Re: [hlds] Happy holidays

2008-12-25 Thread Kevin Ottalini
Indeed, Happy Holidays everyone!

It's a white slushy Xmas here in Washinton State, woohoo!


- Original Message - 
From: "Ook" <
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, December 25, 2008 11:16 AM
Subject: Re: [hlds] Happy holidays


> Merry Christmas to one and all ;-)
>
>> Hey guys, happy holidays to all of you
>>
>> 
>> Neil Voutt
>> Sent from my iPhone


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Re: [hlds] Email trimming

2008-11-26 Thread Kevin Ottalini
I confess, unless digest reply emails have their reply at the top and they 
trim off all the bogus content I just delete them, not worth searching for 
the reply.

I also just delete email replies that are all garbled together into one 
continuous line, useless to try and read replies like that.



- Original Message - 
From: "Dustin Wyatt"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, November 26, 2008 10:36 AM
Subject: Re: [hlds] Email trimming WAS Lame Bitching


> And I forgot to include the screenshot I was going to share:
>
> http://www.contriving.net/ftpd/gmail.JPG
>
> Also, you guys on the digest mess up the thread formatting with your
> inconsistent subject lines!
>
> :D
>
> On Wed, Nov 26, 2008 at 12:33 PM, Dustin Wyatt  wrote:
>> The number of emails is lower, but you have to scroll through EVERY
>> email rather than just reading the threads that interest you, correct?
>>  If you subscribe to the regular version Gmail groups each thread and
>> you can just skip reading the threads you don't care about...like I do
>> with the three in-progress whining threads.
>>
>> On Wed, Nov 26, 2008 at 10:05 AM,  <[EMAIL PROTECTED]> wrote:
>>> dramatically limits the number of emails from this list that I have to
>>> skim.


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Re: [hlds] L4D - Range of ips don't showup in the server browser

2008-11-26 Thread Kevin Ottalini
Rosie, I see your servers listed under the "custom" tab (in-game server 
browser):

http://qsextreme.com/L4D/sunlit_l4d.PNG

I see servers in the ip range of 66.* - 79.* listed on both internet and 
custom tabs.

They all do list reliably for me but it takes several minutes to refresh 
completely.

as of today I see a total of:

Internet L4D servers: 6,538 (wow)
Custom L4D servers: 384



- Original Message - 
From: rosie
To: 
Sent: Wednesday, November 26, 2008 7:51 AM
Subject: [hlds] L4D - Range of ips don't showup in the server browser


> Our SunLit L4D servers  69.28.221.148:270xx do not show in the Internet or
> Custom Tabs. They will show in History and Favourites, scrolling 
> SteamGroup
> Menu and players can connect through lobby and directly. I have tried
> everything suggested in the Steam L4D and Windows server forums, 
> srcds.com,
> L4D.411, and even CSNation forums and these hlds mailing lists.
>
> On further investigation it appears that some ips are skipped over in the 
> Server
> Browser.
> With no filters, ip column selected and allowing for full refresh
>
> Custom Tab
> Shows 4161+ servers
> ***No servers appear in the entire ip range from 66.xx.xx.xx.xx. through
> 79.xx.xx.xx.xx.***
>
> Internet Tab
> Shows 345 servers
> Only 6 servers with ips starting with 69.xx appear and even these don't 
> show
> every time.
>
> Any ideas of why these ips (66.xx.xx.xx.xx. through 79.xx.xx.xx.xx) are
> exempted in the Custom Tab and why ips in 69.xx.xx.xx.xx range only show
> intermittently on the Internet Tab ?
>
> Thanks
> Rosie the Riveter
> SunLit Games


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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-24 Thread Kevin Ottalini
There have been qute a few posts from valve on the linux email list (about 
L4D), look there too.

http://www.mail-archive.com/[EMAIL PROTECTED]/maillist.html



- Original Message - 
From: "Robert Whelan"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, November 24, 2008 3:15 PM
Subject: Re: [hlds] How about some server instructions and server.cfg files?


> Sorry... since the release I've seen nothing once the windows fubar was 
> patched.
>
> demo was just that.. a demo
>
> 
> From: Chris Brunelle
> To: Half-Life dedicated Win32 server mailing list 
> 
> Sent: Monday, November 24, 2008 4:46:09 PM
> Subject: Re: [hlds] How about some server instructions and server.cfg 
> files?
>
> Apparently you're not reading the same mailing list I am. I've seen many
> posts from valve regarding issues administrators have been experiencing
> going as far back as the demo release date.
>
> Now if your complaining about lack of documentation, I don't think you'll
> find anyone in disagreement, but to say that valve hasn't responded to 
> "ANY"
> trouble "ANYONE" has had is incorrect.


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Re: [hlds] Start more then 10 Servers on Windows

2008-11-19 Thread Kevin Ottalini
Start your server IP addresses at some higher port number like 27100 and go 
up from there.
You can disable the srctv port on the launch properties: -nohltv

The cl ports will stop being assigned at 27014 but those shouldn't cause any 
problems (I have players on right now with a server like that)
You better have 3+GB of memory on that system, 11ea  L4D SRCDS servers took 
up 2.75GB on my test system (with no players).
http://qsextreme.com/L4D/11_SRCDS_L4D_Win32.PNG

I found that turning off the log echo helped the lag a bit, especially with 
a lot of servers:
sv_logecho 0


Very odd, I had all those servers set -nomaster (and password) and I joined 
one with a client to check it, suddenly the server was full of players!

Apparently -nomaster (along with sv_password) is not honored by the lobby 
system either so that is not a secure method of locking either.

hehe, hats off to Valve for getting players into servers even under the most 
challanging of circumstances!



- Original Message - 
From: "Alexander 'Alex' Kramer (Electronic Sports League)"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, November 18, 2008 11:11 PM
Subject: [hlds] Start more then 10 Servers on Windows


> On my Windows 2003 Server i can only start 10 L4D Servers. The first 
> Server
> will start with Port 27040 SV / 27005 CL and the CL Port will increase 
> until
> 27014 at Server #10. Will i start Server #11, the CL Port change to -1 and 
> i
> became a warning, that the UDP_OpenSocket is unable to bind. Note that the
> port 27015 is still free, i start with Server ports 27040.
>
> Are there a limited numbers of Servers that i can start on one IP?
>
> //Alex


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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-17 Thread Kevin Ottalini
Erik,
sv_password is still only partially working, I have a password on my 
test server (Win32, latest update) and players are still joining.


- Original Message - 
From: "Erik Johnson" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, November 17, 2008 1:35 PM
Subject: Re: [hlds] Left 4 Dead Demo Update Available


> Sv_steamgroup_exclusive should work for this now.
>
> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Flubber
> Sent: Monday, November 17, 2008 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead Demo Update Available
>
> Still nothing for blocking connexion completely for players who are not 
> from
> the community linked with a server. Please let us have real private 
> server.
>


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Re: [hlds] Left 4 Dead Demo - better network since update

2008-11-16 Thread Kevin Ottalini
I'm seeing a very good improvement in network usage since the last update.

Two players are showing peaks of (stats):
   IN:   6000
OUT: 12000

where before the OUT was running peaks around 2



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Re: [hlds] Status

2008-11-10 Thread Kevin Ottalini
A simple solution would be for matchmaking to always look in the "favorite 
servers" listed in the client's serverbrowser and choose one of those first 
if they are available (assuming you have a serverbrowser to add favorites to 
of course).

The serverbrowser concept is a proven and useful tool for locating game 
servers.  In its current implementation it only really fails when 
inexperienced players try to see all servers in the whole world (and it just 
takes too long to query thousands of servers you really aren't interested 
in).

Pure Matchmaking sidesteps this problem but destroys the concept of server 
based communities which isn't a good thing.

The best solution is to have a hybrid of both solutions.  Using a Steam 
Community "Server" group is actually a 3rd leg to this tripod - basically 
pre-established matchmaking for both friends and the server.

So we would then have (from a client point of view):
1. On the fly matchmaking (console game simplicity)
2. Friends list based matchmaking
3. Favorite Tab servers based matchmaking
4. Steam Community Based matchmaking (groups friends around specific 
servers)
5. Tag based matchmaking (sv_search_key)
6. Independent players that use a pure serverbrowser (or that just prefer 
3rd party serverbrowser tools)

7. players need to be able to join specific servers via links on webpages as 
well.

Add to this (eventually) skill level and/or reputation based controls 
(server side) to the matchmaking and this would be a very powerful set of 
tools indeed for servers and players to find each other with.

It might be a nice addition for players to eventually have the ability to 
vote a reputation for a server as well, although there are probably many 
ways for this to be sidestepped since servers don't really have a fixed 
identity. One method would be to give the server the ability to register 
directly to it's Community group and then reputation votes could accumulate 
there.

I don't see any problem for players joining in the middle of a mission 
especially since players are always going to be leaving in the middle of a 
mission.

If coop missions develop into multi-map day long or week long adventures 
with status being saved and restored then locking out random players would 
become very valuable.  This scenario would be a wonderful addition to the 
game as well as a great challenge for map makers (a mod within a mod).



- Original Message - 
From: "Aaron Edgington"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, November 10, 2008 4:45 PM
Subject: Re: [hlds] Status


>I don't use the sv_search_key because there are 3 backdoors right now that
> work well with our community. I also don't have any issues with servers
> being full or not showing up in the server browser. I would also say that 
> so
> far of my 3 servers that I have running, that half of the traffic is from
> pubs coming in a game after a couple people have left after matchmaking.
> When the server empties, within a minute the servers will be back full 
> with
> players, and will usually sit full.
>
> I should also mention that 2 of my dedicated servers are running from 2
> computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
> processor. 1 of them is hosted via a hosting company.
>
> I would like more integration to the server browser than using the
> sv_search_key command.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's 
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
> The sv_search_key feature is already in place.  Why not add an option to 
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own 
> servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
> <[EMAIL PROTECTED]>wrote:
>
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways
> to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build
> a
>> community around their game server (by subscribing to matchmaking) as 
>> well
>> as service their group of "regulars" that play on their server. Hooking
> game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like
> Counter-St

Re: [hlds] More players with no server.cfg

2008-11-09 Thread Kevin Ottalini
Sometimes when I start my test server with sv_unreserve it just keeps 
starting over and over so I finally just removed it.

sv_allow_lobby_connect_only 0
by itself (no sv_tags) seems to be ok right now (server fills immediately 
with that setting).

I'm not sure why it was causing problems before but it was (perhaps Valve 
did something on the backend).



- Original Message - 
From: "Patrick Shelley"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Sunday, November 09, 2008 2:26 AM
Subject: Re: [hlds] More players with no server.cfg


> Kevin - what about keeping unreserve in the cfg as well - or remove that 
> to?
> Patrick :)
>
>
>
> On 11/9/08, AnAkIn .  wrote:
>>
>> Also, I can connect fine to my server from a lobby when
>> sv_allow_lobby_connect_only is 0 (with sv_unreserve).
>>
>> But as I said in my previous e mail, when you leave the server, you can't
>> connect to it any more through a lobby unless you restart it (or probably
>> change map, didn't test).
>>
>> 2008/11/9 AnAkIn .>>
>>
>> > It just seems to depends on how long sv_tags is.
>> > sv_tags aaa
>> > doesn't work, I can't connect from a lobby.
>> > sv_tags 
>> > works, I can connect from a lobby.
>> >
>> >
>> > An other issue, which seems to be unrelated to my server settings
>> (sv_tags
>> > and sv_allow_lobby_connect_only didn't change anything to it) :
>> >
>> > Once you connect to the server through a lobby, if you leave the 
>> > server,
>> > and try to join it again from a lobby, it will just tell you "no
>> dedicated
>> > server found". I tried many times, and the only solution was to reboot
>> the
>> > server and it worked again, every time. That could be why your servers
>> are then empty.
>> >
>> > (Of course to join my own server I use the sv_search_key)
>> >
>> > 2008/11/9 Alec Sanger
>> >
>> >
>> >> just confirmed this as well. removing the tags fills the servers
>> instantly
>> >>
>> >> > From:
>> >> > To: hlds@list.valvesoftware.com
>> >> > Date: Sat, 8 Nov 2008 14:54:10 -0800
>> >> > Subject: Re: [hlds] More players with no server.cfg
>> >> >
>> >> > I can confirm this, I have a minimal server.cfg but as soon as I add
>> >> sv_tags
>> >> > or sv_allow_lobby_connect_only 0 the server will stand empty, remove
>> >> those
>> >> > and the server fills immediately.
>> >> >
>> >> > Apparently only totally vanilla servers are getting any attention 
>> >> > ...
>> >> >
>> >> > I know other servers seem to be ok with those cvars but they 
>> >> > certainly
>> >> are
>> >> > not transparent to the matchmaking process.
>> >> >
>> >> >
>> >> > - Original Message -
>> >> > From: "Steven Barker"
>> >> > To: 
>> >> > Sent: Saturday, November 08, 2008 1:47 PM
>> >> > Subject: [hlds] More players with no server.cfg
>> >> >
>> >> > WOW this is turning into some wiered shit, I have been having some
>> >> problems
>> >> > with my L4D server, by that I mean a lack of players joining, on my
>> home
>> >> > server I start it and people join with in seconds (literally 4/4
>> within
>> >> > about 5 seconds) however on my externally hosted server it can go 
>> >> > for
>> >> hours
>> >> > unpopulated. My hope server by default game with no server.cfg, no I
>> >> decided
>> >> > to delete it on my external server too and what do you know, 4/4 in 
>> >> > 5
>> >> > seconds after a restart. My server.cfg is:
>> >> >
>> >> > Can anyone see if anything is wrong here which could cause my server
>> not
>> >> to
>> >> > be populated with it in?
>> >> >
>> >> > Thanks


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Re: [hlds] Left 4 Dead dedicated servers - rate limits needed

2008-11-08 Thread Kevin Ottalini

I did some additional testing and was able to confirm that each player 
requires (worst-case) just a bit over 10K Bytes/sec from the server.

This means that 4 players will demand 40K Bytes per second from the server 
which is a slight overload on my DSL line.

10 full servers, worst-case 40 players would therefore use 40 * 10K Bytes = 
400K Bytes/sec or ~3.28 MBits of actual network usage, assuming a zombie 
rush on all 10 servers at the same time (might happen!).

It turns out however that the real problem is that when my DSL line hits the 
uplink max, the dsl modem chokes and this is what was causing the massive 
lag that players were reporting.

To verify this, I ran pingplotter and then ran the L4D server and tracked 
how many players were on and the network usage.

2 players were fine.
4 players was bad
3 players were ok to marginal( I suspect the server query overhead can push 
this over the limit).

I captured a very good graph of what is happening (annotated) here:
http://qsextreme.com/L4D/l4d_bandwidth_test.PNG

Checking my DSL line on http://DSLReports.com/tools confirms my performance 
numbers:

http://www.dslreports.com/im/60743484/26519.png

Speed Test #60743484 by dslreports.com
Run: 2008-11-08 18:14:15 EST
Download: 1297 (Kbps)
Upload: 322 (Kbps)

In kilobytes per second: 158.4 down 39.3 up

One thing I did that slightly improved my dsl performance was adjust the MTU 
for my line, I wrote a little discovery tool that lets you see exactly what 
is going on there:

http://qsextreme.com/mtutest

It's disappointing that the DSL line chokes like that but from past 
experience with Covad there is nothing I can do short of moving to a new 
apartment.



- Original Message - 
From: "Richard Eid"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, November 08, 2008 10:25 AM
Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed


>I have two, always full, L4D Demo servers going right now on my 5000/512
> connection.  I've found that even at intense moments, my upload rarely 
> hits
> 500kb/s and for the few times that it's peaked above that, there were no
> stutters on the either of the servers.  I'm really very surprised at the
> relatively low bandwidth usage, even for only 4 players.  The people 
> playing
> on my servers stay for hours at a time.  That and the communication I do
> with those players tells me that they are enjoying great gameplay from my
> servers.
>
> While I do miss the rate settings, I'm wondering if a lot of what we know
> has been limited just for the demo.
>
>-Richard Eid
>
>
> On Sat, Nov 8, 2008 at 12:46 PM,  wrote:
>
>> 384kbits for 1 server equals, if I'm not mistaken, 480biloBYTES for 10 
>> full
>> servers.  I have 10 full l4d servers, and the box is only doing 186kB
>> upload
>> total, and it's a general purpose box so I've no idea what else is using
>> the line currently.
>>
>> My conclusion is that your performance problems are _not_ related to your
>> internet link rate.  Are you sure your upload is being maxed out by the
>> server?  I'd be more inclined to look at latency issues myself.
>>
>> > -Original Message-
>> > From: [EMAIL PROTECTED] [mailto:hlds-
>> > [EMAIL PROTECTED] On Behalf Of Kevin Ottalini
>> > Sent: 08 November 2008 09:30
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
>> >
>> > Ah, I've been looking at it strictly from a server pov not a client,
>> > indeed the client appears locked at 30 up/down.
>> >
>> > So the bottom line is that a 4-player server uses more then 384kbits
>> > uplink, ouch.
>> >
>> > ty Anakin.
>> >
>> > - Original Message -
>> > From: "AnAkIn ."
>> > To: "Half-Life dedicated Win32 server mailing list"
>> > 
>> > Sent: Saturday, November 08, 2008 1:13 AM
>> > Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
>> >
>> > > The maximum updaterate and cmdrate are 30 (because the server fps
>> > never
>> > > exceed 30 on L4D), so setting them to 100 shouldn't make a
>> > difference.
>> > >
>> > >
>> > > 2008/11/8 Kevin Ottalini
>> > >
>> > >> Extensively testing of a dedicated L4D server has shown that it is
>> > not
>> > >> possible to run an L4D server (with 4 players) lag-free on a 1.5M /
>> > >> 384K dsl
>> > >> line (line is solid, nothing els

Re: [hlds] More players with no server.cfg

2008-11-08 Thread Kevin Ottalini
I can confirm this, I have a minimal server.cfg but as soon as I add sv_tags 
or sv_allow_lobby_connect_only 0 the server will stand empty, remove those 
and the server fills immediately.

Apparently only totally vanilla servers are getting any attention ...

I know other servers seem to be ok with those cvars but they certainly are 
not transparent to the matchmaking process.


- Original Message - 
From: "Steven Barker"
To: 
Sent: Saturday, November 08, 2008 1:47 PM
Subject: [hlds] More players with no server.cfg

WOW this is turning into some wiered shit, I have been having some problems 
with my L4D server, by that I mean a lack of players joining, on my home 
server I start it and people join with in seconds (literally 4/4 within 
about 5 seconds) however on my externally hosted server it can go for hours 
unpopulated. My hope server by default game with no server.cfg, no I decided 
to delete it on my external server too and what do you know, 4/4 in 5 
seconds after a restart. My server.cfg is:

Can anyone see if anything is wrong here which could cause my server not to 
be populated with it in?

Thanks


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Re: [hlds] Left 4 Dead dedicated servers - rate limits needed

2008-11-08 Thread Kevin Ottalini
Ah, I've been looking at it strictly from a server pov not a client, indeed 
the client appears locked at 30 up/down.

So the bottom line is that a 4-player server uses more then 384kbits uplink, 
ouch.

ty Anakin.



- Original Message - 
From: "AnAkIn ."
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, November 08, 2008 1:13 AM
Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed


> The maximum updaterate and cmdrate are 30 (because the server fps never
> exceed 30 on L4D), so setting them to 100 shouldn't make a difference.
>
>
>
> 2008/11/8 Kevin Ottalini
>
>> Extensively testing of a dedicated L4D server has shown that it is not
>> possible to run an L4D server (with 4 players) lag-free on a 1.5M / 384K
>> dsl
>> line (line is solid, nothing else using the line during testing).
>>
>> Players are changing their rate to 4 and cl_updaterate to 100 and 
>> there
>> are no server limit CVARs to prevent these settings from overloading  the
>> server uplink bandwidth.
>>
>> The only rate limit setting available right now is sv_maxcmdrate which is
>> never a problem even when set to 100.
>>
>> Valve, please re-enable the server rate limit settings for L4D.
>>
>> This problem will only get much worse with 4 vs 4 and the end result is a
>> bad player experience.
>>


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[hlds] Left 4 Dead dedicated servers - rate limits needed

2008-11-07 Thread Kevin Ottalini
Extensively testing of a dedicated L4D server has shown that it is not
possible to run an L4D server (with 4 players) lag-free on a 1.5M / 384K dsl
line (line is solid, nothing else using the line during testing).

Players are changing their rate to 4 and cl_updaterate to 100 and there
are no server limit CVARs to prevent these settings from overloading  the
server uplink bandwidth.

The only rate limit setting available right now is sv_maxcmdrate which is
never a problem even when set to 100.

Valve, please re-enable the server rate limit settings for L4D.

This problem will only get much worse with 4 vs 4 and the end result is a
bad player experience.




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Re: [hlds] Left 4 Dead dedicated servers

2008-11-07 Thread Kevin Ottalini
I've been testing a stand-alone L4D server (Win32) and run across something
odd.

This is a dedicated server I've installed and updated via the hldsupdatetool
(not the one in the Steam games/tools menu)

If I start the server after a clean boot (virtually nothing running other
then task manager) SRCDS will run but complain:

"Unable to load Steam library"

It won't say it has added any master server ips and players will never join.
Setmaster in the console show that no servers have been added.

If I start Steam up first however, then SRCDS runs as expected, I don't get
that error message, master servers are added and players join and play.

It looks to me like there are still some Steam-specific hooks left in the
stand-alone SRCDS install.

Would someone else confirm this? (previous posts here appear to be saying
the same thing).


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Re: [hlds] Left 4 Dead Demo Updated Released

2008-11-06 Thread Kevin Ottalini
Still Busy!

As a benchmark, I logged 90 players this morning in about 5 hours of play 
(then the server crashed).

I'm seeing peaks of around 10kb in, 75kb out with a full server.
http://qsextreme.com/L4D/l4d_network.PNG

CPU is very low, 12% with a full server (win32, 3.2GHz P4))
http://qsextreme.com/L4D/l4d_cpu.PNG




- Original Message - 
From: "Cc2iscooL"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, November 06, 2008 10:12 PM
Subject: Re: [hlds] Left 4 Dead Demo Updated Released


> Let me know what you see in about 10-20 minutes. I still haven't seen one
> connection. :P
>
> On Thu, Nov 6, 2008 at 11:58 PM, Matt Lyons  wrote:
>>
>> I've put half my servers back to default, and half have this still set
>> to 0 for now.
>> --
>> Matt Lyons (Bsc CS & Soft Eng)


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Re: [hlds] Left 4 Dead Demo Updated Released

2008-11-06 Thread Kevin Ottalini
I had to remove
sv_allow_lobby_connect_only 0

and the server was immediately full


- Original Message - 
From: "Richard Eid" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, November 06, 2008 9:32 PM
Subject: Re: [hlds] Left 4 Dead Demo Updated Released


> I'm running the Steam Dedicated Server right now, not an hldsupdatetool
> server.  It was packed full all day.  Since this update, not a single 
> person
> has joined.  Anyone else experiencing this?
>
>-Richard Eid
>
>
> On Thu, Nov 6, 2008 at 11:08 PM, Jason Ruymen 
> <[EMAIL PROTECTED]>wrote:
>
>> The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
>> receive it.  The specific changes include:
>>
>> - Fixed several issues with matchmaking and password protected servers
>> - Tuned matchmaking to provide better search results
>> - Fixed bug where servers could stay reserved by matchmaking forever
>> - Performance optimizations and fixes to networking layer
>> - Fixed issue where game could cause Steam executable to use too much CPU
>> - Fixed music resetting when changing video settings
>> - Fixed some issues with not being able to chat and/or connect to other
>> users
>>
>> In addition to those, we've also added some early features to help enable
>> "private" servers.  There are two ways to enable this:
>>
>> Set a sv_search_key to a unique string on the server
>> Do the same on each client that will want to connect
>> Start a map on the server
>> Searches for games should be restricted to only finding servers with that
>> search key
>>
>> Or
>>
>> Set sv_allow_lobby_connect_only 0
>> Set sv_password to a non-empty string
>> Start a map on the server
>> Tell the client the IP address of the server
>> Client uses console to "connect " just like the good old days
>> Should result in password prompt during connect to server
>>
>> These features are still a work in progress.
>>
>> Jason
>>
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Kevin Ottalini
I'm seeing reliable 29 FPS with a high-res timer running.


- Original Message - 
From: "Chris Brunelle"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Thursday, November 06, 2008 11:03 AM
Subject: Re: [hlds] Left 4 Dead dedicated servers


> Yeah 10fps here as well and my ping is jumping from 6ms-100ms+ in HLSW ON
> the actual dedicated server.
>
> Could someone try and connect to this server for me, I'm at work and can't
> load up the client to test the connection myself.
>
> 69.65.58.125:27015
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
> Sent: Thursday, November 06, 2008 12:01 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> I see the unable to load steam library message but I do connect to VAC and
> all and 10fps is FAIL!

> - Original Message - 
> From: "Alec Sanger"
> To: 
> Sent: 2008-11-06 1:59 PM
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
>
>
> O_o
>
> fps is at 10!?


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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread Kevin Ottalini
Valve is working with Eset to resolve the NOD false positive.


- Original Message - 
From: "bl4nk"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, November 05, 2008 8:19 PM
Subject: Re: [hlds] Left 4 Dead -Matchmaking


> Hmm, that makes some more sense. I'd still like to be able to have the
> option to play on my servers.
>
> Also, this gave me a bit of a shock:
> http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.png
>
> Yay, false-positives (or is it?).
>


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Re: [hlds] HLTV isn't showing in player list!?

2008-11-03 Thread Kevin Ottalini
This looks like a problem with hlsw, it doesn't happen with normal Steam 
serverbrowser.

I started a vanilla win32 cs 1.6 server, connected a vanilla hltv to that 
server and was able to see both and connect to both with no problem through 
Steam.

All was ok with the in-game serverbrowser as well.

I don't use hlsw so I can't confirm your problem with it.



- Original Message - 
From: "Kveri"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Sunday, November 02, 2008 11:45 PM
Subject: Re: [hlds] HLTV isn't showing in player list!?


Hi,

please could someone take a look at that screenshot and try reproduce
that bug? I'll be very happy.
Just start vanilla hlds (cstrike) and connect vanilla hltv to it and
enter server's ip into hlsw.

Thank you.
Kveri


Kveri  wrote / napísal(a):
> Hello,
>
> take a look at this screenshot:
> http://kveri.com/bug.jpg
>
> and tell me, what the hell is this about? How I can again see HLTV in
> player list? This is vital for my new project. Please someone tell me if
> there is a cvar that causing this or what should I do.
>
> Thanks.
>
> Kveri


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[hlds] GoldSource protocol 48 Servers appid change

2008-10-26 Thread Kevin Ottalini
Summary:
1. with the release of protocol 48 for goldsource servers the appid for the
HLDS game servers changed

2. for the Steam games list Dedicated Server (at least) the appid was not
updated but can be manually fixed, custom dedicated server installs (ns,
svencoop, fa , etc) may also be missing this as well.

3. create a text file called steam_appid.txt in the root of the dedicated
server mod (where the liblist.gam is)

4. put the new appid number in that file.

5. the most common symptom of a server having the old/incorrect appid is
client fails to connect to the server w/: STEAM validation rejected or the
server not listing on the Steam Server master list.

6. for HLTV to work for your dedicated server you must also have a matching
steam_appid.txt in the folder where the HLTV.EXE is.

7. to verify you need/have the new appid, just run your server and enter
"status" in console, the number is at the end of the version line (#)

example:
hostname:  Counter-Strike dedicated server
version :  48/1.1.2.6/2.0.0.0 4382 insecure  (10)

here is a complete list of all the new appids, the descriptive lines are all
commented out,

only put the # in the first line, so for cs 1.6:

-- steam_appid.txt   snip --
10
# HLDM and GoldSource 3rd Party Mods (ns, svencoop, fa, etc.): 70
# Counter-Strike 1.6: 10
# Counter-Strike: Condition Zero: 80
# Day of Defeat 1.3: 30
# Deathmatch Classic: 40
# Opposing Force Deathmatch: 50
# Ricochet: 60
# Team Fortress Classic: 20
-- snip --

Win32 Stock Servers installed/updated via hldsupdatetool appear to be
getting updated ok (linux ok?).

qUiCkSiLvEr


- Original Message - 
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Linux server mailing list"
<[EMAIL PROTECTED]>
Sent: Sunday, October 26, 2008 10:26 AM
Subject: Re: [hlds_linux] Mod Servers Not Showing on Server List


> For a mod right now copy the valve/steam_appid.txt to the root directory
> of your hlds install, that should fix it. This does mean your dod and
> mod installs can't share the same folder right now.
>
> - Alfred
>


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Re: [hlds] Client crash question

2008-09-30 Thread Kevin Ottalini
Saint,
You might try manually forcing WINAMP onto one specific core / affinity 
and perhaps try setting the priority to below normal and see if that helps.

You might be seeing some sort of codec conflict too, if you have a custom 
codec pack installed, try temporarily uninstalling it and see if that helps.

AVG has been flagged in the past as a problem, you might try one of the 
other free AVG programs - antivir from Avira has been getting some good 
reports.

You get links / downloads to most of the free A/V programs in my toolkit:
http://qsextreme.com/qs_toolkit

I have an XP64 test system here, if I get a chance I'll see if I can 
recreate the crash.

qUiCkSiLvEr

===
- Original Message - 
From: "Saint K."
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Tuesday, September 30, 2008 11:13 AM
Subject: Re: [hlds] Client crash question


> Hi,
>
> Thanks for the suggestions.
>
> I've already ran memtests, and all report being O.K.
>
> I also tried to increase my virtual memory, but that hasn't helped either.
>
> Besides Winamp, pretty much nothing is running at the moment I start TF2.
> The only things which are turned on are AVG (which is low on resources),
> mIRC and winamp.
>
> I could imagine something like this occurs on a heavy loaded machine, but
> this one is pretty much idle when the game is started.
>
> Cheers,
> ==
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Anthal
> Sent: Tuesday, September 30, 2008 8:08 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Client crash question
>
> XP x64 is notoriously buggy. Most things just don't work well in it.
>
> The Paged Pool Memory error is a common bug. If it happens less with
> LESS RAM, I'd run error checks on your memory. It could be that some of
> the sticks are bad, or are going bad.
>
> You may also want to increase the size of your virtual memory, and close
> any programs that may be memory hogs (Firefox, IE, virus scanners, etc).
>
>>
>> On 9/30/08, Saint K. wrote:
>>> Anyone ells here experiencing the most utterly annoying bug that when 
>>> you
>>> have winamp playing, and you try to join a TF2 game, you get 75% of the
>> time
>>
>>> a crash to desktop with some message 'running out of pool page memory'
>> with
>>
>>> some dodgy link to a steam website with a fix (which doesn't work).
>>> This only seems to happen on windows XP x64, on my 32bit install these
>>> problems are not present. Also when running on 2GB instead of 4GB the
>>>
>> error happens a lot less.
>>>
>>> I've mailed VALVe about it a couple of times, but I get no response, so 
>>> I
>>> thought I'd drop the question in here to see if anyone knows a fix other
>>> then the 'fix' on the steam page (some reg edit).
>>>
>>> Cheers,


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[hlds] shutting down all of my game servers

2008-09-26 Thread Kevin Ottalini
Real Life has intruded on virtual reality, today is the last day for me to
run my game servers.

I've been running Valve servers since 2002 and playing HL since it first
hit the shelves in 1998.

It's been quite a run and some very memorable times indeed.

I've had the great pleasure to work with many great map authors and with
them have released 40+ maps for HLDM, HLDM:Source, HL2DM,  CSS and DOD:S, I
still have a few left to finish.

I'll be relocating soon and hope to land a job, wish me luck!

I also have a batch level compile tool for Source games almost finished if
any of you are interested. Please see screenshots here:
http://qsextreme.com/vbct

It'll only be a few more days now and I'll be able to release the tool to
the public.

qUiCkSiLvEr


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Re: [hlds] account does not own this game

2008-09-23 Thread Kevin Ottalini
I restarted my servers and it fixed this.


- Original Message - 
From: "Robert Whelan"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, September 23, 2008 3:27 PM
Subject: Re: [hlds] account does not own this game


Since 3pm (3hours ago) I'm still getting "The game is currently unavailable. 
Please try again later" message.




Jonah Hirsch wrote / napísal(a):
> Check the steam stats
> http://store.steampowered.com/stats/
> Something happened, but it seems to be working fine now
>
> SakeFox wrote:
>
>> anyone else just watch theres servers empty out?
>>
>> reason "This Steam account does not own this game.
>> Please login to the correct Steam account"
>>


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Re: [hlds] Server browser shenanigans

2008-09-20 Thread Kevin Ottalini
But then that will tell Steam to set it's download rate to 5 too, the 
next time you reboot Steam is really messed up.

It happens to a large percentage of players and they dont know what is 
happening or why, it just generates a bad impression.

All over a silly thing that doesn't need to happen.


- Original Message - 
From: "Cc2iscooL"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, September 20, 2008 5:02 PM
Subject: Re: [hlds] Server browser shenanigans


> That's why we type "rate 5" in the console.
>
> Kevin Ottalini wrote:
>> Except that the Steam Download rate also gets forced over the client's 
>> rate
>> too (rate changes go both ways).
>>
>> Who wants to use a rate of  for playing TF2?
>>
>> This is exactly why I wrote that app so I could have the proper rate for
>> Steam and the optimum rate for in-game.
>> It would be much better for Valve to uncouple the two rate settings, they
>> should not affect each other.
>>
>>
>> - Original Message - 
>> From: "Cc2iscooL"
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Sent: Saturday, September 20, 2008 12:49 PM
>> Subject: Re: [hlds] Server browser shenanigans
>>
>>
>>
>>> Not really. All the server browser does is send a query to every server
>>> on the master list as the IP addresses are received. If your
>>> router/connection can't handle the amount of traffic it will appear to
>>> slow down or halt, which is why it's recommended to set your connection
>>> to a low level. Setting the bandwidth lower shouldn't give you any "lag"
>>> in anything dealing with Steam.
>>>
>>> [??R] The-/>>
>>>> Hah i just have a 6/1 connection running a old befsr41 router and use
>>>> max settings on steam and works great, if i put it at the 768 setting i
>>>> get lag in anything dealing with steam. i can see routers causing
>>>> some issues but i think the root of the problem is steam
>>>>
>>>> Dustin Wyatt wrote:
>>>>
>>>>
>>>>> Thanks guys.  I made the mistake of assuming that having a 15/2
>>>>> internet connection and what is generally considered one of the best
>>>>> consumer routers available (WRT54G running Tomato) would make querying
>>>>> server lists a non-issue.
>>>>>
>>>>> I had to set steam down to the 768kbps setting to get reliable server
>>>>> list refreshes...
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Sep 20, 2008 at 12:49 PM, Kevin Ottalini wrote:
>>>>>
>>>>>
>>>>>
>>>>>> Dustin,
>>>>>>The serverbrowsers (both Steam and in-game) use the rate settings 
>>>>>> in
>>>>>> your Steam > settings > downloads
>>>>>>
>>>>>> If the Steam download settings are set too fast for your router then
>>>>>> you'll
>>>>>> get fewer servers in the listings and there will usually be big 
>>>>>> pauses.
>>>>>>
>>>>>> The in-game ServerBrowser works a little slower then the Steam
>>>>>> Serverbrowser
>>>>>> since it has to look at tags and things, so counter-intuitively 
>>>>>> slower
>>>>>> is
>>>>>> better in the case where the Steam download rate is set too fast.
>>>>>>
>>>>>> If you set the Steam Download Rate properly, both serverbrowsers will
>>>>>> work
>>>>>> properly.
>>>>>> You must exit Steam and restart for the change to the rate setting to
>>>>>> take
>>>>>> effect.
>>>>>>
>>>>>> big catch:
>>>>>> If you change your rate settings in-game, it very nicely will ALSO
>>>>>> change
>>>>>> your Steam download rate setting for you too, even if it's wrong.
>>>>>> You won't see the problem until you restart Steam or reboot your
>>>>>> system.
>>>>>>
>>>>>> I wrote an app that will prevent the Steam download rate from ever
>>>>>> changing
>>>>>> (the settings is in the registry),  you can give that a try.
>>>>>> http://qsextreme.com/SteamRate
>>>>>>
>>>>>> Just set it and lock it, restart Steam if you changed the setting, 
>>>>>> and
>>>>>> minimize SteamRate to your tooltray.
>>>>>>
>>>>>> All this tool does is look occasionally at the registry setting and 
>>>>>> if
>>>>>> it's
>>>>>> different from the locked rate it will change it back.
>>>>>> qUiCkSiLvEr
>>>>>>
>>>>>>
>>>>>>
>>>>>> - Original Message -
>>>>>> From: "Dustin Wyatt"
>>>>>> To: "Half-Life dedicated Win32 server mailing list"
>>>>>> 
>>>>>> Sent: Saturday, September 20, 2008 9:08 AM
>>>>>> Subject: [hlds] Server browser shenanigans
>>>>>>
>>>>>>
>>>>>>> Ok, take a look at this pic:
>>>>>>>
>>>>>>> http://www.smackcentral.net/files/server_count.jpg
>>>>>>>
>>>>>>> I refreshed the desktop server browser and then immediately 
>>>>>>> refreshed
>>>>>>> the in-game server browser.  No matter how many times I do this, the
>>>>>>> in-game browser always returns many more servers than the desktop
>>>>>>> version.
>>>>>>>
>>>>>>> Why is this so?


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Re: [hlds] Server browser shenanigans

2008-09-20 Thread Kevin Ottalini
Except that the Steam Download rate also gets forced over the client's rate 
too (rate changes go both ways).

Who wants to use a rate of  for playing TF2?

This is exactly why I wrote that app so I could have the proper rate for 
Steam and the optimum rate for in-game.
It would be much better for Valve to uncouple the two rate settings, they 
should not affect each other.


- Original Message - 
From: "Cc2iscooL"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, September 20, 2008 12:49 PM
Subject: Re: [hlds] Server browser shenanigans


> Not really. All the server browser does is send a query to every server
> on the master list as the IP addresses are received. If your
> router/connection can't handle the amount of traffic it will appear to
> slow down or halt, which is why it's recommended to set your connection
> to a low level. Setting the bandwidth lower shouldn't give you any "lag"
> in anything dealing with Steam.
>
> [??R] The-/> Hah i just have a 6/1 connection running a old befsr41 router and use
>> max settings on steam and works great, if i put it at the 768 setting i
>> get lag in anything dealing with steam. i can see routers causing
>> some issues but i think the root of the problem is steam
>>
>> Dustin Wyatt wrote:
>>
>>> Thanks guys.  I made the mistake of assuming that having a 15/2
>>> internet connection and what is generally considered one of the best
>>> consumer routers available (WRT54G running Tomato) would make querying
>>> server lists a non-issue.
>>>
>>> I had to set steam down to the 768kbps setting to get reliable server
>>> list refreshes...
>>>
>>>
>>>
>>> On Sat, Sep 20, 2008 at 12:49 PM, Kevin Ottalini wrote:
>>>
>>>
>>>> Dustin,
>>>>The serverbrowsers (both Steam and in-game) use the rate settings in
>>>> your Steam > settings > downloads
>>>>
>>>> If the Steam download settings are set too fast for your router then 
>>>> you'll
>>>> get fewer servers in the listings and there will usually be big pauses.
>>>>
>>>> The in-game ServerBrowser works a little slower then the Steam 
>>>> Serverbrowser
>>>> since it has to look at tags and things, so counter-intuitively slower 
>>>> is
>>>> better in the case where the Steam download rate is set too fast.
>>>>
>>>> If you set the Steam Download Rate properly, both serverbrowsers will 
>>>> work
>>>> properly.
>>>> You must exit Steam and restart for the change to the rate setting to 
>>>> take
>>>> effect.
>>>>
>>>> big catch:
>>>> If you change your rate settings in-game, it very nicely will ALSO 
>>>> change
>>>> your Steam download rate setting for you too, even if it's wrong.
>>>> You won't see the problem until you restart Steam or reboot your 
>>>> system.
>>>>
>>>> I wrote an app that will prevent the Steam download rate from ever 
>>>> changing
>>>> (the settings is in the registry),  you can give that a try.
>>>> http://qsextreme.com/SteamRate
>>>>
>>>> Just set it and lock it, restart Steam if you changed the setting, and
>>>> minimize SteamRate to your tooltray.
>>>>
>>>> All this tool does is look occasionally at the registry setting and if 
>>>> it's
>>>> different from the locked rate it will change it back.
>>>> qUiCkSiLvEr
>>>>
>>>>
>>>>
>>>> - Original Message -
>>>> From: "Dustin Wyatt"
>>>> To: "Half-Life dedicated Win32 server mailing list"
>>>> 
>>>> Sent: Saturday, September 20, 2008 9:08 AM
>>>> Subject: [hlds] Server browser shenanigans
>>>>
>>>>> Ok, take a look at this pic:
>>>>>
>>>>> http://www.smackcentral.net/files/server_count.jpg
>>>>>
>>>>> I refreshed the desktop server browser and then immediately refreshed
>>>>> the in-game server browser.  No matter how many times I do this, the
>>>>> in-game browser always returns many more servers than the desktop
>>>>> version.
>>>>>
>>>>> Why is this so?


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Re: [hlds] Server browser shenanigans

2008-09-20 Thread Kevin Ottalini
Dustin,
The serverbrowsers (both Steam and in-game) use the rate settings in 
your Steam > settings > downloads

If the Steam download settings are set too fast for your router then you'll 
get fewer servers in the listings and there will usually be big pauses.

The in-game ServerBrowser works a little slower then the Steam Serverbrowser 
since it has to look at tags and things, so counter-intuitively slower is 
better in the case where the Steam download rate is set too fast.

If you set the Steam Download Rate properly, both serverbrowsers will work 
properly.
You must exit Steam and restart for the change to the rate setting to take 
effect.

big catch:
If you change your rate settings in-game, it very nicely will ALSO change 
your Steam download rate setting for you too, even if it's wrong.
You won't see the problem until you restart Steam or reboot your system.

I wrote an app that will prevent the Steam download rate from ever changing 
(the settings is in the registry),  you can give that a try.
http://qsextreme.com/SteamRate

Just set it and lock it, restart Steam if you changed the setting, and 
minimize SteamRate to your tooltray.

All this tool does is look occasionally at the registry setting and if it's 
different from the locked rate it will change it back.
qUiCkSiLvEr



- Original Message - 
From: "Dustin Wyatt"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, September 20, 2008 9:08 AM
Subject: [hlds] Server browser shenanigans


> Ok, take a look at this pic:
>
> http://www.smackcentral.net/files/server_count.jpg
>
> I refreshed the desktop server browser and then immediately refreshed
> the in-game server browser.  No matter how many times I do this, the
> in-game browser always returns many more servers than the desktop
> version.
>
> Why is this so?


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Re: [hlds] Fast DL server zipping

2008-09-10 Thread Kevin Ottalini
Good update there folks, thank you.

Alan, at that time I did test the binary mode ftp without luck (I use 
filezilla),
Perhaps a stealthy fix has crept into the game since then.

7zip is a pretty good tool indeed, especially for free.



- Original Message - 
From: "Keeper"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Wednesday, September 10, 2008 7:20 AM
Subject: Re: [hlds] Fast DL server zipping


>I use 7zip to create .bz2 files and it works without any issues.
>
> Keeper

- Original Message - 
From: "Alan Huseby"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, September 10, 2008 8:01 AM
Subject: Re: [hlds] Fast DL server zipping


> Just to clarify on the .res files; they are not needed on the webserver, 
> but are required to be on the gameserver.
>
> I've had no issues either with using bzip2, infact my tool SourceRSC uses 
> bzip2 to compress the files and I've had no complaints.  I do know that 
> some users were having a problem similar to you, and if they didn't switch 
> to binary transfer mode before uploading the bz2 to their redirects via 
> ftp it wouldn't work.  Re-transfering the files with binary mode solved 
> the problem.
>
> - Original Message - 
>  From: Kevin Ottalini
>  To: Half-Life dedicated Win32 server mailing list
>  Sent: Wednesday, September 10, 2008 10:06 AM
>  Subject: Re: [hlds] Fast DL server zipping
>
>
>  I found using Bzip2  to compress maps and related content to not be
>  compatible with Source games,  the clients just never saw them.
>
>  This was both Win32 and Linux servers referring to both Win32 and linux
>  based webservers.
>  I tested this extensively (but was a year or so ago).
>
>  The only thing that worked was to let the Game Server compress the files 
> to
>  .ztmp, move the .ztmp files over to the web server and then rename the 
> .ztmp
>  extensions to .bz2 - make sure the extension is lower case on a linux 
> based
>  webserver.
>
>  Step by step:
>  ---
>  1. run the map,
>  2. disable http downloading (sv_downloadurl "")
>  3. connect a client with none of the custom content
>  4. let it download and enter the map
>  5. copy everything that was compressed into .ztmp to the web server
>  6. rename all the .ztmp extensions on the web server to .bz2
>
>  7. then re-enable sv_downloadurl with your url and test again with a 
> clean
>  client to verify all the .bz2 files are downloaded from the web server
>
>  .res file are never compressed by the server and only .res is accessed on
>  the web server, but they are small.
>
>  qUiCkSiLvEr
>
>
>
>
>  - Original Message - 
>  From: "JDoc0512"
>  To: "Half-Life dedicated Win32 server mailing list"
>  
>  Sent: Tuesday, September 09, 2008 3:28 PM
>  Subject: Re: [hlds] Fast DL server zipping
>
>
>  you can use bz2 to compress any file as long as you maintain the 
> directory
>  structure and I don't think you can use zip but why would you use it 
> anyway
>  when bz2 does the same thing by the way, you don't really have to 
> compress
>  sound files. bz2 reduces sizes of sound files only little bit
>
>
>  --- On Tue, 9/9/08, Patrick Shelley  wrote:
>  From: Patrick Shelley Subject: [hlds] Fast DL server zipping
>  To: "HLDS Mail List" 
>  Date: Tuesday, September 9, 2008, 3:55 PM
>
>  Can i bz2 everything in my fast dl server or just maps? can i zip models 
> and
>  sounds up and the client will get them ok?


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Re: [hlds] Fast DL server zipping

2008-09-10 Thread Kevin Ottalini
I found using Bzip2  to compress maps and related content to not be 
compatible with Source games,  the clients just never saw them.

This was both Win32 and Linux servers referring to both Win32 and linux 
based webservers.
I tested this extensively (but was a year or so ago).

The only thing that worked was to let the Game Server compress the files to 
.ztmp, move the .ztmp files over to the web server and then rename the .ztmp 
extensions to .bz2 - make sure the extension is lower case on a linux based 
webserver.

Step by step:
---
1. run the map,
2. disable http downloading (sv_downloadurl "")
3. connect a client with none of the custom content
4. let it download and enter the map
5. copy everything that was compressed into .ztmp to the web server
6. rename all the .ztmp extensions on the web server to .bz2

7. then re-enable sv_downloadurl with your url and test again with a clean 
client to verify all the .bz2 files are downloaded from the web server

.res file are never compressed by the server and only .res is accessed on 
the web server, but they are small.

qUiCkSiLvEr




- Original Message - 
From: "JDoc0512"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, September 09, 2008 3:28 PM
Subject: Re: [hlds] Fast DL server zipping


you can use bz2 to compress any file as long as you maintain the directory 
structure and I don't think you can use zip but why would you use it anyway 
when bz2 does the same thing by the way, you don't really have to compress 
sound files. bz2 reduces sizes of sound files only little bit


--- On Tue, 9/9/08, Patrick Shelley  wrote:
From: Patrick Shelley Subject: [hlds] Fast DL server zipping
To: "HLDS Mail List" 
Date: Tuesday, September 9, 2008, 3:55 PM

Can i bz2 everything in my fast dl server or just maps? can i zip models and 
sounds up and the client will get them ok?


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Re: [hlds] Is this legal?

2008-08-07 Thread Kevin Ottalini
nice group of servers to block from the master server list.

Since they are promoting theft of games as well this can be reported to the 
hosting abuse contact too.


- Original Message - 
From: "Chris Lassiter"
To: 
Sent: Thursday, August 07, 2008 1:41 PM
Subject: [hlds] Is this legal?


> http://img132.imageshack.us/my.php?image=veeuq8.jpg
>


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Re: [hlds] Slow server browser?

2008-08-05 Thread Kevin Ottalini
I'm not seeing any problems here (WA, USA).

28,253 servers refreshed in 20.6 seconds and that's on my 768/320 dsl 
through a dlink di604 router.
Steam is set at  rate.

If Steam rate is set too high it can cause the serverbrowser to go very slow 
and show a lot fewer servers.

The #1 culprit is usually a home router.
If you can, bypass your router and plug directly into your modem and see if 
you still have the same problem.

qUiCkSiLvEr


- Original Message - 
From: "Ian Shaffer"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, August 05, 2008 2:19 AM
Subject: Re: [hlds] Slow server browser?


> Kevin, thank you for your response. I've run both SteamRate and MTUtest,
> and everything is fine. I haven't changed any of these settings from
> their defaults. I'm on an 8mbit connection and I know its not the ISP
> because the browser did not act like this back in the spring. It would
> always load 3 servers in a few mins, and would be very smooth. Now
> it isn't. Also, I showed you that I'm not the only one. There are others
> reporting it on the Steam forum, multiple clan members of mine report
> the same exact thing and tell me that the steam server browser has
> always been fucked up, but never like this. These clan members live all
> over the country. Just the fact that the browser worked fine for me a
> few months ago but now doesn't makes me wholly believe it is something
> Valve did in one of their updates, assumingly the rcon fix update in
> April. There needs to be more discussion into this with others here on
> this list. This needs Valve's attention. I don't even have Alfred's
> email address anymore, which I have no idea how it got deleted.
>
> Please guys, help me out here in getting this to Valve's attention. All
> our servers are affected when the server browser acts this way to the
> average Joe on CS:Source.
>
> Thanks guys,
> Phoenix2
> www.undeadvengeance.com
>
> Kevin Ottalini wrote:
>> Ian,
>> A lot of clients saw their Steam download rate get changed the last
>> update or two, and it's tightly linked to the game rate setting now so
>> changing one will change the other.
>>
>> Check your Steam rate and make sure it's set correctly for your network
>> connection.
>>
>> Check your MTU as well if you haven't since that can make a difference as
>> well.
>>
>> I wrote a utility to test the mtu:
>> http://qsextreme.com/mtutest
>>
>> and I wrote one to lock the Steam rate so even if you change rate in-game 
>> it
>> will always stay the same for Steam:
>> http://qsextreme.com/SteamRate
>>
>> Remember to exit Steam and restart for the new rate to take effect.
>>
>> I really, really wish Valve would uncouple the two rates, they have 
>> almost
>> no connection with each other.
>>
>> qUiCkSiLvEr
>>
>>
>> - Original Message - 
>> From: "Ian Shaffer"
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Sent: Monday, August 04, 2008 11:41 PM
>> Subject: [hlds] Slow server browser?
>>
>>
>>
>>> Hey all,
>>>
>>> Am I and a few others the only ones that have been stricken with a
>>> slowly chugging and laggy Steam server browser? The issue has been
>>> reported on the Steam forums by other users:
>>> http://forums.steampowered.com/forums/showthread.php?p=7809917
>>>
>>> Maybe this is a coincidence, but this problem seems to have started
>>> about the same time the rcon nuke exploit fix was moved from beta and
>>> made a required server update. In the past I've never had issues with
>>> the browser. It'd always would load around 500 servers/sec until it
>>> reached a total of 27,000 total (no filters). Now it chugs along showing
>>> 500 servers, pause, then 800 servers, then pause, and so on. Also, it
>>> shows a lot of the servers as not responding some times when I go to
>>> refresh. It truly is b0rked if you ask me, and I hope somebody at Valve
>>> can investigate this issue and hopefully have it resolved. In my opinion
>>> it's a minor problem because I don't spend a lot of time searching for
>>> servers. Even though the servers that I play on show up in my favs and
>>> history list, you can still feel that chuggy laggy feeling you get when
>>> the main browser searches. Often random servers in my history and
>>> favorites tab will disappear and/or show as not responding, which can
>>> get annoying. This issue happens wi

Re: [hlds] Slow server browser?

2008-08-05 Thread Kevin Ottalini
Ian,
A lot of clients saw their Steam download rate get changed the last 
update or two, and it's tightly linked to the game rate setting now so 
changing one will change the other.

Check your Steam rate and make sure it's set correctly for your network 
connection.

Check your MTU as well if you haven't since that can make a difference as 
well.

I wrote a utility to test the mtu:
http://qsextreme.com/mtutest

and I wrote one to lock the Steam rate so even if you change rate in-game it 
will always stay the same for Steam:
http://qsextreme.com/SteamRate

Remember to exit Steam and restart for the new rate to take effect.

I really, really wish Valve would uncouple the two rates, they have almost 
no connection with each other.

qUiCkSiLvEr


- Original Message - 
From: "Ian Shaffer"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, August 04, 2008 11:41 PM
Subject: [hlds] Slow server browser?


> Hey all,
>
> Am I and a few others the only ones that have been stricken with a
> slowly chugging and laggy Steam server browser? The issue has been
> reported on the Steam forums by other users:
> http://forums.steampowered.com/forums/showthread.php?p=7809917
>
> Maybe this is a coincidence, but this problem seems to have started
> about the same time the rcon nuke exploit fix was moved from beta and
> made a required server update. In the past I've never had issues with
> the browser. It'd always would load around 500 servers/sec until it
> reached a total of 27,000 total (no filters). Now it chugs along showing
> 500 servers, pause, then 800 servers, then pause, and so on. Also, it
> shows a lot of the servers as not responding some times when I go to
> refresh. It truly is b0rked if you ask me, and I hope somebody at Valve
> can investigate this issue and hopefully have it resolved. In my opinion
> it's a minor problem because I don't spend a lot of time searching for
> servers. Even though the servers that I play on show up in my favs and
> history list, you can still feel that chuggy laggy feeling you get when
> the main browser searches. Often random servers in my history and
> favorites tab will disappear and/or show as not responding, which can
> get annoying. This issue happens with all configurations of my internet
> setup here (wireless, wired, no router). It happens on all my computers.
> I believe this issue started when the rcon nuke exploit was applied in
> one of the April Steam updates. I would like to hear what you guys have
> to say about this. Try refreshing your browser with no filters and note
> how it behaves, and then tell us along with your ISP and where you live.
>
> I hope this issue can be resolved!
>
> Regards,
> Ian "P2" Shaffer


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Re: [hlds] RCon Bad Password Exploit/Crash

2008-08-04 Thread Kevin Ottalini
Sakefox:
http://developer.valvesoftware.com/wiki/Using_mdmp_files

Thank your Eric.


- Original Message - 
From: "SakeFox"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, August 04, 2008 1:09 PM
Subject: Re: [hlds] RCon Bad Password Exploit/Crash


>I was just wondering what is needed to look at mini dumps or is this
> something that we can't do? Some times i get crashes, but I don't like
> to say there is a issue with anything until i know if it is something i
> added or the game itself. although i'm sure that 9/10 times its
> something i did heh
>
> Eric Smith wrote:
>> I've had some .mdmp files sent to me and it looks like the rcon crash
>> some servers are getting is in SourceMod. Make sure you have the latest
>> version installed.
>>
>> -Eric
>>
>>
>> STACK_TEXT:
>> WARNING: Frame IP not in any known module. Following frames may be
>> wrong.
>> 0012e258 0ed6223d  0f0a6ce0 0edb9640 0x1574a6b8
>> 0012e2d0 0bcf9de5 00089601 7d4d0e00 00089601 sourcemod_2_ep2+0x5223d
>> 0012e2e4 0bcf598d 00089601 0bcf86bc 00089601
>> engine!CServerPlugin::GameFrame+0x65
>> [d:\dev\mdurand_main\rel\hl2\src\engine\sv_plugin.cpp @ 404]
>>
>>
>> -Original Message-
>> From: Eric Smith
>> Sent: Monday, August 04, 2008 10:35 AM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: RE: [hlds] RCon Bad Password Exploit/Crash
>>
>> We're working on fixing these issues, but I haven't been able to
>> reproduce the rcon crash.  Are the servers that are crashing running any
>> add-ons?  Are there any .mdmp files created after the crash?
>>
>> -Eric
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Crain
>> Sent: Saturday, August 02, 2008 10:42 PM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] RCon Bad Password Exploit/Crash
>>
>> It looks like the RCon bad password crash is back following this last
>> update.  I was able to reproduce it by sending a command to the server
>> via my ingame console and using the wrong password.  Once the server
>> kicked/banned me, it crashed.  Hopefully, Valve can include the
>> regression fix with the _resetgamestats exploit.


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Re: [hlds] Team Fortress 2 Update Coming

2008-07-29 Thread Kevin Ottalini
This should have some amusing side effects:

- Players killing themselves will now give a kill credit to the last  enemy 
who damaged them

so a stealth teammate on the other team could kill themselves just to boost 
their friend's score?



- Original Message - 
From: "1nsane"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, July 29, 2008 4:41 PM
Subject: Re: [hlds] Team Fortress 2 Update Coming


> Update Out:
>
> Updates to Team Fortress 2 have been released. The updates will be applied
> automatically when your Steam client is restarted. The specific changes
> include:
>
> *Team Fortress 2*
>
>   - Fixed team switches on Attack/Defense maps spamming the console
>   - Fixed the Kritzkrieg not working on servers with crits turned off
>   - Fixed some clipped localized strings in various in-game dialogs
>   - Fixed several cases where files were synchronously loaded while the
>   game was running
>   - Fixed a shutdown crash in the material system
>   - Cached rendering of item model panels to improve performance, in
>   particular while weapon selection was visible
>   - Added a gear symbol behind the health bar for Engineer buildings, in
>   both target IDs and freeze panels
>   - Players killing themselves will now give a kill credit to the last
>   enemy who damaged them
>   - Fixed grenades, rockets, and flamethrower being able to fire through
>   grates at round starts
>   - Fixed players being killed and creating ragdolls during team switches
>   - Fixed various exploits and performance problems in CP_Badlands,
>   CP_Well, and CP_Fastlane
>   - Removed health bonus from the Backburner
>
>

>> >
>> >> Date: Tue, 29 Jul 2008 14:47:12 -0700
>> >> From: [EMAIL PROTECTED]
>> >> To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
>> >> Subject: [hlds] Team Fortress 2 Update Coming
>> >>
>> >> Sometime later today we'll have a new required update for Team 
>> >> Fortress
>> >> 2.
>> >>
>> >> Jason


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Re: [hlds] Orangebox fps_max incorrect

2008-07-29 Thread Kevin Ottalini
It's always done this.


- Original Message - 
From: ""[??R] The-/
Sent: Tuesday, July 29, 2008 4:09 PM
Subject: [hlds] Orangebox fps_max incorrect


> Noticed today on a Win2k3 box running an fps booster, fps_max is set to
> 400 on all my servers yet they wont go above 260 or so, i up it to 500
> and they will go to about 400, i lower it to 300 and they will only go
> up to 180 max.
>
> This happened only within the past week or so, no major updates so no
> clue why they would just start doing this, havent modified any
> configurations or anything.
>
> Not a big problem just an annoyance, but has anyone else seen this?
>


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Re: [hlds] Force a -nomaster to be listed

2008-07-15 Thread Kevin Ottalini
IMHO, selling servers but then preventing any players from seeing your 
server doesn't make sense and nobody in their right mind should waste their 
money on such a silly thing but indeed never should read his contract and 
see if there is a potential problem there.

On the other hand, if they were really serious about this the host would 
also have IP blocked the master server IPs and ports.



- Original Message - 
From: "chillicane"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, July 15, 2008 4:40 PM
Subject: Re: [hlds] Force a -nomaster to be listed


maybe im missing the point here, but wouldn't forcing this potentially be a
breach in the TOS anyway? If they have a genuine reason for disabling it,
then its quite possible they would notice the extra traffic anyway and could
then potentialy cancel your account immediatly with no refund?

Right host for the right job, that kinda thing

On Wed, Jul 16, 2008 at 7:46 AM, Never  wrote:

> I love you!!!
> I will try that...
>
> Kevin Ottalini escribió:
> > You should be able to use "setmaster" to add and re-enable master 
> > servers
> in
> > your autoexec.cfg.
> >
> > setmaster
> > Usage: setmaster  
> >
> > The two main servers (right now) are:
> > 72.165.61.189:27011
> > 69.28.151.162:27011
> >
> > so what you do is add these to your autoexec.cfg:
> >
> > setmaster add 72.165.61.189:27011
> > setmaster add 69.28.151.162:27011
> > setmaster enable
> >
> >
> >
> > - Original Message -
> > From: "Never"
> > To: "Half-Life dedicated Win32 server mailing list"
> > 
> > Sent: Tuesday, July 15, 2008 2:23 PM
> > Subject: Re: [hlds] Force a -nomaster to be listed
> >
> >
> > Well, they are not retards...
> > I think they disabled master server comunication to avoid international
> > queries to the server.
> > This is the reason beause they have their holly 80 ms ping between Peru
> > and Argentina.
> >
> > I will not change them because their performance is unique, if you send
> > a ping from Peru, to any other host in Argentina, even those hosting in
> > the Telecom datacenter (one of the most importants telecomunications
> > enterprise here), you will get 270 or 300.
> >
> > My hosting is just 80!!!
> >
> > I need this international performance because i am about to launch an
> > international tournament and the best players are outsside my country.
> >
> > And about the dlls it's because they wory about security...
> > You know, inside a dll you can put EVERITHING... Even a malicious trojan
> > to vulnerate all the datacenter.
> >
> > Any other idea?
> >
> > Spencer 'voogru' MacDonald escribió:
> >
> >> Yeah, ditch the host.
> >>
> >> Sounds like they are retards.
> >>
> >> - voogru.
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Staley
> >> Sent: Tuesday, July 15, 2008 4:40 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Force a -nomaster to be listed
> >>
> >> wow.. I would get a new host then ;)
> >>
> >> Never wrote:
> >>
> >>
> >>> Very nice idea, but my hosting doesn't allow to upload .dll files via
> >>> ftp or rename another files to .dll :(
> >>> Can a amxmodx/metamod plugin rename files in the server?
> >>>
> >>> thank you
> >>>
> >>> Andreas Grimm escribió:
> >>>
> >>>
> >>>
> >>>> I would hex edit the engine file to rename the "-nomaster" command
> into
> >>>> something other ... perhaps "-pwnd" or so ...
> >>>> that the "-nomaster" command of their start up script doesn't work
> >>>>
> >>>>
> >> anymore
> >>
> >>
> >>>> ...
> >>>>
> >>>> -Original Message-
> >>>> From: [EMAIL PROTECTED]
> >>>> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
> >>>> Sent: Tuesday, July 15, 2008 9:37 PM
> >>>> To: 'Half-Life dedicated Win32 server mailing list'
> >>>> Subject: Re: [hlds] Force a -nomaster to be listed
> >>>>
> >>>> I don't know much about it, but wouldn't it be possible to have it
> >>>>
>

Re: [hlds] Force a -nomaster to be listed

2008-07-15 Thread Kevin Ottalini
You should be able to use "setmaster" to add and re-enable master servers in 
your autoexec.cfg.

setmaster
Usage: setmaster  

The two main servers (right now) are:
72.165.61.189:27011
69.28.151.162:27011

so what you do is add these to your autoexec.cfg:

setmaster add 72.165.61.189:27011
setmaster add 69.28.151.162:27011
setmaster enable



- Original Message - 
From: "Never"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, July 15, 2008 2:23 PM
Subject: Re: [hlds] Force a -nomaster to be listed


Well, they are not retards...
I think they disabled master server comunication to avoid international
queries to the server.
This is the reason beause they have their holly 80 ms ping between Peru
and Argentina.

I will not change them because their performance is unique, if you send
a ping from Peru, to any other host in Argentina, even those hosting in
the Telecom datacenter (one of the most importants telecomunications
enterprise here), you will get 270 or 300.

My hosting is just 80!!!

I need this international performance because i am about to launch an
international tournament and the best players are outsside my country.

And about the dlls it's because they wory about security...
You know, inside a dll you can put EVERITHING... Even a malicious trojan
to vulnerate all the datacenter.

Any other idea?

Spencer 'voogru' MacDonald escribió:
> Yeah, ditch the host.
>
> Sounds like they are retards.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Staley
> Sent: Tuesday, July 15, 2008 4:40 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Force a -nomaster to be listed
>
> wow.. I would get a new host then ;)
>
> Never wrote:
>
>> Very nice idea, but my hosting doesn't allow to upload .dll files via
>> ftp or rename another files to .dll :(
>> Can a amxmodx/metamod plugin rename files in the server?
>>
>> thank you
>>
>> Andreas Grimm escribió:
>>
>>
>>> I would hex edit the engine file to rename the "-nomaster" command into
>>> something other ... perhaps "-pwnd" or so ...
>>> that the "-nomaster" command of their start up script doesn't work
>>>
> anymore
>
>>> ...
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
>>> Sent: Tuesday, July 15, 2008 9:37 PM
>>> To: 'Half-Life dedicated Win32 server mailing list'
>>> Subject: Re: [hlds] Force a -nomaster to be listed
>>>
>>> I don't know much about it, but wouldn't it be possible to have it
>>>
> activate
>
>>> master communication by some sort of plugin?
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Never
>>> Sent: Tuesday, July 15, 2008 9:36 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: [hlds] Force a -nomaster to be listed
>>>
>>> Hi,
>>>
>>> I am paying for a hosting which is having excelent reliability and is
>>> the first hosting that gives me everithing i need.
>>> They have excelent performance and low ping for international players
>>> (My community is open for the best Half-Life players of Latin America).
>>>
>>> But they have an only negative point... They adds -nomaster to ALL of
>>> their servers.
>>> The "reason" is that the queries done to the server produces high
>>>
> traffic.
>
>>> My question is: ¿Is there any way to make server to apear in list 
>>> anyway?
>>> I am thinking about "deceiving" master servers sending server info or
>>> something simillar.
>>>
>>> Thank you
>>>
>>> Nevermore


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Re: [hlds] dod:s server crash exploit

2008-07-01 Thread Kevin Ottalini
Dan is this for the DODS:BETA server or the regular one?


- Original Message - 
From: 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, July 01, 2008 5:11 PM
Subject: [hlds] dod:s server crash exploit


> Im getting players coming in and changing classes until the server
> crashes.  Heres two of them in action, this is just a highlight of the
> full log files.
>
> L 07/01/2008 - 05:23:11: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 05:23:11: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_mp44"
> L 07/01/2008 - 05:23:11: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 05:23:11: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 05:23:11: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_mp44"
> L 07/01/2008 - 05:23:14: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 05:23:14: "EVEN MORE AMMO!<4>"
> changed role to "#class_axis_mp40"
>
>
> L 07/01/2008 - 17:28:37: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp44"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 17:28:38: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp44"
> L 07/01/2008 - 17:28:39: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_kar98"
> L 07/01/2008 - 17:28:39: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp40"
> L 07/01/2008 - 17:28:39: "{SoM}Tube|Sock<55>"
> changed role to "#class_axis_mp44"


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Re: [hlds] Team Fortress 2 Update Available

2008-06-24 Thread Kevin Ottalini
Scott,
hldsupdatetool gets a list of files to check locally as well as a list 
of files to download.

The ones that are listed without a % change are checked and valid and don't 
need to be downloaded.
If those files were missing or different from the repository then they would 
have been downloaded.



- Original Message - 
From: "Scott Tuttle"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Tuesday, June 24, 2008 10:04 AM
Subject: Re: [hlds] Team Fortress 2 Update Available


>> you realize when the percentage doesnt change that means the file
>> wasnt downloaded just verified. if it changes then that file was
>> updated.
>
> I would know this because of all the immense documentation on the hlds
> update tool?  Why hit it at all if it wasn't updated?  Why bother reading 
> it
> period?
>


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Re: [hlds] Master Server List

2008-06-22 Thread Kevin Ottalini
A lot of routers have an internal firewall that can't keep up to the traffic 
(in addition to the small forwarding table that many routers have).

I found that I had to disable the firewall in some routers in order to get 
them to have any server query performance.

If things work ok in DMZ mode or when you totally bypass the router then you 
have a good indication of where the problem is.

If you change the Steam rate, you must exit Steam and run it again for the 
new setting to take effect.



- Original Message - 
From: "Scott Tuttle"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Sunday, June 22, 2008 12:28 PM
Subject: Re: [hlds] Master Server List


> Tried 56K no go.
>
>> Your "internet speed" setting in Steam might be set too high. If your
>> router/modem can't handle the amount of connections going out you won't
>> get the entire list of servers. Try setting your internet speed to 56k
>> and try again.
>
> I don't.
>
>> I get 2489 servers when i look
>


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Re: [hlds] to close to call?

2008-06-12 Thread Kevin Ottalini
private anti-cheat protection does have a better chance to remain effective 
... especially if it works.



- Original Message - 
From: "Spencer 'voogru' MacDonald"
"'Half-Life dedicated Win32 server mailing list'" 

Sent: Thursday, June 12, 2008 1:08 PM
Subject: Re: [hlds] to close to call?


> The problem is if every server can run it, the cheaters can get a hold of 
> it
> and develop counters to it, while it has an automatic system that detects
> some cheats, admins can invoke it on players who are blatantly cheating.
>
> And it records a server demo of every single use for YouTubing purposes.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Shawn Zipay
> Sent: Thursday, June 12, 2008 3:57 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] to close to call?
>
> Those need to be shared with everyone STAT.  They're really too good.
>
> On Thu, Jun 12, 2008 at 3:41 PM, Spencer 'voogru' MacDonald wrote:
>
>> My own :)


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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-09 Thread Kevin Ottalini
Very nice system Voogru, lots and lots of work there for sure and it shows.


- Original Message - 
From: "Spencer 'voogru' MacDonald"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, June 09, 2008 1:06 AM
Subject: Re: [hlds] Another command to crash servers. Fuckyay.


> My whole ban system, player database and admin system my plug-in runs is a
> quite large amount of code, I don't use any 3rd party plug-ins, the only
> thing I use is metamod.
>
> I have built an entire administration system, MySQL database with every
> player who has ever stepped on my server, the tracking of every single
> player on my servers, how many times they've connected, their last IP
> address, every name they've ever used, how much time in seconds they've
> played, every session they've played on my server, etc. It also has
> automatic handling of donations, subscriptions, reserved slots, etc etc.
>
> It's not just one little plug-in I can give out unfortunately.
>
> With regards to the ban exploit system, I essentially have a command to 
> hook
> a server command, it takes two arguments  , for example 
> in
> server.cfg I have
>
> bancommand ai_test_los "Exploit: Test LOS Exploit"
>
> When a player attempts to run it, they get banned with that reason, so any
> time a new command is found, I just add it to my server.cfg and exploiters
> get banned automagically.
>
> - voogru.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Timothy Sadleir
> Sent: Monday, June 09, 2008 2:42 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
>
> So share or no share?  :)
>
> On Sun, Jun 8, 2008 at 2:53 PM, Spencer 'voogru' MacDonald wrote:
>
>> No, it's a completely separate and custom built system.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Eric van 
>> Beesten
>> Sent: Sunday, June 08, 2008 5:30 PM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] Another command to crash servers. Fuckyay.
>>
>> Think this is just sourcebans with a custom made overview.. but I could 
>> be
>> wrong!
>>
>> -Oorspronkelijk bericht-
>> Van: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
>> Verzonden: zondag 8 juni 2008 23:11
>> Aan: Half-Life dedicated Win32 server mailing list
>> Onderwerp: Re: [hlds] Another command to crash servers. Fuckyay.
>>
>> very nice summary there voo, would be nice to have something like that 
>> for
>> all my servers.
>>
>> >
>> > On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald wrote:
>> >
>> >> I've setup my server to ban people who run the command.
>> >>
>> >> http://www.voogru.com/?v=v
>> >>
>> >> Would be cool to score another 50+ bans like I did with the past
>> exploit.
>> >>


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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-08 Thread Kevin Ottalini
very nice summary there voo, would be nice to have something like that for 
all my servers.

>
> On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald wrote:
>
>> I've setup my server to ban people who run the command.
>>
>> http://www.voogru.com/?v=v
>>
>> Would be cool to score another 50+ bans like I did with the past exploit.
>>


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Re: [hlds] Day of Defeat: Source Beta Updated

2008-06-03 Thread Kevin Ottalini
woohoo, my hldsupdatetool told me it updated my dodsbeta install to 
47,174.78%!

47174.78%   g:\SteamServer_dods/orangebox\dodsbeta\steam.inf

that's what I call an update!


>>>
>>> On Tue, Jun 3, 2008 at 6:21 PM, Jason Ruymen <[EMAIL PROTECTED]>
>>> wrote:
>>>
>>> > And because we really need clients and servers running the updated
>>> > version, we've just made this a required update.  So please run
>>> > hldsupdatetool again.
>>> >
>>> > Jason
>>> >
>>> > -Original Message-
>>> > From: [EMAIL PROTECTED]
>>> > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
>>> > Sent: Tuesday, June 03, 2008 5:14 PM
>>> > To: Half-Life dedicated Win32 server mailing list;
>>> > [EMAIL PROTECTED]
>>> > Subject: [hlds] Day of Defeat: Source Beta Updated
>>> >
>>> > The Day of Defeat: Source Beta has been updated.  Please run
>>> > hldsupdatetool to receive it.  The specific changes include:
>>> >
>>> > - Added Steamworks stats
>>> > - New team identifier icons as rewards for completing achievements - 1
>>> > per class achievement, and 1 for completing all achievements
>>> > - Added cvar dod_friendlyfiresafezone - units around the player where
>>> > they will do no direct damage on FF on servers ( default 100 units )
>>> > - Dropping a weapon in the spawn and changing class will now fizzle 
>>> > out
>>> > the dropped weapon
>>> > - Fixed unducking while jumping potentially getting you stuck in the
>>> > roof
>>> > - Player model fixes to address the 'left peek' issue
>>> > - Fixed kb_act default binding for large map being broken
>>> > - Marked r_screenfademinsize and r_screenfademaxsize as cheats
>>> > - Players now respawn even if they have the class menu up - changing
>>> > class will respawn them instantly now
>>> > - Fixed "Don't Tread On Me" achievement triggering off of bomb defuses
>>> > - Fixed long range rocket achievement being awarded when you kill an
>>> > ironsight k98 or garand
>>> > - Achievement progress now stored in steam stats
>>> > - Fixed picking up an mg42 with an empty clip playing the wrong
>>> > animation
>>> > - Color change to make the local player more visible in the scoreboard
>>> > - Achievement progress now stored in steam
>>> > - Added more default crosshairs
>>> > - Adjusted scoreboard to make the local player a bit more readable
>>> >
>>> > Jason


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Re: [hlds] All Crit's exploit/hack

2008-06-03 Thread Kevin Ottalini

I updated my little toolkit so it will convert and lookup either steamids or
communityids:
http://qsextreme.com/qs_toolkit

Cafe accounts don't have normal friends connectivity or community pages 
though.

qUiCkSiLvEr


- Original Message - 
From: "Spencer 'voogru' MacDonald"
To: "'Half-Life dedicated Win32 server mailing list'"

Sent: Monday, June 02, 2008 11:52 PM
Subject: Re: [hlds] All Crit's exploit/hack

I've made a wild guess to what I believe to be the cybercafé account ranges.

Note: To retrieve account ids from a STEAM ID, see
http://forums.alliedmods.net/showthread.php?t=60899



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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread Kevin Ottalini

Ah, I see, host_map appears to be stuck on the first map that is run on the 
server, in my case I have "+map dod_colmar" in the launch properties.



- Original Message - 
From: "Kevin Ottalini"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, June 02, 2008 1:38 PM
Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem


> heh, I've never used host_map, it seems to be stuck on dod_colmar for me 
> at the moment no matter what map is running (dodsbeta).
>
> nextlevel does appears to work for me:
>
>nextlevel "dod_palermo"
>
> took me to palermo when the map changed, then the mapcycle continued from 
> where it would have gone if I hadn't used the nextlevel command.
>
>
>
> - Original Message - 
> From: "1nsane ."
> To: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Monday, June 02, 2008 1:22 PM
> Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem
>
>
>> Yeah i'm having the same problem here. host_map shows the wrong "current"
>> map and nextlevel is being ignored.
>>
>> On Mon, Jun 2, 2008 at 12:53 PM, Tony Paloma
>> wrote:
>>
>>> Wasn't this fixed?
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
>>> Sent: Monday, June 02, 2008 2:15 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem
>>>
>>> Make sure you only have one instance of each map listed in the
>>> mapcyclefile.txt file, having multiple listings of the same map will 
>>> cause
>>> the map cycle to hiccup.
> 


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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread Kevin Ottalini
heh, I've never used host_map, it seems to be stuck on dod_colmar for me at 
the moment no matter what map is running (dodsbeta).

nextlevel does appears to work for me:

nextlevel "dod_palermo"

took me to palermo when the map changed, then the mapcycle continued from 
where it would have gone if I hadn't used the nextlevel command.



- Original Message - 
From: "1nsane ."
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, June 02, 2008 1:22 PM
Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem


> Yeah i'm having the same problem here. host_map shows the wrong "current"
> map and nextlevel is being ignored.
>
> On Mon, Jun 2, 2008 at 12:53 PM, Tony Paloma
> wrote:
>
>> Wasn't this fixed?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
>> Sent: Monday, June 02, 2008 2:15 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem
>>
>> Make sure you only have one instance of each map listed in the
>> mapcyclefile.txt file, having multiple listings of the same map will 
>> cause
>> the map cycle to hiccup.


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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread Kevin Ottalini
That should have been mapcycle.txt file.

You're right Tony, the problem with the mapcycle looping does appear to be 
fixed (at least in dodsbeta), I just tested it and it appears to be happy 
with duplicate instances.

I have seen though that doing live edits on the current mapcycle.txt can 
cause some odd things to happen.

I'm still seeing the mapcycle looping problem in hl1mp but that's not 
unexpected for that mod.



- Original Message - 
From: "Tony Paloma"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, June 02, 2008 9:53 AM
Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem


> Wasn't this fixed?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
> Sent: Monday, June 02, 2008 2:15 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] DoD:S Beta Server Map Rotation Problem
>
> Make sure you only have one instance of each map listed in the
> mapcyclefile.txt file, having multiple listings of the same map will cause
> the map cycle to hiccup.


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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread Kevin Ottalini
Make sure you only have one instance of each map listed in the
mapcyclefile.txt file, having multiple listings of the same map will cause
the map cycle to hiccup.


- Original Message - 
From: "Timothy Sadleir"
To: 
Sent: Monday, June 02, 2008 12:38 AM
Subject: [hlds] DoD:S Beta Server Map Rotation Problem


> Is this just happening to me?  I've got a pretty good rotation going on my
> server but... Sometimes it skips some of the maps that are set to be next.
> I've noticed this to to be more of a problem when it's supposed to go to
> dod_argentan next, it just skips right over it to dod_colmar.  :(  And it
> actually just did it *right* now to avalanche.  It usually goes from
> dod_palermo to dod_avalanche but it skipped over avalanche and went
> straight
> to jagd (the one I have set after avalanche).
>
> Would this maybe be a problem with the BeetlesMod installed or a standard
> server issue? If it's a standard server issue can we please get this
> fixed?
> :)  Thanks!


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Re: [hlds] Scrap the custome server tab

2008-05-24 Thread Kevin Ottalini
Spam will destroy the usefullness of this mail list and will not accomplish 
anything at all.



- Original Message - 
From: "Spencer 'voogru' MacDonald"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Saturday, May 24, 2008 7:38 PM
Subject: Re: [hlds] Scrap the custome server tab


>I agree.
>
> We need to all be constantly sending messages on this mailing list until 
> the system is properly implemented.


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Re: [hlds] srcds memory leak.

2008-05-22 Thread Kevin Ottalini
Just for comparison purposes, here is a similar run for CSS:

http://qsextreme.com/cstrike/css_memory_usage.JPG

That's with over 5000 player / bot count.



- Original Message - 
From: "Kevin Ottalini"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, May 21, 2008 10:11 PM
Subject: Re: [hlds] srcds memory leak.


>I updated my test TF2 server (Win32 - XP Pro) with the latest TF2 update 
>and
> found a test scenario that appears to show the memory leak.
>
> In only 6 hours the memory usage has significantly increased from 
> startup -
> live players are not needed for the leak to occur.
>
> http://qsextreme.com/tf/tf2_memory_usage2.JPG
>
>
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Wednesday, May 21, 2008 1:20 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> Never assume it's a duck just because it quacks (and certainly not if it
>> doesn't!)
>>
>> The engine specificity wasn't known when this thread started, just that
>> there was a memory leak in "SRCDS".
>>
>> There have been recent updates for both server engines so its always best
>> to
>> establish and define the knowns since it helps eliminate things you don't
>> need to look at.
>>
>>
>>
>> - Original Message - 
>> From: "JDoc0512"
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Sent: Wednesday, May 21, 2008 1:10 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>> sadly we are taling about team fortress 2 here
>>>
>>> Kevin Ottalini  wrote:
>>> I ran a 21-hour test with 24 bots in CSS changing maps every 20 minutes
>>> under WinXP32 on a dual Xeon test machine.
>>> I don't see any indication of a leak at all in that time, player(bot)
>>> count
>>> reached 1400.
>>>
>>> Memory usage increased and decreased on a by-map basis but the mean was
>>> reasonably flat.
>>>
>>> This indicates to me that this is either a plugin problem or an OB 
>>> server
>>> problem, I'll see what I can test with a TF2 server next.
>>>
>>> Here are the stats from my regular servers, here I am seeing a slight
>>> increase in mem but that number is also map specific - certainly no 
>>> gross
>>> leak is indicated here.
>>> uptime: 3634 minutes = 60.5 hours
>>>
>>> Process CPUTime VMBytes MemBytes Playercount
>>> --
>>> hlds.exe 11:00:56.125 128,424K 62,728K - HLDM 642 players
>>> hltv.exe 1:28:19.578 13,180K 12,636K
>>>
>>> srcds.exe 11:15:01.046 96,216K 75,452K - CSS 374 players
>>> srcds.exe 14:44:10.156 98,268K 79,164K - HL2DM 223 players
>>> srcds.exe 8:53:42.812 101,652K 79,980K - HL1MP 600 players
>>>
>>>
>>>
>>> - Original Message - 
>>> From: "Kevin Ottalini"
>>> To: "Half-Life dedicated Win32 server mailing list"
>>>
>>> Sent: Tuesday, May 20, 2008 2:08 PM
>>> Subject: Re: [hlds] srcds memory leak.
>>>
>>>
>>>> My css server isnt real busy but the bots are usually the worst leak
>>>> sources
>>>> and they are on all the time.
>>>>
>>>> The CSS server is at 240 players in 36 hours.
>>>> The HL2DM server is at 101 players
>>>> The HL1MP server is at 329 players
>>>>
>>>> The HLDS server is at 355 players.
>>>>
>>>> I don't get a lot of traffic at the beginning of the week though so 
>>>> this
>>>> is
>>>> lower then typical.
>>>> I usually only restart once a week, but the important thing is I'm not
>>>> seeing any real difference from what I typically see.
>>>>
>>>> I'll run a test with CSS SRCDS with a full complement of bots and see 
>>>> if
>>>> a
>>>> leak is more obvious.
>>>>
>>>> Voogru, It might indeed be moreso in TF2 if that's where you're seeing
>>>> it.
>>>>
>>>>
>>>>
>>>> - Original Message - 
>>>> From: "Spencer 'voogru' MacDonald"
>>>> To: "'Half-Life dedicated Win32 server mailing list'"
>>>>
>>>> Sent: Tuesda

Re: [hlds] srcds memory leak.

2008-05-21 Thread Kevin Ottalini
I updated my test TF2 server (Win32 - XP Pro) with the latest TF2 update and 
found a test scenario that appears to show the memory leak.

In only 6 hours the memory usage has significantly increased from startup - 
live players are not needed for the leak to occur.

http://qsextreme.com/tf/tf2_memory_usage2.JPG



- Original Message - 
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, May 21, 2008 1:20 PM
Subject: Re: [hlds] srcds memory leak.


> Never assume it's a duck just because it quacks (and certainly not if it
> doesn't!)
>
> The engine specificity wasn't known when this thread started, just that
> there was a memory leak in "SRCDS".
>
> There have been recent updates for both server engines so its always best 
> to
> establish and define the knowns since it helps eliminate things you don't
> need to look at.
>
>
>
> - Original Message - 
> From: "JDoc0512"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Wednesday, May 21, 2008 1:10 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> sadly we are taling about team fortress 2 here
>>
>> Kevin Ottalini  wrote:
>> I ran a 21-hour test with 24 bots in CSS changing maps every 20 minutes
>> under WinXP32 on a dual Xeon test machine.
>> I don't see any indication of a leak at all in that time, player(bot)
>> count
>> reached 1400.
>>
>> Memory usage increased and decreased on a by-map basis but the mean was
>> reasonably flat.
>>
>> This indicates to me that this is either a plugin problem or an OB server
>> problem, I'll see what I can test with a TF2 server next.
>>
>> Here are the stats from my regular servers, here I am seeing a slight
>> increase in mem but that number is also map specific - certainly no gross
>> leak is indicated here.
>> uptime: 3634 minutes = 60.5 hours
>>
>> Process CPUTime VMBytes MemBytes Playercount
>> --
>> hlds.exe 11:00:56.125 128,424K 62,728K - HLDM 642 players
>> hltv.exe 1:28:19.578 13,180K 12,636K
>>
>> srcds.exe 11:15:01.046 96,216K 75,452K - CSS 374 players
>> srcds.exe 14:44:10.156 98,268K 79,164K - HL2DM 223 players
>> srcds.exe 8:53:42.812 101,652K 79,980K - HL1MP 600 players
>>
>>
>>
>> - Original Message - 
>> From: "Kevin Ottalini"
>> To: "Half-Life dedicated Win32 server mailing list"
>>
>> Sent: Tuesday, May 20, 2008 2:08 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>> My css server isnt real busy but the bots are usually the worst leak
>>> sources
>>> and they are on all the time.
>>>
>>> The CSS server is at 240 players in 36 hours.
>>> The HL2DM server is at 101 players
>>> The HL1MP server is at 329 players
>>>
>>> The HLDS server is at 355 players.
>>>
>>> I don't get a lot of traffic at the beginning of the week though so this
>>> is
>>> lower then typical.
>>> I usually only restart once a week, but the important thing is I'm not
>>> seeing any real difference from what I typically see.
>>>
>>> I'll run a test with CSS SRCDS with a full complement of bots and see if
>>> a
>>> leak is more obvious.
>>>
>>> Voogru, It might indeed be moreso in TF2 if that's where you're seeing
>>> it.
>>>
>>>
>>>
>>> - Original Message - 
>>> From: "Spencer 'voogru' MacDonald"
>>> To: "'Half-Life dedicated Win32 server mailing list'"
>>>
>>> Sent: Tuesday, May 20, 2008 2:01 PM
>>> Subject: Re: [hlds] srcds memory leak.
>>>
>>>
>>>> Perhaps it's limited to TF2.
>>>
>>>
>>> - Original Message - 
>>> From: "Mike Stiehm"
>>> To: "Half-Life dedicated Win32 server mailing list"
>>>
>>> Sent: Tuesday, May 20, 2008 1:10 PM
>>> Subject: Re: [hlds] srcds memory leak.
>>>
>>>
>>>>I also run a CS:S server and until it started to get busy it didn't use
>>>>much ram.
>>>> I'm not sure about how much traffic some of you get but if a server 
>>>> sits
>>>> idle
>>>> it will not use anymore memory then it is currently using.
>>>>Its the churn that does it (players 

Re: [hlds] srcds memory leak.

2008-05-21 Thread Kevin Ottalini
Never assume it's a duck just because it quacks (and certainly not if it 
doesn't!)

The engine specificity wasn't known when this thread started, just that 
there was a memory leak in "SRCDS".

There have been recent updates for both server engines so its always best to 
establish and define the knowns since it helps eliminate things you don't 
need to look at.



- Original Message - 
From: "JDoc0512"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, May 21, 2008 1:10 PM
Subject: Re: [hlds] srcds memory leak.


> sadly we are taling about team fortress 2 here
>
> Kevin Ottalini  wrote:
> I ran a 21-hour test with 24 bots in CSS changing maps every 20 minutes
> under WinXP32 on a dual Xeon test machine.
> I don't see any indication of a leak at all in that time, player(bot) 
> count
> reached 1400.
>
> Memory usage increased and decreased on a by-map basis but the mean was
> reasonably flat.
>
> This indicates to me that this is either a plugin problem or an OB server
> problem, I'll see what I can test with a TF2 server next.
>
> Here are the stats from my regular servers, here I am seeing a slight
> increase in mem but that number is also map specific - certainly no gross
> leak is indicated here.
> uptime: 3634 minutes = 60.5 hours
>
> Process CPUTime VMBytes MemBytes Playercount
> --
> hlds.exe 11:00:56.125 128,424K 62,728K - HLDM 642 players
> hltv.exe 1:28:19.578 13,180K 12,636K
>
> srcds.exe 11:15:01.046 96,216K 75,452K - CSS 374 players
> srcds.exe 14:44:10.156 98,268K 79,164K - HL2DM 223 players
> srcds.exe 8:53:42.812 101,652K 79,980K - HL1MP 600 players
>
>
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Half-Life dedicated Win32 server mailing list"
>
> Sent: Tuesday, May 20, 2008 2:08 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> My css server isnt real busy but the bots are usually the worst leak
>> sources
>> and they are on all the time.
>>
>> The CSS server is at 240 players in 36 hours.
>> The HL2DM server is at 101 players
>> The HL1MP server is at 329 players
>>
>> The HLDS server is at 355 players.
>>
>> I don't get a lot of traffic at the beginning of the week though so this
>> is
>> lower then typical.
>> I usually only restart once a week, but the important thing is I'm not
>> seeing any real difference from what I typically see.
>>
>> I'll run a test with CSS SRCDS with a full complement of bots and see if 
>> a
>> leak is more obvious.
>>
>> Voogru, It might indeed be moreso in TF2 if that's where you're seeing 
>> it.
>>
>>
>>
>> - Original Message - 
>> From: "Spencer 'voogru' MacDonald"
>> To: "'Half-Life dedicated Win32 server mailing list'"
>>
>> Sent: Tuesday, May 20, 2008 2:01 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>> Perhaps it's limited to TF2.
>>
>>
>> - Original Message - 
>> From: "Mike Stiehm"
>> To: "Half-Life dedicated Win32 server mailing list"
>>
>> Sent: Tuesday, May 20, 2008 1:10 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>>I also run a CS:S server and until it started to get busy it didn't use
>>>much ram.
>>> I'm not sure about how much traffic some of you get but if a server sits
>>> idle
>>> it will not use anymore memory then it is currently using.
>>>Its the churn that does it (players leaving and joining)
>>> as my user ID goes up also does the RAM
>>
>> - Original Message - 
>> From: "Kevin Ottalini"
>> To: "Half-Life dedicated Win32 server mailing list"
>>
>> Sent: Tuesday, May 20, 2008 12:58 PM
>> Subject: Re: [hlds] srcds memory leak.
>>
>>
>>>I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
>>> hl2dm, css and hl1mp and I'm not seeing anything unusual.
>>>
>>> I don't run any plugins. The CSS server has 4 bots on.
>>> hlds and hltv included for comparison:
>>>
>>> Process CPUTime VM-Bytes MemUsageBytes
>>> 
>>> hlds.exe 5:56:36.453 134,640K 35,080K
>>> hltv.exe 0:49:06.796 14,744K 8,764K
>>>
>>> srcds.exe 5:48:10.859 108,408K 80,104K
>>> srcds.exe 8:11:45.000 95,140K 60,412K
>>> srcds.exe 5:14:03.531 73,512K 24,712K
>>>
>>> quick
>>>
>>>
>>> - Original Message - 
>>> From: "Spencer 'voogru' MacDonald"
>>> To: "'Half-Life dedicated Win32 server mailing list'"
>>>
>>> Sent: Tuesday, May 20, 2008 12:10 PM
>>> Subject: [hlds] srcds memory leak.
>>>
>>>> Is it me, or is anyone experiencing massive memory leaks with srcds?
>>>>
>>>> In the past updates they have got significantly worse, I used to be
>>>> forced
>>>> to restart my server every 72 hours, now it's about 24 hours. Srcds 
>>>> will
>>>> go
>>>> from using 260MB of usage on startup to nearly 600-700MB+ per instance
>>>> within 24 hours.
>>>>
>>>> - voogru.


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Re: [hlds] srcds memory leak.

2008-05-21 Thread Kevin Ottalini
I ran a 21-hour test with 24 bots in CSS changing maps every 20 minutes 
under WinXP32 on a dual Xeon test machine.
I don't see any indication of a leak at all in that time, player(bot) count 
reached 1400.

Memory usage increased and decreased on a by-map basis but the mean was 
reasonably flat.

This indicates to me that this is either a plugin problem or an OB server 
problem, I'll see what I can test with a TF2 server next.

Here are the stats from my regular servers, here I am seeing a slight 
increase in mem but that number is also map specific - certainly no gross 
leak is indicated here.
uptime: 3634 minutes = 60.5 hours

ProcessCPUTime  VMBytes  MemBytes  Playercount
--
hlds.exe  11:00:56.125   128,424K 62,728K   -   HLDM 642 players
hltv.exe 1:28:19.57813,180K 12,636K

srcds.exe  11:15:01.046   96,216K 75,452K  -   CSS   374 players
srcds.exe  14:44:10.156   98,268K 79,164K  - HL2DM 223 players
srcds.exe8:53:42.812 101,652K 79,980K  - HL1MP 600 players



- Original Message - 
From: "Kevin Ottalini"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, May 20, 2008 2:08 PM
Subject: Re: [hlds] srcds memory leak.


> My css server isnt real busy but the bots are usually the worst leak 
> sources
> and they are on all the time.
>
> The CSS server is at 240 players in 36 hours.
> The HL2DM server is at 101 players
> The HL1MP server is at 329 players
>
> The HLDS server is at 355 players.
>
> I don't get a lot of traffic at the beginning of the week though so this 
> is
> lower then typical.
> I usually only restart once a week, but the important thing is I'm not
> seeing any real difference from what I typically see.
>
> I'll run a test with CSS SRCDS with a full complement of bots and see if a
> leak is more obvious.
>
> Voogru, It might indeed be moreso in TF2 if that's where you're seeing it.
>
>
>
> - Original Message - 
> From: "Spencer 'voogru' MacDonald"
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Tuesday, May 20, 2008 2:01 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>> Perhaps it's limited to TF2.
>
>
> - Original Message - 
> From: "Mike Stiehm"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Tuesday, May 20, 2008 1:10 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>>I also run a CS:S server and until it started to get busy it didn't use
>>much ram.
>> I'm not sure about how much traffic some of you get but if a server sits
>> idle
>> it will not use anymore memory then it is currently using.
>>Its the churn that does it (players leaving and joining)
>> as my user ID goes up also does the RAM
>
> - Original Message - 
> From: "Kevin Ottalini"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Tuesday, May 20, 2008 12:58 PM
> Subject: Re: [hlds] srcds memory leak.
>
>
>>I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
>> hl2dm, css and hl1mp and I'm not seeing anything unusual.
>>
>> I don't run any plugins.  The CSS server has 4 bots on.
>> hlds and hltv included for comparison:
>>
>> Process CPUTime  VM-Bytes  MemUsageBytes
>> 
>> hlds.exe  5:56:36.453   134,640K35,080K
>> hltv.exe  0:49:06.79614,744K 8,764K
>>
>> srcds.exe  5:48:10.859   108,408K80,104K
>> srcds.exe  8:11:45.00095,140K60,412K
>> srcds.exe  5:14:03.53173,512K24,712K
>>
>> quick
>>
>>
>> - Original Message - 
>> From: "Spencer 'voogru' MacDonald"
>> To: "'Half-Life dedicated Win32 server mailing list'"
>> 
>> Sent: Tuesday, May 20, 2008 12:10 PM
>> Subject: [hlds] srcds memory leak.
>>
>>> Is it me, or is anyone experiencing massive memory leaks with srcds?
>>>
>>> In the past updates they have got significantly worse, I used to be
>>> forced
>>> to restart my server every 72 hours, now it's about 24 hours. Srcds will
>>> go
>>> from using 260MB of usage on startup to nearly 600-700MB+ per instance
>>> within 24 hours.
>>>
>>> - voogru.


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Re: [hlds] srcds memory leak.

2008-05-20 Thread Kevin Ottalini
My css server isnt real busy but the bots are usually the worst leak sources 
and they are on all the time.

The CSS server is at 240 players in 36 hours.
The HL2DM server is at 101 players
The HL1MP server is at 329 players

The HLDS server is at 355 players.

I don't get a lot of traffic at the beginning of the week though so this is 
lower then typical.
I usually only restart once a week, but the important thing is I'm not 
seeing any real difference from what I typically see.

I'll run a test with CSS SRCDS with a full complement of bots and see if a 
leak is more obvious.

Voogru, It might indeed be moreso in TF2 if that's where you're seeing it.



- Original Message - 
From: "Spencer 'voogru' MacDonald"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Tuesday, May 20, 2008 2:01 PM
Subject: Re: [hlds] srcds memory leak.


> Perhaps it's limited to TF2.


- Original Message - 
From: "Mike Stiehm"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, May 20, 2008 1:10 PM
Subject: Re: [hlds] srcds memory leak.


>I also run a CS:S server and until it started to get busy it didn't use 
>much ram.
> I'm not sure about how much traffic some of you get but if a server sits 
> idle
> it will not use anymore memory then it is currently using.
>Its the churn that does it (players leaving and joining)
> as my user ID goes up also does the RAM

- Original Message - 
From: "Kevin Ottalini"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, May 20, 2008 12:58 PM
Subject: Re: [hlds] srcds memory leak.


>I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
> hl2dm, css and hl1mp and I'm not seeing anything unusual.
>
> I don't run any plugins.  The CSS server has 4 bots on.
> hlds and hltv included for comparison:
>
> Process CPUTime  VM-Bytes  MemUsageBytes
> 
> hlds.exe  5:56:36.453   134,640K35,080K
> hltv.exe  0:49:06.79614,744K 8,764K
>
> srcds.exe  5:48:10.859   108,408K80,104K
> srcds.exe  8:11:45.00095,140K60,412K
> srcds.exe  5:14:03.53173,512K24,712K
>
> quick
>
>
> - Original Message - 
> From: "Spencer 'voogru' MacDonald"
> To: "'Half-Life dedicated Win32 server mailing list'" 
> 
> Sent: Tuesday, May 20, 2008 12:10 PM
> Subject: [hlds] srcds memory leak.
>
>> Is it me, or is anyone experiencing massive memory leaks with srcds?
>>
>> In the past updates they have got significantly worse, I used to be 
>> forced
>> to restart my server every 72 hours, now it's about 24 hours. Srcds will 
>> go
>> from using 260MB of usage on startup to nearly 600-700MB+ per instance
>> within 24 hours.
>>
>> - voogru.


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Re: [hlds] srcds memory leak.

2008-05-20 Thread Kevin Ottalini
I have 36+ hours of uptime on 3 SRCDS servers (Win32, Server 2003),
hl2dm, css and hl1mp and I'm not seeing anything unusual.

I don't run any plugins.  The CSS server has 4 bots on.
hlds and hltv included for comparison:

Process CPUTime  VM-Bytes  MemUsageBytes

 hlds.exe  5:56:36.453   134,640K35,080K
 hltv.exe  0:49:06.79614,744K 8,764K

srcds.exe  5:48:10.859   108,408K80,104K
srcds.exe  8:11:45.00095,140K60,412K
srcds.exe  5:14:03.53173,512K24,712K

quick


- Original Message - 
From: "Spencer 'voogru' MacDonald" 
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Tuesday, May 20, 2008 12:10 PM
Subject: [hlds] srcds memory leak.

> Is it me, or is anyone experiencing massive memory leaks with srcds?
> 
> In the past updates they have got significantly worse, I used to be forced
> to restart my server every 72 hours, now it's about 24 hours. Srcds will go
> from using 260MB of usage on startup to nearly 600-700MB+ per instance
> within 24 hours.
> 
> - voogru.
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Re: [hlds] HL2SP maps on HL2MP server?

2008-05-05 Thread Kevin Ottalini
ah, I thought you were talking about hldm:s not hl2dm.

I would say it would be naughty to be downloading hl:source content to 
players that don't own the game.

You would end up sending all the bsps, raw textures, models, sounds and 
skyboxes so effectively you would be letting players download the entire mod 
for free and that would make the angels weep.




- Original Message - 
From: "Ook"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, May 05, 2008 5:38 PM
Subject: Re: [hlds] HL2SP maps on HL2MP server?


> In this case, I do have to send the sp maps to the players, because HL2MP
> does not have them. With HL1 and OP4, the maps are already on the players
> boxes - hl1mp and OP4 play from the same directories that you play the
> single player version from. So the server would only download the current
> entity list to the client. But HL2MP is a seperate installation, and the
> HL2MP install directories don't have the maps. I tested it - it downloads
> the map, and interesting enough will download them from the server if it's
> not on my sv_downloadurl site - I thought hl2 based games would not do 
> that?
>
> And therein lies the challenge - can I download HL2 SP maps to HL2MP
> clients?
>
>
> - Original Message - 
> From: "Kevin Ottalini" > To: "Half-Life dedicated Win32 server mailing 
> list"
> 
> Sent: Monday, May 05, 2008 5:20 PM
> Subject: Re: [hlds] HL2SP maps on HL2MP server?
>
>
>> Ook,
>> You're not sending the sp maps to players, only running them, the
>> players have to already own the game to play them so it shouldn't be a
>> problem.
>>
>> You wouldn't want to be sending modified sp maps to players anyway, so
>> just
>> don't put them on your sv_downloadurl web server and if players don't 
>> have
>> the map then they won't be able to join your server (the bug works in 
>> your
>> favor there).
>>
>> I think it might be easier to use source stripper instead of editing the
>> ents in the bsp, I downloaded it but haven't had a chance to test it:
>>
>> http://www.bailopan.net/stripper/
>>
>> If bailopan followed botman's original format that would be good, or if 
>> he
>> made it so the ents are exactly the same as in the BSP that would be
>> wonderful ...
>> sourcecode is available so it can be reviewed too if there are problems.
>>
>> You need to run metamod source for that to work (link is on that url).
>>
>> The big question is will either or both of those work in hldm:source - if
>> you try it let me know if it works.
>> qUiCkSiLvEr
>>
>>
>>
>> - Original Message - 
>> From: "Ook"
>> To: 
>> Sent: Monday, May 05, 2008 4:53 PM
>> Subject: [hlds] HL2SP maps on HL2MP server?
>>
>>
>>> I've given thought to modding the entities on some HL2 single player 
>>> maps
>>> so
>>> that I can run them on a HL2 death match server. I and others have done
>>> this
>>> with HL1 and OP4 sucessfully. Anyone remember Cucamongas Chunk Of Plegm?
>>> However- with HL1 and OP4, the sp maps were available to the server, so
>>> either there were no legal issues with doing this, or Valve choose not 
>>> to
>>> make an issue of it. With HL2, the sp maps are not distributed with
>>> HL2MP,
>>> so I'd have to copy them over. Therein lies the problem - can anyone see
>>> a
>>> potential legal problem doing this? IE, would Valve send the land sharks
>>> after me for doing this, or is this just a bad idea?
>>>
>>> I'm guessing that if you can get HL2-death match without owning HL2, 
>>> then
>>> this could be a problem because someone with HL2MP only would have 
>>> access
>>> to
>>> HL2SP content. Any care to offer their thoughts on this topic?
>>>
>>> FYI map modification consists of only editing the entities in the map -
>>> removing sp specific entities, and adding spawn points, weapons, ammo,
>>> and
>>> maybe a few other entities. There is no decompile/edit/recompile of the
>>> map.
>>>
>>
>>
>> ___
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>> please visit:
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>
>
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Re: [hlds] HL2SP maps on HL2MP server?

2008-05-05 Thread Kevin Ottalini
Ook,
 You're not sending the sp maps to players, only running them, the 
players have to already own the game to play them so it shouldn't be a 
problem.

You wouldn't want to be sending modified sp maps to players anyway, so just 
don't put them on your sv_downloadurl web server and if players don't have 
the map then they won't be able to join your server (the bug works in your 
favor there).

I think it might be easier to use source stripper instead of editing the 
ents in the bsp, I downloaded it but haven't had a chance to test it:

http://www.bailopan.net/stripper/

If bailopan followed botman's original format that would be good, or if he 
made it so the ents are exactly the same as in the BSP that would be 
wonderful ...
sourcecode is available so it can be reviewed too if there are problems.

You need to run metamod source for that to work (link is on that url).

The big question is will either or both of those work in hldm:source - if 
you try it let me know if it works.
qUiCkSiLvEr



- Original Message - 
From: "Ook"
To: 
Sent: Monday, May 05, 2008 4:53 PM
Subject: [hlds] HL2SP maps on HL2MP server?


> I've given thought to modding the entities on some HL2 single player maps 
> so
> that I can run them on a HL2 death match server. I and others have done 
> this
> with HL1 and OP4 sucessfully. Anyone remember Cucamongas Chunk Of Plegm?
> However- with HL1 and OP4, the sp maps were available to the server, so
> either there were no legal issues with doing this, or Valve choose not to
> make an issue of it. With HL2, the sp maps are not distributed with HL2MP,
> so I'd have to copy them over. Therein lies the problem - can anyone see a
> potential legal problem doing this? IE, would Valve send the land sharks
> after me for doing this, or is this just a bad idea?
>
> I'm guessing that if you can get HL2-death match without owning HL2, then
> this could be a problem because someone with HL2MP only would have access 
> to
> HL2SP content. Any care to offer their thoughts on this topic?
>
> FYI map modification consists of only editing the entities in the map -
> removing sp specific entities, and adding spawn points, weapons, ammo, and
> maybe a few other entities. There is no decompile/edit/recompile of the 
> map.
>


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Re: [hlds] Linux srcds performance unacceptable

2008-04-29 Thread Kevin Ottalini
Nephyrin:
TF2 is designed for 24 player servers not 32.

Asking Valve to support a hacked server is very silly and will get you 
nowhere.

Threatening Valve is not an intelligent or beneficial life choice.

Revert, repent and play.


- Original Message - 
From: "Nephyrin Zey" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 
; "Half-Life dedicated Linux server mailing 
list" <[EMAIL PROTECTED]>
Sent: Tuesday, April 29, 2008 8:38 PM
Subject: [hlds] Linux srcds performance unacceptable


> Dear VALVe:
>
> With the newest patch, my dual core 2.4GHz conroe xeon can no longer
> run a server on each core. Because the game still doesn't support
> multithreading, this means i can't run servers at all without maxing
> out a core. With 32-players on the server the FPS drops below 100 and
> while it still is smooth, I'm one patch away from not being able to
> run a single 32-slot server on a dual core xeon. This is absurd. When
> I started this box I was averaging like 70% per core, ~80% with
> sourcetv+autorecord. Now its at like 95% and my load average is
> hovering slightly above 2.0
>
> Please, please, please work on server performance. There is no reason
> this much power should be required. Simple tweaks like fixing the way
> overuse of expensive kernel calls (gettimeofday, etc.), improving the
> obscenely stupid frame/tick system scheduling, etc, would yield
> massive benefits. If the next patch furthers the cpu usage increasing
> trend, I *will* be taking my servers offline, as I'm not upgrading
> (again) to keep up with bloat.
>
> Please look at this, or risk me breaking into your offices and
> optimizing the engine by force.
>
> - Neph


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Re: [hlds] lag + screwing things up

2008-04-21 Thread Kevin Ottalini
Eric,
Get a copy of pingplotter (www.pingplotter.com) and run it on your 
server to a clean destination (perhaps your client machine) and let it run 
for a few days or a few weeks.

See if there is any network outage that is in sync with your lag spikes - 
you may have to use a 10 second or faster rate to get enough samples but 
start with 10.

Put pingplotter on your client machine as well and ping your game server so 
you can see if there is a related in-coming outage.

Pingplotter is low overhead and should run on both client and server boxes 
with no visible impact to you or to players.

The client side behavior after a lag spike that you describe is "typical" 
for a client with a bad update and requires a reconnect for the client or 
I've seen starting a demo and stopping it to also fix this sort of problem - 
alt tabbing to the desktop and back might also fix this (I didn't find this 
as reliable a fix as starting a demo).

If you do see a network outage, let pingplotter run long enough to see if 
there is some internal or external event that is related.

For example, I've occasionally see lag spikes in servers on the same server 
box being caused by my CSS server changing maps, especially with some 
high-demand maps like militia with a lot of bots.

One thing you did not mention in your email was if you are running a 
high-res timer or not (I'm assuming this is a Win32 server since you are 
posting on the Win32 server email list).

It would help to know what cpu you're using, your network connection and how 
many servers you have on that box, also if you are running IIS or any other 
web apps on that server box.

qUiCkSiLvEr


- Original Message - 
From: "Eric van Beesten"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, April 21, 2008 2:37 AM
Subject: [hlds] lag + screwing things up


> Recently i have posted a message about a big lag spike. No reaction to my
> post means I'm the only one having this problem (or nobody want to reply 
> :)
> ). But it occurs me that after a lag spike things aren't in place in the
> map. For example, the closed gates (at the warmup time) at dustbowl are
> turned 90 degrees. You cant actually shoot through it.. but it looks likes
> the doors are open.
>
> Another strange thing I see is that some models (the players) are 
> invisible
> after that. They get visible after killing them once (most of the time 
> they
> got killed lucky by a pyro or something).
>
> Personally I think the lag is server sided, but the textures that are out 
> of
> place are client side.. because not all players have problems with it.
>
> I really hope valve can fix the lag problem. My server can easily handle 
> the
> tf2 server, so that isn't the problem.
>
>
>
> ... original email ...
>
> Just a question,
>
> During the day i have a few lagg spikes on my tf2 servers. Those 
> laggspikes
> causes to freeze my server for approximus 2 a 3 sec's completely. The
> problem is that I can't monitor the laggspikes, because they only a few
> times a day. I am positive that the laggspike is becoming from my tf2
> server, because if the server is down other server on the same machine
> (warserver css) don't have any freezes anymore. Besides that, my second
> server (also tf2) has the same problem and my third and fourth (no tf2, 
> but
> only css) don't have this problem. All those servers have the same
> configuration and almost the same hardware. So I don't think the 
> laggspikes
> are coming from the hardware itself. On the server with the laggspike my
> average cpu/mem uses is really low (cpu constantly 12 % and memusage 1 gb 
> of
> 4 gb and the harddisk can handle easly the write/read speed). The server 
> is
> running, beside some crashes and a few laggspike, really fine!
>
> Hope someone else can confirm this problem/bug!
> Greetz,
> Eric


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Re: [hlds] Name Changing

2008-04-13 Thread Kevin Ottalini
Ban by SteamID not by name

Ban their IP address if they use multiple SteamIDs


- Original Message - 
From: "Timothy L Havener"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Sunday, April 13, 2008 9:46 PM
Subject: [hlds] Name Changing


> This has really become a pain in the ass when trying to get rid of a
> blatant cheater.  They keep changing their name so its hard to get rid
> of them or you end up accidentally banning someone who's name they
> copied and added a space to.  I really think that all source games
> should force you to use your nickname on the steam community and remove
> the ability to change your name in game.
>


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Re: [hlds] Request: Steam Friends API

2008-04-01 Thread Kevin Ottalini
You can easily use my toolkit (not quite automagically) I have a steamid 
lookup to the community page under the Steam System Scan button:

http://qsextreme.com/qs_toolkit




- Original Message - 
From: "Spencer 'voogru' MacDonald"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Tuesday, April 01, 2008 10:02 PM
Subject: Re: [hlds] Request: Steam Friends API


> Speaking of steam community api it would be nice for the server to have 
> this
> kind of API available. As well as an API to interact with our steam group.
>
> For example, if I ban someone from my server, I'd like to check if they 
> are
> in my steam group, and if they are, boot them automagically.
>
> As well as other features, such as iterating through a players steam 
> groups
> without it having to have a ton of stuff to spam requests to the steam
> community pages.
>
> Pipe dream though.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Wednesday, April 02, 2008 12:56 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] Request: Steam Friends API
>
> It would be great if users could make, say, a steam friends client for
> linux, or a steam friends plugin for something like Pidgin. I know
> many people only through having played with them on steam. I would
> love to be able to talk to them/see what they're up to when i'm not in
> windows or at work.
>
> Any chance of this API being released?
>
> - Neph


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Re: [hlds] Ping - is the list server dead?

2008-03-27 Thread Kevin Ottalini
nope, it still works!


- Original Message - 
From: "Ook" 
To: 
Sent: Thursday, March 27, 2008 6:48 PM
Subject: [hlds] Ping - is the list server dead?


>3 days, no email from list. Did the server die?


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Re: [hlds] Kicked for piracy?

2008-03-21 Thread Kevin Ottalini
guilty consciences perhaps :P

I'm not hearing anything like this on my servers though.

I've seen groups of players get this at intervals, just mostly coincidence I 
think although I did take the time to extract and plot these from my server 
logs once and there was at least one time (a year ago or so) when I saw a 
lot of players getting it regardless of their ticket age - Valve fixed 
something then.

I would suspect that IF there was suddenly a group of players that were 
getting kicked with a real piracy notice that it would indicate that VAC was 
doing its job.



- Original Message - 
From: "Saint K."
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Friday, March 21, 2008 12:26 PM
Subject: Re: [hlds] Kicked for piracy?


>I have seen the message before indeed, but I never heard multiple users
> complaining about some sort of piracy message.
>
> Saint K.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Sandy
> Verzonden: Friday, March 21, 2008 8:17 PM
> Aan: Half-Life dedicated Win32 server mailing list
> Onderwerp: Re: [hlds] Kicked for piracy?
>
> That error from the logs doesn't actually mean anything with piracy
> according the the FAQ.
> https://support.steampowered.com/kb_article.php?p_faqid=374
> Plus, it's been around for a long time.
> If this does turn out to be an anti-piracy measure from Valve as in
> attacking those using non-steam etc, then it's about time!
>
> - Original Message - 
> From: "Saint K."
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Friday, March 21, 2008 2:51 PM
> Subject: Re: [hlds] Kicked for piracy?
>
>
>> This is from the logs, but the clients reported that locally it gave a
>> piracy error message. Unfortunately there is no one around anymore to
>> request the exact message from.
>>
>>
>> L 03/21/2008 - 18:05:13: "fuguSpecial<276>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "jiles<270>"
>> disconnected
>> (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "paznja<269>"
>> disconnected
>> (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "GonnaKillU<266>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "BanG<264>" disconnected
>> (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "waffle of roffle<275>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "bLAATjEEH<250>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "Little Kid<244>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "Foolish Newbie<230>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "zalan02<222>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "zenjester<193>"
>> disconnected (reason "No Steam logon
>> ")
>> L 03/21/2008 - 18:05:13: "Neron<46>" disconnected
>> (reason "No Steam logon
>> -Oorspronkelijk bericht-
>> Van: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
>> Verzonden: Friday, March 21, 2008 7:43 PM
>> Aan: Half-Life dedicated Win32 server mailing list
>> Onderwerp: Re: [hlds] Kicked for piracy?
>>
>> What was the message exactly?
>>
>>
>> - Original Message - 
>> From: "Saint K."
>> To: "'Half-Life dedicated Win32 server mailing list'"
>> 
>> Sent: Friday, March 21, 2008 11:28 AM
>> Subject: [hlds] Kicked for piracy?
>>
>>
>>> Erm... Half of the server got kicked today with a piracy message? What
>>> the
>>> heck?
>>>
>>> Saint K.
>>


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Re: [hlds] Kicked for piracy?

2008-03-21 Thread Kevin Ottalini
"No Steam Logon" is just a message that the client needs to log out of Steam 
and log back in again to renew his ticket, no piracy there.

I've asked a couple of times for the client message to be changed to 
something more meaningful.
a better message would be:

"Please renew your Steam Ticket, info here: "



- Original Message - 
From: "Saint K." <[EMAIL PROTECTED]>
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Friday, March 21, 2008 11:51 AM
Subject: Re: [hlds] Kicked for piracy?


> This is from the logs, but the clients reported that locally it gave a
> piracy error message. Unfortunately there is no one around anymore to
> request the exact message from.
>
>
> L 03/21/2008 - 18:05:13: "fuguSpecial<276>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "jiles<270>" 
> disconnected
> (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "paznja<269>" 
> disconnected
> (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "GonnaKillU<266>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "BanG<264>" disconnected
> (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "waffle of roffle<275>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "bLAATjEEH<250>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "Little Kid<244>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "Foolish Newbie<230>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "zalan02<222>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "zenjester<193>"
> disconnected (reason "No Steam logon
> ")
> L 03/21/2008 - 18:05:13: "Neron<46>" disconnected
> (reason "No Steam logon
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
> Verzonden: Friday, March 21, 2008 7:43 PM
> Aan: Half-Life dedicated Win32 server mailing list
> Onderwerp: Re: [hlds] Kicked for piracy?
>
> What was the message exactly?
>
>
> - Original Message - 
> From: "Saint K."
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Friday, March 21, 2008 11:28 AM
> Subject: [hlds] Kicked for piracy?
>
>
>> Erm... Half of the server got kicked today with a piracy message? What 
>> the
>> heck?
>>
>> Saint K.
>


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Re: [hlds] Kicked for piracy?

2008-03-21 Thread Kevin Ottalini
What was the message exactly?


- Original Message - 
From: "Saint K."
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Friday, March 21, 2008 11:28 AM
Subject: [hlds] Kicked for piracy?


> Erm... Half of the server got kicked today with a piracy message? What the
> heck?
>
> Saint K.


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Re: [hlds] Invalid STEAM UserID Ticket hell

2008-03-18 Thread Kevin Ottalini

I got the word that Valve is working on this problem.



- Original Message - 
From: "Craig Collinson"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, March 18, 2008 9:54 PM
Subject: Re: [hlds] Invalid STEAM UserID Ticket hell


> currently getting this at the moment. have tried rebooting. restarting 
> steam
> logging out then back in. deleting the client registry.blob etc
>
> getting a new error tho
>
> invalid certificate length 0/2048
>
> more time spent on speeding the servers up and keeping them online rather
> then using ur resources on other things such as pointless updates no one
> wants, delisting servers etc the list go's on
>
>
> On 19/03/2008, 1nsane .  wrote:
>>
>> Vac is down for a bunch of servers. And the steam user graph has a very
>> interesting DROP:
>> http://www.steampowered.com/v/index.php?area=stats
>>
>> Valve?! You sleeping yet? Steam is dying :(.
>>
>> On Tue, Mar 18, 2008 at 11:45 PM, Darren Gordon >> wrote:
>>
>> > Yeah I hadn't been having this happen until today but I've also had
>> > Friends disconnected me at least a half dozen times so I'm beginning to
>> > think the two are linked.
>> >
>> >
>> >
>> > -Original Message-
>> > From: [EMAIL PROTECTED] [mailto:
>> > [EMAIL PROTECTED] On Behalf Of 1nsane .
>> > Sent: Tuesday, March 18, 2008 8:17 PM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Invalid STEAM UserID Ticket hell
>> >
>> > Been happening a lot to me today. Guess some steam server exploded for 
>> > a
>> > while. 5 people join... 6 get the error. And the story repeats. Luckily
>> > today is the only time it's been happening this bad to me.
>> >
>> > On Tue, Mar 18, 2008 at 9:16 PM, "[ЯтR] The-/> > killer>> > wrote:
>> >
>> > > We don't get this error often but it does happen least 3-4 times a
>> month
>> > > and completely random, server is full and boom completely empty.
>> > >
>> > > NukePaste wrote:
>> > > > I have been having these same issues for the last week or two.  It
>> has
>> > > basically killed both my TF2 servers.  I have tried all the ideas
>> here,
>> > and
>> > > everything listed in the steam forums.  I even tried running a server
>> > from a
>> > > different IP and a different machine.  Re-install, re-update, still 
>> > > no
>> > > bueno.  New DNS servers didn't help either
>> > > >
>> > > > I get a lot of timeouts when trying to update and I get 
>> > > > unsuccessful
>> > > connection to the VAC server when the server launches.  Having to
>> retry
>> > 10
>> > > times to get in will make sure the server stays empty until there is 
>> > > a
>> > fix.
>> > > >
>> > > > -Original Message-
>> > > > From: [EMAIL PROTECTED] [mailto:
>> > > [EMAIL PROTECTED] On Behalf Of Saint K.
>> > > > Sent: Tuesday, March 18, 2008 12:57 PM
>> > > > To: 'Half-Life dedicated Win32 server mailing list'
>> > > > Subject: Re: [hlds] Invalid STEAM UserID Ticket hell
>> > > >
>> > > > Thanks for the suggestions, but the servers and network connection
>> are
>> > > working flawlessly. So all we can do is hope for VALVe to fix it.
>> > > >
>> > > > Cheers,
>> > > >
>> > > > -Oorspronkelijk bericht-
>> > > > Van: [EMAIL PROTECTED] [mailto:
>> > > [EMAIL PROTECTED] Namens Kevin Ottalini
>> > > > Verzonden: Tuesday, March 18, 2008 8:26 PM
>> > > > Aan: Half-Life dedicated Win32 server mailing list
>> > > > Onderwerp: Re: [hlds] Invalid STEAM UserID Ticket hell
>> > > >
>> > > > There seem to be a few ways this happens.
>> > > >
>> > > > One is if the Steam servers are being twiddled or just need a bit 
>> > > > of
>> a
>> > > kick.
>> > > >
>> > > > Another is where players need to log out of Steam and log back in 
>> > > > to
>> > > renew
>> > > > their ticket - might also be flagged as a "no steam logon".
>> > > >
>> > > > Steam tickets seem to need to be renewed every few weeks,
>>

Re: [hlds] Invalid STEAM UserID Ticket hell

2008-03-18 Thread Kevin Ottalini
There seem to be a few ways this happens.

One is if the Steam servers are being twiddled or just need a bit of a kick.

Another is where players need to log out of Steam and log back in to renew
their ticket - might also be flagged as a "no steam logon".

Steam tickets seem to need to be renewed every few weeks, occasionally I'll
see clusters of players all having this same problem at the same time -
players will try joining the server over and over only to be kicked after a
few seconds, not quite enough time to tell them what to do to fix the
problem.

If there is a big update being uploaded to the content servers there also
occasionally seems to be a ticket problem that just clears up by itself
after a little while.

One thing you can check on is if all the players having problems have
STEAM_0: or all STEAM_1: IDs
If they are all one or the other then one of the AUTH servers might be
having problems.

I just today started seeing a bit of this on my HLDM (HL1) server today:

Error verifying STEAM UserID Ticket(server was unable to contact the
authentication server).

I logged the client out and logged back in and the problem went away (for me
anyway).

If your server has a chronic problem with this happening (IE: none of the
above apply) then your server or the server's network  might be having a
problem of some kind.

Try running pingplotter (www.pingplotter.com) from and to your server for a
few days and see if you see a network outage along the way in sync with your
players all dropping.  Pingplotter is very low overhead and won't affect the
server (or client) performance.

10 or 15 second intervals seem to work fine for this sort of checking.

qUiCkSiLvEr


- Original Message - 
From: "Saint K."
To: "'Half-Life dedicated Win32 server mailing list'"

Sent: Tuesday, March 18, 2008 11:38 AM
Subject: [hlds] Invalid STEAM UserID Ticket hell


> Hi,
> From about 2 weeks ago our servers keep experiencing this bug, and it
> keeps emptying the servers from time to time.
>
> Player wL.75 - Άямα left the game (Invalid STEAM UserID Ticket)
>
> Anyone knows if we can do something about this, or is this just pure a
> steam error?
>
> Cheers,
>
> Saint K.


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Re: [hlds] Blacklist

2008-03-14 Thread Kevin Ottalini
Home routers can cause this if your Steam rate is set too high.

Try setting the steam > settings > connection speed to something low and see 
if your server counts become more stable.

You must exit and restart Steam for the speed change to take effect.


- Original Message - 
From: "Andrew Armstrong"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Friday, March 14, 2008 7:32 PM
Subject: Re: [hlds] Blacklist


>I repeatedly get different server counts each time I refresh the server
> list.
>
> Without fail.
>
> - Andrew
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of "[??R]
> The-/ Sent: Saturday, 15 March 2008 11:33 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Blacklist
>
> I was getting drastically different numbers everytime i refreshed the
> serverlist for about 2 hours seems to be fine now.
>
> Cc2iscooL wrote:
>> I'm pretty sure Valve haven't delisted anyone yet, as the server count on
>> the internet tab from yesterday is about the same as today.
>>
>> On Fri, Mar 14, 2008 at 3:27 PM, "[??R] The-/ <[EMAIL PROTECTED]>
>> wrote:
>>
>>
>>> Now one shows up sometimes on the custom tab, other times when i refresh
>>> the custom tab im only getting like 10 servers. They are on consecutive
>>> ips.
>>>
>>> Steve wrote:
>>>
 Were all your servers using the same public IP?


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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread Kevin Ottalini
Perhaps all the custom servers are seeing a drop in attendance because 
players are actually choosing to play on Vanilla servers (I know I do).

Many players I know use a 3rd party serverbrowser or join from the Steam 
Serverbrowser, neither of which care about the tag system at all.

Players with Servers listed in their favorites also don't care about the tag 
system at all.




- Original Message - 
From: "StrontiumDog"
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, March 14, 2008 2:22 PM
Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2 
community.


>I like the tabs.
> A lot of people are vocal about not liking them.  I thought I'd just say
> that I do like them and thought they were a good idea.


- Original Message - 
From: "[BT]Black V"
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Friday, March 14, 2008 2:15 PM
Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2 
community.


> Well personally, I like the tabs, but I'm an average gamer who only plays
> about 2 to 3 hours a night
> I don't want to play dustbowl 24/7 (de_dust anyone) i don't want instant 
> jib
> i don't want instant spawn, I want to play on a std server where I know 
> what
> happening
>
> Personally love the list
>


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Re: [hlds] 32x servers all over! Yay!

2008-02-29 Thread Kevin Ottalini

This is a good first step indeed.

It would be nice to right-click on a tag I'm not interested in and "hide"
all those servers like that (-tag).

I would also really like a simple filter that says "only unmodified
servers".



- Original Message -
From: "Garry Newman"
To: 
Sent: Friday, February 29, 2008 2:46 AM
Subject: Re: [hlds] 32x servers all over! Yay!



Am I the only one in favour of this? When I'm looking for TF servers I
don't want to join a server just to find that people are shooting
lasers out of their eyes. I want to join a vanilla server that's set
up and balanced by the people that made the game.

If I wanted to play with too many players, or with eye lasers, I'd
specifically look for that - and this has made those servers easier to
find. Right?

garry

On Fri, Feb 29, 2008 at 6:55 AM, Nephyrin Zey  wrote:

Thanks for thinking this one through value. Another server-side change
 to effectively group 32x servers in with partymode/lolhats/norespawn
 servers that TOTALLY wont get worked around. Except for the 6 on the
 internet tab.

 IDEA: Keep shit on one tab, make it easy to filter by max players.
 Yeah? No? I have a plugin that strips server tags, how long until
 someone more willing to publish it makes one?

 My server is still on custom. It got WAY less players today. Weird.

 - Neph.



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[hlds] Re: [hlds] Re: [hlds] Error: server failed to tran smit file 'AY&SY,W' Host_Error svc_bad kicking h alf the server -zone 8192

2008-01-14 Thread Kevin Ottalini

ah, I see this is some plugin problem, nm.

You'll need to remove a plugin at a time until you locate the offending one.

I have seen this in servers behind routers however.

in an unmodified server / client environment:
http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=64

These days most home users have routers, it might be part of their modem.



- Original Message -
From: "frag"
To: 
Sent: Monday, January 14, 2008 1:37 AM
Subject: Re: [hlds] Re: [hlds] Error: server failed to transmit file
'AY&SY,W' Host_Error svc_bad kicking half the server -zone 8192



This isn't a router issue.   I have no router and many of the clients that
get this error have no routers.
This is a client buffer overflow involving the amount of ram hlds is
allocated to manage any type of txt.cfg or ini file.  Thanks for the
resonse


---Original Message---

From: Kevin Ottalini
Date: 01/13/08 19:47:25
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: [hlds] Error: server failed to transmit file
'AY&SY,W'
Host_Error svc_bad kicking half the server -zone 8192

The most common cause of this error is your router is getting overloaded
(assuming you have your server behind a router).

What you are showing there (Host_Error: CL_ParseServerMessage) is a client
error which can be caused by the client's router as well.

In a nutshell, this is a network traffic error where messages are getting
garbled.


- Original Message -
From: "frag"
To: 
Sent: Sunday, January 13, 2008 7:26 PM
Subject: [hlds] Error: server failed to transmit file 'AY&SY,W'
Host_Error
svc_bad kicking half the server -zone 8192



Hey all,  I have a huge problem that I have been dealing with for a while
now and was wondering if any of you are seeing this error.   I used to
get
this error and THOUGHT I fixed it using the  "-zone 8192" parameter in my
startup CMD line  but since my server now has 20 to 26 humans 24X7,  the
error has started once again.   It kind sucks to have half your clients
kicked in the middle of a heated battle.
The funny thing is that when it happens all of the clients get the same
error in their console but the next time it happens the error is slightly
different but with the same result, Over half the server gets kicked to
there DOD game menu.I have done a ton of research on this error but
no
one seems to have any concrete evidence as to why it keeps happening.

SPECS
OS: fedora core 6 , Dual xeon , 3.0GIG with 2 GIGS ram on a 100 MB
uplink.


Any and all help much appreciated in solving this horrible bug.


Error: server failed to transmit file 'AY&SY,W'
Last 32 messages parsed.
27891 0016 svc_deltapacketentit
27891 0123 svc_voicedata
27895 0008 svc_time
27895 0013 svc_clientdata
27895 0016 svc_deltapacketentities
27895 0124 svc_sound
27895 0137 svc_voicedata
27895 0217 svc_voicedata
27895 0259 svc_sound
27897 0018 Spectator
27897 0021 TeamScore
27897 0025 TeamScore
27897 0029 PStatus
27897 0032 PClass
27897 0035 svc_updateuserinfo
27897 0232 svc_time
27897 0237 svc_clientdata
27897 0240 svc_deltapacketentities
27897 0349 svc_voicedata
27897 0391 svc_sound
27898 0008 svc_time
27898 0013 svc_clientdata
27898 0016 svc_deltapacketentities
27898 0132 svc_voicedata
27901 0008 svc_time
27901 0013 svc_clientdata
27901 0016 svc_deltapacketentities
27901 0132 svc_voicedata
27905 0018 CurWeapon
27905 0022 CurWeapon
27905 0026 svc_filetxferfailed
BAD: 37:svc_bad
Host_Error: CL_ParseServerMessage: Il
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[hlds] Re: [hlds] Error: server failed to transmit file ' AY&SY,W' Host_Error svc_bad kicking half the ser ver -zone 8192

2008-01-13 Thread Kevin Ottalini

The most common cause of this error is your router is getting overloaded
(assuming you have your server behind a router).

What you are showing there (Host_Error: CL_ParseServerMessage) is a client
error which can be caused by the client's router as well.

In a nutshell, this is a network traffic error where messages are getting
garbled.


- Original Message -
From: "frag"
To: 
Sent: Sunday, January 13, 2008 7:26 PM
Subject: [hlds] Error: server failed to transmit file 'AY&SY,W' Host_Error
svc_bad kicking half the server -zone 8192



Hey all,  I have a huge problem that I have been dealing with for a while
now and was wondering if any of you are seeing this error.   I used to get
this error and THOUGHT I fixed it using the  "-zone 8192" parameter in my
startup CMD line  but since my server now has 20 to 26 humans 24X7,  the
error has started once again.   It kind sucks to have half your clients
kicked in the middle of a heated battle.
The funny thing is that when it happens all of the clients get the same
error in their console but the next time it happens the error is slightly
different but with the same result, Over half the server gets kicked to
there DOD game menu.I have done a ton of research on this error but no
one seems to have any concrete evidence as to why it keeps happening.

SPECS
OS: fedora core 6 , Dual xeon , 3.0GIG with 2 GIGS ram on a 100 MB uplink.


Any and all help much appreciated in solving this horrible bug.


Error: server failed to transmit file 'AY&SY,W'
Last 32 messages parsed.
27891 0016 svc_deltapacketentit
27891 0123 svc_voicedata
27895 0008 svc_time
27895 0013 svc_clientdata
27895 0016 svc_deltapacketentities
27895 0124 svc_sound
27895 0137 svc_voicedata
27895 0217 svc_voicedata
27895 0259 svc_sound
27897 0018 Spectator
27897 0021 TeamScore
27897 0025 TeamScore
27897 0029 PStatus
27897 0032 PClass
27897 0035 svc_updateuserinfo
27897 0232 svc_time
27897 0237 svc_clientdata
27897 0240 svc_deltapacketentities
27897 0349 svc_voicedata
27897 0391 svc_sound
27898 0008 svc_time
27898 0013 svc_clientdata
27898 0016 svc_deltapacketentities
27898 0132 svc_voicedata
27901 0008 svc_time
27901 0013 svc_clientdata
27901 0016 svc_deltapacketentities
27901 0132 svc_voicedata
27905 0018 CurWeapon
27905 0022 CurWeapon
27905 0026 svc_filetxferfailed
BAD: 37:svc_bad
Host_Error: CL_ParseServerMessage: Il
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Re: [hlds] dustbowl scoring

2007-12-23 Thread Kevin Ottalini

cfg files go in the cfg folder


- Original Message -
From: "-xL-Trinidad"
To: 
Sent: Sunday, December 23, 2007 1:32 AM
Subject: Re: [hlds] dustbowl scoring



in which folder do you have to put the cp_dustbowl.cfg ?


- Original Message -
From: "Darren Gordon"
To: 
Sent: Sunday, December 23, 2007 12:15 AM
Subject: Re: [hlds] dustbowl scoring



Create a cp_dustbowl.cfg file and set mp_maxrounds 4.  Since no matter
what a successful defense will end a round (one team's turn on
offense) four will be enough that both get to go twice.  I just
checked it out and it seemed to work fine.

-Darren



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Re: [hlds] Is the list broken??

2007-11-30 Thread Kevin Ottalini

not much going on right now ... no news is good news!


- Original Message -
From: "Steve Kovack"
To: 
Sent: Friday, November 30, 2007 8:15 PM
Subject: [hlds] Is the list broken??



Just wondering am I the only one not getting anything from the list lately??



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Re: [hlds] sv_lan bug on change map

2007-10-30 Thread Kevin Ottalini

I just tested this on my local WinXP (you are running a Linux server there
and this is the Win32 list) and do not see a problem here.

One little thing, you really need to "changelevel de_nuke" not "map de_nuke"



- Original Message -
From: "curet"
To: 
Sent: Tuesday, October 30, 2007 2:21 PM
Subject: [hlds] sv_lan bug on change map



Hello everyone,
I can reproduce a strange bug,

start a lan srcds server with this command:

./srcds_run -game cstrike -debug -port 27015 -insecure -nomaster -tickrate
100 +map de_dust2 +maxplayers 12 +mp_dynamicpricing 0 +sv_lan 1

then i try to change the map :
map de_nuke

and i get this:

Enabling debug mode
Auto-restarting the server on crash

Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
maxplayers set to 12
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Executing dedicated server config file
Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
couldn't exec server.cfg
Master server communication disabled.
map de_nuke
Executing dedicated server config file
Error: Material "sprites/glow_test02" : proxy "lampbeam" not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
couldn't exec server.cfg
EVERYONE CAN BUY!
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2
steamengine.cpp (439) : Assertion Failed: m_ListPServerPipes.Count() ==2

the server seems like to freeze, and the steamengine.cpp error appears
every 0.10 seconds in console.

if i don't launch the server with the "+sv_lan 1" option, i can change
the map as asual without the steamengine.cpp bug.

I thought that a bad file could be there, and i removed everything, and
redownloaded everything, and the bug is still there.

The server is a defaut one, without any server.cfg file, without any
plugins.


Here is some details of my linux configuration:

#emerge --info
Portage 2.1.3.14 (default-linux/x86/2007.0/desktop, gcc-4.2.2,
glibc-2.6.1-r0, 2.6.23-rc7 i686)
=
System uname: 2.6.23-rc7 i686 Intel(R) Core(TM)2 Quad CPU @ 2.40GHz
Timestamp of tree: Wed, 17 Oct 2007 08:30:01 +
app-shells/bash: 3.2_p17-r1
dev-java/java-config: 1.3.7, 2.1.2-r1
dev-lang/python: 2.5.1-r2
sys-apps/baselayout: 1.12.10-r5
sys-apps/sandbox:1.2.18.1
sys-devel/autoconf:  2.13, 2.61-r1
sys-devel/automake:  1.5, 1.6.3, 1.7.9-r1, 1.8.5-r3, 1.9.6-r2, 1.10
sys-devel/binutils:  2.18-r1
sys-devel/gcc-config: 1.4.0-r4
sys-devel/libtool:   1.5.24
virtual/os-headers:  2.6.23
ACCEPT_KEYWORDS="x86 ~x86"
CBUILD="i686-pc-linux-gnu"
CFLAGS="-O2 -march=i686 -mtune=prescott -pipe"
CHOST="i686-pc-linux-gnu"

the system is compiled with i686 generic support, so i don't understand.

Thanks in advance.
Tangi Curet
France



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Re: [hlds] P4 vs. Celeron vs. AMD

2007-10-23 Thread Kevin Ottalini

Disable anything that isn't used, especially since this will free up memory.

This is a very extensive list of services and descriptions and
recommendations what to enable / disable:
http://www.blackviper.com

For example most game servers will not have a printer attached so disable
the print spooler, etc.

The native firewall is not necessarily a bad thing to have enabled although
iptables are lower overhead but can be a bit tricky to use.

I also always disable all NETBIOS services and driver options under TCP.

The only network protocol that typically needs to be enabled is TCP.   QoS
can thieve bandwidth away and give nothing in return and SSDP and UPNP are
not useful either and can represent additional security risk.

Get rid of themes and wallpaper and screensavers too.

Most servers don't have need for an audio subsystem, so disable that service
too.

Any service or feature that is running that you don't will need take up cpu
cycles and memory that the game server is always starving for.

Typically there are only 19 or 20 or so necessary services for a Win2K3 or
XP system running a game server with a baseline Commit Charge of 100 to
120MB.

Server2003 has a lot of these services disabled by default but might also
have a boatload of IIS related stuff that it's also best to not use on a
game server.

Something else ... I never allow automatic OS updates on my game servers, I
always do this manually (and religiously).

If you have an Anti-Virus installed on your server it's best to not allow it
to run automatic scans too, a game server should not be used to browse the
web or download stuff either.

Even uninstalling things like a custom mouse driver can help too.

Philosophy: Lean Mean Game Serving Machine!

I have a little toolkit that I wrote that has a lot of basic management and
process scan tool links that has been very useful in managing my game
servers.
It does require 1.1 or 2.0 DOT.NET installed but these are very low overhead
OS updates so not a problem

The webpage for the toolkit is here:
http://QSextreme.com/qs_toolkit

I am adding new things all the time to it, I just recently added a Community
SteamID lookup that I find very useful for checking players on my servers.

qUiCkSiLvEr


- Original Message -
From: "Roman Hatsiev"
To: 
Sent: Monday, October 22, 2007 11:11 PM
Subject: Re: [hlds] P4 vs. Celeron vs. AMD


I wonder which services from vanilla Windows installation may affect
srcds? The only service I can think of is firewall. Anything else?





On 23/10/2007, Kevin Ottalini  wrote:


For running one or two srcds, you probably won't see a big difference for
512K, 1MB or 2MB L2 cache or 533 / 800 MHz for that matter.

256K L2 cache will be noticeably slower though.

If I had to rate value I would say:

1. P4 Northwood or newer (not Celeron)
2. higher cpu clock rate (higher clock rates demands a better cpu cooler
like a zalman though)
3. matched performance memory (2 sticks in Dual channel mode)
4. more system memory (1GB minimum, 2GB best, no more then 2 sticks in
either case, 4 stick of memory = slower)
5. 800MHz memory (PC3200 C2)

Normal P4: 512K L2 cache (Northwood) is fine, no need to burn money on EE
P4: 2MB L2 cache
AMD 64 cpu running 32-bit OS is going to be pretty similar (forget 64-bit
OS).

Is an AMD 3200+ as good as an Intel 3.0 P4? IMO it's a toss up.  I have
both
but prefer intel, Intel mobos seem to be a little more stable.

A really good case and powersupply with good flow-through cooling is
worth
the extra expense as well as a good UPS.

As a baseline comparison, a P4 3.0GHz / 800MHz / 512K L2 machine with 2GB
memory can run 4ea SRCDS (no bots!, 300FPS) and see an average ~50%
utilization peaking occasionally at 75% (map changes) with 50 to 64
players
(hi-res timer enabled).

CPU% is very dependent on the map and the mod though, so two or three TF2
sessions (or CSS with bots) might max the system out.

I'm also talking pure vanilla SRCDS here, no addons.

Win2K3 is going to be a little better then XP Pro but disabling unneeded
services in both can make a big difference.

If you're looking at a datacenter box, get the 3.0 P4/800/512K L2 with
2GB
memory unless $ is a big problem, it's worth the extra pennies.

If you need to run more then 4 SRCDS on one box look into a newer
core2duo
or dual AMD but be aware that 2 physical CPUs does not give you 2X the
performance, and more servers means you will need more physical memory
too
($ is going to be a lot more overall).



- Original Message -
From: 
To: 
Sent: Monday, October 22, 2007 5:01 PM
Subject: [hlds] P4 vs. Celeron vs. AMD


> Does anyone have, or could refer me to, any SRCDS specific performance
> comparisons between Celeron and P4 processors--or same for AMD?  More
> specifically, how much better for how much more cache/bus and at what
> amount
> of cache/bus does the performance curve level?  Would a (P4 3GHz 800MHz
>

Re: [hlds] P4 vs. Celeron vs. AMD

2007-10-22 Thread Kevin Ottalini


For running one or two srcds, you probably won't see a big difference for
512K, 1MB or 2MB L2 cache or 533 / 800 MHz for that matter.

256K L2 cache will be noticeably slower though.

If I had to rate value I would say:

1. P4 Northwood or newer (not Celeron)
2. higher cpu clock rate (higher clock rates demands a better cpu cooler
like a zalman though)
3. matched performance memory (2 sticks in Dual channel mode)
4. more system memory (1GB minimum, 2GB best, no more then 2 sticks in
either case, 4 stick of memory = slower)
5. 800MHz memory (PC3200 C2)

Normal P4: 512K L2 cache (Northwood) is fine, no need to burn money on EE
P4: 2MB L2 cache
AMD 64 cpu running 32-bit OS is going to be pretty similar (forget 64-bit
OS).

Is an AMD 3200+ as good as an Intel 3.0 P4? IMO it's a toss up.  I have both
but prefer intel, Intel mobos seem to be a little more stable.

A really good case and powersupply with good flow-through cooling is worth
the extra expense as well as a good UPS.

As a baseline comparison, a P4 3.0GHz / 800MHz / 512K L2 machine with 2GB
memory can run 4ea SRCDS (no bots!, 300FPS) and see an average ~50%
utilization peaking occasionally at 75% (map changes) with 50 to 64 players
(hi-res timer enabled).

CPU% is very dependent on the map and the mod though, so two or three TF2
sessions (or CSS with bots) might max the system out.

I'm also talking pure vanilla SRCDS here, no addons.

Win2K3 is going to be a little better then XP Pro but disabling unneeded
services in both can make a big difference.

If you're looking at a datacenter box, get the 3.0 P4/800/512K L2 with 2GB
memory unless $ is a big problem, it's worth the extra pennies.

If you need to run more then 4 SRCDS on one box look into a newer core2duo
or dual AMD but be aware that 2 physical CPUs does not give you 2X the
performance, and more servers means you will need more physical memory too
($ is going to be a lot more overall).



- Original Message -
From: 
To: 
Sent: Monday, October 22, 2007 5:01 PM
Subject: [hlds] P4 vs. Celeron vs. AMD



Does anyone have, or could refer me to, any SRCDS specific performance
comparisons between Celeron and P4 processors--or same for AMD?  More
specifically, how much better for how much more cache/bus and at what
amount
of cache/bus does the performance curve level?  Would a (P4 3GHz 800MHz
2MB)
outperform a (P4 3GHz 800MHz 1MB)? A (P4 3GHz 800MHz 1MB) outperform a (P4
3GHz 533MHz 256KB)? By how much?

For example: What is average CPU% for (P4 3GHz 800MHz 1MB) vs. a (Celeron
3GHz 533MHz 256KB) given all other factors equal.

Thanks!!
Rick



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Re: [hlds] Extremely slow map loading on TF2 Server.

2007-10-22 Thread Kevin Ottalini

Those all look like missing cubemaps which are normally embedded in the BSP.

I also see this on my regular (server2003) TF2 server so the problem is the
current version of cp_dustbowl needs to have cubemaps rebuilt.

Valve must do this and release the update, rebuilding cubemaps yourself will
make the map incompatible with all client maps.

This should not cause any functional problems on the server or clients other
then the slightly longer load times (caused by searching for the missing
textures) so best to just wait it out.



- Original Message -
From: "Kitteny Berk"
To: 
Sent: Sunday, October 21, 2007 11:11 PM
Subject: Re: [hlds] Extremely slow map loading on TF2 Server.



Just to help in tribbleshooting,

http://www.5punk.co.uk/uploads/TF2%20Console%20stuff.txt  is the console
output from changing my server to every map it has.


Kitteny Berk wrote:

I'm using

E:\GameServers\orangebox\srcds.exe -game tf -console +ip x.x.x.x -port
27035 +maxplayers 24 +exec server.cfg +map cp_well

Also still get the same errors on the gui version. (srcds.exe -game tf
+ip x.x.x.x -port 27035 +maxplayers 24 +exec server.cfg)


Mike Holgate wrote:

Here is my command line in console mode:
C:\srcds\orangebox\srcds.exe -console -game tf -tickrate 33 -ip
192.168.0.101 -port 27015 +maxplayers 8 +map cp_well -autoupdate

Also, I just realized that if I run in GUI mode with this command
line, it
doesn't have the problem:
C:\srcds\orangebox\srcds.exe -game tf +maxplayers 8 -autoupdate

-
Mike Holgate



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Sunday, October 21, 2007 9:52 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Extremely slow map loading on TF2 Server.

Well, it's good to know i'm not crazy.

Just out of interest, are you running using
C:\servers\orangebox\srcds.exe  or C:\servers\srcds.exe ?

I'm wondering if there's some screwups somewhere if not using
\orangebox\ , I'm thinking that may be an issue given it seems to decide
randomly if it's going to use \orangebox\ or not when you update.

Mike Holgate wrote:


I too am having this problem, on 2 separate machines. The maps will
load
eventually but after several minutes.

Mike Holgate

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
Sent: Sunday, October 21, 2007 7:03 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Extremely slow map loading on TF2 Server.

Hi,

I'm having a bit of trouble with my TF2 server, no-one i've talked
to so
far seems to have any ideas.

My server has been loading some maps vry slowly due to hundreds of
errors like this

"cmaterial::precachevars: error loading vmt file for
maps/cp_gravelpit/nature/blendbackgroundtograve1004_wvt_patch"

I've reinstalled the server a few times, I've tried downloading on
other
machines and I've tried replacing ost of the server map/texture etc
files with ones from my GCFs.

However, the issue still remains, but it varies on each map, some will
load instantly (as they should), others will take a few minutes,  This
occurs on official and custom maps, seems to depend on what materials
the map uses.

As far as I can tell, the process of borkage goes Changelevel > CP_well
 > lots of errors as above > map loads as it should.

I'm certain my server is up to the task, as it was running very well up
until the last update or 2 ago.


Anyone have any ideas?

Cheers



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Re: [hlds] Half-Life2 DM Chat/Console still broken (Linux). Nothing works/happend!

2007-10-19 Thread Kevin Ottalini

Manni,
   I'm pretty sure the conversion effort to bring the stock mods over to
the EP2 engine (and the SDK update) is responsible for a slowdown in bug
fixes.

Lots of things are being done all at the same time right now (including
dealing with issues from the EP2/TF2/Portal & XBOX releases).

If nothing else, a few days respite from the big release is very well
deserved too.

I'm certain this will be fixed as soon as the right person gets a chance.


- Original Message -
From: "Mannis.House"
To: 
Sent: Friday, October 19, 2007 7:25 AM
Subject: [hlds] Half-Life2 DM Chat/Console still broken (Linux). Nothing
works/happend!



Hello.

The Half-Life2 DM  Chat/Console is still broken on Linux servers.
Is it possible to get some Information about, whether you work on a fix or
not? And when it will probably be finished?

I asked this question 1 MONTH !! ago, and the Support said, we know the
problem and are working on it.
Yesterday i asked support again, and the same answer.
This problem exist now since September 12, 2007, 1:10 pm - Jason Ruymen
That is not ok, i'm very sad/disappointed.
:(

I know you've a lot to do, with the new games e.g. TF2.
But it is not ok, to neglect this problem in HL2DM. (and this problem
happend the second time, after an source engine update)
It's not only the chat problem, the whole console is broken,
most of the commands dont work. Plugins like MANI Admin dont work anymore
and automatic scripts like from eventsscripts dont work neither.
So the servers only vegetate :(

sincerely yours
Manni
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Re: [hlds] TF2 ... All 32 player servers filtered out?

2007-10-10 Thread Kevin Ottalini

I think the issue here is this is a brand new mod (officially only HOURS
old!) and the user experience needs to be uniform and "unpatched" as much as
possible so Valve can calibrate the new engine before porting over all the
other mods.

Remember that the stats tracking system is brand new as well and hacking the
maps and servers will throw off the baseline for stats, in some cases
dramatically.

Once the engine's behavior and quirks have been thoroughly hashed out, THEN
is the time for allowing modifications like this but most certainly NOT by
server admins hex editing server binaries.

The developers at Valve had very good reasons to set the max number of
players at 24, let's give them the a little credit and consideration here
ok?

In addition, one of the maps tc_hydro has potentially too many base entities
for 32 players and could cause servers and clients to crash (but it seems ok
with 24 players but might be right at the borderline).

qUiCkSiLvEr



- Original Message -
From: "Mike Munoz"
To: 
Sent: Wednesday, October 10, 2007 1:30 PM
Subject: RE: [hlds] TF2 ... All 32 player servers filtered out?



OUCH!!...
To actually go so far as to modify the server browser so that it won't
list 32 slot TF2 servers!



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Re: [hlds] FW: TF2 LAN Server

2007-10-10 Thread Kevin Ottalini

I would recommend that you make a totally isolated install for TF:

-dir C:\SRCDS_TF

Although the stock mods will be migrated over eventually, for now and
through the beta test period you will want to be able to run one or the
other so best to keep them separate.




- Original Message -
From: "Michael R. Matheson"
To: 
Sent: Wednesday, October 10, 2007 9:14 AM
Subject: [hlds] FW: TF2 LAN Server



Come on guys.  I know this question wasn't too hard.  I basically would
like
to know what my install directory should be.  Can I just specify C:\SRCDS
or
do I need to add something like C:\SRCDS\Orangebox to keep files separate?
Thanks.



 _

From: Michael R. Matheson
Sent: Tuesday, October 09, 2007 10:35 AM
To: 'hlds@list.valvesoftware.com'
Subject: TF2 LAN Server

I wish to install the dedicated Windows XP TF2 server strictly for LAN
play.
The following is the shortcut target line I used with the update tool to
set
up a dedicated HL2DM server.

C:\SRCDS\Updater\HldsUpdateTool.exe -command update -game "hl2mp" -dir
C:\SRCDS




I created the "Updater" folder in my SRCDS directory to store update
shortcuts for both HL2DM and CSS.  Can someone please tell me how I should
modify this target line to optimally install the TF2 server?  I'm a little
confused by the new "orange box" folder.  I'd like to keep all the servers
installed in the same C:\SRCDS folder if possible, unless this isn't
advised
because of the new engine used in TF2.  Thanks for your help.



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Re: [hlds_linux] Re: [hlds] TF2 Update

2007-10-09 Thread Kevin Ottalini

a game with at least two real players not a player and bots?

- Original Message -
From: "Dan Offord"
To: 
Cc: <[EMAIL PROTECTED]>
Sent: Tuesday, October 09, 2007 2:49 AM
Subject: [hlds_linux] Re: [hlds] TF2 Update



  - Team Fortress 2 stats are only gathered when playing a real game

^^ Will someone please define a "real" game?



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Re: [hlds] TF2 - RCON Access from outside of LAN issues

2007-10-04 Thread Kevin Ottalini

You need to have TCP port 27015 forwarded from your router to the server
internal IP and open for your server firewall for RCON to work in Source.

- Original Message -
From: "Evan Kaiser"
To: 
Sent: Thursday, October 04, 2007 2:45 PM
Subject: [hlds] TF2 - RCON Access from outside of LAN issues



I'm running a TF2 server on my LAN and can use RCON fine from my other
computer in-game. My friend  who's off-LAN, however, can not even when
specifying the rcon_address. This will not be an issue when Mani or Mattie
come up with a plugin, but for now we need RCON to work.

Thanks in advance
--



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Re: [hlds] STATUS command doesn't output to logs

2007-10-04 Thread Kevin Ottalini

about the only way I know to log that information is via the console log
(not in the regular logs):

add:
-condebug -flushlog

to your launch options and get the data immediately from console.log in the
mod directory.

watch those console.log files though, on a busy server they can quickly grow
to 100's of Mb.



- Original Message -
From: "Whisper"
To: "HLDS" 
Sent: Thursday, October 04, 2007 5:11 AM
Subject: [hlds] STATUS command doesn't output to logs



Hi guys

Anybody know how to make the results of the "status" command (NOT rcon
status) output to the log files?

If you run the status command directly in the server console window, the
status command output shows up, but nothing shows up in the log file.

Thanks in advance.
--



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Re: [hlds] Team Fortress 2/Dedicated Server Updated

2007-10-02 Thread Kevin Ottalini

Thanks Jason.

- Original Message -
From: "Jason Ruymen" <[EMAIL PROTECTED]>

Sent: Tuesday, October 02, 2007 6:39 PM
Subject: [hlds] Team Fortress 2/Dedicated Server Updated



Required updates to Team Fortress 2 and it's Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added "Very High" texture resolution option
- Added "Minimal HUD" option to Options->Multiplayer
- Fixed headshots not always registering for crouched players
- Fixed player interpolation bug that caused jittery player animation in
some cases
- Fixed rare crash when players exited water
- Fixed server crash related to Spy sappers
- Fixed overlapping UI elements in Options->Video->Advanced
- Fixed non-English language text overlapping in a few places
- Fixed players being able to use spectator points in dustbowl that were
not in play
- Removed "listdeaths" command that could be abused by clients

Jason



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Re: [hlds] TF2 server keeps skipping maps

2007-10-01 Thread Kevin Ottalini

heheh, well we really do appreciate the effort there Mike even if we do
gripe a little!


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 01, 2007 12:54 PM
Subject: RE: [hlds] TF2 server keeps skipping maps



So - funny story.

This new bug is actually due to the fact that I changed the behavior to
allow duplicate map names in the mapcycle file. So putting two of every
map *should* work as a quick fix. I'm looking into the skipping bug now.

Sorry for the inconvenience.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Monday, October 01, 2007 12:51 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 server keeps skipping maps

The source engine will not allow duplicate map names in the mapcycle
files,
it will loop immediately on the first repeat.

Mike D. said he would look into it since it's a bug, but he's a little
busy
right now :)


- Original Message -
From: "Brandon R. Miller" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 01, 2007 12:42 AM
Subject: Re: [hlds] TF2 server keeps skipping maps



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Have you tried adding each map twice as a quick fix?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
 ----- Original Message -
 From: Kevin Ottalini
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 01, 2007 2:38 AM
 Subject: [hlds] TF2 server keeps skipping maps


 My Win32 TF2 server has all the TF2 maps in the stock sequence but

since

the
 last update it keeps skipping every other map, the following table

shows

the
 order that the maps keep going in:

 cp_gravelpit 1,4,7
 cp_dustbowl
 cp_granary 2,5,8
 cp_well
 ctf_2fort 3,6,9
 tc_hydro

 I manually changed to cp_well but the skipping resumed immediately on

the

 next map change.

 SO, I created a mapcycle2.txt with a slight shuffle and now the maps

run:


 cp_dustbowl 1,4,7
 cp_granary
 cp_well 2,5,8
 ctf_2fort
 tc_hydro 3,6,9
 cp_gravelpit

 so TF2 only likes odd maps at the moment ...



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Re: [hlds] TF2 server keeps skipping maps

2007-10-01 Thread Kevin Ottalini

The source engine will not allow duplicate map names in the mapcycle files,
it will loop immediately on the first repeat.

Mike D. said he would look into it since it's a bug, but he's a little busy
right now :)


- Original Message -
From: "Brandon R. Miller" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 01, 2007 12:42 AM
Subject: Re: [hlds] TF2 server keeps skipping maps



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Have you tried adding each map twice as a quick fix?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
 - Original Message -
 From: Kevin Ottalini
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 01, 2007 2:38 AM
 Subject: [hlds] TF2 server keeps skipping maps


 My Win32 TF2 server has all the TF2 maps in the stock sequence but since
the
 last update it keeps skipping every other map, the following table shows
the
 order that the maps keep going in:

 cp_gravelpit 1,4,7
 cp_dustbowl
 cp_granary 2,5,8
 cp_well
 ctf_2fort 3,6,9
 tc_hydro

 I manually changed to cp_well but the skipping resumed immediately on the
 next map change.

 SO, I created a mapcycle2.txt with a slight shuffle and now the maps run:

 cp_dustbowl 1,4,7
 cp_granary
 cp_well 2,5,8
 ctf_2fort
 tc_hydro 3,6,9
 cp_gravelpit

 so TF2 only likes odd maps at the moment ...



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[hlds] TF2 server keeps skipping maps

2007-10-01 Thread Kevin Ottalini

My Win32 TF2 server has all the TF2 maps in the stock sequence but since the
last update it keeps skipping every other map, the following table shows the
order that the maps keep going in:

cp_gravelpit 1,4,7
cp_dustbowl
cp_granary 2,5,8
cp_well
ctf_2fort 3,6,9
tc_hydro

I manually changed to cp_well but the skipping resumed immediately on the
next map change.

SO, I created a mapcycle2.txt with a slight shuffle and now the maps run:

cp_dustbowl 1,4,7
cp_granary
cp_well 2,5,8
ctf_2fort
tc_hydro 3,6,9
cp_gravelpit

so TF2 only likes odd maps at the moment ...



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[hlds] hldsupdatetool % display not useful

2007-09-29 Thread Kevin Ottalini

I have to say that I find the % display during update for server content to
be pretty useless and I really miss not seeing what files are actually being
updated / verified.

IMHO this change was a step-down in server management.


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Re: [hlds] Running behind a firewall, getting the external IP to register....

2007-09-25 Thread Kevin Ottalini

Noctaire:
   I can see and was able to connect to your server by direct query but
could not see it by general query in the server browser or in 3rd party
lists (game monitor for example).

http://qsextreme.com/tf/domicile.png

Since the hostport shown in the direct query was 27015 you apparently do
have your firewall and router set right but being unable to find the server
in the general browser virtually always means that you are not publishing
the external IP for a server behind a router doing nat.

You must use "-ip " in the server launch options for
your server to become visible to the general public (not +ip).

http://developer.valvesoftware.com/wiki/Command_line

Important note:
You won't be able to see your own server in the server browser if you have
both the server and your client behind the same router,  use a 3rd party
browser like gamemonitor to check and make sure you got all the launch
options set right.

http://www.game-monitor.com/search.php?search=69.61.167.122&type=server

qUiCkSiLvEr


- Original Message -
From: "Noctaire"
To: 
Sent: Tuesday, September 25, 2007 4:38 AM
Subject: RE: [hlds] Running behind a firewall, getting the external IP to
register


It cant bind to an ip that it doesnt use, when you forward the ports
directly to the server any connections being attempted on those ports
are translated to your servers local ip so just set it to your local
ip.


Oh, I understand that of course.  Problem is, the server doesn't show up
in the list of available servers; i.e., it's not in the public server
list.


Anyone running behind a firewall?

Got the server up and running -- no sweat.  I piped 27000-27030, TCP &
UDP,
over to the box.  I can play it on the LAN, no problem.

Now, having it update to the outside world...that's another story.

If I start the server with the +IP command line parameter and use the IP
on
the firewall's external interface, the server chokes and shuts down.  It
is,
of course, only showing up on the client side as being on the LAN.

Suggestions?



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Re: [HLDS] TF 2 Server Jitter Issue

2007-09-24 Thread Kevin Ottalini

TF2 needs a good clean (fast) network connection for your server.

don't change the ticrate (default is 66).

good server settings:

fps_max 300

sv_minupdaterate 30
sv_maxupdaterate 100

sv_mincmdrate 40
sv_maxcmdrate 100

sv_minrate 12000
sv_maxrate 3

expect what looks like jitter when you first join but it goes away after a
minute or so especially on a full server.

adjust the number of player slots to fit your max uplink bandwidth
capability.

net_graph 3 is your friend (on observing client), look for unusual choke,
there should never be loss.



- Original Message -
From: "Jonathan Leissler"
To: 
Sent: Monday, September 24, 2007 11:36 AM
Subject: Re: [HLDS] TF 2 Server Jitter Issue



So it really has nothing to do with the server.cfg at
all?

Server is 66 tic.

I put in a 20 for the minupdate and went 101 max

--- "Daz @ Dustworld"  wrote:


Hi,

I've seen this happen, the reason was just CPU load
though so not good
news I'm afraid. The game just gets choppy even
though pings stayed
low.

Daz

Monday, September 24, 2007, 7:23:07 PM, you wrote:

> I didn't quite find any information on this. But
on
> both a US and EU server the pings are fantastic
and
> quite low, but running into an issue where it
seems
> the game "jitters". Characters move or jump like a
lag
> spike
> but its not a lag spike so to say. I'm thinking it
> maybe my server.cfg but I am not quite sure. Is
there
> anyone on here with some experience with this
issue
> that could lend a hand?

> Thank You.



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Re: [hlds] TF2 server Affinity issue, Memory leak & Performance stats

2007-09-20 Thread Kevin Ottalini

That fine graph never made it to the list Steve, but I can confirm the
memory leak.

After almost exactly 48 hours my TF2 server finally crashed (WinServer2003,
3.0GHz P4).


- Original Message -
From: "Steven Hartland"
To: 
Sent: Wednesday, September 19, 2007 8:59 AM
Subject: [hlds] TF2 server Affinity issue, Memory leak & Performance stats



Memory leak
Seems the current server has a bit of a memory leak which can be seen below.

Team Fortress 2 - Performance @ 2.66Ghz Core2

As you can see memory ( the orange line ) is constantly rising as play
continues. This is not the same on a server which doesn't
have players so its either a play based leak or a player join / leave based
leak.




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Re: [hlds] TF2 crashing on startup

2007-09-19 Thread Kevin Ottalini

Do a check on how many files you have in your installation:

orangebox folder other then tf folder:
236 files, 11 folders

tf folder:
12,822 files 341 folders

this wont be exact, I've excluded downloadlists and logs folders



- Original Message -
From: "Col Grigson" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 19, 2007 2:45 AM
Subject: Re: [hlds] TF2 crashing on startup



Tried that, same result I'm afraid

On 9/19/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:


run your hldsupdatetool again with -verify_all, you don't have all the
content yet or something is corrupt.


- Original Message -
From: "Col Grigson"
To: 
Sent: Wednesday, September 19, 2007 2:23 AM
Subject: [hlds] TF2 crashing on startup


> I have all the files downloaded on to a Server2003 box which runs other
> source games, mainly DoD:S but when I try and launch the game it
> crashes
> saying:
>
> Launcher Error
> Failed to load the launcher DLL:
> The specified procedure could not be found
>
> I am using the same basic command line batch file we use for other
source
> servers:
>
> cd \
> cd SAS-Servers\SAS-TF2Server\orangebox
> srcds.exe -console -game tf +ip 81.19.219.165 -port 27099 +map
> cp_gravelpit
>
> and have tried other variations with the same result.
>
> I actually copied the launcher.dll (as I didn't actually have one) from
> the
> source 2007 binaries.gcf into
> C:\SAS-Servers\SAS-TF2Server\orangebox\bin
> but
> still the same error.
>
> I have ensured that DEP will allow srcds.exe to run
>
> Anyone know a fix?


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Re: [hlds] TF2 crashing on startup

2007-09-19 Thread Kevin Ottalini

run your hldsupdatetool again with -verify_all, you don't have all the
content yet or something is corrupt.


- Original Message -
From: "Col Grigson"
To: 
Sent: Wednesday, September 19, 2007 2:23 AM
Subject: [hlds] TF2 crashing on startup



I have all the files downloaded on to a Server2003 box which runs other
source games, mainly DoD:S but when I try and launch the game it crashes
saying:

Launcher Error
Failed to load the launcher DLL:
The specified procedure could not be found

I am using the same basic command line batch file we use for other source
servers:

cd \
cd SAS-Servers\SAS-TF2Server\orangebox
srcds.exe -console -game tf +ip 81.19.219.165 -port 27099 +map
cp_gravelpit

and have tried other variations with the same result.

I actually copied the launcher.dll (as I didn't actually have one) from
the
source 2007 binaries.gcf into C:\SAS-Servers\SAS-TF2Server\orangebox\bin
but
still the same error.

I have ensured that DEP will allow srcds.exe to run

Anyone know a fix?



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[hlds] TF2 Server Stats for the first day

2007-09-19 Thread Kevin Ottalini

I just got server stats running for TF2 for the first day.

642 unique players joined (unique steamIDs).

One player was on for more then 10 hours straight!

http://www.qsextreme.com/logs_tf2/year/steam2007/

with 700+ servers online, there was a much smaller number of international
players then I normally see on my other servers:

  533 US UNITED STATES
   30 CA CANADA
   27 GB UNITED KINGDOM
   14 DE GERMANY
5 DK DENMARK
4 MX MEXICO
4 FR FRANCE
3 JP JAPAN
3 EU EUROPEAN UNION
3 AU AUSTRALIA
2 SG SINGAPORE
2 NZ NEW ZEALAND
2 NO NORWAY
2 KR KOREA REPUBLIC OF
2 CZ CZECH REPUBLIC
1 UA UKRAINE
1 RU RUSSIAN FEDERATION
1 PL POLAND
1 IT ITALY
1 IS ICELAND
1 IL ISRAEL
1 IE IRELAND
1 HK HONG KONG
1 FI FINLAND
1 ES SPAIN
1 BR BRAZIL


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Re: [hlds] Orange Box Engine?

2007-09-19 Thread Kevin Ottalini

The source engine requires that SRCTV be enabled and running for a relay to
be attached, it's embedded in SRCDS itself (unlike HLDS that has a separate
hltv.exe).  Adding a relay doesnt remove the SRCTV burden from SRCDS, just
adds an additional process to the mix.

What a relay would do is let the second processor handle the I/O to the TV
clients, but just having the SRCTV enabled (no clients) was what increased
the cpu load.  The I/O isn't a problem on that box.

I was just relating (in reference to the question about CPU loading) what my
experience was, hopefully it gives a point on the graph for someone to
compare against.



- Original Message -
From: "Justin Krenz"
To: 
Sent: Tuesday, September 18, 2007 11:39 PM
Subject: Re: [hlds] Orange Box Engine?



Let me get this straight, you're running one srcds executable that is
doing both the game server and sourceTV?  If that's the case, you need
to run another instance of srcds as a sourceTV relay.  That way, it's a
separate thread.

Kevin Ottalini wrote:

The SRCTV server is the same executable as the SRCDS server, can't break
it
up and put them on different cores.


- Original Message -
From: "Drew Hostetler"
To: 
Sent: Tuesday, September 18, 2007 9:54 PM
Subject: Re: [hlds] Orange Box Engine?


Why not just set the affinity yourself? It just requires the 3 finger
salute and 4 clicks.

On 9/19/07, Kevin Ottalini wrote:


I have 4 servers on one box right now, P4 3.0GHz with 2GB of memory.
The box is sitting on an OC48 fiber backbone though a 100mbit
connection
(bandwidth is not a problem).

I have a busy HLDM:S server, a fairly busy HLDM (HL1) server, a not
very
busy HL2DM server and a totally full TF2 server (24 players). I also
had
one HLTV and two SRCTV servers enabled.

A little while ago, the cpu maxed out at 100/100 (HT is on), about 50
players total were on across all the servers.

I killed off all the HLTV and SRCTV servers and the cpu immediately
dropped down to about 75/75.

The TF2 server stats is reporting 93% cpu with 24 players on, although
that varies with map and round time.

Basically the TF2 engine can max out a single 3.0GHz P4 machine,
especially with SRCTV enabled.

At one point last night on TF2 I had 50 spectators on the SRCTV server
and
24 players on. I didn't want to kill the SRCTV but it was just too much
for a single core.

Now if Valve could make the SRCTV thread use one core and the Game
Server thread use a different core, that would be a very good thing
(and not
really multithreaded is it?).

Even maxed out, the TF2 and other Source servers were running quite
will
but  the HL1 server was having problems.

- Original Message -
From: "Brock Quinn"
To: 
Sent: Tuesday, September 18, 2007 8:22 PM
Subject: RE: [hlds] Orange Box Engine?

What's your CPU usage at with just two servers running?

> From: killer
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Orange Box Engine?
> Date: Tue, 18 Sep 2007 21:33:10 -0400
>
> Tristan Pemble wrote:
> > +maxplayers 1
> >
> > On 9/18/07, Whisper  wrote:
> >> Please Brock
> >>
> >> Do tell all of us here on the list, the steps to run SRCDS
efficiently, so it BARELY utilises 1 core.
> >>
> >> Enquiring minds definitely want to know!
> >>
> >> On 9/19/07, Brock Quinn  wrote:
> >>> It makes perfect sense. srcds barely utilities one core if you
know  how
> >>> to run it efficiently. So why would Valve waste their valuable
time on
> >>> something that isn't needed?
> >>>> As far as I've seen they have no plans for multicore for server
> >> anytime, which makes no sense




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Re: [hlds] Orange Box Engine?

2007-09-18 Thread Kevin Ottalini

The SRCTV server is the same executable as the SRCDS server, can't break it
up and put them on different cores.


- Original Message -
From: "Drew Hostetler"
To: 
Sent: Tuesday, September 18, 2007 9:54 PM
Subject: Re: [hlds] Orange Box Engine?




Why not just set the affinity yourself? It just requires the 3 finger
salute
and 4 clicks.

On 9/19/07, Kevin Ottalini wrote:


I have 4 servers on one box right now, P4 3.0GHz with 2GB of memory.
The box is sitting on an OC48 fiber backbone though a 100mbit connection
(bandwidth is not a problem).

I have a busy HLDM:S server, a fairly busy HLDM (HL1) server, a not very
busy HL2DM server and a totally full TF2 server (24 players). I also had
one
HLTV and two SRCTV servers enabled.

A little while ago, the cpu maxed out at 100/100 (HT is on), about 50
players total were on across all the servers.

I killed off all the HLTV and SRCTV servers and the cpu immediately
dropped
down to about 75/75.

The TF2 server stats is reporting 93% cpu with 24 players on, although
that
varies with map and round time.

Basically the TF2 engine can max out a single 3.0GHz P4 machine,
especially
with SRCTV enabled.

At one point last night on TF2 I had 50 spectators on the SRCTV server
and
24 players on. I didn't want to kill the SRCTV but it was just too much
for
a single core.

Now if Valve could make the SRCTV thread use one core and the Game Server
thread use a different core, that would be a very good thing (and not
really
multithreaded is it?).

Even maxed out, the TF2 and other Source servers were running quite will
but
the HL1 server was having problems.



- Original Message -
From: "Brock Quinn"
To: 
Sent: Tuesday, September 18, 2007 8:22 PM
Subject: RE: [hlds] Orange Box Engine?


What's your CPU usage at with just two servers running?

> From: killer
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Orange Box Engine?
> Date: Tue, 18 Sep 2007 21:33:10 -0400
>
> Tristan Pemble wrote:
> > +maxplayers 1
> >
> > On 9/18/07, Whisper  wrote:
> >> Please Brock
> >>
> >> Do tell all of us here on the list, the steps to run SRCDS
efficiently,
> >> so
> >> it BARELY utilises 1 core.
> >>
> >> Enquiring minds definitely want to know!
> >>
> >> On 9/19/07, Brock Quinn  wrote:
> >>> It makes perfect sense. srcds barely utilities one core if you know
> >>> how
> >>> to run it efficiently. So why would Valve waste their valuable time
on
> >>> something that isn't needed?
> >>>> As far as I've seen they have no plans for multicore for server
> >> anytime, which makes no sense


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--
Drew
FireHazard
Competition Manager - CSS Leagues
--

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Re: [hlds] Orange Box Engine?

2007-09-18 Thread Kevin Ottalini

I have 4 servers on one box right now, P4 3.0GHz with 2GB of memory.
The box is sitting on an OC48 fiber backbone though a 100mbit connection
(bandwidth is not a problem).

I have a busy HLDM:S server, a fairly busy HLDM (HL1) server, a not very
busy HL2DM server and a totally full TF2 server (24 players). I also had one
HLTV and two SRCTV servers enabled.

A little while ago, the cpu maxed out at 100/100 (HT is on), about 50
players total were on across all the servers.

I killed off all the HLTV and SRCTV servers and the cpu immediately dropped
down to about 75/75.

The TF2 server stats is reporting 93% cpu with 24 players on, although that
varies with map and round time.

Basically the TF2 engine can max out a single 3.0GHz P4 machine, especially
with SRCTV enabled.

At one point last night on TF2 I had 50 spectators on the SRCTV server and
24 players on. I didn't want to kill the SRCTV but it was just too much for
a single core.

Now if Valve could make the SRCTV thread use one core and the Game Server
thread use a different core, that would be a very good thing (and not really
multithreaded is it?).

Even maxed out, the TF2 and other Source servers were running quite will but
the HL1 server was having problems.



- Original Message -
From: "Brock Quinn"
To: 
Sent: Tuesday, September 18, 2007 8:22 PM
Subject: RE: [hlds] Orange Box Engine?


What's your CPU usage at with just two servers running?


From: killer
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Orange Box Engine?
Date: Tue, 18 Sep 2007 21:33:10 -0400

Tristan Pemble wrote:
> +maxplayers 1
>
> On 9/18/07, Whisper  wrote:
>> Please Brock
>>
>> Do tell all of us here on the list, the steps to run SRCDS efficiently,
>> so
>> it BARELY utilises 1 core.
>>
>> Enquiring minds definitely want to know!
>>
>> On 9/19/07, Brock Quinn  wrote:
>>> It makes perfect sense. srcds barely utilities one core if you know
>>> how
>>> to run it efficiently. So why would Valve waste their valuable time on
>>> something that isn't needed?
 As far as I've seen they have no plans for multicore for server
>> anytime, which makes no sense



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Re: [hlds] TF2 Respawn Time

2007-09-18 Thread Kevin Ottalini

The only thing I found was:

mp_showrespawntimes

which gives a report for read and blue teams, it appears to be set at ~10
seconds right now.

Red:  Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79
Blue: Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79



- Original Message -
From: "Andreas Grimm"
To: 
Sent: Tuesday, September 18, 2007 9:02 AM
Subject: Re: [hlds] TF2 Respawn Time



Hello,

im currently searching for a cvar, too.
I want to have reduced respawn times. any infos would be great.

Andreas

PS: Are there no grenades in TF2 *just wondering*


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daz @
Dustworld
Sent: Tuesday, September 18, 2007 5:56 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] TF2 Respawn Time

Hiya,

Just wondered if anyone knows if the respawn time is
changeable with a server cvar? I haven't been able to find
one yet but I'd like to try a slightly quicker respawn.

Cheers

--
Best regards,

Daz



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Re: [hlds] TF2 Beta Server, Map Cycle ??

2007-09-18 Thread Kevin Ottalini


make sure you set mp_timelimit to something other then 0


- Original Message -
From: "CAIN"
To: 
Sent: Tuesday, September 18, 2007 6:37 AM
Subject: [hlds] TF2 Beta Server, Map Cycle ??



How do I get the maps to cycle in the TF2 Beta Server ??

thx !!

--  Cain



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