us back one nice tab with nice
> filtering functions in bonus.
>   Quoting Matthew Cheale : Saint K. wrote:
>  True, ideally it should just be a filter option, but apparently
> we're going
>  the tab way. And looking at VALVe, their not likely to revert
> something they
>  implemented. So somehow we'll be stuck to the tabs anyway.
>  A tab is just a pre-defined filter set and for your average Joe,
> which I think 
>  none of us match, is much more visible.  I think the best suggestion
> so far has 
>  been:
>  1) One tab for "Standard Servers", this is the default selected tab
> when you 
>  first kick up the game after installation.
>  2) One tab for every server, "All Servers" or something, this one
> comes with 
>  advanced filtering options.
>  It gives new people to the scene a controlled experience while
> clearly offering 
>  the complete list of game experiences still.  As for hacking your
> way onto the 
>  Internet list, surely that just encourages Valve to hard code the
> tab filtering 
>  on the client...
>  -- 
>  With regards,
>  Matthew Cheale
>  +44 (0)56 000 36985
>  [EMAIL PROTECTED]
>  
>  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]
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