Re: [hlds] Sneaky update

2011-08-15 Thread LordVader
anyone know when we might be able to play tf2 once more? 100,000 people
can't play tf2 anymore.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Monday, August 15, 2011 5:30 PM
To: 'Mart-Jan Reeuwijk'; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Sneaky update

 

The new steamworks SDK was compiler with a newer compiler, which requires a
newer version of the stand C lib than many distributions come with.  We
included this lib in the update, but apparently that isn't working for
everybody.  This new dependency was the cause of the delay last week.

 

Linux users, please reply with this info:

 

1.) From the bin folder, send me the output of the following command:

 

ldd dedicated.so

ldd steamclient.so

 

2.) Confirm that you have a libstdc++.so.6 in your folder?

 

3.) What distribution are you using?

 

We believe that the SteamWorks integration is also the cause of the client
crashes, and are hoping to have that resolved within the hour.

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeuwijk
Sent: Monday, August 15, 2011 3:17 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Sneaky update

 

What was the sneaky update on TF2/DODS etc  ?

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Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread LordVader!
"something right for once" I'm sure that makes him feel so much better now.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Thursday, July 28, 2011 2:30 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 update coming this afternoon

 

I'd like to thank Valve for doing something right for once ;).

  _  

From: fletch...@valvesoftware.com
To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com
Date: Thu, 28 Jul 2011 15:55:45 +
Subject: [hlds] TF2 update coming this afternoon

We have fixed the crash related to the mantreads.  (We also found a problem
with the damage calculation.)  The problem was gcc-specific and thus only
affected Linux servers.  We are mostly sure (though not 100% sure) that a
similar problem was happening with the Dr. G weapons.

 

This update will probably be an optional update, since it isn't critical for
clients.  But of course all the server operators will want to make sure and
get it.

 

Further bulletins as events warrant.

 

Your humble servant,

Fletch

 


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Re: [hlds] upcoming orange box framerate changes

2011-07-20 Thread LordVader
How will this affect the CPU usage on the game server? What framerate will
the server be locked at?

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Henry Goffin
Sent: Thursday, 21 July 2011 8:57 AM
To: hlds_li...@list.valvesoftware.com; 'hlds@list.valvesoftware.com'
Subject: [hlds] upcoming orange box framerate changes

 

Hi all, a heads up to TF2 and CS:S server operators -

 

A near-future update (not necessarily the next one) will change the way that
framerate is handled in the dedicated server. All users, especially those
with very low pings, should receive a smoother gameplay experience with less
jitter and more consistent-feeling latency.

 

Another effect of these changes is that all Orange Box (TF2, CS:S, etc)
dedicated servers will run with a locked framerate, similar to L4D/L4D2. The
fps_max convar will not have any effect on servers. (It remains as a client
option since limiting your FPS can reduce GPU heat and overall power
consumption.)

 

Although we don't normally give notice before updates, this is a potentially
disruptive change for the server rental market, so those who currently
charge premiums for "higher framerates" should probably start considering
their options now.

 

Henry G.

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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-08 Thread LordVader!
Maxrate 0 is not a bad idea at all

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Friday, July 08, 2011 9:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

 

The maximum updaterate/cmdrate should never be higher than 66 considering
that the server tickrate is 66.

I'm using sv_maxrate 0 (unlimited) and sv_minrate 2 on my pub servers
and there are no problems.

2011/7/8 LordVader! 

it's been a long time since i played with the network values but last time I
did this is what I found to work good or me and most players. Im sure it
will not work as good for players with slower connections but for most it
works good.

net_splitpacket_maxrate "6"

sv_maxrate  "65000"
sv_minrate  "5"

sv_maxupdaterate"66"
sv_minupdaterate"66"

sv_maxcmdrate   "100"
sv_mincmdrate   "66"


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

Sent: Friday, July 08, 2011 4:26 AM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

I've been playing with the net split value, but there doesn't seem to be any
change in my netgraph whether I set it to the default 15k or any thing up to
60k.

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 08 July 2011 03:08
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

I wish i could remember the formula and I can't test for the default value
right now. Set it higher than your minrate for sure. I run high rates on my
server min of 40k and max of 65k I have the spit set to 45k over my min rate
value and it works great.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, July 07, 2011 5:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

min 20k max 60k

Saint K.
____
From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 07 July 2011 02:40
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K.  wrote:
> Interesting read.
>
> What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).
>
> What am I be looking at here?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
> Sent: 06 July 2011 16:03
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lower server-side FPS with recent updates?
>
> Let us educate ourselves... Myself included.
> Visit this and move on
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-08 Thread LordVader!
it's been a long time since i played with the network values but last time I
did this is what I found to work good or me and most players. Im sure it
will not work as good for players with slower connections but for most it
works good.

net_splitpacket_maxrate "6"

sv_maxrate  "65000"
sv_minrate  "5"

sv_maxupdaterate"66"
sv_minupdaterate"66"

sv_maxcmdrate   "100"
sv_mincmdrate   "66"

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Friday, July 08, 2011 4:26 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

I've been playing with the net split value, but there doesn't seem to be any
change in my netgraph whether I set it to the default 15k or any thing up to
60k.

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 08 July 2011 03:08
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

I wish i could remember the formula and I can't test for the default value
right now. Set it higher than your minrate for sure. I run high rates on my
server min of 40k and max of 65k I have the spit set to 45k over my min rate
value and it works great.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, July 07, 2011 5:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

min 20k max 60k

Saint K.
____
From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 07 July 2011 02:40
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K.  wrote:
> Interesting read.
>
> What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).
>
> What am I be looking at here?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
> Sent: 06 July 2011 16:03
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lower server-side FPS with recent updates?
>
> Let us educate ourselves... Myself included.
> Visit this and move on
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Team Fortress 2 Update Released

2011-07-07 Thread LordVader!
That software also comes with TCadmin I use it all the time.

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of STIPE Administrator
Sent: Thursday, July 07, 2011 7:04 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

 

I  too recently found this to be an issue - as I run over 350 CSS and TF2 
servers, trying to update all of them at the same time within a short timeframe 
is impossible. I no longer want to rely on valve servers for this.

 

So I created a custom automatic packager which attempts to download the updates 
to a single template, extracts only the changed files, packages it, sends it to 
all my boxes, then each box updates all the servers at once by stopping the 
server, extracting the package, and starting server. Today this was put to the 
test and it worked like a charm! all my servers updated and going under 15 
mins. I recommend that people develop something  similar to this. 

 

Note:

During the packaging, don't forget to copy the InstallRecord.blob file too as 
it's not stated in the hldsupdatetool logs.

 

 

 

 

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
Sent: Friday, 8 July 2011 9:30 AM
To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

 

As I've said before, there need to be priority levels for the content servers:
Servers before clients.  Paid clients before free clients. <- this last only 
applies to TF2, but still.
And before the "clients make Valve money, servers don't" argument comes up, I'd 
like to point out that without updated servers, clients won't have very much to 
do ingame.



On Thu, Jul 7, 2011 at 7:23 PM, TRISTAN MARLER  wrote:

Hi Jason,

Is there any way we can improve the update methods for servers? These releases 
are delaying events we run by upwards of an hour simply because the servers we 
use don't even start downloading the updates for a very long time, and even 
then we often get connection reset by peer and have to jump back into what 
appears to be a queue. I'm not sure if there's anything you can do to improve 
it beyond adding more available connections.




- Original Message -
From: Jason Ruymen 
Date: Thursday, July 7, 2011 4:29 pm
Subject: [hlds] Team Fortress 2 Update Released
To: 'Half-Life dedicated Linux server mailing list' 
, 'Half-Life dedicated Win32 server mailing 
list' , "'hlds_annou...@list.valvesoftware.com'" 


> Required updates for Team Fortress 2 are now available.  
> The specific changes include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to 
> prevent client cheats
> - Fixed a bug with playback of SourceTV demos
> 
> Team Fortress 2
> - Fixed a bug where Medics using the Quick-Fix could easily 
> identify disguised Spies
> - Fixed a bug where healing a Scout while they change class in 
> the spawn room would allow the Medic to keep the Scout speed
> - Fixed a bug with honorbound weapons allowing themselves to be 
> holstered before getting a kill
> - Improved matchmaking logic
>- Fixed a case where players were being matched to full servers
> - Updated the localization files
> - Updated Pl_Barnblitz
>- Reduced Blue respawn time at cap 1
>- Fixed cart not allowing overtime when it has to stop at the 
> turn table
>- Fixed players getting stuck in spawn doors when blue 
> captures a point
>- Fixed spawn doors staying open when points are captured
>- Various clipping and exploit fixes
> 
> Jason
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list 
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-07 Thread LordVader!
I wish i could remember the formula and I can't test for the default value
right now. Set it higher than your minrate for sure. I run high rates on my
server min of 40k and max of 65k I have the spit set to 45k over my min rate
value and it works great.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, July 07, 2011 5:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

min 20k max 60k

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of LordVader!
[lordva...@clanao.com]
Sent: 07 July 2011 02:40
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K.  wrote:
> Interesting read.
>
> What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).
>
> What am I be looking at here?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
> Sent: 06 July 2011 16:03
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lower server-side FPS with recent updates?
>
> Let us educate ourselves... Myself included.
> Visit this and move on
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Lower server-side FPS with recent updates?

2011-07-06 Thread LordVader!
What are you min and max rates?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Wednesday, July 06, 2011 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

What would be it's recommended value?

Saint K.

From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
[kyle.l...@gmail.com]
Sent: 06 July 2011 18:14
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Lower server-side FPS with recent updates?

net_splitpacket_maxrate probably.

Kyle.

On Wed, Jul 6, 2011 at 8:57 AM, Saint K.  wrote:
> Interesting read.
>
> What I wonder, I just checked my servers, and I notice in the netgraph
that after large packets, there mostly is a gap (indicating packetloss). Now
I wonder where this could come from. The server in question has lots of CPU
load left on its cores, it runs high FPS relatively stable, and the network
connection is 100% operating without any packetloss whatsoever (tested on
small and large packets @ 100Mbit/sec).
>
> What am I be looking at here?
>
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com] On Behalf Of G. Hutchinson
[hu...@halsplayground.com]
> Sent: 06 July 2011 16:03
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lower server-side FPS with recent updates?
>
> Let us educate ourselves... Myself included.
> Visit this and move on
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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