Re: [hlds] Querying Steam Server List
-- [ Picked text/plain from multipart/alternative ] Yup, pretty much correct. It can't base it on latency (apart from sorting after) as it doesn't know what the latency is until its got the IP. I believe Valve said they were working on a different system, but I wouldn't get your hopes up as to when. On 4/20/07, Cc2iscooL [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I believe the way it works is it fans out from your local IP address. On 4/19/07, Brandon R. Miller [EMAIL PROTECTED] wrote: 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 -- ___ 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] Different mods in install folder (srcds)
-- [ Picked text/plain from multipart/alternative ] Hiya, thanks for the replies. Not sure those would work (1st reply would, but was hoping there was just a commandline rather than renaming), I think as the +servercfgfile would help for different config settings, but aren't mods just loaded according to whats in the addons folder as such and no way to specify which ones are ? So you couldn't turn mani off without removing it (or having a diff addons folder), same for other bits like zblock or other dlls etc ? (I'm assuming every mod isn't compatible with metamod source for example also). Thanks again, Ian On 4/12/07, Adam Sando [EMAIL PROTECTED] wrote: Hi Ian, Ludens posted a good summary of commandline switches that you need to use in order to load different configurations (with mods) from the same content source: How to run two or more source dedicated servers from one folder: srcds -heapsize 262144 -tickrate 66 -console -game cstrike -ip XXX.XXX.XXX.XXX -port 27015 +sv_lan 0 +maxplayers 24 +map de_dust2 +rcon_password +servercfgfile server_pub.cfg +motdfile motd_pub.txt +mapcyclefile mapcycle_pub.txt +sv_logsdir logs_pub +mm_pluginsfile addons/metamod/metaplugins_pub.ini srcds -heapsize 262144 -tickrate 100 -console -game cstrike -ip XXX.XXX.XXX.XXX -port 27016 +sv_lan 0 +maxplayers 10 +map de_dust2 +rcon_password +servercfgfile server_pro.cfg +motdfile motd_pro.txt +mapcyclefile mapcycle_pro.txt +sv_logsdir logs_pro +mm_pluginsfile addons/metamod/metaplugins_pro.ini in the end of server_pub.cfg: exec mani_server_pub.cfg (in mani_server_pub.cfg: mani_log_directory mani_logs_pub) in the end of server_pro.cfg: exec mani_server_pro.cfg (in mani_server_pro.cfg: mani_log_directory mani_logs_pro) If you are running Mani, you will need to have a separate mani_path setting for each instance. You might be able to get more info here: http://www.mani-admin-plugin.com/mani_admin_plugin/documentation/mani_in stall_config_maniservercfg.htm I have not tried this myself, however I hope this helps you out. Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian mu Sent: Thursday, 12 April 2007 9:00 AM To: [EMAIL PROTECTED] Subject: [hlds] Different mods in install folder (srcds) -- [ Picked text/plain from multipart/alternative ] Hiya, just wondered if its possible to say have several different setups with different mods with just the one install folder, or do you have to have a separate srcds install folder for each (just trying to cut it down as only one server will be up at a time, but may want to switch to a different mod and settings). If not, no problem, will go with separate installs route, just thought its something someone may have come accross. Thanks in advance. Ian -- ___ 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] Different mods in install folder (srcds)
-- [ Picked text/plain from multipart/alternative ] Hiya, just wondered if its possible to say have several different setups with different mods with just the one install folder, or do you have to have a separate srcds install folder for each (just trying to cut it down as only one server will be up at a time, but may want to switch to a different mod and settings). If not, no problem, will go with separate installs route, just thought its something someone may have come accross. Thanks in advance. Ian -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Re: Auth Server Problems?
-- [ Picked text/plain from multipart/alternative ] Apologies, seems to have changed slightly...(after a long wait) Using default master Connection to Steam servers successful (SU). VAC secure mode not available. On 12/15/06, Ian mu [EMAIL PROTECTED] wrote: Hiya, seem to be getting servers showing secure 0, and when restarting getting stuck unable to auth (on several servers/machines). Just wondering if anyone else is getting the same problem, or any known problems at the moment? Thanks in advance. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] help!
-- [ Picked text/plain from multipart/alternative ] /me looks at the bottom of the mail you sent ;) On 11/22/06, ALi cook [EMAIL PROTECTED] wrote: how to i un-subscribe to this?? _ Be the first to hear what's new at MSN - sign up to our free newsletters! http://www.msn.co.uk/newsletters ___ 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] SRCDS Question
-- [ Picked text/plain from multipart/alternative ] http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=11p_created=1092152203p_sid=PmEcoEkip_lva=p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MjEmcF9wcm9kcz0wJnBfY2F0cz0wJnBfcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWFyY2hfdGV4dD1wb3J0cw**p_li=p_topview=1#ports On 10/21/06, Chad [EMAIL PROTECTED] wrote: Problem setting up SRCDS I set up SRCDS with the command line utility provided on the Steampowered.com/getsteamnow webpage for Counter-Strike Source. I followed the instructions to set it up and have done so on at least 3 occasions in the last year or so with the same result. When I ran the SRCDS and selected Counter Strike Source as the game type, it gave me an error which said something like that it cannot contact the steam servers for something. It has never worked before, however I had a HLDS counter-strike server (both the steam tools menu and standalone) running for the last 2 years on the same computer with very few problems. Now, when I run the SRCDS program nothing happens at all. I am running Windows Server 2003 Enterprise Edition and the SRCDS is run from the root/admin account. I use the basic firewall provided with RRAS, and only have port 27017 open out of the steam range 27000-27045. I have other ports open for RDP and HTTP, and some others. How do I get SRCDS to work? The steam support people sent me here and I have never used a mailing list before so I did a google search on how to use one with no results so any help on how to use a mailing list would also be appreciated. Chad Austin [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] Counter-Strike: Source Beta update released
-- [ Picked text/plain from multipart/alternative ] Strangely enough I mentioned in another mail thread, we have a couple of win2k3 servers (mostly we have linux) and those have never had to have srcdsbooster or anything (just default install, no extra apps at all running) and run at 500fps (if fps_max is 600). Not sure why that is and others don't but happy to check any processes that someone may think is doing it and see if its running. I'm guessing that oddly enough if a way is found to increase fps it will hit the same problem though anyway and get the same bad performance (if thats the issue). We don't run 100tick any more so can't comment on cpu util for that, just 66. Ian On 10/17/06, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So how do you get more than 64fps on your servers? On 10/17/06, Andrew A [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I found the same thing Whisper , till i removed srcdsfpsbooster now it's all good again. -- ___ 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] Counter-Strike: Source Beta update released
-- [ Picked text/plain from multipart/alternative ] Hiya, nope don't have anything like that. Just have the servers and perl scripts managing them (which I don't think could do anything like that). We're rebuilding a win2k3 box in the near future, so I'll try and do a css server straight away before anything else to test just to confirm when its done. On 10/17/06, Roman Hatsiev [EMAIL PROTECTED] wrote: This is really odd. The problem is that system timer resolution can be changed once after OS was started and program does not really need to keep running after that so the list of processes won't help I'm afraid... Do you have ogswatcher or similar tool? Regards, Roman On 17/10/06, Ian mu [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Strangely enough I mentioned in another mail thread, we have a couple of win2k3 servers (mostly we have linux) and those have never had to have srcdsbooster or anything (just default install, no extra apps at all running) and run at 500fps (if fps_max is 600). Not sure why that is and others don't but happy to check any processes that someone may think is doing it and see if its running. I'm guessing that oddly enough if a way is found to increase fps it will hit the same problem though anyway and get the same bad performance (if thats the issue). We don't run 100tick any more so can't comment on cpu util for that, just 66. Ian -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source Beta update released
-- [ Picked text/plain from multipart/alternative ] Hiya, its activeperl, but that could have a similar thing and be the key! Will try and check at some point. On 10/17/06, Roman Hatsiev [EMAIL PROTECTED] wrote: This is true. Cygwin port of sleep utility is doing this, probably some other utilities as well. Regards, Roman On 17/10/06, Steven Hartland [EMAIL PROTECTED] wrote: Ian mu wrote: -- [ Picked text/plain from multipart/alternative ] Hiya, nope don't have anything like that. Just have the servers and perl scripts managing them (which I don't think could do anything like that). We're rebuilding a win2k3 box in the near future, so I'll try and do a css server straight away before anything else to test just to confirm when its done. Activestate or cygwin? Cygwin I know sets the highres timer up. Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server hosting
-- [ Picked text/plain from multipart/alternative ] Best deal is one thats close to you, plays well, and you can afford. There will be too many slanted replies here otherwise, as many have vested interests :). Find one in a near location though is key. On 10/3/06, Jason O. Washburn [EMAIL PROTECTED] wrote: Guys I was considering renting a couple more 32 player DOD 1.3 servers. What I was wondering is who has the best deals out there right now and also the different prices everyone is paying for them monthly. Thanks, Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Monday, October 02, 2006 1:36 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Remove Player Limits -- [ Picked text/plain from multipart/alternative ] You don't need to decompile the map to add spawn points. You can add entities to a map file, and only the server needs to have the changes. The map version won't differ. I used that method to add a chicken model, feathers, and sound to cs_italy with no problems. On 10/2/06, Jamie Garside [EMAIL PROTECTED] wrote: It is possible to add spawn points using mani admin plugin. There is a file you can edit in order to create new ones at set points in the map. Plus, decompiling the map is illegal, and also clients would get an error that their version of the map differs from the server. Jason wrote: I'm trying to make a zombie server (bots only join a team with knives) but it wont allow more then 20 players on a certain team...is there a way to remove this limit. ___ 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] Re: hlds v1.1.2.0 TIMING OUT - OVERLOADED?
-- [ Picked text/plain from multipart/alternative ] Looks ok to me. On 9/20/06, linux servers [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] i only have 1 instance running and all other servers run fine. can someone else check the ip 69.28.220.31:27015 for me to verify its not just me. also it times out (becomes not responding) from my favorites list while in game. thanks. I know if you have two instances of HLSW running it will show the server as timed out.=0D But it's not timed out at all. it's running fine.=0D - How low will we go? Check out Yahoo! Messenger's low PC-to-Phone call rates. - All-new Yahoo! Mail - Fire up a more powerful email and get things done faster. -- ___ 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 v1.1.2.0 TIMING OUT - OVERLOADED?
-- [ Picked text/plain from multipart/alternative ] Actually since saying that, it hasn't been timing out, but high pings in spells, that could just be my ISP as has been flakey this morning though (didn't look like same pattern as yours). So don't read too much into it, will try a bit later if still needed and check with a trace. On 9/20/06, Ian mu [EMAIL PROTECTED] wrote: Looks ok to me. On 9/20/06, linux servers [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] i only have 1 instance running and all other servers run fine. can someone else check the ip 69.28.220.31:27015 for me to verify its not just me. also it times out (becomes not responding) from my favorites list while in game. thanks. I know if you have two instances of HLSW running it will show the server as timed out.=0D But it's not timed out at all. it's running fine.=0D - How low will we go? Check out Yahoo! Messenger's low PC-to-Phone call rates. - All-new Yahoo! Mail - Fire up a more powerful email and get things done faster. -- ___ 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] Opteron vs Xeon
-- [ Picked text/plain from multipart/alternative ] Oddly enough we have always gone for xeons due to pricing, but thats mainly because of a lack of decent suppliers/supporters who offer decent priced opterons solutions, if we were to build them ourselves and support it would probably be opterons. Just really the deals available always seem to favour intel. Does anyone know any large suppliers who provide onsite support as well for Opteron based servers? Might consider swapping if they do. On 9/19/06, Roman Hatsiev [EMAIL PROTECTED] wrote: Thanks for detailed answer. Do you have any numbers you rely upon with respect to Opteron-based servers? I know, for example, that I can safely run four 16 slot CS:S servers with FPS booster and tickrate 100 on my dual Xeon 3.2 system. Anything like this for Opterons? Regards. On 19/09/06, Stuart Stegall [EMAIL PROTECTED] wrote: Generally the Opterons will be cheaper for better performance. The main issue with Xeons is they don't allow the fastest speed processors to be SMP capable. (obviously if they are dualcore they can do that but not 2 seperate slotted processors) At the moment, I believe most of the US high end GSPs are using the fastest dualcore Opterons in a 2 processor (this make 4 cores total) setup. When you compare this to what you can get from Intel ... It's unfortunately faster than what we could get from Intel until the just release Core2 Xeons were released. We have grabbed 12 HPs with 2 7140Ms, but it doesn't quite look to be as fast as it should. (at home I am using a regular Xeon 7160 and it's definitely faster than my top of the line Athlon64) We are suspecting it's just dumb Intel limitations in their SMP capable chipset. It's limited to DDR2-400 ram instead of the DDR2-800 ram I can use with 975X on my desktop. For Single Processor servers likely the Intels are faster. That said, I think price-performance ratios are heavily in the favor of Opteron based systems ATM. Roman Hatsiev wrote: Sorry for a bit off-topic question, what is the performance difference between Opteron and Xeon based servers with regards to game hosting? What is your experience/preference? I don't mind cost at the moment, I'm only interested in performance side of things. Call me old-fashioned but all my servers are Xeon-based and I'm really interested whether is it time to become more modern ;) And another question to everybody - does anyone has an experience with new Conroe-family Xeons? Thanks. On 18/09/06, Stuart Stegall [EMAIL PROTECTED] wrote: I have a very large number of servers which to pull stats from. Excluding for add-on problems, we have 22minutes of avg downtime per 30days. (This includes the scheduled reboots and any updates) I compiled this composite using data from the last 360 days. Our servers are all dual Opteron dual-cores or dual Xeon dual-cores with 8gb of ram, SAN storage, and for srcds running Windows Server 2003 R2 Enterprise (all of our other servers run a moderately current version of ck's server patch for linux 2.6.17 on Gentoo Linux) Wayne wrote: Could all the Admins reading this mail list please post the average numbers of times there CSS servers crash and require a reboot in a 24 hour period. I would like to have a rough guide to how often CSS servers will crash in a 24 hour period. ___ 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] Counter-Strike: Source update released
-- [ Picked text/plain from multipart/alternative ] Just a quickie, if anyone has a mod that uses gameinfo.txt modification, might be worth backing it up first as I think this gets overwritten causing some mods to stop working. Ian On 9/12/06, Biscuits [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thankyou, We can start our Ladder again. On 9/13/06, Jason Ruymen [EMAIL PROTECTED] wrote: Required updates to Counter-Strike: Source have been released. If your Linux server supports automatic updates, then you will be automatically updated. Otherwise please run hldsupdatetool to receive this update. The changes for this release are: Counter-Strike: Source: - Added zoom/scope to first person view in SourceTV - Fixed exploit to access full map overview while alive - Fixed exploit to bypass mp_forcecamera 1 restrictions Source Engine: - Fixed clock synchronization while recording a demo SourceTV: - Added number of spectators and broadcast title in spectator GUI - Added chat groups for SourceTV spectators - Increased max broadcast delay from 90 to 120 seconds - Fixed tv_stop not to retry connection - Fixed redirecting proxy IP address format - Fixed SourceTV servers reporting as VAC Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Biscuits -- ___ 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: Maps not downloading
-- [ Picked text/plain from multipart/alternative ] What error do you get? There's a default filesize limit for www downloads that you can change (think default is about 8meg), if its a large file it may be that. If you think it may be that, I'll try and dig out the command to up the limit. Not entirely sure from the mail (maybe I missed something). On 8/17/06, Yami Kaitou [EMAIL PROTECTED] wrote: There is a walkthrough on the steampowered forums about how to set it up. The topic is located here. http://forums.steampowered.com/forums/showthread.php?s=7859e7d5239d8cdb1666248d2577be3dthreadid=57066 Message: 4 Date: Thu, 17 Aug 2006 01:25:38 + From: Valdimar Kristjansson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: [hlds] Maps not downloading Reply-To: hlds@list.valvesoftware.com This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok this is a new thread :) First of all I didn't create the folder as a virtual directory but I've done that now. I turned directory browsing on and no difference (I've turned it back off). I've been reading alot about this on the forums related to this although most of the info on the forums seems to be guides to matching your real url and the one you type in the cfg file (copy/paste anyone :)) I've tried taking the www from the url to. It looks like the maps get some download as the progressbar moves but then the same error. do .ain files need to be in .res files for maps? I tried creating a .res file for a map and put the .ain file in there but no luck. I don't have any custom sounds in the folder or anything other than just the .bsp and the graphs folder. Could I be missing something from the pack? Thanks, Valdimar Kristj=E1nsson, CTO 00 (+354) 693 2062_ [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]; _www.eleanetwork.com_ http://www.eleanetwork.com/ This communication is solely intended for the addressee, it may be confidential and it is not for third party distribution. -- -- Yami Kaitou http://toonamijetstream.com ___ 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] Maps not downloading
-- [ Picked text/plain from multipart/alternative ] Not sure if you caught what I was trying to say properly, I think there's a filesize limit for downloads and I've just done a cvarlist to look (I just can't remember if it affects all downloads, www or ingame, but set it to be safe, default when I look is actually 16meg), and looking at the map you posted its 32meg, try net_maxfilesize 64 (or bigger than your largest file) in your server config and see if it helps. That may be the wrong cvar, but it looks about right. Ian On 8/17/06, Valdimar Kristjansson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thanks for the link Ian, but nothing in there is new to me and it's still not working. I added .bsp , .ain and .bz2 to the MIME types in IIS and now the address works in IE/FF e.g. http://www.eleanetwork.com/HLMaps/dm_agora.bsp but the game still refuses to connect. This is the error I get: Missing map Maps/dm_agora.bsp disconnected (why is it referring to the maps folder instead of HLmaps?) It's strange though that when I try to connect the progressbar moves beyond the bsp file and stops on the .ain file. Also all the ain files are 1 kb and all of them seem to contain only #, is that ok? From what I've been reading from the forums it seems that this sv_downloadurl isn't neccessary except for if you want to download the maps from somewhere else than your server. I have all of the maps on my server and this new address is on the same server as the game server. It doesn't even work to download them without the sv_downloadurl so I'm wondering if this is still a port problem. Could it be that maps and such are sent through another port than 27015? I just tried disabling sv_allowdownload, sv_allowUpload and sv_downloadurl and the progressbar still seems to start the download as before, although with the same consequences (the progressbar label also says it's downloading a bz2 file but I don't have any of those). Thanks, Valdimar Kristjánsson, CTO 00 (+354) 693 2062_ [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]; _www.eleanetwork.com_ http://www.eleanetwork.com/ This communication is solely intended for the addressee, it may be confidential and it is not for third party distribution. -- ___ 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] sv_downloadurl DOESNT revert to trickle download if map not found on webserver
-- [ Picked text/plain from multipart/alternative ] Can you post the few lines of the log with it trying with someone connecting? On 5/12/06, Daniel Morris [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Sorry, but i NEED a definate answear on how to get them workin sv_wwwDlDisconnected 1 - as suggested before doesnt exist so what exactley do i need to do, cuz i doubt waiting for valve will do anything -- ___ 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] sv_downloadurl DOESNT revert to trickle download if map not found on webserver
-- [ Picked text/plain from multipart/alternative ] Works for me ok I think, make sure you _don't_ have set sv_wwwDlDisconnected 1, as if they are disconnected I don't think it will switch, but will if they are still connected as such. I haven't tested this properly though, but we certainly have some servers downloading from both. From log... Client 'Grrr' reported that the http download of '' failed, falling back to a server download ClientDownload: 8 : beginning admiral_mod/zz_am_clanxlogo.iwd Ian On 5/6/06, Biscuits [EMAIL PROTECTED] wrote: yes we/I know this. it would be cool if if did.. On 5/7/06, Daniel Morris [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] as the subject is sv_downloadurl DOESNT revert to trickle download if map not found on webserver -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Biscuits ___ 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: Server tickrate suggestions
-- [ Picked text/plain from multipart/alternative ] Pretty much the same as us really, we just go for 66tick, have tried 33 100, and 66 seems to be the sweet spot for least amount of problems (100tick maybe more client issues as well though I often suspect). On 4/27/06, Stuart Stegall [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Those are our recommendations for competition servers, but we wish the leagues would allow other cl_interp #s, but it's not up to us. For public servers, we just cannot recommend 100 tickrate. We just get too many complaints door and other problems (since the September update I believe). For pubs we just recommend 66 tickrate. Whisper wrote: -- [ Picked text/plain from multipart/alternative ] This is what we do currently: Windows OS Kernel Timer Resolution 1000Hz 100 tickrate 600 fps_max 3 sv_maxrate 5000 sv_minrate for small servers 7500 for 40 player servers 100 sv_maxupdaterate 0 sv_minupdaterate (because of that strange lag problem if the fps drops even for an instant and then goes straight back to 500fps) We enforce cl_interpolate 1 and cl_interp 0.1 with zBlock (We have to cater for users from 56Kbps to 24000Kbps connections who can be up to 4000KM away from the servers) We also enforce ranges of rate values on clients mostly so people are not blaming us for their shit house in game playing experience rate 6000 - 3 cl_updaterate 35 - 100 cl_cmdrate 35 - 100 As much as you may like to quote the official documentation, the reality does not always match what the official documentation says is supposed to happen i.e. bugs or features that remain undocumented. I for one would almost kill for a complete Game Packet, UDP Segment, IP Packet break down of SDRDS/HLDS client server communications along with the effects of changing various settings for highly optimised low latency lossless high speed LAN networks to the unoptimised slowest worst case scenario networks rather than using trial and error as the method for verifying the best for the circumstances settings. On 4/28/06, James Tucker [EMAIL PROTECTED] wrote: I think the bigger issue is people not keep up to date with documentation and updates, and meanwhile misunderstanding the netcode in general. I moved away from this mailinglist for a long time due to the continual pointless arguments of this nature. I think the documentation is clear, if you read valves documentation in their wiki, then read carefully what each cvar says as you type it without a value. There are things I still see very commonly abused though (why I'm here): 1. There is no maximum to rate or sv_maxrate. Read the cvar docs and compare to the cl_cmdrate/cl_updaterate cvar docs. Attention to detail people, and don't read old CS 1.6 docs for advice on the Source engine. 2. cl_smooth is still being recommended set to 0 by many people - this was fixed YEARS ago now (check the update logs), and the server does cl_smooth 1, so if you have cl_smooth 0 on your client, your view WILL DIFFER from the servers view. 3. Optimising with client settings far from defaults is ALWAYS going to seperate you from Valves internal testing procedures (how they optimise the game) which will use some form of the defaults! 4. rate and sv_maxrate are still being set to low by most people due to these imaginary 'limits'. This causes choke. Beware setting them too high causes loss. If you don't know the difference you need to learn. 5. cl_cmdrate is being recommended too high still. In the same way that you don't set a server sv_maxupdaterate to 100 if the server is doing 64fps on a 100tick setup, you don't set cl_cmdrate higher than your average client fps if you don't want client generated choke (which will drop bullets!). 6. No accounting for protocol overheads - check the size of the real data flow to and from your servers, there's some un-accounted for data there than when you get a pile of clients running updaterates at your tick, you'll start to use more data than you were originally expecting - I've been recommending using 10-20% boundaries to my clients for years anyway. 7. Use QoS services to prioritize your data! 8. 100 tickrate is above and beyond the call of duty. There are very few humans who can quantize anything at 100Hz. Furhtermore, latency flux is greater than 0.01ms in almost ALL cases of internet server, therefore this is quite silly anyway, it's wasted data as the next tick could well arrive before the last! 9. cl_interp - I don't know how, after good references now have decent pagerank and are referenced in a lot of core reference docs that people don't get this yet. And yet there are now server side plugins that lock you to cl_interp 0.01 - this only feels good if you set cl_smooth 0, suprise
Re: [hlds] SRCDS will not run
-- [ Picked text/plain from multipart/alternative ] You would think that, but still shows his ignorance by saying tickrate only is on srcds because of mani when trying to get out of his mistake showing he still doesn't understand, when all mani is doing is highlighting what the srcds setting is. That was even explained by the mod auther. Strange people during strange times, I just wouldn't feed the animals too much at the zoo. On 4/24/06, [GS]-BeNt- [EMAIL PROTECTED] wrote: Does anyone else get the feeling that Kyle realized he has made a complete fool of himself for the last few days?And now he is trying to make it sound like he was talking about the HLDS Engine.And why in the hell would you talk about the HLDS engine when we are talking about [HLDS]SRCDS will not run? I dunno.I thank you for the mani mod plugin it runs great on my server with my -tickrate 100 in the commandline.And I love all the different configuration options in the the mani.cfg.Also your statement about when sourcemod comes out should have read if sourcemod ever comes out can anyone else say vaporware.Kyle I understand with your minute mind you don't know what vaporware is so go look it up on an online wiki where ALL the idiots in the world share there stupid thoughts and none of it is true.I beat we can find some of your stuff there.. BeNt http://www.gorillazsouth.com ___ 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] SRCDS will not run
-- [ Picked text/plain from multipart/alternative ] Crikey, if I had enough money never to work again I wouldn't be wasting time doing lengthy mails on tickrate, get out there and have a good time ;). On 4/24/06, Graham [EMAIL PROTECTED] wrote: What a great way to make friends... When you have some many stupid people saying stupid things it gets a little confusing even for someone with an IQ of 156... So in closing when you have been retired for over 10 years, been to 19 different countries, have an IQ of 156, are ex Oakland ca police officer, and have enough money to never have to work again in your life, then maybe ill think about what you have to say. ___ 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] SRCDS will not run
-- [ Picked text/plain from multipart/alternative ] Can't work out if people are serious in this topic or not anymore hehe. It's -tickrate for srcds in the commandline not ticrate (only place it can be set), and sys_ticrate for hlds (which I believe can be set on commmandline with + or in the config, but someone will correct me on that one). On 4/23/06, kyle [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It has been said many time's in many forums that you can only set your sys_ticrate in the cmd line and maybe this is true for SRCDS but its just not so for hl1 mods. Unless my console is lying to me. Because when I set it in the server.cfg the console says the ticrate is what its in the server config. And as the text I posted from the steam support forums says, its ticrate and not tickrate. For both SRCDS and HLDS. Neener Neener Neener.:P :) ---Original Message--- From: Frazer Date: 04/22/06 15:02:49 To: hlds@list.valvesoftware.com Subject: RE: [hlds] SRCDS will not run There you go again, Whisper... trolling for flames ;) At the risk of incurring further wrath, I think Whisper was referring to the command line switch for srcds.exe, which does appear to be -tickrate and, if I understand correctly, the only place and only time you can specify this setting for an srcds server is as a switch on the command line when you start it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kyle Sent: Saturday, April 22, 2006 6:35 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] SRCDS will not run -- [ Picked text/plain from multipart/alternative ] The following is from the steam support web site. If they wrote it wrong go tell them moron. SERVER FPS CONTROL HLDS Servers render frames independently from the Client. HLDS Servers use the CVAR sys_ticrate to control how many frames per second are rendered. SRCDS Servers use the CVAR FPS_max to control how many frames per second are rendered. Why do you need to control this? There are two good reasons for you to manage the server FPS. The number one reason is loading on your Server CPU. The higher the FPS the higher the load If you are getting more then 50% CPU utilization with your current FPS settings, you are either running too many players or you have the FPS set too high. HLDS Servers start with a default of 60FPS and can easily run up to 1000FPS (sys_ticrate 1000) SRCDS Servers start with a default of 300FPS can can also run up to 1000FPS but will require a substantially higher performance CPU to support this. Win32 Servers should be run on WIN2K / XP Pro platforms with HLDS on a 1 8GHz CPU and a minimum of 512MB of RAM and SRCDS Servers should be run on 2 2GHz CPUs minimum with 512MB of RAM. You see any sys_tickrates in there dumbass. Fucking know it all, get a life beyond an Internet forum. ---Original Message--- From: Whisper Date: 04/22/06 05:47:15 To: hlds@list.valvesoftware.com Subject: Re: [hlds] SRCDS will not run -- [ Picked text/plain from multipart/alternative ] lol srcds.exe -console -game dod -tickrate 66 +fps_max 600 +maxplayers 32 -port 27025 +map dod_anvil +rcon_password secret That whole command line is all for SOURCE, even the tickrate part is correct for SOURCE On 4/22/06, Frazer [EMAIL PROTECTED] wrote: Omfg. dod NOT dods. Patched registry manually - but did not update .reg file when reinstalling srvany service. Thanks for your help, Whisper - a great wiki doc no matter how stupid the instigator :) F. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Saturday, April 22, 2006 8:33 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] SRCDS will not run -- [ Picked text/plain from multipart/alternative ] Nope, its SRCDS, completely incorrect On 4/22/06, kyle [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That's -ticrate if I'm correct. No k. :) ---Original Message--- From: Frazer Date: 04/22/06 03:07:46 To: hlds@list.valvesoftware.com Subject: RE: [hlds] SRCDS will not run Nice work, Whisper. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Saturday, April 22, 2006 12:32 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] SRCDS will not run -- [ Picked text/plain from multipart/alternative ] Look what you made me go and do Frazer http://whisper.ausgamers.com/wiki/index.php/Troubleshooting_valve_HL DS -SRCDS It is not complete yet, but you were the straw that broke the camels back :p On 4/22/06, Frazer [EMAIL PROTECTED] wrote: Thanks, Whisper... Trying a complete reload with -verify_all on. I will test again in the morning. My
Re: [hlds] Counter-Strike: Source update released
-- [ Picked text/plain from multipart/alternative ] Sorry, committed the cardinal sin of dragging it offtopic, will email zblock ppl direct next time a problem comes up with it. On 4/13/06, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] zBlock does not seem to cause any issues that we can attribute to zBlock, Mani on the other hand is a different story. All our competition servers run zBlock and so do all our public CSS servers. Hell, our CSS DeathMatch Servers are the most stable we have, and they all run zBlock, Metamod, Matties es_rates script, Stripper, but NO Mani. Our bookable and Competition servers only ever had issues when we had Mani on them and tried to disable the plugin. Our Public Servers though have Mani, and funnily enough some of the SRCDS on the same box run fine, whilst others can't seem to make it through a whole map rotation without some sort of issue. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source update released
-- [ Picked text/plain from multipart/alternative ] Heh, someone who admits to being co-creator of zblock? Had so many fecking issues from people using zblock breaking servers its not funny. First thing we do now when there's a problem with someone screwing up a server is ask if someone has added zblock, 99% of the time its yes and the fix is almost instant, no doubt people can guess what that is. On 4/13/06, Wim Barelds [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Somehow this was helping the manimod server plugin support custom player skins, cl_min_t and cl_min_ct used to be forced to 4 (since there weren't 4 skins back than, this wasnt an issue), now because a 4th skin exists, this issue arises. @ Alfred: As co-creator of zBlock I have obvious intrest in being abled to change a players settings, something that would be ideal, or beyond ideal :), is if the server can have a convar list thats enforced on clients that connect, these would be temporary and disabled as soon as the player leaves the server. If you wan't more of an explanation of how I imagine this, i'll email you directly, or send it here, whichever works best. On 4/13/06, Alfred Reynolds [EMAIL PROTECTED] wrote: The cvar is being slammed to 1 by several 3rd party plugins (I am not sure why), and once it is set the setting stays with you until you manually change it. We are looking at ways of preventing plugins for breaking clients like this but in the meantime please review any plugins you have installed and make sure they do not do this behavior. - Alfred artiecs wrote: I don't think it's the server's Alfred. I was seeing this problem (one model per team only) on our server immediately after the update. Found the cl_minmodels 0 fix in the steam forums, and since i've changed it to 0 I've rejoined our server several times and all the models display fine without having to re-enter the cvar manually each time i rejoin. So it doesn't look like the server's forcing a cvar change. Looks more like the update is forcing the cl_minmodels cvar to 1 on clients when they get todays update, and once it's changed back to 0 it's fine from there. Artie - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, April 12, 2006 5:33 PM Subject: RE: [hlds] Counter-Strike: Source update released So it looks like some servers are forcing cl_minmodels to one, and when you join servers after that you only see the two models. The work around for now is to manually reset that cvar. - Alfred milchworld wrote: seems to be cl_minmodels 1 default now !? Alfred Reynolds schrieb: Remove any plugins you have and see if that fixes the problem. - Alfred Andreas Grimm wrote: Im server admin and got the same problem ... Update is up to date and on all servers (linux and windows) and the models are only Guerrilla and GIGN -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Alfred Reynolds Gesendet: Mittwoch, 12. April 2006 23:00 An: hlds@list.valvesoftware.com Betreff: RE: [hlds] Counter-Strike: Source update released I don't see that on the handful of servers I sampled. Make sure you are joining an updated server. - Alfred Stuart Stegall wrote: All terrorists appear as Guerrilla and all counter-terrorists appear as GIGN no matter what is selected. Alfred Reynolds wrote: An update to Counter-Strike: Source has been released. To get the update run the hldsupdatetool. This update brings HDR to de_dust and adds two new player models, the GSG9 and Arctic. - Alfred ___ 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
Re: [hlds] CS1.6 Servers all bound to 1 CPU?
-- [ Picked text/plain from multipart/alternative ] Pretty much everyone here or who hosts servers will have a relatively different solution to how they run/allocate servers and the problems that are likely to occur on them. CPU usage varies per map, on a map change, when a server restarts, other none game processes on the same box, and thats not touching on the issue of contention which many do (why they are so dirt cheap as they way overcontend, note: not accusing anyone here of doing). It _can_ be a very dynamic situation _for some_ when you have a large amount of servers on a machine which you can do with quad cores for example. I'm not here to argue about the pros and cons of any methods, each admins make their own choices. Whilst I think there were some good constructive replies earlier with solutions to the problem, I think some recent ones weren't grasping that everyone has a different solution out there, and not every solution fits into a nice easy to package box that stays the same way for every second of 24*7, and those who assume theirs does in _some_ cases are probably wrong. On 4/11/06, Steven Hartland [EMAIL PROTECTED] wrote: Oh come on, this is not a simple thing to solve. If you think it is then go start you own company, create some great games like Valve and then support them as well and for as long as they have. Think you'll find that not everything is quite a easy as you think it is. - Original Message - From: Dustin Tuft [EMAIL PROTECTED] Well I guess it's just easer to sit on your thumb and wait for someone else to all most fix the problem, so you still have you scape goat ***COUGHVALVECOUGH***... huh 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 (023) 8024 3137 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] CS1.6 Servers all bound to 1 CPU?
-- [ Picked text/plain from multipart/alternative ] Not sure its that realistic of advisable for many tbh. It's actually possibly a temporary solution, and I think its a good general rule of thumb but I don't think its an optimal solution. There's always X amount of variable situations that you can think of arising, and then typically one more will happen than you thought of. For example 32/32/16/16, seems pretty straightforward, but then what happens if for some odd reason a 16 slot went nuts and spiralled out at 100% cpu (not so common fortunately with Valve games, but I've seen it happen, map changes etc may also influence). Also at the same time the 32 slot on the other cpu is actually empty. Naturally the ideal is you don't have a process out of control for too long, but in the interim really you want the 32 to switch over cpus. The more cpu's/cores/combinations you bring into the equation also the trickier it gets. I'm no expert on the scheduler by even a glimmer of imagination, I just think that typically there's a case for both, but ultimately the scheduler will do a better job with _most_ circumstances, especially unforeseen ones. Ultimately I also have no illusions that there aren't some situations where its preferable to have a manually set affinity according to your own rules which is where that solution comes into its own fine. On 4/10/06, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Surely it is not difficult to program into your Game Server Management Systems a method for: a)Determining the maximum amount of HLDS/SRCDS processes to be allowed to be spawned on a physical CPU/CPU Core b)If CPU/Core already has a HLDS/SRCDS process running on it, manually (via your Game Server Management System) to set the processes affinity to use the next CPU/CPU Core c)Wash Rinse Repeat Hell, I am surprised many of you are not already doing this, since not being able to see this problem coming a mile off is naive. You would do it, if for no other reason than, if you have 2 x 32 player SRCDS and 2 x 16 player SRCDS on a Dual Xeon for example, you don't want the 2 x 32 player SRCDS processes sitting on 1 CPU and the 2 x 16 player SRCDS on the other CPU. And you all know being humans rather than a computer, that the obvious optimal solution is to ensure that the each CPU gets 1 x 32 player SRCDS and 1 x 16 player SRCDS and bugger off what Windows or SRCDS thinks how they should get allocated. I don't know, maybe I am over thinking the problem or maybe some of you are over thinking the problem, but it does seem like the solution is not all that difficult to achieve. On 4/10/06, kyle [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The small number of people that code there own hacks is not what vac was intended for. It was intended for stopping publicly available hacks that spread like wild fire on the Internet. And even if you code your own Direct X hooks they can and will eventually be detected by vac. Either way you look at it, even if vac stops one hacker its a good thing. ---Original Message--- From: Stuart Stegall Date: 04/09/06 19:50:00 To: hlds@list.valvesoftware.com Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Try writing your own directx hooks and then see how long before you get hacked. Of course publically available hacks are quickly detected. kyle wrote: -- [ Picked text/plain from multipart/alternative ] VAC works very well on HL1 mods I have tested it with 7 different accounts and they were all banned within a month after using XYZ,flautz,and asuswall hacks. Vac also caught 3 different types of aimbots. My last test was about a month ago. I went tino my server which was vac secure with an aimbot turned on with one account. And then entered with another account with a wallhack on. Almost one month to the day later both of those accounts were banned. Vac is working and working well. I just wish they would ban instantly. This would stop 97% of all hacking. ---Original Message--- From: Wayne Date: 04/09/06 17:18:28 To: hlds@list.valvesoftware.com Subject: RE: [hlds] CS1.6 Servers all bound to 1 CPU? I'd go as far as to say not questionable, but utterly pointless having VAC on 1.6. Clearly, IMO, VALVe have dropped VAC updating for 1.6 and with good reason - the game is old. The only place you can have a safe game of 1.6 is at LANs where the machines are provided and you are unable to load anything onto the machines. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Harrison Sent: Monday, 10 April 2006 9:52 AM To: hlds@list.valvesoftware.com Subject:
Re: [hlds] Seere Choke/Lag issues
-- [ Picked text/plain from multipart/alternative ] Heh just to throw a spanner in the works, isn't it sys_ticrate and not sys_tickrate? (and isn't pingboost for linux?) Apologies if barking up the wrong tree, get confused myself these days. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Seere Choke/Lag issues
-- [ Picked text/plain from multipart/alternative ] Yep, sorry if its srcds it will be tickrate and fps_max, not sys_something. Assumed wrongly people were talking about hlds because of mentioning sys_tickrate. On 3/20/06, David Harrison [EMAIL PROTECTED] wrote: Try starting with: -tickrate 100 +fps_max 600 See the ever-useful Whisper Wiki for more information: http://whisper.ausgamers.com/wiki/index.php/Tickrate -- trog Original Message From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, March 21, 2006 9:15 AM Subject: Re: [hlds] Seere Choke/Lag issues -- [ Picked text/plain from multipart/alternative ] Heh just to throw a spanner in the works, isn't it sys_ticrate and not sys_tickrate? (and isn't pingboost for linux?) Apologies if barking up the wrong tree, get confused myself these days. ___ 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] The Famous Your Map de_dust differs from the server ERROR.
-- [ Picked text/plain from multipart/alternative ] Out of interest, next time you get a map file differ error, check the modify date on it and see if its changed since your last clean update if that makes sense. Just might give an idea if its something is changing it or getting corrupt. It does sound like something on your machine as opposed to a valve issue though if each time a verify_all detects your file has changed in the meantime. Naturally check ftp logs, event log etc etc as well. On 2/15/06, Alexander Kobbevik [EMAIL PROTECTED] wrote: Just to clear something up for you :) The server is free and people sell servers for their own profit, not Valves. Why files on your server is getting currupted is not really something Alfred should worry about unless it's the engine or updateservers who currupt them. I presume you have a firewall and antivirus on your systems? -Alex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds Sent: 15. februar 2006 04:38 To: hlds@list.valvesoftware.com Subject: Re: [hlds] The Famous Your Map de_dust differs from the server ERROR. I am helping irv with this problem. I have to say He left out alot of information. I have to Say this problem really Pisses me off. We can sell server and we can't even run clan servers will not help from valve at all. I sent Alferd an e-mail he told me to run memtest and the mailing list said to run prime95. Which we have with no errors. Here is a copy of an e-mail I sent to Alferd with More info. On a side not Alferd has not replyed for some reason. Alfred please help We are in need of help to solve a on going problem with server side map differs errors. When clients connect to any of our 1U servers they will get Map differs errors on the stock maps. This error happens on stock source css, 1.6, and Source DOD maps. We have a OZ server running for the last week that has had no issues as of this writing. Here are the server specs. Server 2 dual amd 2400+ mps Tyan mb 2 gig ecc pc 2100 2 sata 1 rmp Raptors 36Gb raid 0 win 2000 Server 1 dual amd 2400+ mps Tyan mb 2 gig ecc pc 2100 2 IDE 7200 rmp 40 gig Fedora core 4 At one time both servers were exactly the same,(same as Server 1 but with windows installed) We thought it might be a hard drive issue so we upgraded Server 2 with new Raptor 36 gig hard drives/raid 0 and installed Fedora on server 1 hoping to elimante it from being a Windows OS problem. After the upgrade to this 1U we ran Memtest for 14 hours and a 2nd session of 6 hours with no errors, we also ran Prime95 over night with no errors. Within 5 hours of the fresh server 2000 install/hard drives on server 2 the stock maps started to differ, the other 1U(server 1) ran for almost 2 weeks on stock Source CSS maps before having this problem and it gets worse every day. Again this same problem happens on both 1U boxs to stock .bsp files and a few .wav files on the Linux box, all verified by the hlds tool/verify all command The Source CSS server`s map differs errors is 4 to 1 to the 1.6 server We have also noticed that the .bsp that differ are haveing the md5 hash/check sum changed. However we can not find what is changing them. The only way to fix them is to run the hldsupdatetool with -verify_all and have it redownload the stock maps and then they work. We need to run the hlds tool about every 4 hours or less. This is my plea Help us I will run any program you suggest or give you complete access to one or both boxs if this problem interests you at all. Thanks From: irv carlson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, February 14, 2006 7:59 PM Subject: [hlds] The Famous Your Map de_dust differs from the server ERROR. The Famous Your Map de_dust differs from the server ERROR. It happens with all stock or at one time or another any custom map we run in no recognizable pattern. We have had this annoying problem for a long long time on 2 1U boxs we use to run CSS, DOD and CS servers on. I do not know if its a Steam issue or a OS issue of some sort. This has nothing to do with the client side files, FTP programs or the Bz2 files hosted for downloading on a separate website so please do not even bring it up. We have a fresh install of Server 2000 as a set of new HD`s were just added. All the server files were downloaded directly from Steam with the hldsupdatetool and a NEW STOCK Source server was setup and running. There was no FTP program installed or used for these files. We decide to test the server with the stock install as we hoped we had corrected the issue on this box, but it was not running more than 5 hours when we started getting Your Map any_stockmap differs from the server Out of the 17 Stock maps 8 of them were then updated by hldsupdatetool with update -game Counter-Strike Source -dir D:\CSS\AnB -verify_all
Re: [hlds] SRCDS Memory hog now!
-- [ Picked text/plain from multipart/alternative ] Depends what you mean. Linux will always use up all memory as cache on purpose for efficiency. Not sure if you're meaning that or just the srcds without anything else, if so its largely irrelevant if they've stopped support for zh for windows (might be a very good reason, I have no idea). Either way, people will go with the best o.s for the game. Thats why we run windows for valve games, 95% of the rest all are run on linux. Anyways, don't want it to get too off topic. Haven't particularly noticed any bad mem leaks on our windows servers, but we tend to restart them fairly often as well so may mask any possible problems, all are running mani though, and no issues seen, so that may be a temp workaround for some. On 2/3/06, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Lol @ our latest experience We run nothing but Windows Server (well almost) Stupid Zombie Horde needs to run on Linux because Windows is no longer supported. Months of ZH SRCDS under Windows = peak memory usage of 171MB with daily reboots mind you. Switched to Linux thinking 512MB would be plenty for a single SRCDS and we see ZH SRDCS shoot straight to 512MB We were all very impressed. :) If Windows was free and Linux was free, I wonder how many people would still be using Linux? On 2/3/06, Williams, Paul [EMAIL PROTECTED] wrote: Well, I take it all back! My vanilla instance of srcds was showing over 200MB of memory usage this morning with no players on. After a restart it was back to just over 45MB. It would appear that it may not be a plugin issue after all. Both servers were busy last night and empty when I checked memory usage this morning. It's rather odd that the srcds instance with Beetles mod still leaked memory overnight (about the same as stated in my last post) but the vanilla instance leaked far more!it did however have source TV running..I'm getting a bit bemused now...looks like it may take a bit more time to work this one out. In the meantime I'll just have to reboot the servers more often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stuart Stegall Sent: 02 February 2006 21:02 To: hlds@list.valvesoftware.com Subject: RE: [hlds] SRCDS Memory hog now! There is something, but I haven't been entirely able to replicate it. My standard mani mod setup is pretty customized and does not exhibit the leak, but I ran a stock server since Monday night with stock mani setup and it has leaked (upwards of over 2GB of usage when it was full with 32ppl) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Williams, Paul Sent: Thursday, February 02, 2006 4:44 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] SRCDS Memory hog now! Getting back to the thread subject, always difficult on this list :-) I've been running a basic test over the last 24hrs using two srcds instances on the same machine (2003 Server, 1Gig Ram). The first srcds instance has been running beetlesmod and has displayed a memory leak. Memory usage increases from, roughly, 45MB to 125MB over a few hours. The second srcds instance has been run both with and without the CPL 1.1 plugin. With the plugin installed memory usage increase again from about 45MB to 180MB over a few hours. Without the plugin installed memory usage remains around the 45MB mark. I haven't had an opportunity to investigate this further, but based on the information to hand at the moment it does appear that an issue exists with memory leakage when using plugin dlls. It would be good if someone at valve could take a look at this issue and either fix the leak or inform plugin writers how to change their dll code so it's compatible with srcds. ___ 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] RE: Servers losing VAC, gettin beyond a joke...
-- [ Picked text/plain from multipart/alternative ] Have this mainly on windows (pretty sure we've had it on linux as well, just less css servers on it). Notice it more on a restart, server starts up, goes secure for a few secs, then message unable to contact (steam/valve/auth servers whatever it is), then goes secure 0. Normally on another restart its the same for me, but after a few variations in time on restart it ends up fine. It's different servers each time and different boxes, so no specifics and I doubt config etc. Maybe there's just too much traffic hitting certain boxes at certain times and it times out or something? If there's a pool, can it try one server, if no response try a different one or something ? Thats the way it feels anyway. On Fri, 20 Jan 2006 00:55:47, Dan Sorenson [EMAIL PROTECTED] wrote: At 09:06 PM 1/19/2006 -0500, Ray wrote: Exactly my point, nothing is in the logs and the server isn't crashed so their's no dump. The bottom line is it's impossible for us to help you fix what's broken. Oh, it's not impossible. It's just difficult. There's probably a command-line flag you can set to put the server into dev mode and increase the debug level. Who knows? Perhaps there being nothing in the logs is the clue that's needed -- something that should be logged not being there is just as important as something being logged with an error. The other thought is that server startup only takes a few seconds, maybe a couple of megs worth of traffic to get registered and grab VAC. Fire up MS's Netmon or maybe Ethereal and do a packet capture and send that off. Alfred should be able to take that, filter on his VAC servers, and see exactly what's going out and coming back. I don't know Valve's network infrastructure, but chances are it's all a switched network. Send Alfred a private e-mail with your server IP and perhaps a schedule of when you'll restart and I bet Alfred will be able to get some logging enabled, perhaps mirror a server port and do his own packet capture. That's how I'd approach it, anyway. Alfred's a busy guy and I don't want to say he can or will do this, but it seems to me that this approach gives him something more solid to work with. - Dan * Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] * * Vikings? There ain't no vikings here. Just us honest farmers. * * The town was burning, the villagers were dead. They didn't need * * those sheep anyway. That's our story and we're sticking to it. * ___ 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: Servers losing VAC, gettin beyond a joke...
-- [ Picked text/plain from multipart/alternative ] Too true! I doubt there's be much to see anyway apart from the same message when it can't connect on startup though, at least thats more replicable as I seem to get that quite frequent. Like others, happy to help with any tracing/debugging if needed. On 1/20/06, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] A watched VAC enabled server never goes insecure :( On 1/20/06, Ian mu [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Have this mainly on windows (pretty sure we've had it on linux as well, just less css servers on it). Notice it more on a restart, server starts up, goes secure for a few secs, then message unable to contact (steam/valve/auth servers whatever it is), then goes secure 0. Normally on another restart its the same for me, but after a few variations in time on restart it ends up fine. It's different servers each time and different boxes, so no specifics and I doubt config etc. Maybe there's just too much traffic hitting certain boxes at certain times and it times out or something? If there's a pool, can it try one server, if no response try a different one or something ? Thats the way it feels anyway. On Fri, 20 Jan 2006 00:55:47, Dan Sorenson [EMAIL PROTECTED] wrote: At 09:06 PM 1/19/2006 -0500, Ray wrote: Exactly my point, nothing is in the logs and the server isn't crashed so their's no dump. The bottom line is it's impossible for us to help you fix what's broken. Oh, it's not impossible. It's just difficult. There's probably a command-line flag you can set to put the server into dev mode and increase the debug level. Who knows? Perhaps there being nothing in the logs is the clue that's needed -- something that should be logged not being there is just as important as something being logged with an error. The other thought is that server startup only takes a few seconds, maybe a couple of megs worth of traffic to get registered and grab VAC. Fire up MS's Netmon or maybe Ethereal and do a packet capture and send that off. Alfred should be able to take that, filter on his VAC servers, and see exactly what's going out and coming back. I don't know Valve's network infrastructure, but chances are it's all a switched network. Send Alfred a private e-mail with your server IP and perhaps a schedule of when you'll restart and I bet Alfred will be able to get some logging enabled, perhaps mirror a server port and do his own packet capture. That's how I'd approach it, anyway. Alfred's a busy guy and I don't want to say he can or will do this, but it seems to me that this approach gives him something more solid to work with. - Dan * Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] * * Vikings? There ain't no vikings here. Just us honest farmers. * * The town was burning, the villagers were dead. They didn't need * * those sheep anyway. That's our story and we're sticking to it. * ___ 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] RE: Servers losing VAC, gettin beyond a joke...
-- [ Picked text/plain from multipart/alternative ] I think constructive screaming and moaning often is ok ;). Will as always thank Alfred, no idea if the fix will work (as there's maybe some people still with mid game drops, but it will at least separate issues if so and help those to be isolated and fixed), but I do sincerely thank Alfred for his input into this forum. At least we get an idea even if something we expect isn't being fixed we get feedback on this so we can give more info so to speak. It's almost like a void when there's a problem and Alfred isn't about to at least give an idea of the standing. On 1/21/06, Napier, Kevin [EMAIL PROTECTED] wrote: wow screaming and moaning actually worked! :) ___ 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] HAPPY NEW YEAR EVERYONE!!!!!!!!
-- [ Picked text/plain from multipart/alternative ] Indeedy, happy new year to all :). Ian On 12/31/05, SephirotH [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] *HAPPY NEW YEAR* to All Admins and Valve Team :-) :-) :-) SephirotH LucidLAN Servers -- ___ 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: unannounced updates
-- [ Picked text/plain from multipart/alternative ] How do people know its mandatory, and also overwrite files in use though? I decided against this idea mainly historically where servers wouldn't update and were down. Just wondered if there's any way of knowing whats mandatory (other than advisements), and I assume no way around updating live servers, they have to be taken down first no? On 12/25/05, sprout [EMAIL PROTECTED] wrote: to tell you the truth I have setup something easier and better then your idea just a second command line they can execute from their control panel in which they can start the update for the clients themselves but I still advise them to sign up here so they know if there is a update out or not. If no one knows or even at all signs up here thats their own deal I don't particularly care. but I don't like having my cell blow up with calls about bs that should of been announced here making everyones life easier if they would just do what I said. would solve many peoples problems and make server operating much easier and much less stressful. I didn't read your entire message nor is it worth arguing here. You have a valid point but doesn't always work with everyones software choices. Firedaemon doesn't give remote access to clients to start/stop their servers at all. or didn't last time I used it. So effectivly doesn't work for my case. I am done with this arguement I know others are about to complain about spam so here is my final word Valve please do what I have said in my past emails. Anyone who wishes to debate with me further email me at [EMAIL PROTECTED] or [EMAIL PROTECTED] Thank you all for viewing my point like it or hate it There are many solutions but one solution would make the most since in my view. Thank you and MERRY XMAS TO ALL or HAPPY HOLLIDAYS to anyone who doesn't - Original Message - From: StealthMode [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, December 25, 2005 10:52 AM Subject: [hlds] Re: unannounced updates In reply to my idea being absurd. That's funny your competitor's have been doing this for years. I guess that my absurd idea works flawlessly for professionals. Take it how you want. The server has to be up to date for a client to connect to it after they update. That is why forcing updates during peak/rush hours is not only necessary, but also often critical for your clients to have a smooth update transition from one version to another. Let's look at your current arrangement...client updates, server not up to date. Woops so much for your clients needs, they can't connect because of a version mismatch. Now what do you think a client wants? A server they cannot use? Or a server that is back up the fastest after an update? I can tell you from speaking with a few clients of a few GSP's in the industry, your competitor's see to their clients needs. Quite a few GSP's are updated within 20 minutes of an update. Why, how, you say? Because they are on top of the industry and KNOW how to update and when to update. Why I posted to this list and not the linux list...because I run both flavors on my server machines. For the record I own 4 rackmounts now (2 in central, 2 east). Two are winblowz2k3, two are freebsd. The main reason is because I replied to a post to THIS list, not the linux list. If you check, I post to BOTH lists. As I am sure most GSP's that offer their customers a CHOICE of operating systems do. Far as me not being a GSP. Technically I still am. I do receive a small income from sub-leased space on 3 of the machines. But the website is no longer up because I only have a handful of people that I lease to. And they have my personal number when they need something done during the day and my other contact info for all other times/emergencies. I do suggest you interrupt gameplay, however I would not call it normal gameplay for the fact that this time period is when vALVE is usually updating clients as well. I would consider this time normal update time. No notice...track records. Wednesday and Friday are traditionally update days. 5-6pm PST is when these updates are traditionally released (except for patches to updates). You know how much notice other companies give about updates? Almost none until you FIND the server update through a 3rd party notice. I remember a time when NO notice was given by vALVE for updates as status quo. We were not so spoiled back then, but amazingly enough servers still got updated. I think back to pre-steam, pre-hldsupdatetool and I recall thousands of servers being updated manually. There was no notice back then at all. I think while announcements are a good thing, they have made people lazy as server owners/operators. What really has me ticked on this point is one time so far {since announcements were started} an update was deployed
Re: [hlds] unannounced updates
-- [ Picked text/plain from multipart/alternative ] I'm guessing this was mostly down to Alfred being away (not criticizing Alfred!), things seem not to follow the usual way in which we are accustomed which is fairly decent. I get the impression Alfred is really the only one who communicates direct and once he's away etc, there's no alternative which really they need to look at. On 12/24/05, Hell Phoenix [EMAIL PROTECTED] wrote: Well you have to admit it IS more than a little rediculous. If they dont want to announce non-mandatory updates ahead of time fine, I think we can all live with that. But not announcing mandatory updates is just plain rude. It is more than past the time that the folks at Valve got their heads out of their asses =/ Dan Stevens (IAmAI) wrote: -- [ Picked text/plain from multipart/alternative ] Whoa. I'm amazed at how frequenctly and easily some people resort to anger. If it's not my mother, it's someone on the Internet. What is the world coming to? On 24/12/05, [xXx] con [EMAIL PROTECTED] wrote: i agree , in the past 3 months of updates Valve has literally crushed my chances of ever getting anywhere with my tiny little game server providor business. ive lost nearly half my customers because of laggy and unannounced updates that keep servers offline for hours. its hi time valve put out an ANNOUNCED optimization of the game. im sick of playing evry single game on earth and getting 250 fps, but barely clear 75 in source because free sound list is full error and many others run in console lowering fps and raising cpu. please just clean up the game errors - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, December 23, 2005 9:45 PM Subject: [hlds] unannounced updates Alright, this is getting old. For the guys at Valve that don't have a clue WINDOWS DOES NOT AUTOUPDATE OUR CLIENT'S SERVERS!!! I don't care what cool new tool you guys add or fix to these server files but Windows server operators need some god damned NOTICE!! When the customers that bought your game have to come to us to ask why their server is down and we find out there has been an update and that's why the Linux servers aren't restarting for 20+ minutes you create support issues for GSPs. Whoever you got in there authorizing these unannounced updates needs to get in this list and NOTIFY US of this shit. Years of running your servers and still we have to put up with this bullshit. Either run ALL the world's servers or have some respect for the companies, businesses, and people that actually give your customers a place to play. The group here can flame all you want and I promise not to respond but we've absolutely had it with Alfred being the ONLY Valve staff member who actually posts to this list and when he's gone we have piles of support contacts because the monkeys in Valve take the opportunity before a major holiday to run updates (in the last case a mandatory one). Get your shit together or get out of the business. You shoved this STEAM shit down our throats and provide no way for Windows admins to autoupdate our servers. Your choices are fairly simple. Either code something into the binaries to autoupdate these things or give some god damn warning before you release shit. GRR!! Rayne ___ 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] unannounced updates
-- [ Picked text/plain from multipart/alternative ] Alfred may take it upon himself, but I'm sure its done with approval as such. I think its important to focus on the good aspects and push those, so there's more of it. There's some aspects of steam I don't like with the way it updates, but I do think Valve are improving there which is why I don't feel too pessimistic, especially compared to some others. I was fairly annoyed at the last update with segfaults, but to be fair it wasn't too long (relatively speaking) before there was a fix. I personally would just ask Alfred if there's any way when he's not around just to see if there's someone else who can sit in his place in that valuable space between server admins and Valve communication, it's in boths interests ultimately. I doubt its no one else gives a crap, I'd guess it's more lots of people doing their own thing and focusing on that and just not thinking or realising. I think Valve will realise they messed up a bit with this one, test is a matter of time really, and see if they learn from their mistakes, if so I have no problem with the odd mess up, the majority seem to go well for me (although I rarely update immediately unless necessary, which is why I don't use many automated tasks, but manually start the automated tasks when I'm happy if thats not a conflict of understanding :)). On 12/24/05, Napier, Kevin [EMAIL PROTECTED] wrote: Exactly, Alfred takes it upon himself to communicate because he seems to be able to relate better, but it's fairly clear it's not a corporate directive to communicate this stuff, it's him jumping in because he just personally knows it's the right way to handle it. Too bad apparently nobody else in the company gives a crap. Pssh.. and they wonder why I've not forked out the 50$ for thier current game software. See you on the battlefield. :) Valve's Tagline should be: Different year, same problems. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ian mu Sent: Saturday, December 24, 2005 2:45 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] unannounced updates -- [ Picked text/plain from multipart/alternative ] I'm guessing this was mostly down to Alfred being away (not criticizing Alfred!), things seem not to follow the usual way in which we are accustomed which is fairly decent. I get the impression Alfred is really the only one who communicates direct and once he's away etc, there's no alternative which really they need to look at. ___ 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: Re[4]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Hiya, just confirming 3 of ours I restarted last night are now showing as well, so looks like its worked for us :). Just wanted to say thanks as well Alfred, always so refreshing to have decent direct feedback. On 12/6/05, Albert [EMAIL PROTECTED] wrote: It fixed ours. Thanks for the fix Alfred. Albert. AR One of the 3 servers has an abnormally large incoming bandwdith. We have AR taken it offline until we can determine and remove the source of the AR packets. This should fix the servers missing from the list problem. AR - Alfred AR Alfred Reynolds wrote: That packet trace is fine, it is just showing you that our firewall drops ICMP packets (for security reasons). You get multiple entries with the same IP as the traceroute program just keeps sending more ICMP packets with longer ttl's that terminate at the same point. - alfred Ian mu wrote: -- [ Picked text/plain from multipart/alternative ] Hmm just tried some traceroutes from servers and from home, really hard to pull anything out but results are really odd. First part varies depending where I trace from, but latter part in eli.net seems odd. IP 16 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.571ms 17 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.280 ms !X 18 * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 314.546 ms !X * 19 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.652 ms !X * * 20 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.419 ms !X * 142.661 ms !X Seems to loop and then respond? Doesn't matter where I trace from, also eli.net seems to return several IPs the same, but seems to vary too much to have anything conclusive. But may be a pointer to a general area for any routing problems. I'll try and do some more conclusive proper traces later with packetloss, route changes etc. On 12/5/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 69.25.142.6 isn't a valid master server address, the only valid addresses at this moment are 207.173.177.11, 69.28.151.178 and 69.28.151.162 (DON'T hard code these values anywhere, they are subject to change but you can use them for the next couple of days to debug problems). Albert, I am not able to ping 137.224.223.124:27015, is the server currently running? The current suspect for this problem is routing issues as certain IP blocks seem affected. If you don't see your servers in the list try using traceroute to the 3 master server addresses and see if a particular hop is dropping your packets. - Alfred Affordablegameservers.com wrote: I seem to be able to find a ton of them too now. Ive checked with the dc and they have not installed a firewall and port scans dont reveal any blocking on my or their end. Im stumped if its something on my boxes. Can we start pooling out knowledge? Lets start to compile a list of the master servers that the nonshowing servers are using and a list of the server that do show. Perhaps there is some connection or none at all. But the absense of any hard data to be discounted or included will not help us/valve. Here are the masters for a showing server please include the port too you never know: 207.173.177.11:27011 69.28.151.178:27011 Here is one that doesnt show did for a long time now not at all: 69.28.151.162:27011 69.25.142.6:27010 I added the ones the showing server is using but so far its not showing up. Matter of fact i seem to be missing a HUGE swath of ip's. I go from 209.xxx down to 68.xxx the servers I am looking for are 205.xxx. I have deleted the files according to the faq here: AR http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std _adp AR .php?p_faqid=165p_created=1093390525p_sid=QpD2jjWhp_lva=p_sp=cF9zcmN oPTE AR mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MTAmcF9wcm9kcz0wJnBfY2F0cz0 wJnB AR fcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9 zZWF yY2hfdGV4dD1ub3Qgc2hvd2luZw**p_li=p_topview=1 I have the servers set to the correct region browser is configured correctly no filteres etc. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ian mu Sent: Monday, December 05, 2005 1:53 PM To: hlds@list.valvesoftware.com Subject: Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? -- [ Picked text/plain from multipart/alternative ] Just checked on this, not one of our servers shows any more, and traffic has dropped right off them :(. Any news on this? On 12/5/05, Stuart Stegall [EMAIL PROTECTED] wrote: Remember that they are Pacific time in the States. So it's not even the wee hours of early Monday morning yet there ... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED
Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Just checked on this, not one of our servers shows any more, and traffic has dropped right off them :(. Any news on this? On 12/5/05, Stuart Stegall [EMAIL PROTECTED] wrote: Remember that they are Pacific time in the States. So it's not even the wee hours of early Monday morning yet there ... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Albert Sent: Monday, December 05, 2005 1:16 AM To: saturndeathbaboon Subject: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? Exactly the same problem here. We tried everything, but at this moment we are 100% sure the problem is NOT on our side. During the 1st of december the backend of Steam introduced a big fault concerning their masterlist. No faults are showing in consoles and we changed nothing on our servers. This Steam-error is starting to cost us money. What is happening Valve ? It has been 4 days now since this happened: it's time to react gentlemen. Greetingz, Albert van Rennes (Holland) s I've got exactly the same problem - at some stage on December 1st, my s DMC server disappeared from the master server list and I have no idea s why. I'm aware of at least one other person who had the same problem on s the same date. s Is anyone aware of any updates that happened then? s leo bounds wrote: Gary, Is that scattered servers accross different boxes or do you have an entire box that has none showing in steam ? I have another win server box in the same rack that shows servers in steam, then the other box that shows none. I can't figure out what the problem is. I've been running steam based servers for about 2 years and never seen this one before. Thanks to all for any suggestions on how to fix this problem. LB Message: 3 Date: Sat, 03 Dec 2005 02:46:51 -0500 To: hlds@list.valvesoftware.com,hlds@list.valvesoftware.com From: Gary [EMAIL PROTECTED] Subject: RE: [hlds] Steam Server Query Port Problem ? Reply-To: hlds@list.valvesoftware.com Some of my CS servers aren't showing up on query lists since about 2 days ago. At first I thought it was one of my access-lists on my 4506 (or maybe a routing issue, checked), but it's only like a few scattered servers. /ges __ Yahoo! DSL – Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds s ___ s To unsubscribe, edit your list preferences, or view the list archives, please visit: s 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: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Wasn't even aware of the other master servers! (Although not paid much attention before). Ones I've looked at so far use 207.173.177.11:27011 69.28.151.178:27011 and have a problem. Servers are spread over 3 dual xeons running 2*win2k3 and linux so doesn't seem to be o.s related either. Have tried a few things like forcing the IP by downloading 2nd IP addresses on the box, but no difference. Servers say they are connected to master server fine and show sv_secure 1 as well if it helps (just to indicate connection looks fine, although not sure if it uses same ports). Also have region set, it does look like there are some chunks of IP ranges missing, but that could just be me not remembering correctly (no filters either). On 12/5/05, Affordablegameservers.com [EMAIL PROTECTED] wrote: I seem to be able to find a ton of them too now. Ive checked with the dc and they have not installed a firewall and port scans dont reveal any blocking on my or their end. Im stumped if its something on my boxes. Can we start pooling out knowledge? Lets start to compile a list of the master servers that the nonshowing servers are using and a list of the server that do show. Perhaps there is some connection or none at all. But the absense of any hard data to be discounted or included will not help us/valve. Here are the masters for a showing server please include the port too you never know: 207.173.177.11:27011 69.28.151.178:27011 Here is one that doesnt show did for a long time now not at all: 69.28.151.162:27011 69.25.142.6:27010 I added the ones the showing server is using but so far its not showing up. Matter of fact i seem to be missing a HUGE swath of ip's. I go from 209.xxx down to 68.xxx the servers I am looking for are 205.xxx. I have deleted the files according to the faq here: http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp .php?p_faqid=165p_created=1093390525p_sid=QpD2jjWhp_lva=p_sp=cF9zcmNoPTE mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MTAmcF9wcm9kcz0wJnBfY2F0cz0wJnB fcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWF yY2hfdGV4dD1ub3Qgc2hvd2luZw**p_li=p_topview=1 I have the servers set to the correct region browser is configured correctly no filteres etc. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Hmm just tried some traceroutes from servers and from home, really hard to pull anything out but results are really odd. First part varies depending where I trace from, but latter part in eli.net seems odd. IP 16 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.571ms 17 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.280 ms !X 18 * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 314.546 ms !X * 19 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.652 ms !X * * 20 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.419 ms !X * 142.661 ms !X Seems to loop and then respond? Doesn't matter where I trace from, also eli.net seems to return several IPs the same, but seems to vary too much to have anything conclusive. But may be a pointer to a general area for any routing problems. I'll try and do some more conclusive proper traces later with packetloss, route changes etc. On 12/5/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 69.25.142.6 isn't a valid master server address, the only valid addresses at this moment are 207.173.177.11, 69.28.151.178 and 69.28.151.162 (DON'T hard code these values anywhere, they are subject to change but you can use them for the next couple of days to debug problems). Albert, I am not able to ping 137.224.223.124:27015, is the server currently running? The current suspect for this problem is routing issues as certain IP blocks seem affected. If you don't see your servers in the list try using traceroute to the 3 master server addresses and see if a particular hop is dropping your packets. - Alfred Affordablegameservers.com wrote: I seem to be able to find a ton of them too now. Ive checked with the dc and they have not installed a firewall and port scans dont reveal any blocking on my or their end. Im stumped if its something on my boxes. Can we start pooling out knowledge? Lets start to compile a list of the master servers that the nonshowing servers are using and a list of the server that do show. Perhaps there is some connection or none at all. But the absense of any hard data to be discounted or included will not help us/valve. Here are the masters for a showing server please include the port too you never know: 207.173.177.11:27011 69.28.151.178:27011 Here is one that doesnt show did for a long time now not at all: 69.28.151.162:27011 69.25.142.6:27010 I added the ones the showing server is using but so far its not showing up. Matter of fact i seem to be missing a HUGE swath of ip's. I go from 209.xxx down to 68.xxx the servers I am looking for are 205.xxx. I have deleted the files according to the faq here: http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std _adp .php?p_faqid=165p_created=1093390525p_sid=QpD2jjWhp_lva=p_sp=cF9zcmN oPTE mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MTAmcF9wcm9kcz0wJnBfY2F0cz0 wJnB fcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9 zZWF yY2hfdGV4dD1ub3Qgc2hvd2luZw**p_li=p_topview=1 I have the servers set to the correct region browser is configured correctly no filteres etc. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ian mu Sent: Monday, December 05, 2005 1:53 PM To: hlds@list.valvesoftware.com Subject: Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? -- [ Picked text/plain from multipart/alternative ] Just checked on this, not one of our servers shows any more, and traffic has dropped right off them :(. Any news on this? On 12/5/05, Stuart Stegall [EMAIL PROTECTED] wrote: Remember that they are Pacific time in the States. So it's not even the wee hours of early Monday morning yet there ... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Albert Sent: Monday, December 05, 2005 1:16 AM To: saturndeathbaboon Subject: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? Exactly the same problem here. We tried everything, but at this moment we are 100% sure the problem is NOT on our side. During the 1st of december the backend of Steam introduced a big fault concerning their masterlist. No faults are showing in consoles and we changed nothing on our servers. This Steam-error is starting to cost us money. What is happening Valve ? It has been 4 days now since this happened: it's time to react gentlemen. Greetingz, Albert van Rennes (Holland) s I've got exactly the same problem - at some stage on December 1st, my s DMC server disappeared from the master server list and I have no idea s why. I'm aware of at least one other person who had the same problem on s the same date. s Is anyone aware of any updates that happened then? s leo bounds wrote: Gary
Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Hiya, thanks for clearing that one, makes my traces make a bit more sense. Some of the traces go through tiscali as well, so might be a common point ( 213.x.x.x network) looking at previous mails. On 12/5/05, Alfred Reynolds [EMAIL PROTECTED] wrote: That packet trace is fine, it is just showing you that our firewall drops ICMP packets (for security reasons). You get multiple entries with the same IP as the traceroute program just keeps sending more ICMP packets with longer ttl's that terminate at the same point. - alfred Ian mu wrote: -- [ Picked text/plain from multipart/alternative ] Hmm just tried some traceroutes from servers and from home, really hard to pull anything out but results are really odd. First part varies depending where I trace from, but latter part in eli.net seems odd. IP 16 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.571ms 17 * * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.280 ms !X 18 * gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 314.546 ms !X * 19 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.652 ms !X * * 20 gw-cust-VALVESOFTWARE-COM.bllv.eli.net (207.173.69.238) 138.419 ms !X * 142.661 ms !X Seems to loop and then respond? Doesn't matter where I trace from, also eli.net seems to return several IPs the same, but seems to vary too much to have anything conclusive. But may be a pointer to a general area for any routing problems. I'll try and do some more conclusive proper traces later with packetloss, route changes etc. On 12/5/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 69.25.142.6 isn't a valid master server address, the only valid addresses at this moment are 207.173.177.11, 69.28.151.178 and 69.28.151.162 (DON'T hard code these values anywhere, they are subject to change but you can use them for the next couple of days to debug problems). Albert, I am not able to ping 137.224.223.124:27015, is the server currently running? The current suspect for this problem is routing issues as certain IP blocks seem affected. If you don't see your servers in the list try using traceroute to the 3 master server addresses and see if a particular hop is dropping your packets. - Alfred Affordablegameservers.com wrote: I seem to be able to find a ton of them too now. Ive checked with the dc and they have not installed a firewall and port scans dont reveal any blocking on my or their end. Im stumped if its something on my boxes. Can we start pooling out knowledge? Lets start to compile a list of the master servers that the nonshowing servers are using and a list of the server that do show. Perhaps there is some connection or none at all. But the absense of any hard data to be discounted or included will not help us/valve. Here are the masters for a showing server please include the port too you never know: 207.173.177.11:27011 69.28.151.178:27011 Here is one that doesnt show did for a long time now not at all: 69.28.151.162:27011 69.25.142.6:27010 I added the ones the showing server is using but so far its not showing up. Matter of fact i seem to be missing a HUGE swath of ip's. I go from 209.xxx down to 68.xxx the servers I am looking for are 205.xxx. I have deleted the files according to the faq here: http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std _adp .php?p_faqid=165p_created=1093390525p_sid=QpD2jjWhp_lva=p_sp=cF9zcmN oPTE mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MTAmcF9wcm9kcz0wJnBfY2F0cz0 wJnB fcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9 zZWF yY2hfdGV4dD1ub3Qgc2hvd2luZw**p_li=p_topview=1 I have the servers set to the correct region browser is configured correctly no filteres etc. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ian mu Sent: Monday, December 05, 2005 1:53 PM To: hlds@list.valvesoftware.com Subject: Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? -- [ Picked text/plain from multipart/alternative ] Just checked on this, not one of our servers shows any more, and traffic has dropped right off them :(. Any news on this? On 12/5/05, Stuart Stegall [EMAIL PROTECTED] wrote: Remember that they are Pacific time in the States. So it's not even the wee hours of early Monday morning yet there ... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Albert Sent: Monday, December 05, 2005 1:16 AM To: saturndeathbaboon Subject: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? Exactly the same problem here. We tried everything, but at this moment we are 100% sure the problem is NOT on our side. During the 1st of december the backend of Steam
Re: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ?
-- [ Picked text/plain from multipart/alternative ] Still not working for me after restarting 3 servers, none of them have appeared, but will check again in morning. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: Monday, December 05, 2005 6:54 PM To: hlds@list.valvesoftware.com Subject: RE: Re[2]: Subject: RE: [hlds] Steam Server Query Port Problem ? Oh, and please restart your server if you do still have a problem. - Alfred Alfred Reynolds wrote: One of the 3 servers has an abnormally large incoming bandwdith. We have taken it offline until we can determine and remove the source of the packets. This should fix the servers missing from the list problem. - Alfred -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] VAC issue
-- [ Picked text/plain from multipart/alternative ] Default is on anyway. Part of vac2 ip port setting is broken (valve aware and fixing) so some of the problems may be because of that, I've certainly had that before anyway. Quite possibly its a different problem though, was it working beforehand and just stopped, or never worked? On 11/21/05, StealthMode [EMAIL PROTECTED] wrote: -secure in the command line right? or was it secure 1 in liblist.gam file? I forget to be honest haven't messed with a 1.6 server in almost a year. I know it was one of those two. Just can't remember which, but I agree with whisper this should be in the wiki *) ___ 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] 100 mb port
-- [ Picked text/plain from multipart/alternative ] Just wondering on the dual xeon side, is it reporting 54% of total cpu, i.e one single process could be hitting 50% total / 100% of one cpu? But it would still look like you have plenty to spare (not taking into consideration ht) On 11/3/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I don't have experience with source CS servers, but I would wonder if 54% cpu spikes can cause lag? How bad is the lag? And are you sure you have the bandwidth to support 100 players? Do your downline pipes have the bandwidth for the load? I'm suspecting two things - the cpu spikes, and actual available bandwidth. If you have a second box, you could always put half of your servers on another box to see if it's a cpu/computer issue. - Original Message - From: [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Thursday, November 03, 2005 2:51 AM Subject: Re: [hlds] 100 mb port Ook , thank you for your response. im running only cs source servers and i see cpu spiking as high as 54% - Original Message - From: Ook [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, November 02, 2005 7:52 PM Subject: Re: [hlds] 100 mb port 100 players might use as much as 5Mb or so. Your observation of 6-10% is very reasonable. A 100Mb connection doesn't even break into a sweat with this kind of traffic. This is not the source of your lag. How much bandwidth do you have? Real bandwidth determined by conducting bandwidth tests, not some theoretical maximum? What is your cpu spikes? - Original Message - From: [xXx] [EMAIL PROTECTED] [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Cc: hlds@list.valvesoftware.com Sent: Wednesday, November 02, 2005 4:33 PM Subject: [hlds] 100 mb port This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] can someone plz help me with this issue i have a dual xeon 3 gig processor with a 100mb port upgrade. when i have all servers full i have about 100 internet players connected to a 100mb port, but when i view networking in task manager i see it is only utilizing about 6-10 % of its capabilities. i have tried unrestricting bandwidth with no results. i feel this may be why the game servers seem to be lagging even though server cpu is at 37% any suggestions? -- ___ 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] players/cpu us
-- [ Picked text/plain from multipart/alternative ] I think there's also the old addage of, are the 100 slots in use all at the same time. A lof of times when servers totals are quoted its hard to see them all full at once to get accurate usage (also seems to depend on some other factors like maps sometimes). Also can be quite hard to get 10 servers all full at the same time on requirement (i.e when you want to do some decent cpu testing etc) which is always a shame. On 10/26/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] You are of course quite correct On 10/26/05, DLinkOZ [EMAIL PROTECTED] wrote: Point being made - It is highly inaccurate to say I can safely hold xx player slots on this server. 2x 20 player servers will use quite a bit more than 4x 10 player servers, even though it's 40 player slots either way. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Tuesday, October 25, 2005 10:12 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] players/cpu us -- [ Picked text/plain from multipart/alternative ] Maybe not quite as bad as that As we all know, the rate of CPU requirements does not scale linearly with player numbers and we have all experienced and are familiar with the bump in CPU requirements for 20 players for both HLDS SRCDS. But there are also limits to SRCDS processes on a single box. We find that more than 6 full SRCDS processes, even if only 12 players has detrimental affects, if you run them with high fps_max and high tickrates and even 4 SRCDS struggles if you put the fps_max and tickrate high enough if you populate the server with 20 player SRCDS. You might get 8 default tickrate fps_max 12 player SRCDS on a single box with an sv_maxrate to match, (1 maybe?) but would you really want to? On 10/26/05, DLinkOZ [EMAIL PROTECTED] wrote: Problem is that hlds has never enjoyed a linear rise in CPU usage. A 24 player server does not use 2x the CPU as a 12 player server. So with your value of 100 slots, running 4x 25 player servers would use far more CPU than 10x 10 player servers. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [xXx] [EMAIL PROTECTED] Sent: Tuesday, October 25, 2005 9:34 PM To: hlds@list.valvesoftware.com Cc: hlds@list.valvesoftware.com Subject: [hlds] players/cpu us This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] anyone have a standard rule of thumb for player slots/ and or cpu usage currently i have a dual xeon 3 gig with 100 mb port and 1.5 gig ram. I am to comfortably run 100+ slots. my cpu usually stays round 35% -- ___ 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] DoD: Source server hardware resource requirements PER PLAYER: what I know and don't know - opinions wanted and appreciated
-- [ Picked text/plain from multipart/alternative ] As a rough estimate for dod:s (I notice Morten is quoting below default tickrate settings, which are useful in terms of can it run at lower than default settings fine, but not so much in terms of do people ever accept lower than default settings), I would say 2Gig per 32 slots is minimum cpu (and then it will be struggling just). I wouldn't want to run more than 32 slots total on any 1 cpu (if dual then 64 split unless a lot smaller servers and HT enabled). I personally don't believe 100 dod:s slots can run on a 2.4dual unless defaults lowered considerably. 2*32 yes, 4*18 or so then yes (assuming servers busy). Ian On 10/5/05, Hell Phoenix [EMAIL PROTECTED] wrote: I have a dual 3.2 emt64 xeon box with 2gigs of ram. We run 2 32player DoD:S servers, 1 23player Dystopia server, 1 13player sven server, and 1 8player Tim--Coop server. The cpu sits at about 80% when all are full. Connection is 100mb full duplex, and its running on win2k3 server. Trizik wrote: -- [ Picked text/plain from multipart/alternative ] First let me lay out WHAT I DO KNOW: 1) I've read that a full 16 player CS: Source server uses about 60Hz per player and have come to the conclusion that this is an accurate estimate. 2) I understand that a 20+ player server uses quite a bit more resources on a PER PLAYER basis than a server with less than 20 players. 3) I understand that a DoD: Source server uses noticeably more resources (mainly CPU power) than a CS: Source server. WHAT I DON'T KNOW: ...about 1) Is the 60Hz per player estimate based on a 33 or 66 tickrate CS: Source server? If 33, what is the 66 estimation? ...about 2) How many more resources does each player use on a FULL 32 player DoD: Source server at 66 tickrate? ...about 3) Is this simply because the DoD: Source server defaults to a 66 tickrate and the CS: Source server defaults to a 33 tickrate OR is it more complicated than that? In other words, would a DoD: Source 66 tickrate server still use more resources than a CS: Source 66 tickrate server? My DoD: Source servers are bogging and I'm very interested in hearing about your experiences with DoD: Source. I'm considering the following setup and hope to squeeze around 100 DoD: Source slots on it. Dual Xeon 2.4GHz HT 2GB RAM Windows 2K 100Mbps full duplex port I'm probably dreaming, but I'd like to have a 32 player and 24 player on the same CPU. What do you think? Is it at all possible when both are full? -- ___ 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] Bots causing memory read errors
-- [ Picked text/plain from multipart/alternative ] I don't allow bots, so limited input, but when someone did enable them by accident we found before too long they were trying to use 2 gig of memory (showable via ps) until restarted, so there's definitely a memory leak or issue in them somewhere. On 10/3/05, [xxx] clan [EMAIL PROTECTED] wrote: yes im experiencing this same problem shane and have just reinstalled from scratch 3 dedicated servers., no bots and only had one server not crash in 48 hours - Original Message - From: Whisper [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, October 02, 2005 11:16 PM Subject: Re: [hlds] Bots causing memory read errors -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Any news when -steamport will be fixed?
-- [ Picked text/plain from multipart/alternative ] Ok, thanks for letting us know its being worked on at least :). On 10/3/05, Alfred Reynolds [EMAIL PROTECTED] wrote: We are working on a fix for -steamport, I do not have an ETA right now though. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian mu Sent: Sunday, October 02, 2005 5:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Any news when -steamport will be fixed? -- [ Picked text/plain from multipart/alternative ] -port -ip sets the gameserver port/ip, there's no issue with that, they work fine. We already use -port -ip. This is different though, and its the steamport and is effectively separate which prevents steam relating access working like vac (maybe master servers lists? Haven't tested that yet). Hence why the -steamport was originally added, otherwise you get the error it can't contact the steam servers if the ports are already used by other steam games (and no way to change them). It also looks like there's port range limit where you can only have a certain amount of servers contacting steam unless you are able to specify -steamport x. The steam ports it uses aren't offset to the gameserver port or anything like that, so can't figure any way around it. Thanks for the replies though. On 10/3/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Use -port instead. The old sport or steamport thing isnt working according to others in this list last week. -Ozz -- Original message -- -- [ Picked text/plain from multipart/alternative ] Kind of annoying at the moment, have a lot of problems with specifying the steam ports, servers crash on startup if specified, if not vac won't enable since the update. Haven't heard any update from Valve, so just want to confirm they are aware its broken and are looking into it? Thanks, Ian -- ___ 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
[hlds] Any news when -steamport will be fixed?
-- [ Picked text/plain from multipart/alternative ] Kind of annoying at the moment, have a lot of problems with specifying the steam ports, servers crash on startup if specified, if not vac won't enable since the update. Haven't heard any update from Valve, so just want to confirm they are aware its broken and are looking into it? Thanks, Ian -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Any news when -steamport will be fixed?
-- [ Picked text/plain from multipart/alternative ] Lol, wouldn't surprise me. Anyone know any workarounds? Even seems to take the default IP for steam not the gameserver IP, so at the moment trying to think of coding a wrapper to force it onto a different IP, but thats just plain messy and don't really have the time. Anyone hit this issue and found a workaround since the last update? On 10/2/05, Tyler Cook [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] nevar!!! muahahaha! On 10/2/05, Ian mu [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Kind of annoying at the moment, have a lot of problems with specifying the steam ports, servers crash on startup if specified, if not vac won't enable since the update. Haven't heard any update from Valve, so just want to confirm they are aware its broken and are looking into it? Thanks, Ian -- ___ 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] Any news when -steamport will be fixed?
-- [ Picked text/plain from multipart/alternative ] -port -ip sets the gameserver port/ip, there's no issue with that, they work fine. We already use -port -ip. This is different though, and its the steamport and is effectively separate which prevents steam relating access working like vac (maybe master servers lists? Haven't tested that yet). Hence why the -steamport was originally added, otherwise you get the error it can't contact the steam servers if the ports are already used by other steam games (and no way to change them). It also looks like there's port range limit where you can only have a certain amount of servers contacting steam unless you are able to specify -steamport x. The steam ports it uses aren't offset to the gameserver port or anything like that, so can't figure any way around it. Thanks for the replies though. On 10/3/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Use -port instead. The old sport or steamport thing isnt working according to others in this list last week. -Ozz -- Original message -- -- [ Picked text/plain from multipart/alternative ] Kind of annoying at the moment, have a lot of problems with specifying the steam ports, servers crash on startup if specified, if not vac won't enable since the update. Haven't heard any update from Valve, so just want to confirm they are aware its broken and are looking into it? Thanks, Ian -- ___ 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] Low FPS upon startup for DoD:S
-- [ Picked text/plain from multipart/alternative ] hehe @ Steve... Scott, I think the server fps is a bit of a misleading term in some respects (but probably not to the devs), in that afaik with the source engine the server fps is related to communication input/output, and the higher it is, the faster (possibly) you may get a turnaround from the server in terms of client - server - client response. I tend to think of server fps in source as more input frequency, whereas in some other engines it seems to be more gamestate changes (which is more tickrate in source). Naturally someone will correct me where I'm wrong. On 10/1/05, Steven Hartland [EMAIL PROTECTED] wrote: The caps lock key is in the mid left of your keyboard btw. - Original Message - From: [xxx] clan [EMAIL PROTECTED] I AGREE, WITH FPSBOOSTER I PULL DOWN AS MANY AS 80 FPS MORE,AND I SEE THE DIFFERENCE IN GAME AND IT REDUCES STRESS ON MY CPU 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 (023) 8024 3137 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] Low FPS upon startup for DoD:S
-- [ Picked text/plain from multipart/alternative ] I'm thinking there's maybe a couple of mixed messages in this, one for hlds, one for srcds where fps kind of acts different, so might be worth mentioning which one each time as the original one was for dod:s (i think!) On 10/1/05, [xxx] clan [EMAIL PROTECTED] wrote: fps will act as a buffer in conjunction with heapsize to reduce server lag even when the server ping is hi. players wont even feel general internet lag if your heapsize is large enough and tour running high fps. all my servers run at 256 fps with fpsbooster running. they dont use any more fps , yet the p[layers flock in to play. you may view for yourself at 66.148.68.16:27015 http://66.148.68.16:27015 [xXx] slaughterhouse 50 man source www.infexXxiousservers.com http://www.infexXxiousservers.com www.xxxclanxxx.com http://www.xxxclanxxx.com - Original Message - From: scott brown [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, October 01, 2005 9:58 AM Subject: Re: [hlds] Low FPS upon startup for DoD:S -- [ Picked text/plain from multipart/alternative ] Now Im more confused. I've rented a server box for 4 years now. Its a Power Edge p4 2.80 GHz, 1 Gig of ram and Win 2003 server edition out of a data center in Dallas, Texas operating on a network that is fully meshed and redundant with 10 backbone providers. I run a hl2dm, dods and hl1 natural selection mod, 3 different servers off the box. All the servers run great. All 3 of my console windows show 60 to 70 fps. Clients however, depending on their machine, can get well over 100 fps. As the server runs only dos windows I dont see how fps would affect the client or the servers preformance. FPS, Frames Per Second, being 60 or 300 how would this affect the server? As it runs no graphical representation of the game, just dos windows. I'm not uderstanding where fps of a server could affect its preformance. Please explain this to me as the more I know the better servers I can run. -- ___ 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] Web based server monitoring
-- [ Picked text/plain from multipart/alternative ] There's probably some complete solution but you could possibly use a combination of qstat and mrtg or something (thats what we use and customise), feel free to email offlist if you need help with it and no other better solutions come up. On 9/28/05, Al [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Can anyone suggest a web based tool which can query a number of non local cs1.6 / source servers and will generate graphs or historical data about the player count and even generate graphs, I want to gather some information over a few days to compare with server cpu load levels which I am currently recording using SNMP queries and a web based tool to generate graphs Thanks for any suggestions / tips =) Al -- ___ 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] -steamport parameter broken in last update?
-- [ Picked text/plain from multipart/alternative ] Yup, just confirming we've seen that too, have had to remove steamport to get servers to work. On 9/27/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Its worse that that. As I understand it, the documented feature is for VAC to take the games servers port and then increment (or was it decrement) by 1 until it finds a unused port and then uses that. We are finding that VAC is heading all for some stupid port address that has nothing to do with the game address and we have gone to great lengths to ensure that no CS or CS:S server shares the same game port whatsoever. That is to say, each and every CS and CS:S server process gets its own port assignment that is not used anywhere else on the game network. So not only is -steamport broken, the automated selection of a VAC port is also broken. On 9/26/05, Nashalife | Newbie [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes, it's broken. The server fails instantly if you specify -steamport. Remove it from command line until Valve fixes it... Cheers, Newbie Hey, When starting a SRCDS server with the -steamport parameter (CSS for one), our servers close as soon as they are started. This was working fine before the previous srcds update. Anyone else confirm? - Andrew -- ___ 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] omg guys...
-- [ Picked text/plain from multipart/alternative ] All use steam, just the updatetools (for dedicated servers) don't need a steam account. On 9/26/05, Alexander Kobbevik [EMAIL PROTECTED] wrote: I'm not taking about the Steam.exe application, I'm talking about Valve's roll-out system. www.steampowered.com http://www.steampowered.com Isn't Hldsupdatetool just an interface towards steam? -Alex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason L. Schwab Sent: 26. september 2005 08:28 To: hlds@list.valvesoftware.com Subject: RE: [hlds] omg guys... Hldsupdatetool does not require a steam account, etc. Hldsupdatetool is for both win32 and linux. Steam (the application) is a gui, that includes the client-side games, and also now has servers in it also, but hldsupdatetool is much nicer to work with, when running more than 1 server, etc. -Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alexander Kobbevik Sent: Monday, September 26, 2005 12:10 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] omg guys... hldsupdatetool is still steam. Command line and gui is just interfaces, graphical or pure text. Right? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason L. Schwab Sent: 26. september 2005 06:10 To: hlds@list.valvesoftware.com Subject: RE: [hlds] omg guys... Well jeez, your completely wrong. Ever heard of hldsupdate tool? Even the newest engine updates and server changes where available via the non-steam command line tool. So far the command line (non-gui, non steam) tool, has not been updated by valve in order to support dod:source's server stuff. Only the GUI win32 steam application has the dod:s dedicated server listed as of yet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [GS]BeNt Sent: Sunday, September 25, 2005 10:03 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] omg guys... Ummm the only way to host HLDS/SCRDS is through steam.Same as it has been since I think July 12th of 04?If you don't like steam don't use it.Its as simple as that BeNt - Original Message - From: Rafael Lopez [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Sunday, September 25, 2005 7:47 PM Subject: [hlds] omg guys... Well this kinda sucksthe hldsupdatetool hasnt been updated so the onyl way to host is with steamCOME ON GUYS WTF?!?!!?!? ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Still issues with last Server Update
-- [ Picked text/plain from multipart/alternative ] We're running mani fine on linux and windows (all did crash on update, and just used the patch file not the full one to update them which fixed it). Just wondering if there's a different version or some other conflict or something? Also I think there's a stats workaround where just the stats in mani can be turned off in the config. Do you have the same problem on both windows and linux (guessing you prob have both), as obviously wondering whats different to cause some to go down others not. (currently running centos 4, win2k3 primarily) Ian On 9/26/05, Steven Hartland [EMAIL PROTECTED] wrote: Well we cant even start a server with za just spam all across the console then crashes: http://www.mani-admin-plugin.com/forums/viewtopic.php?p=90443 Steve / K - Original Message - From: Sgt.Rock -=GOM=- [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 26, 2005 4:32 PM Subject: SV: [hlds] Still issues with last Server Update Wondering: I am also having re-occuring crashes with mani version 1.10za (only plugin). Maybe the problem is related to friendly fire..(?) At least that is a sure way that I can get the server to crash. By killing a team-mate once, makes no harm.. But killing another team-mate again, even later in a new game (same map), will get my server to crash with memory-error... So... What are your FF-setting? On or off? And do you experience crashes? My server has FF set to On.. And craches... Sgt. Rock - Original Message - -- [ Picked text/plain from multipart/alternative ] Not running Beetlemod, but running Mani v1.1.0za with 14 bots continuously with 17 slots. Bots refer to humans and not a problem with the official maps (30%) or Custom (70%) maps crashing. If I do have a crash it is usually a memory module that is causing it or a bad pointer. - Jim [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] try adding pause after your startup command in your batch file and see what the last thing the console spits out at you is, might be source of your problem. -- Original message -- Thanks for the reply -- actually its Assault it's crashing on (official version - first in my rotation). Bud - Original Message - From: Wolvie To: Sent: Monday, September 26, 2005 8:48 AM Subject: RE: [hlds] Still issues with last Server Update I use beetlesmod latest beta ( C1 ) I run 4 bots and fakefull pluginas well and I have had no crashes. You may want to look at what map it crashes on. It could be a problem custom map. -Original Message- From: Bud Ingram [mailto:[EMAIL PROTECTED] Sent: Monday, September 26, 2005 9:39 AM To: hlds@list.valvesoftware.com Subject: [hlds] Still issues with last Server Update With our without Beetlesmod, I am still having C++ errors indicating that the program has been requested to terminate in an unusual way. The only thing I can think of is that I have Bots loading with or without people playing. Is there anyone else experiencing issues similar to this? Thank you, Bud Ingram ___ 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 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 (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED]
Re: [hlds] Day of Defeat: Source released
-- [ Picked text/plain from multipart/alternative ] Any error? Mine worked both with/without a config as long as map is set in the startup. On 9/27/05, Ryan Fritz [EMAIL PROTECTED] wrote: anybody have a config thats working?? Server just crashes right out when i start it --- Alfred Reynolds [EMAIL PROTECTED] wrote: We have released Day of Defeat: Source. To run the server run the hldsupdatetool with game dods, for example: hldsupdatetool -command update -game dods The server is available for both windows and linux. - Alfred ___ 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] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error
-- [ Picked text/plain from multipart/alternative ] Gotta admit, this is the most balls'ed update ever. Hate to think what it would have been like without the delays. Nothing like taking pretty much every server for a game down out there. New levels of incompetance have been achieved. Congrats. On 9/23/05, Erik Johnson [EMAIL PROTECTED] wrote: We're working on the release for this, it should be out within the hour. Sorry about this one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mikee Sent: Friday, September 23, 2005 3:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error Just wanted to change the subject line to catch Erik's attention. This patch has broken all custom mods from launching. When anyone tries to launch HL2-CTF, HL2 Promod, or any other Third Party Mod, you get a player popup Error which says: modname\gameinfo.txt is missing. This file is not missing, however... - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 2:33 PM Subject: [hlds] Server Release This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ 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] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error
-- [ Picked text/plain from multipart/alternative ] Issues are simply Valve should test, especially with mods that most servers use. We've seen this time and time again in truth. Ask Valve about their test setup and you will be truly amazed at how lacking if they are honest (I know their test setup, just want to see if they are honest). On 9/24/05, David Harrison [EMAIL PROTECTED] wrote: As fun as whining is, I'm sure it'd help to resolve things faster if we keep the bitching off the list and just use it to try and help Valve keep track of each of the issues everyone is having with this release. -- dave Original Message From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, September 24, 2005 10:55 AM Subject: Re: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error -- [ Picked text/plain from multipart/alternative ] Gotta admit, this is the most balls'ed update ever. Hate to think what it would have been like without the delays. Nothing like taking pretty much every server for a game down out there. New levels of incompetance have been achieved. Congrats. On 9/23/05, Erik Johnson [EMAIL PROTECTED] wrote: We're working on the release for this, it should be out within the hour. Sorry about this one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mikee Sent: Friday, September 23, 2005 3:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error Just wanted to change the subject line to catch Erik's attention. This patch has broken all custom mods from launching. When anyone tries to launch HL2-CTF, HL2 Promod, or any other Third Party Mod, you get a player popup Error which says: modname\gameinfo.txt is missing. This file is not missing, however... - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 2:33 PM Subject: [hlds] Server Release This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ 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] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error
-- [ Picked text/plain from multipart/alternative ] Firstly you are making the mistake I'm even referencing mods (which fair enough have been a major factor in this fubar update, but thats not actually what I'm aiming at, which you will see if they answer with their test setup). You'll actually be totally fascinated if they are honest, trust me. On 9/24/05, Dustin [EMAIL PROTECTED] wrote: That's just not possible, so lets say you make a cup holder, and give specs on what type of cups it can support, someone makes a cup that does not follow your spec, does that mean your required to chamge your cup holder to match someone who didn't take the time to build the right cup for the holder? Valve is not and should not be expected to make sure there code updates do not break the badly designed cup (thrid party MOD). Stop being negitivate towards Valve and lean on the thrid party MOD makers to follow the API so that when an update is made there MOD will be complient. Dustin Tuft - Original Message - From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 7:13 PM Subject: Re: [hlds] Erik: Patch broke all Third Party Mods gameinfo.txt is missing error -- [ Picked text/plain from multipart/alternative ] Issues are simply Valve should test, especially with mods that most servers use. We've seen this time and time again in truth. Ask Valve about their test setup and you will be truly amazed at how lacking if they are honest (I know their test setup, just want to see if they are honest). On 9/24/05, David Harrison [EMAIL PROTECTED] wrote: As fun as whining is, I'm sure it'd help to resolve things faster if we keep the bitching off the list and just use it to try and help Valve keep track of each of the issues everyone is having with this release. -- dave Original Message From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, September 24, 2005 10:55 AM Subject: Re: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error -- [ Picked text/plain from multipart/alternative ] Gotta admit, this is the most balls'ed update ever. Hate to think what it would have been like without the delays. Nothing like taking pretty much every server for a game down out there. New levels of incompetance have been achieved. Congrats. On 9/23/05, Erik Johnson [EMAIL PROTECTED] wrote: We're working on the release for this, it should be out within the hour. Sorry about this one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mikee Sent: Friday, September 23, 2005 3:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error Just wanted to change the subject line to catch Erik's attention. This patch has broken all custom mods from launching. When anyone tries to launch HL2-CTF, HL2 Promod, or any other Third Party Mod, you get a player popup Error which says: modname\gameinfo.txt is missing. This file is not missing, however... - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 2:33 PM Subject: [hlds] Server Release This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ 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] Erik: Patch broke all Third Party Mods....gameinfo.txt is missing error [OT]
-- [ Picked text/plain from multipart/alternative ] First think they screwed up was releasing a screwed up update on a Friday night, what happened to the good old Tuesdays (picked for a good reason I would add). On 9/24/05, David Harrison [EMAIL PROTECTED] wrote: I'm in Australia, so I generally cop all these updates on a Saturday. I'm pretty familiar with how often these issues crop up; I remember them vividly because I'm usually hungover and wishing I wasn't working. I'd rather keep Valve bashing to a minimum so we can resolve the issues immediately by only offering useful feedback to the list, so I can go back to trying to enjoy my 'day off'. After the issues are resolved then everyone can bash them to their heart's content! This'll be my last post on the issue; I already feel like an ass for not practising what I preach :) -- dave Original Message From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, September 24, 2005 11:13 AM Subject: Re: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error -- [ Picked text/plain from multipart/alternative ] Issues are simply Valve should test, especially with mods that most servers use. We've seen this time and time again in truth. Ask Valve about their test setup and you will be truly amazed at how lacking if they are honest (I know their test setup, just want to see if they are honest). On 9/24/05, David Harrison [EMAIL PROTECTED] wrote: As fun as whining is, I'm sure it'd help to resolve things faster if we keep the bitching off the list and just use it to try and help Valve keep track of each of the issues everyone is having with this release. -- dave Original Message From: Ian mu [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Saturday, September 24, 2005 10:55 AM Subject: Re: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error -- [ Picked text/plain from multipart/alternative ] Gotta admit, this is the most balls'ed update ever. Hate to think what it would have been like without the delays. Nothing like taking pretty much every server for a game down out there. New levels of incompetance have been achieved. Congrats. On 9/23/05, Erik Johnson [EMAIL PROTECTED] wrote: We're working on the release for this, it should be out within the hour. Sorry about this one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mikee Sent: Friday, September 23, 2005 3:02 PM To: hlds@list.valvesoftware.com Subject: [hlds] Erik: Patch broke all Third Party Modsgameinfo.txt is missing error Just wanted to change the subject line to catch Erik's attention. This patch has broken all custom mods from launching. When anyone tries to launch HL2-CTF, HL2 Promod, or any other Third Party Mod, you get a player popup Error which says: modname\gameinfo.txt is missing. This file is not missing, however... - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, September 23, 2005 2:33 PM Subject: [hlds] Server Release This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release will be happening in the next 10 minutes or so, we promise this time it is for real. Thanks for bearing with us as we've been trying to get this release out the door. -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: Been out for a while
-- [ Picked text/plain from multipart/alternative ] And a very good reason why Alfred was the most active Valve employee here. BBA! Is he locked in a cupboard or something? On 9/24/05, Genocidal [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Erik has been a long time Valve employee. Look in the back of your half-life manual. :) On 9/23/05, Rafael Lopez [EMAIL PROTECTED] wrote: So...I havent read these in a while...who's Erik? Where is Alfred? Did Erik replace Alfred? Hi Erik! *waves* ___ 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] Tick Rate Guide Updated
-- [ Picked text/plain from multipart/alternative ] Sounds like I must have, but I've checked server and there's nothing extra running apart from some scripts monitoring servers (virus checker etc in background monitoring but thats about it). Server is just running some game servers, no scripts, no webpages, nothing. Must be something doing it though if thats the case. Out of interest if a simple program can enable it, why doesn't valve just add a bit of code to enable it anyway, or am I missing something? On 9/8/05, blkraven [EMAIL PROTECTED] wrote: Idd Running a flash app, eggdrop, streaming media, or such will do the trick. U have something like that running I'm sure, clean windows install won't get u high fps. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Tucker Sent: woensdag 7 september 2005 13:52 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Tick Rate Guide Updated Provided you are reading the right data, which I assume you are, then I'm afraid there are no two ways about it, you have a high resolution timer running. The cause of this could be any other piece of software on the system, starting a flash file would do it for example. There are many ways to get a high res timer, the amusement of the CS community using media player or flash files is merely an oddity of the community at large. (damn forums). Let me just assure you once again however, this isn't a mistake, your system IS running a high res timer, and this IS created by a third party app being introduced. If you still don't believe it, do a fresh install with quite literally nothing but the OS and source. Don't load a web browser (no flash allowed) just load srcds. You will then get different results. Ian mu wrote: -- [ Picked text/plain from multipart/alternative ] Hiya, what I'm saying is I get 500 fps with no need for any timer and no enhancements to the o.s (and fwiw the media player or boost fix doesn't raise it above that if fps_max is set way higher, but it obviously does for some other people). I'm not complaining, or looking for a fix! I'm just pointing out according to the thread I should only get 64 or 1000 (I get 64 unless I set fps_max 600, then its a constant 500), so it may be worth quantifying that its not always the case in the thread and some people may be able to get 500. Why it is for some I have no idea, guessing its different o.s flavours. I do appreciate people trying to help me though, but its not required, just pointing out a possible mistake :). I'm totally fine with 500fps. On 9/7/05, James Tucker [EMAIL PROTECTED] wrote: No problem, there are some things my uni 'CS' education may have been good for :-s but i don't like to admit it. m1kest4r wrote: -- [ Picked text/plain from multipart/alternative ] Thanks James, im sure you could tell what i know what i mean - im just not 100% of the correct terminology :P On 9/7/05, James Tucker [EMAIL PROTECTED] wrote: What you require is actually called a high resolution timer typically many operating systems have no need to time interrupts on such a frequent basis, however srcds needs around a 1000Hz timer to achieve this fps. The reason for the srcdsfpsboost/media player references is that one of the programatically easiest ways to get a high res timer from the NT kernel is to load certain media libraries. Ian mu 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
Re: [hlds] Tick Rate Guide Updated
-- [ Picked text/plain from multipart/alternative ] Cheers, all good info. Only thing on a quick look which seemed wrong is the reference to srcdsfpsboost where it says you are limited to 64fps otherwise. We've always had 500fps without using it at all (win2003 server, maybe it makes a difference which ver of windows? Just guessing if some are limited at 64). Ian On 9/6/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have updated the Tick Rate Guide on the STEAM Forums http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 Added in BandWidth Calculations + Bandwidth Calculation Table Link http://whisper.ausgamers.com/serverrates.htm Cheers -- ___ 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] Alfred : VAC still not coming, Valve Support says 'ask Alfred'....
Hiya, sorry if I've missed it somewhere, try adding the -vacport number and try a few variations. I normally keep them a few ports lower than the normal query port. May not be this, but I've had to do that on a few servers. On 8/11/05, Oum [EMAIL PROTECTED] wrote: if you allow me, I send the result of the command at your private email, don't like this kind of things to be on a public mailing list thank you for helping Oum - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Thursday, August 11, 2005 3:51 AM Subject: RE: [hlds] Alfred : VAC still not coming, Valve Support says 'ask Alfred' What does the output of ipconfig /all return? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oum Sent: Wednesday, August 10, 2005 6:47 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Alfred : VAC still not coming, Valve Support says 'ask Alfred' no. - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Thursday, August 11, 2005 3:31 AM Subject: RE: [hlds] Alfred : VAC still not coming, Valve Support says 'ask Alfred' Does this machine have multiple network cards? Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oum Sent: Wednesday, August 10, 2005 5:54 PM To: hlds@list.valvesoftware.com Subject: [hlds] Alfred : VAC still not coming, Valve Support says 'ask Alfred' Alfred please I need real answers now... I still can't have VAC on my UPDATED and VALIDATED servers. You told me to send support ticket, I did : Reference # 050808-000254 Hi. I have a standalone HLDS and the Steam HLDS, and I cannot have VAC2 on both after the update of today. servers are well updated, HLDS console says : ] version Protocol version 47 Exe version 1.1.2.5/2.0.0.0 (cstrike) Exe build: 11:38:02 Aug 8 2005 (3210) Running on WinXP sp2, Windows Firewall always disabled, and my personnal firewall (Norton IS 2005) disabled for testing, I don't have any router or that kind of things, I have of course deleted -vacbeta from command line, but still it is impossible to have VAC2 on those servers, HLDS console says couldn't exec listip.cfg couldn't exec banned.cfg Adding master server 69.28.151.162:27010 Adding master server 69.28.151.178:27010 Could not establish connection to Steam servers. VAC secure mode disabled. I never had any trouble for bringing VAC1 or VAC2 (with -vacbeta command line) on my servers before this update. Thank you for helping me. Oum and here is what I am told by Valve Support now : --- Response (Andre) 08/10/2005 03:42 PM Hello! Please visit the link given below. Title: I have Problems/Questions regarding the Source SDK, Mapping, or Dedicated Server URL: http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/ st d_adp.php?p_faqid=376 Please go to the Source Dedicated Server site (http://www.srcds.com) for server related inquries. Also, you will want to join the HLDS mailing list in order to post your server related questions and/or bug reports. http://list.valvesoftware.com/ -- ... so what am I doing now ? Thank you for understanding my upset :s Oum ___ 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] shots registering
What kind of fps do you get from an rcon stats command? On 8/2/05, dexion [EMAIL PROTECTED] wrote: they may have poorly configured client settings, but its nearly impossible to get someone to configure their client correctly when they set it up perfectly dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED] Sent: Tuesday, August 02, 2005 8:21 AM To: hlds@list.valvesoftware.com Subject: [hlds] shots registering -- [ Picked text/plain from multipart/alternative ] Was just wondering if anyone has to deal with alot of peaple saying that there shots are not registering? i have went to 100 tickrate , pings are good and they still complain.. -- ___ 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] shots registering
Yeah, sorry meant to the original post. Agree, its just a part of the pic, was just wondering if he was getting poor fps which was evidence of it. On 8/2/05, dexion [EMAIL PROTECTED] wrote: well, whatever I like, I run the servers. I set them for default so roughly 250ish. dex keep in mind tickrate is only part of the puzzle...updaterate...rates all sorts of junk. http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Ian mu Sent: Tuesday, August 02, 2005 11:56 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] shots registering What kind of fps do you get from an rcon stats command? On 8/2/05, dexion [EMAIL PROTECTED] wrote: they may have poorly configured client settings, but its nearly impossible to get someone to configure their client correctly when they set it up perfectly dex -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED] Sent: Tuesday, August 02, 2005 8:21 AM To: hlds@list.valvesoftware.com Subject: [hlds] shots registering -- [ Picked text/plain from multipart/alternative ] Was just wondering if anyone has to deal with alot of peaple saying that there shots are not registering? i have went to 100 tickrate , pings are good and they still complain.. -- ___ 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] The logic behind steams server browser is incorrect from eupe.
when you do a refresh, right click on a server and view server info and check the IP address. Mine are all 81.x.x.x and 82.x.x.x, my IP is 81.x.x.x. They look as though they are in order of latency, but thats not the whole picture. It's a fairly well known issue, and some ISPs have even been changing their ip:ports where possible to get further up the list for more people. Absolutely crazy design that whoever designed should be shot for. On 7/27/05, Saint K. [EMAIL PROTECTED] wrote: doesnt with me, just when ever i click on the latency to sort it - Original Message - From: Clayton Macleod [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, July 27, 2005 12:59 PM Subject: Re: [hlds] The logic behind steams server browser is incorrect from eupe. um, doesn't it default to sorting by ping/latency? Does here. On 7/27/05, Saint K. [EMAIL PROTECTED] wrote: The logic is incorrect. According to alfred, the servers closest to your IP display first. For example i have 80.0.0.1, and a server 80.0.0.2 then that server will show first. Allthought here in most parts of eurpe, client IPs start mostly with 6x.xx.xx.xx or 8x.xx.xx.xx (8x is most commen). But all the data centers server providers have other ranges (mostly 2xx.xx.xx.xx) Meaning the servers being most close to us, actually dont get listen on top as they should be (best performance/pings 1st). Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Clayton Macleod ___ 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] Disabled Steam accounts
Would it possibly be because you didn't have a lan cafe license that valve do? Know nothing really about it just can remember reading about it and wondered if they have some checks for x amount of accounts from the same place. On 7/27/05, Ian [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] wow... why not buy DoD source for me. Im a newb too :) On 7/27/05, Kevin Ottalini [EMAIL PROTECTED] wrote: If the CC information or card was bad or charges refused this might happen, contact Steam support and submit a ticket: http://steampowered.custhelp.com/ - Original Message - From: Ashley Legg [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, July 27, 2005 7:10 AM Subject: [hlds] Disabled Steam accounts I setup and ran a VAC secured server last night and purchased 7 new steam CS Source Accounts for 7 newbies that were going to join us for a LAN frag. 11 players were on the server and all was fine until everybody tried to sign into their steam accounts the following morning. Every player who had participated in the frag had had their steam account disabled. Nobody cheated, no accounts were hijacked, all the accounts were legit. Has this happened to any one else and if so why? Ashley Legg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sincerely, Ian -- ___ 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] How many srcds process could i run
Grrr, not going to get into an argument, but please can people read up on hyperthreading and benchmarks before making statements like that as its totally incorrect (google hyperthreading benchmarks maybe). If anyone wants to discuss it off topic feel free to email me direct. On 7/22/05, dexion [EMAIL PROTECTED] wrote: if you turn off hyperthreading you MIGHT get 22-26 players out of that box. If it is hyperthreaded 2 12-14's would most likely be it. dex ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] wondering about next update
Seconded hehe, at worst stay in and have fun, bottom of the list comes updating servers normally good for when laid up with a hangover. On 7/19/05, Jonathan [EMAIL PROTECTED] wrote: Maybe it's just me, but I think going out and having fun ought to take precedence regardless of a game update. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SRCDS SYSTEM/NETWORK REQUIREMENTS
I think the 1Mbit upstream will be your main problem and don't think that would be enough for that setup. I generally don't think the asymmetric typical ISP layouts are that good for gaming tbh, but if its the only option I'd say at least 2Meg up (probably 3 would make you about safe). Machine Spec wise, I'd say a high end single cpu (like Ath-64's) would probably be ok, and could probably get away with 1G of ram fine with just 2 servers. Depending what other extras you add, may make a difference and incline me to use a dual CPU setup. (Basically I'd keep stuff like web serving away from game servers, depending how much control you have over everything, i.e some webpages if badly coded can easily cause big spikes etc on servers) On 7/17/05, Beau Newcomb [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm interested in setting up a dedicated linux box for hosting a couple servers... My ISP offers 10mbit down, 1mbit up for bandwidth... would this be enough to host 1 18-man pub and 1 11-man private 100tic servers? Also, what kind of hardware would be sufficient for said operation? I'd like to use the server for other basic things too (not near as intensive as CS:S) like web serving, email, firewall, etc. Thanks in advance, and pardon the newb question ;D Beau Newcomb -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source update released
Shouldn't be anything needed for the server.cfg. Try just temp stopping the service, and then running it manually from a dos prompt so you can see any errors, you may see something like it going from secure mode to insecure due to it being unable to contact the auth servers. You can try setting the steam port with -steamport x as well (this helped me on a couple of servers initially). Main thing I think is try and get it running not as a service just to see what its doing first, should make diagnosing whats happening a bit faster. Ian - Original Message - From: James McKenna [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, July 15, 2005 1:21 AM Subject: Re: [hlds] Counter-Strike: Source update released I can't view the console, as they are services. Every night it auto updates, so I know I have the latest patch. I'm viewing this through HLSW, and all the servers I had running before vac left beta are still running vac. However, the ones I added since vac went live show none under addons I havn't changed the target at all. -console -game cstrike -port 27016 -tickrate 66 +fps_max 600 +ip 64.27.6.84 +log on +maxplayers 22 +map fy_whutdufuk +servercfgfile server.cfg +mapcyclefile mapcycle.txt -vacbeta I've tried removing vacbeta and then back with it. I'm at a loss. Is there a server cvar I need to add to the server.cfg? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Counter-Strike: Source update released
Heh sorry, prob a duff bit of trimming, response is the same though :). Ian On 7/15/05, Jason [EMAIL PROTECTED] wrote: ummm this wasn't my message. Ian mu wrote: Shouldn't be anything needed for the server.cfg. Try just temp stopping the service, and then running it manually from a dos prompt so you can see any errors, you may see something like it going from secure mode to insecure due to it being unable to contact the auth servers. You can try setting the steam port with -steamport x as well (this helped me on a couple of servers initially). Main thing I think is try and get it running not as a service just to see what its doing first, should make diagnosing whats happening a bit faster. Ian - Original Message - From: James McKenna [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Friday, July 15, 2005 1:21 AM Subject: Re: [hlds] Counter-Strike: Source update released I can't view the console, as they are services. Every night it auto updates, so I know I have the latest patch. I'm viewing this through HLSW, and all the servers I had running before vac left beta are still running vac. However, the ones I added since vac went live show none under addons I havn't changed the target at all. -console -game cstrike -port 27016 -tickrate 66 +fps_max 600 +ip 64.27.6.84 +log on +maxplayers 22 +map fy_whutdufuk +servercfgfile server.cfg +mapcyclefile mapcycle.txt -vacbeta I've tried removing vacbeta and then back with it. I'm at a loss. Is there a server cvar I need to add to the server.cfg? ___ 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] Counter-Strike: Source update released
Its enabled by default now (if css), you can use -insecure 1 I think to disabled it. On 7/14/05, James McKenna [EMAIL PROTECTED] wrote: So for vac, what parameter do we use to enable it? The servers I was running during the vac beta show that vac is running, while two new servers I run arn't using it. ___ 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: Re: [hlds] HL2 server errors
Have you tried doing an update with -verify_all in the startup so it will hopefully check if there's any files missing? (I think thats the syntax, someone will correct me if wrong). Not running any hl2dm, so not sure if those errors are normal, just trying to think of things to try. On 7/12/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Thanks Mr Ingram, I appreciate your comments no matter how unhelpful and inaccurate they are. From: Bud Ingram [EMAIL PROTECTED] Date: 2005/07/11 Mon PM 06:59:47 EDT To: hlds@list.valvesoftware.com Subject: Re: [hlds] (no subject) Perhaps setting up a dedicated server behind a cable modem and violating your TOS with Cox? Other than that, I can't say I've experienced the same problems. Regards, Bud Ingram PGS Game Server 68.103.127.245 - Original Message - From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, July 11, 2005 5:49 PM Subject: [hlds] (no subject) finally got around to setting up a source dedicated server this weekend. I'm getting the following feedback from the console when it fires up: Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game .dll loaded for Half-Life 2 Deathmatch CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_c17.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_town.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_e3_bugbait.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/level_sounds_eli_lab.txt It goes on with several more messages like this which i won't bore you with here. I also receive messages similar to the following: Error: Material models/props_combine/combine_light001a : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Error: Material models/props_combine/combine_interface_disp : proxy Sine not found! Any thoughts on my my problem might be? ___ 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] Problems after update
Add another to the list, complaints last night of excess choke. I know thats normally viewed as client network issues, its possible it could be related to vacbeta client working as well as server issues? Definitely worse anyway whatevers causing it. On 7/8/05, Suck. [EMAIL PROTECTED] wrote: We run several servers from Windows Server 2003 as well, and we too are getting a lot of lag/choppiness. It appears that CS:S is hogging a lot more resources, and at erratic intervals, since the most recent patch. We were not running the VAC2 Beta on our servers, so I attribute it to that. Anyhow, our 24 player pubs are the worst hit, and the only way I could keep their resource usage at an acceptable level was to drop our tick rate down to 33 from 66. -Grant. ___ 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] VAC2 Beta information
Interesting, I've been having that problem, have about 12 css servers, 4 won't enable vacbeta, all the others will (spread over a couple of machines, no direct link as to which won't that I can see). I tried -steamport (-1 than gameport, and some others). This actually worked for one that never has before so thought it was looking good (1st one I tried). Other ones still won't enable though, with the same unable to connect/authenticate with steam. I get the feeling somethings clashing somewhere, but no idea what. Main reason for thinking that is a totally fresh install on same box will work, but obviously don't want to do that for every server whenever this crops up (i.e something has caused it in the first place which is likely to happen again at some point). On 7/6/05, WayneH [EMAIL PROTECTED] wrote: OK it's been fixed. Added -steamport ?=(%port% - 1)? to cmdline so each server has its vac port assigned to 1 less than its game port. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] VAC2 Beta information
Hiya and thanksyes tried all of that, tried gameport -1,also number of unused ports in different areas, and none seem to work for some reason on certain servers. V.weird. On 7/6/05, Andrew Armstrong [EMAIL PROTECTED] wrote: Be sure to shutdown all servers first, then start them up again with the steamport set to 1 less than the gameport. Also ensure no other programs are using the ports around the css gameport. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] VAC2 Beta information
Out of interest just a thought, there isn't an equivalent like steamip is there? Just wondering as they are on multihomed machines with an ip not accessible via the internet as well as wan ip? On 7/6/05, Ian mu [EMAIL PROTECTED] wrote: Hiya and thanksyes tried all of that, tried gameport -1,also number of unused ports in different areas, and none seem to work for some reason on certain servers. V.weird. On 7/6/05, Andrew Armstrong [EMAIL PROTECTED] wrote: Be sure to shutdown all servers first, then start them up again with the steamport set to 1 less than the gameport. Also ensure no other programs are using the ports around the css gameport. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam update problem
There definitely were a lot of problems an hour or so ago (23:30 uk time), but seems to have mainly cleared up now. On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote: We have plenty of capacity available. Can you send me offlist the output of hldsupdatetool -command ticketexplorer so I can investigate the individual content server you are connecting to. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows 2003 Error
Run it direct from dos to see what error it dies with, or read the other thread for the logging/developer options which may help. You're not using it with any other mods like cdeath I'm assuming, and its in liblist.gam? On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ Picked text/plain from multipart/alternative ] My problem, I have a windows server2003 server. When any of my cs servers set secure 1 the server will not start! The server works fine until it says The server is in secure mode After this the server window simply closes. If secure 0 is set the server works fine! Any help would be great! Thanks Dan Dan Martin Alpha-Networks MD [EMAIL PROTECTED] www.alpha-networks.co.uk http://www.alpha-networks.co.uk/ Mobile 07736042557 - The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of, or taking of any action in reliance upon, this information by persons or entities other than the intended recipient is prohibited. If you received this in error, please contact the sender and delete the material from any computer. - -- [ image001.gif of type image/gif deleted ] -- ___ 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 2: Deathmatch update
Guess no fix to the spiralling 100% cpu bug still :/. On 6/1/05, TrickyB [EMAIL PROTECTED] wrote: Any more patches this week? - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Sent: Wednesday, June 01, 2005 8:42 PM Subject: [hlds] Half-Life 2: Deathmatch update We have just released an update to Half-Life 2: Deathmatch. Run hldsupdatetool to get this update. The update includes several fixes, go to: http://www.steampowered.com/index.php?area=newsid=420 for more details. - Alfred ___ 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] HOLY CRAP WTF?!
There's a difference between a list and the content. People typically read from the bottom of a list (scanning for important stuff first), and just scan the top of the mail itself. Anyone else enjoys wasting time. Can't believe idiots still try and impose let alone bother bottom posting, I don't even bother reading bottom posts and neither do most people as they are largely irrelevant as the people who do that obviously have no real clue about evolution of mail, let alone anything else. You know what you just wrote, or what someone else did, you don't need to read the stuff again to remind you (or if you do, its nicely lower down). If you do, you are an idiot with no memory. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
Out of interest, how much cpu do others think a 40 slot game server would take when fully loaded? Not sure if you said what spec the CPUs are. I'd probably guess its about right (can't be that far off whatever) and expect most current CPUs to hit 85% or so with that. On 5/20/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] There does appear to be a correlation between the FPS and the CPU numbers The 18 player server though seems to cope quite well with: fps_max 600 sv_maxrate 2000 sv_maxupdaterate 120 tickrate 100 whilst maintaining 500 FPS The 40 player server though (which I never expect to run constantly at 500 fps) seems to cope quite well with: fps_max 600 sv_maxrate 2000 sv_maxupdaterate 100 tickrate 66 The but the overall playing experience on the 40 Player server for people with client computers that can keep up, results in a excellent end result especially considering the numbers of players. On 5/20/05, Alexander Kobbevik [EMAIL PROTECTED] wrote: Look at the FPS though... it drops, right? And maybe the stats command stress the CPU or HLDS? :-) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: 20. mai 2005 06:05 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: What does RCON STATS CPU Really mean? -- [ Picked text/plain from multipart/alternative ] Clayton the sampling might be correct, but how would that explain the results I get when I spam rcon stats into console and receive numbers that are all within 10% of each other? Here is exmple: 14:03:37 stats 14:03:37 CPU In Out Uptime Users FPS Players 86.53 73784.24 227882.64 177 6 56.87 39 14:03:38 stats 14:03:38 CPU In Out Uptime Users FPS Players 86.53 74690.58 228744.00 177 6 63.98 39 14:03:38 stats 14:03:38 CPU In Out Uptime Users FPS Players 86.77 75565.57 229665.05 177 6 35.32 39 14:03:38 stats 14:03:38 CPU In Out Uptime Users FPS Players 86.77 76380.45 231317.58 177 6 34.13 39 14:03:39 stats 14:03:39 CPU In Out Uptime Users FPS Players 86.77 77197.75 232984.47 177 6 34.13 39 14:03:39 stats 14:03:39 CPU In Out Uptime Users FPS Players 86.77 77256.87 234898.08 177 6 30.10 39 14:03:39 stats 14:03:39 CPU In Out Uptime Users FPS Players 95.31 77242.05 236992.31 177 6 26.96 39 14:03:39 stats 14:03:39 CPU In Out Uptime Users FPS Players 95.31 77264.55 238138.23 177 6 33.02 39 14:03:40 stats 14:03:40 CPU In Out Uptime Users FPS Players 95.31 77243.81 238387.27 177 6 33.04 39 14:03:40 stats 14:03:40 CPU In Out Uptime Users FPS Players 94.57 77214.17 238615.45 177 6 40.99 39 14:03:40 stats 14:03:40 CPU In Out Uptime Users FPS Players 94.57 77057.98 238889.06 177 6 34.12 39 14:03:40 stats 14:03:40 CPU In Out Uptime Users FPS Players 94.57 76746.83 239109.53 177 6 33.05 39 14:03:41 stats 14:03:41 CPU In Out Uptime Users FPS Players 94.57 76242.27 239287.92 177 6 57.57 39 14:03:41 stats 14:03:41 CPU In Out Uptime Users FPS Players 94.30 75778.00 238699.22 177 6 37.94 39 14:03:41 stats 14:03:41 CPU In Out Uptime Users FPS Players 94.30 75704.43 238780.63 177 6 60.21 39 14:03:41 stats 14:03:42 CPU In Out Uptime Users FPS Players 94.30 75405.64 238652.98 177 6 25.60 39 14:03:42 stats 14:03:42 CPU In Out Uptime Users FPS Players 93.41 75245.19 238275.91 177 6 28.43 39 14:03:42 stats 14:03:42 CPU In Out Uptime Users FPS Players 93.41 75358.87 238213.38 177 6 27.67 39 14:03:42 stats 14:03:42 CPU In Out Uptime Users FPS Players 93.41 75571.36 237885.63 177 6 28.46 39 14:03:43 stats 14:03:43 CPU In Out Uptime Users FPS Players 93.41 76112.34 237668.05 177 6 30.11 39 14:03:43 stats 14:03:43 CPU In Out Uptime Users FPS Players 89.06 76824.73 237348.69 177 6 60.34 39 14:03:43 stats 14:03:43 CPU In Out Uptime Users FPS Players 89.06 77527.95 237276.89 177 6 36.56 39 14:03:43 stats 14:03:44 CPU In Out Uptime Users FPS Players 89.06 77854.19 237533.16 177 6 46.56 39 14:03:44 stats 14:03:44 CPU In Out Uptime Users FPS Players 90.63 77517.18 238679.83 177 6 34.15 39 14:03:44 stats 14:03:44 CPU In Out Uptime Users FPS Players 90.63 77084.93 240084.63 177 6 36.57 39 14:03:44 stats 14:03:44 CPU In Out Uptime Users FPS Players 90.63 76791.86 241383.80 177 6 31.04 39 14:03:45 stats 14:03:45 CPU In Out Uptime Users FPS Players 90.63 76871.59 242368.47 177 6 22.76 39 14:03:45 stats 14:03:45 CPU In Out Uptime Users FPS Players 91.71 77053.85 242882.44 177 6 23.81 39 14:03:45 stats 14:03:45 CPU In Out Uptime Users FPS Players 91.71 77454.66 242307.06 177 6 32.04 39 14:03:45 stats 14:03:46 CPU In Out Uptime Users FPS Players 91.71 78062.38 240988.48 177 6 35.32 39 14:03:46 stats 14:03:46 CPU In Out Uptime Users FPS Players 91.71 78272.21 239666.45 177 6 32.02 39 14:03:46 stats 14:03:46 CPU In Out Uptime Users FPS Players
Re: [hlds] Re: What does RCON STATS CPU Really mean?
What value does physical server show when its at 85% in rcon stats? On 5/19/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ok HyperThreading is turned off and Taskmangers CPU still does not look anything like what SRCDS STATS CPU usage states. The reason I want to know is that SRCDS CPU usage does give decent feedback as to how the game feels to players, and when the SRCDS CPU usage gets right up to the 85% mark the end user experience for clients connected to the server process degrades, but the CPU usage for the physical server doesn't seem to register any excessive CPU usage issues, thus making it difficult to correctly balance the physical servers loading and the SRCDS server setup. So anybody got any other idea's? On 5/13/05, Ian mu [EMAIL PROTECTED] wrote: Think you missed the point, what is snmp basing the information on? On 5/12/05, K2 [EMAIL PROTECTED] wrote: Exactly... and SNMP is your best bet for that. The counters you can grab the data from are going to be more accurate than anything a third-party app (read: valve) is going to put out. That's why I said 'hey fellas, learn how to use MRTG' ;-) Good site to check out to get the required MIB's for win32 and also how-to's on how to get everything setup - http://www.wtcs.org/snmp4tpc/default.htm - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of m0gely Sent: Thursday, May 12, 2005 9:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: What does RCON STATS CPU Really mean? K2 wrote: Learn how to use MRTG fellas... That's about as accurate as it gets. nuff said ;-) http://bubba.hardfought.org/mrtg/67.19.85.2_cpu.html - K2 MRTG is only a graphing app. It needs to have something to tell it what to graph. So whatever script (or via SNMP) you're using to tell MRTG what the CPU usage is, that's where the info is coming from. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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] Re: What does RCON STATS CPU Really mean?
Is it getting to about 42%? As thats what I'd expect basically. On 5/19/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Never goes above 50% on a single CPU according to task manager set to show both CPU's Hell we never even use more than 400MB of RAM with 1 x 40 1 X 18 CSS Servers This is just a test server to establish baselines so we can work out how to reassign our CSS Servers and maximise players online gaming experience. To date, getting definitive answers to subjects such as CPU Usage and SRCDS settings (especially the Netcode variables) is next to impossible. I have worked a few things out with the help of bits and pieces of hints dropped here and there, but nothing that you would consider the definitive and reproduceable, regardless of the exception the quality of the Network is. Now Im going to get some stupid spam warning message from Brazil :( On 5/20/05, Ian mu [EMAIL PROTECTED] wrote: What value does physical server show when its at 85% in rcon stats? On 5/19/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ok HyperThreading is turned off and Taskmangers CPU still does not look anything like what SRCDS STATS CPU usage states. The reason I want to know is that SRCDS CPU usage does give decent feedback as to how the game feels to players, and when the SRCDS CPU usage gets right up to the 85% mark the end user experience for clients connected to the server process degrades, but the CPU usage for the physical server doesn't seem to register any excessive CPU usage issues, thus making it difficult to correctly balance the physical servers loading and the SRCDS server setup. So anybody got any other idea's? On 5/13/05, Ian mu [EMAIL PROTECTED] wrote: Think you missed the point, what is snmp basing the information on? On 5/12/05, K2 [EMAIL PROTECTED] wrote: Exactly... and SNMP is your best bet for that. The counters you can grab the data from are going to be more accurate than anything a third-party app (read: valve) is going to put out. That's why I said 'hey fellas, learn how to use MRTG' ;-) Good site to check out to get the required MIB's for win32 and also how-to's on how to get everything setup - http://www.wtcs.org/snmp4tpc/default.htm - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of m0gely Sent: Thursday, May 12, 2005 9:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: What does RCON STATS CPU Really mean? K2 wrote: Learn how to use MRTG fellas... That's about as accurate as it gets. nuff said ;-) http://bubba.hardfought.org/mrtg/67.19.85.2_cpu.html - K2 MRTG is only a graphing app. It needs to have something to tell it what to graph. So whatever script (or via SNMP) you're using to tell MRTG what the CPU usage is, that's where the info is coming from. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
Yep but you have 2 physical CPUs no? (lost track a bit) On 5/19/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] For one physical CPU thats about right. HT is turned *OFF* so we are definitely measuring physical CPU usage. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
Is it possible for you to copy/paste the full output you get? On 5/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So I am not alone on this list on not being able to work out what that number mean? On 5/12/05, Renzo Rosales [EMAIL PROTECTED] wrote: Wait for a response from Valve. Patience... ___ 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] Re: What does RCON STATS CPU Really mean?
Just wondering as a 40 player server will naturally take a fair bit of juice, could it be that stats shows a usage on a single hyperthreaded cpu (i.e 1/4) and task manager shows the total which isn't quite correct? (ie there isnt really 4 full cpu's). Don't really know windows well enough in how it reports cpu usage compared to Linux though, just wondered if it might be the cause of the different reporting. On 5/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 18:10:18 stats 18:10:18 CPU In Out Uptime Users FPS Players 84.38 79225.95 261394.63 1092 19 85.30 40 Yes, it is a 40 player server As I said, task manager it will be showing 10-15% tops no matter what SRCDS says 18:12:41 stats 18:12:41 CPU In Out Uptime Users FPS Players 25.00 80233.02 113006.83 1094 19 255.97 40 Anyhow Im not holding out much hope On 5/12/05, Ian mu [EMAIL PROTECTED] wrote: Is it possible for you to copy/paste the full output you get? On 5/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So I am not alone on this list on not being able to work out what that number mean? On 5/12/05, Renzo Rosales [EMAIL PROTECTED] wrote: Wait for a response from Valve. Patience... ___ 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] Re: What does RCON STATS CPU Really mean?
The problem is hyperthreading is typically pretty good to have on, depending on instances of different servers running on it, as a loose rule of thumb I'd personally have it on if you use more than 1 dedicated server per real cpu. So if you use 2 game servers on a dual, I'd try it on personally and see. I think the problem is there's no proper way to my knowledge (and again I don't know windows that well) to properly figure out how much spare there is on a virtual cpu, but that doesn't mean its not useful to have there. So I would guess valve can't do any more than the o.s will report. It wouldnt surprise me even if hyperthreading is turned off, it still shows as double what taskmanager has (assuming you have 2 real cpu's), which is actually sort of correct. I.e if it shows as 95% of one cpu, thats actually correct as it can never use the 2nd cpu once it hits 100%, only other processes can. Thats typically the problem with large servers, as huge slot count server would likely better run on an 64bit Ath4000 than a dual 3gig xeon, and the xeon naturally comes into its own once running multiple instances. Basically though, don't read too much into stats or the taskbar in my book. Watch what individual cpu's are doing. On 5/12/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] May try then with HT turned off and see what happens. On 5/13/05, Steven Hartland [EMAIL PROTECTED] wrote: That is the case Ian is surprising the amount of people who don't know how to interpret taskman results, ive had many an argument about CPU usage due to this :P Steve / K - Original Message - From: Ian mu [EMAIL PROTECTED] Just wondering as a 40 player server will naturally take a fair bit of juice, could it be that stats shows a usage on a single hyperthreaded cpu (i.e 1/4) and task manager shows the total which isn't quite correct? (ie there isnt really 4 full cpu's). Don't really know windows well enough in how it reports cpu usage compared to Linux though, just wondered if it might be the cause of the different reporting. 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 (023) 8024 3137 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: What does RCON STATS CPU Really mean?
Think you missed the point, what is snmp basing the information on? On 5/12/05, K2 [EMAIL PROTECTED] wrote: Exactly... and SNMP is your best bet for that. The counters you can grab the data from are going to be more accurate than anything a third-party app (read: valve) is going to put out. That's why I said 'hey fellas, learn how to use MRTG' ;-) Good site to check out to get the required MIB's for win32 and also how-to's on how to get everything setup - http://www.wtcs.org/snmp4tpc/default.htm - K2 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of m0gely Sent: Thursday, May 12, 2005 9:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Re: What does RCON STATS CPU Really mean? K2 wrote: Learn how to use MRTG fellas... That's about as accurate as it gets. nuff said ;-) http://bubba.hardfought.org/mrtg/67.19.85.2_cpu.html - K2 MRTG is only a graphing app. It needs to have something to tell it what to graph. So whatever script (or via SNMP) you're using to tell MRTG what the CPU usage is, that's where the info is coming from. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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] rcon stats not working?
Looks fine to me, just align the columns correctly. Or am I missing what you think is broken? On 4/28/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Issuing the rcon stats command on a Windows SRCDS we managed to achieve the following results 21:49:23 stats 21:49:23 CPU In Out Uptime Users FPS Players 0.00 29954.48 39790.56 978 27 63.97 21 21:49:27 stats 21:49:27 CPU In Out Uptime Users FPS Players 0.00 28501.79 36326.46 978 27 63.89 21 The server has 22 out of 24 players in it I know we have good servers, but seriously. Is this functionality broken? Are Valve aware of it? Is it on the to do list? Thanks -- ___ 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 2: Deathmatch Update
I feel his pain :). At least a word from Alfred saying they are working on the spiralling cpu and crashing problem may go a small way to reassuring people. At the moment we don't run any, just as its not worth risking the game zipping up to 100% cpu even when empty and affecting anything else you may want to run. We'd run several servers if it wasnt for that, but it is annoying to see whats probably the main problem with the game just always bypassed over as though it doesnt exist. Just a word of confirmation you are working on the crashing/cpu spiral problem would be nice Alfred to give us hope :). On 4/27/05, Whisper [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Don't worry, it will be fixed soon :) On 4/27/05, Waldo [EMAIL PROTECTED] wrote: im sensing a little pent up frustration here - Original Message - From: Mikee [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Wednesday, April 27, 2005 1:38 PM Subject: Re: [hlds] Half-Life 2: Deathmatch Update For Pete's sakenow you force us server admins to do two updates because you think we want yet another lame ass map that lags and crashes the servers, and that we never wanted in the first place? All three of my servers crashed running this latest crappy map, and I'll never run it againbut now I have to patch again to fix this worthless pile of a bsp? Even your mappers can't even double check their quality before releasing something! After 3 months, no bug fixes...the HL2 community could care less about new maps, most of which are not worth running anyway. Many of us are just about done running servers for this screwed up game. Keep your maps. What a wasteand what a shame to see this so poorly handled by Valve. Valve should work for the government. - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com; [EMAIL PROTECTED] Sent: Tuesday, April 26, 2005 7:22 PM Subject: [hlds] Half-Life 2: Deathmatch Update We have released an update to Half-Life 2: Deathmatch. Run the hldsupdatetool to get this update. This update fixes an exploit in the newly released dm_runoff map that allowed airstrike spamming. More details can be found here: http://www.steampowered.com/index.php?area=newsid=412 - Alfred ___ 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] Server at ~70 fps. -tickrate fps_max questions
Fwiw it seems to run in steps (based on what not sure), and fps_max just sets the cap so it will take the next lower step below that, so on windows fps_max 1000 gave 537, fps_max 500 gave 492, fps_max 480 gave 252 etc. So I'm guessing some multiplier/divisor of some base. Linux side seems to do similar on 2.6 kernels, seems to max out at about 320, default fps_max 300 gives 162 fps. 2.4 kernels seems to max out at 50fps, haven't found any way to get it higher anyway, be interested if anyone has found a way. Still find it too messy, on different operating systems, and different versions within that all seem to give different values, so doesn't seem to be any way of fixing it properly so all servers would feel the same. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server at ~70 fps. -tickrate fps_max questions
Yeah sorry, should have specified as I'm guessing thats the main factor, that was with a 100Hz kernel, couple of boxes dont have the option of me changing the kernel and would be good to be able to use those. I'll try and test it on one at 1000Hz, but I'm guessing it will be the same as the 2.6 ones. On Apr 6, 2005 5:43 PM, Steven Hartland [EMAIL PROTECTED] wrote: - Original Message - From: Ian mu [EMAIL PROTECTED] 2.4 kernels seems to max out at 50fps, haven't found any way to get it higher anyway, be interested if anyone has found a way. Is that with a 100HZ kernel if so try 1000HZ ( same as 2.6 ) and see if that makes a difference? Steve / K ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 1000fps bug in SRCDS still exists
Cheers for the update. On Apr 5, 2005 6:26 AM, Napier, Kevin [EMAIL PROTECTED] wrote: A very good find. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds Sent: Monday, April 04, 2005 11:26 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists This is one and the same thing. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, April 04, 2005 8:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] 1000fps bug in SRCDS still exists Sounds good Alfred... curious tho, does this fix also address the drop in FPS over time with srcds.exe that many admins have been mentioning? - K2 http://www.hardfought.org Alfred Reynolds [EMAIL PROTECTED] wrote: Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add -BudgetPanel to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby ___ 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] Server at ~70 fps. -tickrate fps_max questions
R.e bouncing the servers, I would say yes, but also check Alfreds mail in other thread as sounds like it will be fixed in next update soon. Regarding fps_max, I always thought it was to cap tickrate somehow (i.e to stop server admins hiking it up to excessive cpu usage settings), but I've yet to hear a clear definition of how it all hangs together with different o.s's and the two commands as well. Would be good to hear something conclusive one day, as seem to hear a lot of contradictory evidence these days. On Apr 5, 2005 8:38 AM, Brandon Dumont - MWEB [EMAIL PROTECTED] wrote: Thanks Kyrios for asking something I've just been to busy (or lazy to do) for awhile now. Is the tickrate cmd set in the server.cfg like fps_max or a cmd parameter? Please let me know what you find... Regarding CSS and win2003 server, are we still required to bounce the box daily to avoid the eventual performance degradation? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios Sent: 05 April 2005 01:18 To: hlds@list.valvesoftware.com Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions Was just waiting for a reply to add the info that it is a cs:s Server ;) Meanwhile I continued googling around and read about windows not using high performance timers at startup and the workaround with starting mediaplayer or another multimedia programm. Unfortunatly I can't test it atm since it is a rented server and the admins are offline ;) I'll try it tomorrow and will let you know. Also I've now notived that the mtnioned Steam-Support DB Article is from march 2004. So it's propably for hlds. This now fits to Alfred's earlier post saying that tickrate greater 100 can create strange problems. I think the 1FPS Bug is one of those weird problems. So what I will try tomorrow is: - tickrate 100 - MediaPlayer in the background. - fps_max greater 300 I hope/think this will give optimal performance ;) P.S.: Yes the post was confusing;) That's primary because I've been really confused. I totally mixed hlds and CSDS information. On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote: Not sure if its a little confusing your post, or maybe its just meare you talking about css (am assuming so from most of commands)? In which case ignore pingboost. fps_max (faik), is the max settable via rcon etc, so probably wouldn't affect it. tickrate would though. It may help if you include the o.s, kernel ver etc if applicable as it could be that limiting it as it can cause some oddities. Guessing fps_max probably will create some weird divisors if lower than tickrate as it may try to work out something from the original tickrate and know it can't go above it/reach it? (Not entirely sure on that one, but have seen similar in other game engines). The dropping down to 1 fps is a bit weird though, and makes me wonder a bit if there isn't something setup wrong with your system. Also make sure all instances are restarted every day if css etc as its got a weird fps halving+ bug which doesn't take all that long to appear. Anyway, bit more info would probably help those here narrow it down maybe. On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote: Hi List, today I first heard about tickrate. I then searched the steam forums and the Support DB. When I then tried (after reading the support DB Engine Article) i decided to try -tickrate 1000. What happend was the server running at 1000fps. After players joined the server the server fps dropped to 1. Unplayable ;) Now i've read on the list that 100 is the maximum suggestable. Trying this has now visible effect. The point why I'm trying all this is that my server fps are allways just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there are runnig 3 other instances on the machine I believe 70fps is far not enough (mostyl because the other instances do idle 23h a day). I also tried to change fps_max from default to higher and lower values. With fps_max 1000 there is no change at all. With fps_max lower than actual fps, the fps are divided and rounded :P Example rcon stats says the server does 61 fps. Then setting fps_max to 58 results in 33,3 fps. Very strange in my eyes. So here is the question ;-) How can I get more than 70fps or is the server really to slow? Remember the other instances really just idle arround Also I've read about -pingboost 3 or something like that. What does it actually do? Greets Thorsten P.S.: Sry for my terrible english ;) -- [EMAIL PROTECTED] ... black holes are where god divided by zero. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds