[hlds] OT: Goodbye Gabe
Like many on this list, I've followed Valve for a long time... since back in the WON days when TFC was just a baby. I've always respected Gabe for the contribution he made to Valve, and I am glad to see him chasing his dreams. Best of luck, Gabe. Rock on brother. http://www.hlfallout.net/comments.php?id=7822 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett Sent: Sunday, October 21, 2007 7:37 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] EventScripts 2.0 Public Beta released for Source games Cheers Mattie! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: 22 October 2007 02:24 To: hlds@list.valvesoftware.com Subject: [hlds] EventScripts 2.0 Public Beta released for Source games -- [ Picked text/plain from multipart/alternative ] October has been a stellar month for Source! Orange box releases, Mani returns and SourceMod announced TF2 support and lots of new features. Just to keep the fun rolling here's some more news: I'm happy to announce that EventScripts 2.0 is ready for public beta. This new version of ES is a huge leap in features and performance over ES 1.x. The biggest change is that we've added full Python 2.5 scripting support to Source. In addition, we will be introducing easy/automatic addon downloads, and a full eXtensible Admin addon coming standard with ES2. Our goal is to continue to make the lives of admins as easy as possible. Our latest public beta doesn't have TF2 support yet-- but we're working on that. (I love that game.) For more information visit the announcement thread: http://forums.mattie.info/cs/forums/viewtopic.php?t=17891 Or visit the ES Python homepage: http://python.eventscripts.com Thanks for your time, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] OT: Goodbye Gabe
Never mind. False alarm, haha this is old news. Sorry. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff Sent: Sunday, October 21, 2007 7:58 PM To: hlds@list.valvesoftware.com Subject: [hlds] OT: Goodbye Gabe Like many on this list, I've followed Valve for a long time... since back in the WON days when TFC was just a baby. I've always respected Gabe for the contribution he made to Valve, and I am glad to see him chasing his dreams. Best of luck, Gabe. Rock on brother. http://www.hlfallout.net/comments.php?id=7822 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett Sent: Sunday, October 21, 2007 7:37 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] EventScripts 2.0 Public Beta released for Source games Cheers Mattie! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: 22 October 2007 02:24 To: hlds@list.valvesoftware.com Subject: [hlds] EventScripts 2.0 Public Beta released for Source games -- [ Picked text/plain from multipart/alternative ] October has been a stellar month for Source! Orange box releases, Mani returns and SourceMod announced TF2 support and lots of new features. Just to keep the fun rolling here's some more news: I'm happy to announce that EventScripts 2.0 is ready for public beta. This new version of ES is a huge leap in features and performance over ES 1.x. The biggest change is that we've added full Python 2.5 scripting support to Source. In addition, we will be introducing easy/automatic addon downloads, and a full eXtensible Admin addon coming standard with ES2. Our goal is to continue to make the lives of admins as easy as possible. Our latest public beta doesn't have TF2 support yet-- but we're working on that. (I love that game.) For more information visit the announcement thread: http://forums.mattie.info/cs/forums/viewtopic.php?t=17891 Or visit the ES Python homepage: http://python.eventscripts.com Thanks for your time, -Mattie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] TF2 Admin Plugin
I host both win and Linux TF2 servers, and sadly, notice better performance on Win 2003 SP2 versus the latest distro of Red Hat. This is on identical hardware in a mainstream datacenter. What kind of numbers are you seeing? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kerry Dorsey Sent: Thursday, October 11, 2007 10:08 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] TF2 Admin Plugin No, to my knowledge he hasn't released a Linux binary yet. Speaking of, Jan, do you guys host both Linux and Windows servers supporting TF2? I'm experiencing tickrate/server FPS issues and wonder if anyone else is noticing the difference between the 2 platforms. Kerry - -Original Message- - From: [EMAIL PROTECTED] [mailto:hlds- - [EMAIL PROTECTED] On Behalf Of Jan Vahlpagel - Sent: Thursday, October 11, 2007 9:43 AM - To: hlds@list.valvesoftware.com - Subject: AW: [hlds] TF2 Admin Plugin - - yeah, already found this too... but it doesn't help me on linux- - servers, - right? - - -Ursprüngliche Nachricht- - Von: [EMAIL PROTECTED] - [mailto:[EMAIL PROTECTED] Im Auftrag von Kerry Dorsey - Gesendet: Donnerstag, 11. Oktober 2007 15:16 - An: hlds@list.valvesoftware.com - Betreff: RE: [hlds] TF2 Admin Plugin - - At a time when stability and management are fleeting memory, you step - up - with this jem. It helped out tremendously last night. - - Thanks a million, Ray! - - Kerry Boogieman Dorsey - - - -Original Message- - - From: [EMAIL PROTECTED] [mailto:hlds- - - [EMAIL PROTECTED] On Behalf Of Ray - - Sent: Sunday, October 07, 2007 4:16 PM - - To: hlds@list.valvesoftware.com - - Subject: [hlds] TF2 Admin Plugin - - - - If any server op needs an admin plugin.. - - Ive got a minimal version working - - with kick,ban,chat, centersay,bottomsay and - - classlimits etc - - - - get it at http://www.beetlesmod.com - - - - - - - - - - ___ - - To unsubscribe, edit your list preferences, or view the list - archives, - - please visit: - - http://list.valvesoftware.com/mailman/listinfo/hlds - - ___ - To unsubscribe, edit your list preferences, or view the list archives, - please visit: - http://list.valvesoftware.com/mailman/listinfo/hlds - - - ___ - To unsubscribe, edit your list preferences, or view the list archives, - please visit: - http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Binaries Released?
Mike, great news! Thanks again for the effort. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, September 17, 2007 10:58 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Binaries Released? There is an incremental change to the TF2 content depot that fixes this. That depot has not propagated to the content servers yet, however. Once the updated content depot is ready I will notify the list. In the mean time, I'm very sorry for the crashes. And just so you know it is only the Windows DS that is going live right now. The client and the Linux DS will be out as soon as we can. -Best Regards, Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy Sent: Monday, September 17, 2007 9:50 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Binaries Released? -- -- [ Picked text/plain from multipart/alternative ] Screenshot of crash window attached. -B On 9/17/07, Brock Quinn [EMAIL PROTECTED] wrote: I am having the exact same problem under Windows XP SP2 Brian D'Arcy wrote: -- [ Picked text/plain from multipart/alternative ] I see there was an update which included the binaries, however I'm only getting insta-crashes and mdmp files with the most basic launch options of -console and -game tf. Windows 2003 SP2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hld ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- X-Attachment-Id: f_f6pxfkao [ tf2error.jpg of type image/jpeg deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Team Fortress 2 update oddness
Mike Durand: We've tried unsuccessfully to install the tf2 content. Both on Windows 2003 and Latest Red Hat Enterprise Server. We did the normal - hldsupdatetool -command update -game tf -dir c:\pub#18 -verify_all (different for nix), and the installer had the following behaviors: Windows 2003 R2: First try, seemingly complete (installer said 100%) download of the content. However, in your previous post, you said that srcds.exe would be in the orangebox folder. It's not. For us the executable is in the parent folder to orangebox. For example, using the above command line example, we have: C:\pub#8\srcds.exe. The only contents of orangebox is a single folder named tf and no executables or any files at all. Red Hat Enterprise Server: Multiple attempts where the installer claimed a reset connection. This is a server in the same rack/datacenter as the windows box, with the servers on 100M/bs to the public cloud. After about 6 times of the installer getting ~30-50% complete and then failing with that error, other strange shit started happening, like the progress / percentage readout saying 112038475672% complete. I used the verify directive so it should have checked the file map and put srcds into the orangebox folder (as a child asset), correct? Again, like windows, the *ONLY* object in the orangebox folder for me is one folder named tf. So naturally, you try to start the server instance and it fails. Anyone have this problem? If it helps to know, this is the first package we've downloaded for tf and it was just about one hour ago. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joey Sent: Monday, September 17, 2007 4:21 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 update oddness I know this isnt a list for bitching and of any sort but i think we have the right to be carefull as to are next purchase, considering CounterStrike - Hl2DM TDM were nothing but headaches with the periodic updates which did nothing but cripple the games and server's to the point that would render them not as much fun or playable for the matter.(Especially killing all admins with the famous allowservercommands 1 I mean come on I think alot of you agree with me right?? And money isnt an issue i just don't want my next purchase to be another dissappointment..you know? But this is my $0.02 :) - Original Message - From: Brandon R. Miller [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 3:26 PM Subject: Re: [hlds] Team Fortress 2 update oddness This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Windows Server 2003 SP2 I was able to reproduce this several times. I haven't tried again since getting all the content. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Wh00pAss To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 2:58 PM Subject: Re: [hlds] Team Fortress 2 update oddness I'm using MS Server 2003 SP 2 - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 8:33 PM Subject: RE: [hlds] Team Fortress 2 update oddness I can't duplicate this on XP or Slackware Linux. What OS are you guys using when you are seeing this problem? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane . Sent: Monday, September 17, 2007 10:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 update oddness -- [ Picked text/plain from multipart/alternative ] I had this happen to me before. But in my case it created the Orange Box folder and then attempted to redownload everything into it. SO I canceled it and just moved the 1st tf folder into the orangebox folder and it verified it from there on. I am guessing the directory structure has been changed after the 1st phase of the content download. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list
RE: [hlds] Team Fortress 2 update oddness
Yeah, someone pointed that out to me. Sorry, I now see I missed several posts prior to this where it was pretty much explained. Regarding the winsock error, our 2k3R2 box is doing it: http://forums.planetwca.com/attachment.php?attachmentid=3226d=1190072818 Thanks for the effort, this game is going to kick ass. Oh and like others have already said, thank you for including the server admins during the rollout. Makes our life easier when trying to provide a community instant game access to our servers. Cheers. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, September 17, 2007 6:18 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Team Fortress 2 update oddness We haven't released the depots that contain the Linux and Windows binaries yet. I will look into the issue of the update tool losing its connection, but for now you should just retry until it completes. :( The percentage complete is presently only good for comic relief. ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff Sent: Monday, September 17, 2007 3:39 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Team Fortress 2 update oddness Mike Durand: We've tried unsuccessfully to install the tf2 content. Both on Windows 2003 and Latest Red Hat Enterprise Server. We did the normal - hldsupdatetool -command update -game tf -dir c:\pub#18 -verify_all (different for nix), and the installer had the following behaviors: Windows 2003 R2: First try, seemingly complete (installer said 100%) download of the content. However, in your previous post, you said that srcds.exe would be in the orangebox folder. It's not. For us the executable is in the parent folder to orangebox. For example, using the above command line example, we have: C:\pub#8\srcds.exe. The only contents of orangebox is a single folder named tf and no executables or any files at all. Red Hat Enterprise Server: Multiple attempts where the installer claimed a reset connection. This is a server in the same rack/datacenter as the windows box, with the servers on 100M/bs to the public cloud. After about 6 times of the installer getting ~30-50% complete and then failing with that error, other strange shit started happening, like the progress / percentage readout saying 112038475672% complete. I used the verify directive so it should have checked the file map and put srcds into the orangebox folder (as a child asset), correct? Again, like windows, the *ONLY* object in the orangebox folder for me is one folder named tf. So naturally, you try to start the server instance and it fails. Anyone have this problem? If it helps to know, this is the first package we've downloaded for tf and it was just about one hour ago. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joey Sent: Monday, September 17, 2007 4:21 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 update oddness I know this isnt a list for bitching and of any sort but i think we have the right to be carefull as to are next purchase, considering CounterStrike - Hl2DM TDM were nothing but headaches with the periodic updates which did nothing but cripple the games and server's to the point that would render them not as much fun or playable for the matter.(Especially killing all admins with the famous allowservercommands 1 I mean come on I think alot of you agree with me right?? And money isnt an issue i just don't want my next purchase to be another dissappointment..you know? But this is my $0.02 :) - Original Message - From: Brandon R. Miller [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 3:26 PM Subject: Re: [hlds] Team Fortress 2 update oddness This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Windows Server 2003 SP2 I was able to reproduce this several times. I haven't tried again since getting all the content. Brandon R. Miller Branzone Incorporated http://www.branzone.com - Original Message - From: Wh00pAss To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 2:58 PM Subject: Re: [hlds] Team Fortress 2 update oddness I'm using MS Server 2003 SP 2 - Original Message - From: Mike Durand [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, September 17, 2007 8:33 PM Subject: RE: [hlds] Team Fortress 2 update oddness I can't duplicate this on XP or Slackware Linux. What OS are you guys using when you are seeing this problem? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane . Sent: Monday, September 17, 2007 10:02 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 update oddness -- [ Picked text/plain from multipart/alternative ] I
RE: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]
STOP SPAMMING THIS LIST WITH OFF TOPIC BULLSHIT. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason O. Washburn Sent: Tuesday, May 08, 2007 2:42 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]] Hey Einar, sounds like your jealous of America. I sure don't see people trying to leave in fact they are trying to get here any way they can legal or not. Can you say that about your country? How's your illegal immigrant situation? Oh and by the way I have several Big Block Pontiacs that will run over your little economy cars with out hesitation. It would be well worth the 3.00 per gallon gas price tag to do it. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Einar S. Idsø Sent: Tuesday, May 08, 2007 8:20 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]] I completely fail to see what this has to do with either hlds or source. Please stop spamming the list. Also, I am looking forward to the day American gas prices hit a level comparable to the rest of the world. Bitching about three bucks per gallon just makes the ludicrously wealthy nation and its citizens look piss poor. And cheap. And utterly incapable of buying proper cars that don't use the three gallons on a single mile. Cheers, Einar Shane Bauer wrote: -- [ Picked text/plain from multipart/alternative ] People will believe anything that's posted on MySpace or sent to them via e-mail. It's unbelievable. I posted a response to this once, but it's clearly a lost cause. Oh, I have an idea. Lets not get gas on the 15th. That will show them. Yeah, that's great. Brilliant idea there. Here's a concept: They (gas companies) don't give a shit if you buy gas on the 15th or not. They know that you will be driving your ass up to the gas station the following day because you need a fill up after stretching it beyond the 15th. Therefore, you've shifted demand from one day to the next. The only way to reduce gas prices it to reduce gas usage. Avoiding a fill up one day a year does nothing. I'd love to see them raise gas prices a dollar on the 16th just to screw with all you people that didn't get gas on the 15th. On 5/8/07, Luke Lewis [EMAIL PROTECTED] wrote: Yeah there are people that dumb unfortunately. Gas companies do not look at weekly or monthly reports much less daily reports. They are only worried about quarterly reports. That would be every 3-4 months. But I don't think if you needed gas to go get food or go to work you would last a day much less 3-4 months. And that would also include not buying gas pre-hand so you could last, that would kind of destroy the point. Idiots.. -BeNt- Clearly not a Counter-Strike server operator :p On 5/8/07, Jason O. Washburn [EMAIL PROTECTED] wrote: This is so dumb. Do you honestly think that it makes a difference to the oil companies which day they sell it on? We also regularly buy gas once a week so what's the difference? I can't believe that there is such naive people still around. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Shane Bauer MCP ASP.NET http://www.shanebauer.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Pure Server Mode Question / Request
That is by and far one of the best things to happen for our servers, as of late. Thanks for this Valve. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, April 30, 2007 5:37 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Pure Server Mode Question / Request You can also create map specific pure server configs (that overlay on top of the base pure server config). Just put a file called map name_whitelist.txt in your maps directory (i.e maps/de_dust_whitelist.txt) to use this feature. We expect map makers to create their own whitelists for custom maps. - Alfred Kevin Ottalini wrote: You can enforce external folder level consistancy for custom content with crc checks so server ops dont need to list tons of individual files, just the folder(s). This is a very sweet option, thank you Alfred! // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that (recursively) // 3. directory\filename - refers to a single file - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Monday, April 30, 2007 3:10 PM Subject: RE: [hlds] Pure Server Mode Question / Request Um, please have a read of the pure server config file. It supports (by design) custom server files using the allow_from_disk+check_crc flag, you have all the tools you need to customise the assets on your server yet still enforce that clients have the same content as you. If you could do a little more research before making obviously false statements next time that would be great. - Alfred -- Original message -- From: Chris Barnett [EMAIL PROTECTED] OK, 5% was a bit generous. How about 1% then? Or would you like to educate me as to how many servers out there are pure vanilla? Because if you take away the match servers it's next to nothing. Again, we have the vanilla fans attacking the plugin community, using the old But surely we have to protect ourselves against cheaters line. Bullshit. It's easy for them (VALVe) to code for the client to be consistent with the server. Hell it was done before, but like everything else useful written by the independent plugin community, it was broken with a Valve update - which no one minds, if only VALVe would listen to the community and run a freakin beta program. So why the talk around here of a pure mode which only checks for consistency of Valve content? I'll tell why. Because a very small number of people, want a world where only server operators running vanilla Source, to be able to keep out the cheaters, leaving all the custom servers questionable, so that the only the vanilla servers get packed out each night. If you really want to stop the cheaters and you want a pure gaming experience at the expense of functionality then just disconnect yourself from the internet and play either your friends on a LAN or some bots. Cheers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Valve Hacking coverup?
Since when has Valve been in California? Last time I checked they were still in Bellevue, Washington. Not that another similar law doesn't apply to them in Washington, or due to the fact that steam sales can probably be construed as taking place in the state where the consumer lives... but the California legislation probably has no jurisdiction on them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin 'Poof' Gerry Sent: Wednesday, April 18, 2007 11:51 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Valve Hacking coverup? Uhm, while Valve may not like stating they were hacked in to... They would be required to by law. The California Security Breach Information Act (California Civil Code Section 1798.82), in effect on July 1, 2003, requires companies based in California or with customers in California to notify them whenever their personal information may have been compromised. So, no, I don't think that Valve/Steam has been hacked in to. And, if they have, either they don't know about it, or they are working with the proper authorities to investigate and catch whoever did anything. Also, due to the fact that Valve is a corporation, I'm sure a lot of their financial information is public record... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Shawn Sent: Wednesday, April 18, 2007 8:44 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Valve Hacking coverup? -- [ Picked text/plain from multipart/alternative ] Why are you so sure we'd have heard about it by now? I don't think Valve is going to come out immediately and say that they were hacked into, especially if customer's credit card numbers are involved. Do you have any idea how devastating that would be to any company? Let Valve attempt to handle this privately as I'm sure they are, or at least HOPE they are. On 4/18/07, Ackart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If it's the deal from Maddoxx don't believe a word of it. The entire NSteam community is full of ignorant, thieving jackasses. I seriously doubt they'd have the ability to pull it off and we would have heard about it by now. On 4/18/07, Hell Phoenix [EMAIL PROTECTED] wrote: Someone passed along this little link to me...I will probably be sacked after sending this but thought it was interesting nonetheless. Im sure a few others of you will find it interesting too. http://emp.damage-web.net/viewtopic.php?p=62590 HP ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://www.eviloverlord.com 135: My doomsday machine will have a highly-advanced technological device called a capacitor in case someone inconveniently pulls the plug at the last second. (If I have access to REALLY advanced technology, I will include a back-up device known as a battery.) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Valve Hacking coverup?
Yeah, I missed that... Thanks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Wednesday, April 18, 2007 3:18 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Valve Hacking coverup? or with customers in California I'm sure they have at least one customer in CA. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff Sent: Wednesday, April 18, 2007 5:11 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Valve Hacking coverup? Since when has Valve been in California? Last time I checked they were still in Bellevue, Washington. Not that another similar law doesn't apply to them in Washington, or due to the fact that steam sales can probably be construed as taking place in the state where the consumer lives... but the California legislation probably has no jurisdiction on them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin 'Poof' Gerry Sent: Wednesday, April 18, 2007 11:51 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Valve Hacking coverup? Uhm, while Valve may not like stating they were hacked in to... They would be required to by law. The California Security Breach Information Act (California Civil Code Section 1798.82), in effect on July 1, 2003, requires companies based in California or with customers in California to notify them whenever their personal information may have been compromised. So, no, I don't think that Valve/Steam has been hacked in to. And, if they have, either they don't know about it, or they are working with the proper authorities to investigate and catch whoever did anything. Also, due to the fact that Valve is a corporation, I'm sure a lot of their financial information is public record... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Shawn Sent: Wednesday, April 18, 2007 8:44 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Valve Hacking coverup? -- [ Picked text/plain from multipart/alternative ] Why are you so sure we'd have heard about it by now? I don't think Valve is going to come out immediately and say that they were hacked into, especially if customer's credit card numbers are involved. Do you have any idea how devastating that would be to any company? Let Valve attempt to handle this privately as I'm sure they are, or at least HOPE they are. On 4/18/07, Ackart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If it's the deal from Maddoxx don't believe a word of it. The entire NSteam community is full of ignorant, thieving jackasses. I seriously doubt they'd have the ability to pull it off and we would have heard about it by now. On 4/18/07, Hell Phoenix [EMAIL PROTECTED] wrote: Someone passed along this little link to me...I will probably be sacked after sending this but thought it was interesting nonetheless. Im sure a few others of you will find it interesting too. http://emp.damage-web.net/viewtopic.php?p=62590 HP ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- http://www.eviloverlord.com 135: My doomsday machine will have a highly-advanced technological device called a capacitor in case someone inconveniently pulls the plug at the last second. (If I have access to REALLY advanced technology, I will include a back-up device known as a battery.) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: DoDS cpu and SMP time-line
Steve, do you / have you run any Garry's Mod servers in sandbox mode? We have machines that are 4 physical Xeons (i.e. 8 cores), machines that are dual AMD opterons, etc... and the same old story with maxxing out the CPU. I assume you run GMod 10 servers, and would love to hear your secret to getting stable, consistent behavior with more than 16 players in sandbox mode. We've run 32 players before, and things are fine until large contraptions are created and Gmod requires huge amounts of CPU. -Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Tuesday, April 17, 2007 1:10 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line Not sure what you class as top-of-the-line machines but you should be able to run more than 16 players total on a good Intel Core 2 / AMD 64 box. Steve - Original Message - From: RMaioroff [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, April 17, 2007 5:30 PM Subject: RE: [hlds] RE: DoDS cpu and SMP time-line We're in the same boat- Too much load and not enough CPU. We host about 10 Garry's mod public servers, and are unable to reasonably run anything more than 16 players (sandbox). It's very disheartening to think that we pay $500 /mo. for top-of-the-line machines, and STILL see cpu loads consistently hitting 90-100%. Valve, we NEED server side support and optimization!! How sad to have to explain to provisioning that no, we don't want the free sub-upgrade to the Xeons, but instead flop us back to the Pentium D 950. :-( Come on Valve. Please revisit the issue of server side SMP. If we can't take advantage of our big machines to finally run your game binaries with adequate CPU, then I for one will be forced to give up the source hosting, which would be a real disappointment. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: DoDS cpu and SMP time-line
Thanks for the feedback. I am aware of the various pros and cons to the different CPU brands. I didn't mean (nor did I say) that we cannot have multiple instances of srcds on the machine. In fact, we run 4-5 16 player servers without much problem. The issue is getting a higher slot count in each srcds instance, for example 32 players. Regards -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Tuesday, April 17, 2007 3:40 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line Your saying you have true 8 way machines and you cant get more than 16 players total. There simply must be something wrong there as src is for all intensive purposes single threaded so if you can run 1 * 16 player you can run 8 assuming you have enough ram and you don't start hitting context switch / kernel contention issues. Obviously if your talking Hyperthreading forget that as its useless and you could only run 4 that being the real number of cores. Opterons are a step above that a 2.8Ghz Opteron will eat any P4 based Xeon you can find for breakfast and 3Ghz Core 2 does the same to Opteron. I'm not speaking from any experience running Garry's mod but from a general stand point you should be able to get at least 64 players, 16 players per core, out of good spec 4 core machine if not more. If your currently running 3.6Ghz P4 based and that's peaking at 16 you should be good for 20 may be more on current top end kit. If your looking for the fastest individual core performance then look at either Intel Xeon 5160 ( Dual Core ) or the Intel QX6800 ( Quad Core ) both ~3Ghz per core, don't even consider the old P4 architecture stuff as it wont even come close in performance. Note: Due to the Xeon's use of FBDIMM's its often slower than the desktop version which is DDR2 based. Steve - Original Message - From: RMaioroff [EMAIL PROTECTED] Steve, do you / have you run any Garry's Mod servers in sandbox mode? We have machines that are 4 physical Xeons (i.e. 8 cores), machines that are dual AMD opterons, etc... and the same old story with maxxing out the CPU. I assume you run GMod 10 servers, and would love to hear your secret to getting stable, consistent behavior with more than 16 players in sandbox mode. We've run 32 players before, and things are fine until large contraptions are created and Gmod requires huge amounts of CPU. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: DoDS cpu and SMP time-line
Indeed. Which is why those of us in the Gmod serving arena can benefit greatly from balancing that load across multiple CPU's / Cores. You've obviously got experience with GMOD servers and know how demanding they can be. It's frustrating to see it first hand, and then think that Valve *might* not be doing much to help our situation. In reality, Garry's Mod is probably the most demanding source game out there, bar none. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL Sent: Tuesday, April 17, 2007 4:02 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line -- [ Picked text/plain from multipart/alternative ] Wow, I don't know who's dumber, the people thinking Garry's mod for some reason is *low load* or that SRCDS is the problem behind that. Just a quick reminder for you guys... Garry's Mod works by spawning entities which kiddies like to fling about the map. Now I don't know if you've noticed, but when you attach quite a few objects to a single point and spin, move, well hell, do anything to them, the load shoots up...this is not due to SRCDS or Garry's Mod itself, but to the way the entities work. If you think that Garry's mod servers are going to run low load, you are sorely mistaken. On 4/17/07, James Gray [EMAIL PROTECTED] wrote: Sounds more like a Garry's Mod issue than a Source DS one. On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote: Steve, do you / have you run any Garry's Mod servers in sandbox mode? We have machines that are 4 physical Xeons (i.e. 8 cores), machines that are dual AMD opterons, etc... and the same old story with maxxing out the CPU. I assume you run GMod 10 servers, and would love to hear your secret to getting stable, consistent behavior with more than 16 players in sandbox mode. We've run 32 players before, and things are fine until large contraptions are created and Gmod requires huge amounts of CPU. -Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Tuesday, April 17, 2007 1:10 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line Not sure what you class as top-of-the-line machines but you should be able to run more than 16 players total on a good Intel Core 2 / AMD 64 box. Steve - Original Message - From: RMaioroff [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Tuesday, April 17, 2007 5:30 PM Subject: RE: [hlds] RE: DoDS cpu and SMP time-line We're in the same boat- Too much load and not enough CPU. We host about 10 Garry's mod public servers, and are unable to reasonably run anything more than 16 players (sandbox). It's very disheartening to think that we pay $500 /mo. for top-of-the-line machines, and STILL see cpu loads consistently hitting 90-100%. Valve, we NEED server side support and optimization!! How sad to have to explain to provisioning that no, we don't want the free sub-upgrade to the Xeons, but instead flop us back to the Pentium D 950. :-( Come on Valve. Please revisit the issue of server side SMP. If we can't take advantage of our big machines to finally run your game binaries with adequate CPU, then I for one will be forced to give up the source hosting, which would be a real disappointment. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: DoDS cpu and SMP time-line
We are not a GSP. We do however offer the largest number of GMOD pubs currently listed. The nice thing about GMOD is it's Lua capabilities. Very flexible and many innovations are being not only conceived, but developed for this neat mod. Does it crash a lot? Yes. Is it demanding on the system? Absolutely. Is it wildly popular? Better fucking believe it. If you know Gmod, you know what a large community of players there are. Our servers are constantly full, and as long as we follow the development trends (within reason) and provide the games the community is hungry for, we continue to get that kind of volume. We run currently at 16 slots per pub (sandbox pubs mind you) for the very reason of the potential for increase of CPU requirements at any given time. Think about it: A single garrysmod player can do enough in-game to max the CPU. ONE PLAYER... So with 16 players, it is pretty damn heroic that we have smooth, fast, and consistent gameplay. If it weren't for several Lua scripts managing the prop overhead, a 16 player server in sandbox mode would be out of the question. As far as lagging every server on the box were we to get SMP; I disagree. I think that with the appropriate optimizations for the server code, and with a diligent admin whom sets affinity and process priority correctly, would stand to gain a huge performance increase without lagging other servers. So yeah- in a nutshell, without Linux Binaries, and with current process-CPU usage, GMOD is definitely NOT ready to be offered in a rental platform. I totally agree. I can only imagine how much of a gut full of the shit WolfServers will take before they say piss on it, and stop offering it as a rental option. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL Sent: Tuesday, April 17, 2007 6:31 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line -- [ Picked text/plain from multipart/alternative ] The problem with that, if you are a game server provider, is that that one process is going to load up every single core. Honestly. Now you have every single server on your box lagging. Honestly I don't even know why GSP's offer Garry's Mod at all. You might as well put up a 32 slot CSS server @ 100 tick full of bots...because honestly that's what it's like when you put that kind of stuff on your box. I'd be curious to see what kind of usage these Gmod servers have when full, I've never tried running them on anything but a spare box at home because I don't have the money to put a box in a datacenter just for one or two Gmod servers. On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote: Indeed. Which is why those of us in the Gmod serving arena can benefit greatly from balancing that load across multiple CPU's / Cores. You've obviously got experience with GMOD servers and know how demanding they can be. It's frustrating to see it first hand, and then think that Valve *might* not be doing much to help our situation. In reality, Garry's Mod is probably the most demanding source game out there, bar none. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL Sent: Tuesday, April 17, 2007 4:02 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line -- [ Picked text/plain from multipart/alternative ] Wow, I don't know who's dumber, the people thinking Garry's mod for some reason is *low load* or that SRCDS is the problem behind that. Just a quick reminder for you guys... Garry's Mod works by spawning entities which kiddies like to fling about the map. Now I don't know if you've noticed, but when you attach quite a few objects to a single point and spin, move, well hell, do anything to them, the load shoots up...this is not due to SRCDS or Garry's Mod itself, but to the way the entities work. If you think that Garry's mod servers are going to run low load, you are sorely mistaken. On 4/17/07, James Gray [EMAIL PROTECTED] wrote: Sounds more like a Garry's Mod issue than a Source DS one. On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote: Steve, do you / have you run any Garry's Mod servers in sandbox mode? We have machines that are 4 physical Xeons (i.e. 8 cores), machines that are dual AMD opterons, etc... and the same old story with maxxing out the CPU. I assume you run GMod 10 servers, and would love to hear your secret to getting stable, consistent behavior with more than 16 players in sandbox mode. We've run 32 players before, and things are fine until large contraptions are created and Gmod requires huge amounts of CPU. -Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Tuesday, April 17, 2007 1:10 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] RE: DoDS cpu and SMP time-line Not sure what you class as top-of-the-line machines
RE: [hlds] Lag with Bots on 100 Tick CSS ?
No, I don't think he did... Anyway, my point wasn't to start a debate on task manager, but to suggest a different approach to checking CPU. The one-graph-per-cpu thing is something I didn't know about, so thanks for that tip. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Tuft Sent: Friday, April 13, 2007 11:09 PM To: [EMAIL PROTECTED] Subject: RE: [hlds] Lag with Bots on 100 Tick CSS ? -- [ Picked text/plain from multipart/alternative ] That is true the one bar graph does show the total CPU usage percent, but come on, if you can't take a look to the right and see the percent of each CPU and realize that one is peging then I would have to say look again, it's rather hard to miss one CPU sitting at a 100% and the rest sitting at 4-8%. Did he ever say how many CPU's/Core's he has? Dustin Tuft From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlds] Lag with Bots on 100 Tick CSS ? Date: Fri, 13 Apr 2007 18:54:44 -0600 With multiple CPU's and / or Cores, the windows task manager is reporting a CPU usage percentage based upon the total cumulative load measured across however many cpu's or cores, and will not necessarily reflect the actual CPU usage as seen by source. Granted, task manager is accurate when looking at the load being generated by a multi threaded program, however a srcds instance won't load balance across those other cores. So he could be seeing windows report that there is only 25% CPU utilization when in fact on a quad core the srcds instance could be using 90% or more, which is reflected in the results of running STAT. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev Sent: Friday, April 13, 2007 1:48 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] Lag with Bots on 100 Tick CSS ? I wonder what makes you think that in-game CPU stats are more accurate than those provided by standard OS utility? On 13/04/07, RMaioroff [EMAIL PROTECTED] wrote: How are you making the determination that your CPU is not suffering from high load? You may already know this, but the windows task-manager is not going to provide accurate CPU usage for your source server. A more useful / accurate way to see if you are running out of CPU while the problem happens, is to type stats (without quotes) into your server console, or HLSW. That will display several useful things in helping to determine what's going on in the server. Note: This is different from status. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds Sent: Friday, April 13, 2007 10:56 AM To: [EMAIL PROTECTED] Subject: [hlds] Lag with Bots on 100 Tick CSS ? I have been spending allot of time trying to figure out a problem so far I haven't been able to find a solution. The problem is when bots are added to a 100 tick cs:source server it starts to lag and players complain about in game performance. The server rates are set correctly for 100 tick. This is not a cpu/memory load issue and not any network ping related issue. I also have moved this to a brand new server box with the same symptoms. Is there some issue with adding bots to 100 tick servers (10 to 15 or so bots) that causes performance issues for the connected players in the game ? Thank you very much for any helpful suggestions and info. - LB __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Lag with Bots on 100 Tick CSS ?
How are you making the determination that your CPU is not suffering from high load? You may already know this, but the windows task-manager is not going to provide accurate CPU usage for your source server. A more useful / accurate way to see if you are running out of CPU while the problem happens, is to type stats (without quotes) into your server console, or HLSW. That will display several useful things in helping to determine what's going on in the server. Note: This is different from status. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds Sent: Friday, April 13, 2007 10:56 AM To: [EMAIL PROTECTED] Subject: [hlds] Lag with Bots on 100 Tick CSS ? I have been spending allot of time trying to figure out a problem so far I haven't been able to find a solution. The problem is when bots are added to a 100 tick cs:source server it starts to lag and players complain about in game performance. The server rates are set correctly for 100 tick. This is not a cpu/memory load issue and not any network ping related issue. I also have moved this to a brand new server box with the same symptoms. Is there some issue with adding bots to 100 tick servers (10 to 15 or so bots) that causes performance issues for the connected players in the game ? Thank you very much for any helpful suggestions and info. - LB __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Lag with Bots on 100 Tick CSS ?
With multiple CPU's and / or Cores, the windows task manager is reporting a CPU usage percentage based upon the total cumulative load measured across however many cpu's or cores, and will not necessarily reflect the actual CPU usage as seen by source. Granted, task manager is accurate when looking at the load being generated by a multi threaded program, however a srcds instance won't load balance across those other cores. So he could be seeing windows report that there is only 25% CPU utilization when in fact on a quad core the srcds instance could be using 90% or more, which is reflected in the results of running STAT. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev Sent: Friday, April 13, 2007 1:48 PM To: [EMAIL PROTECTED] Subject: Re: [hlds] Lag with Bots on 100 Tick CSS ? I wonder what makes you think that in-game CPU stats are more accurate than those provided by standard OS utility? On 13/04/07, RMaioroff [EMAIL PROTECTED] wrote: How are you making the determination that your CPU is not suffering from high load? You may already know this, but the windows task-manager is not going to provide accurate CPU usage for your source server. A more useful / accurate way to see if you are running out of CPU while the problem happens, is to type stats (without quotes) into your server console, or HLSW. That will display several useful things in helping to determine what's going on in the server. Note: This is different from status. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds Sent: Friday, April 13, 2007 10:56 AM To: [EMAIL PROTECTED] Subject: [hlds] Lag with Bots on 100 Tick CSS ? I have been spending allot of time trying to figure out a problem so far I haven't been able to find a solution. The problem is when bots are added to a 100 tick cs:source server it starts to lag and players complain about in game performance. The server rates are set correctly for 100 tick. This is not a cpu/memory load issue and not any network ping related issue. I also have moved this to a brand new server box with the same symptoms. Is there some issue with adding bots to 100 tick servers (10 to 15 or so bots) that causes performance issues for the connected players in the game ? Thank you very much for any helpful suggestions and info. - LB __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] odd exploit?
I just googled steam id exploit and found several references to this type of exploit from back in 2004. Perhaps it's back again? If you dig deep enough you will find a few discussions on how they can be STEAM_ID Pending for awhile, and then basically manufacture a new ID on the fly. Anyways, good luck with this. Thankfully we've yet to see it hit our Garry's Mod servers. *Crosses fingers* Rob -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Affordablegameservers.com Sent: Saturday, April 07, 2007 5:50 PM To: hlds@list.valvesoftware.com Subject: [hlds] odd exploit? Anyone know of an exploit for source that allows you to come in as other users/ips/steamids? This makes it pretty impossibly to ban him and all you end up doing is banning another person. This a new nasty im not aware of any way to combat that? Heres his psychostats sheet (a lot of the ips on there belong to people that were playing at the time as did the steamids and names heh) http://stats.affordablegameservers.com/diamond/player.php?id=70ps_sess_id=4 800c0c11b6b3858d8d207175c437597 Tia dex ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Ingame adds, who will remove them?
If they enabled / fixed them, it's a direct message that they're going to stay. There is a substantial investment in time and money for them to develop the ad based model and get it to this stage. Yes, a lot of us think it's a bad idea, but we're not paying the salaries of the Valve staff. Business decisions aren't going to happen overnight, but what will likely happen quickly is the Valve guys beginning to take a hard look at the admins whom foolishly use this mailing list to discuss counter-ad tactics. Is discussing it illegal? No. In bad form? Yep. The valve lists are valuable to me, and since they're a privilege that can be taken away at any time, I just as soon say my 2 cents and hope that the cumulative effect of mine and opinions from others will have some kind of positive influence on the future decisions in their product design. You can bet one thing though; continue to discuss how to defeat their systems, and you'll be getting their attention for the wrong reasons. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Saint K. Sent: Friday, March 09, 2007 7:06 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Ingame adds, who will remove them? Any one found a way yet to disable todays update which shows the ads again? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Ingame adds, who will remove them?
Wow. Sorry, I am a little bit behind the curve here since I don't host CS or CS:S. You mean to tell me that this in game advertising is forced and not optional? I was obviously wrong when I read the original announcement about it earlier. I thought it gave the server admin an opportunity to run in-game ads of their choice design. But apparently this is a forced change and the content stream is not defined by the admin, but by Valve? OK: Are you fucking serious? I am sorry this is happening to the CS/CS:S community, and sure hope it doesn't find it's way into the other mods. We spend $1200 monthly on servers for pubs. An out of pocket expense without any revenue stream to support it. If I was then forced to run ads for someone and allow them to capitalize on my services which I offer for free, I'd drop the game vendor in a heartbeat. It was bad enough the other day when I went into one of my TFC pubs and saw some advertisement in the Content Provided By: box that listed some other game server host. Business is business, and Valve's product are no exception. They develop in order to make a profit. Valve has extreme talent and also the financial capability to dictate a lot of the industry trends, so why jump on this bandwagon? This is, in my opinion, as bad as spam. How Sad. Please someone tell me that I have it all wrong, and Valve isn't selling out and throwing their admins under the bus. Can anyone confirm or deny that this ad based model will or will not be in TF2? We plan to make a huge roll out of dozens of TF2 pubs when Valve pushes the final release of it, but if TF2 will have ads, I will go buy a fishing boat or gamble $20k on craps in Vegas instead of doing a TF2 server farm. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [GS]Admin Sent: Tuesday, March 06, 2007 6:10 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Ingame adds, who will remove them? Yup I guess it's time for me and my community to move along to a different non-ad'ed game.This is the reason we didn't play or buy into BF2142. Good-bye VALVe BeNt - Original Message - From: [EMAIL PROTECTED] If it can not connect to the ad server, it automatically provides you with the viewing pleasure of VALVe game ads. Saint K. [EMAIL PROTECTED] wrote: I'll give a cookie to the first one to write a tweak to block the ads. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] [OT]Savvis Metwork
That makes absolutely no sense. If they had BGP overhead from announcements (besides memory overhead locally to that specific router), I'd see the route flapping. What doesn't make sense? It's quite common to see ping latency be influenced by its lower priority as configured in the router. Forgive my ignorance(?) but can you please explain how BGP Overhead from announcements == Flapping? Perhaps we have different definitions of overhead. Anyway, my intention was simply to point out that a tracert result doesn't necessarily reflect the same network latency as one would get in-game. That's all. -Rob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] [OT]Savvis Metwork
Most of the time, high latency from IX's is due to congestion/oversubscribing of circuit(s)/hot potato routing/equipment misconfiguration. Yes! You're absolutely right. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] [OT]Savvis Metwork
Something also to consider is that many of the peers (routers) on that route probably are configured to give BGP operations priority over ICMP traffic (ping) traffic. So if it is indeed busy as Dan pointed out, then more BGP overhead exists. If you get a hop or two which happens to be very busy with route announcements or other broadcasts it is plausible that what you see from a 40 byte ping packet in terms of latency could be a substantial departure from what the actual in-game latency will be. Obviously if players are bitching and you also see the type of results from your traceroute that you are, it probably is indeed a peering problem, maybe a corrupted routing table or glitching hardware. If you have any assets on the sprintlink pipes then a great tool for examining their network status is called SprintLink looking glass and can be found here: http://oxide.sprintlink.net/ -Rob -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Sorenson Sent: Wednesday, January 24, 2007 12:03 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] [OT]Savvis Metwork At 11:25 PM 1/23/2007 -0500, you wrote: Or you could stop using a Playskool network and have a return path along the lines of this: Helluva an idea if you're tied to Sprint and don't mind forcing every level3 or Qwest client to suffer the lag in Chicago. Granted, there's not much you can do about it -- BGP dictates the path after all, but it seems to me that the speed of your network to your ISP isn't at issue in an environment where we want to attract customers who have different ISP's. What is at issue is peering, and I think I'd rather route on a DS3 through Dallas than suffer the lag of Chicago on an OC48. -- Dan * Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] * * Vikings? There ain't no vikings here. Just us honest farmers. * * The town was burning, the villagers were dead. They didn't need * * those sheep anyway. That's our story and we're sticking to it. * ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Follow-up: srcds.exe application error
First allow me to apologize for this post not being a direct reply to the thread. Valves mailman list manager is misbehaving for me, so a follow-up thread is the cleanest way for me to reply. Thanks for the suggestions / heads-up on the stats disabling. Unfortunately GMOD10 is far less stable than CS:S in a dedicated MP environment, not to mention the absence of stats in gmod. So unless I am missing something, there is no stats to turn off, correct? I am leaning toward the win virtual memory handling as a likely suspect; illustrated by the somewhat elusive post by xxxservers (sorry I don't have the digest to reference your correct name). To this end, I am most interested in your solution to this problem. I am happy to share my experiences in an effort to help you if possible, too. If for some reason you wish to do this off list, I understand, and ask that you please post your email once more for me. Thanks for the replies. Rob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Follow-up: srcds.exe application error
Isn't mutual problem solving precisely what this list is for? Yes, I agree. But his original post eluded to him wanting to use a different venue however. I personally prefer to share the knowledge via the list, but am grateful to get a fix for this problem by whatever means. -Original Message- From: RMaioroff [mailto:[EMAIL PROTECTED] Sent: Monday, January 22, 2007 9:29 AM To: hlds@list.valvesoftware.com Subject: [hlds] Follow-up: srcds.exe application error First allow me to apologize for this post not being a direct reply to the thread. Valves mailman list manager is misbehaving for me, so a follow-up thread is the cleanest way for me to reply. Thanks for the suggestions / heads-up on the stats disabling. Unfortunately GMOD10 is far less stable than CS:S in a dedicated MP environment, not to mention the absence of stats in gmod. So unless I am missing something, there is no stats to turn off, correct? I am leaning toward the win virtual memory handling as a likely suspect; illustrated by the somewhat elusive post by xxxservers (sorry I don't have the digest to reference your correct name). To this end, I am most interested in your solution to this problem. I am happy to share my experiences in an effort to help you if possible, too. If for some reason you wish to do this off list, I understand, and ask that you please post your email once more for me. Thanks for the replies. Rob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Feature request: sv_serverdomain
Not sure since we've yet to try this with srcds based servers, but I believe the support for domain names already exists. For example if your server can be resolved to a domain, then a player can add the server based on the domain name, not the IP. In other words, you should be able to advertise the server like: css1.mydomain.com:27015 or www.mycooldomain.com:27015 and then steam / HL will attempt to resolve via DNS, without the need for a server cvar. If I am missing the point here I apologize, but I think this might help you. Good luck. Regards, Rob -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm Sent: Monday, January 22, 2007 5:11 PM To: hlds@list.valvesoftware.com Subject: [hlds] Feature request: sv_serverdomain Hello, at first sorry for my bad english :) this is a feature request for dedicated server and steam client to valve. I would like to have a server cvar called sv_serverdomain for example. Saved into server.cfg like the following line: sv_serverdomain mydomain.com So, when a player adds this server into his favorites, the client will check the cvar and will save the ip (like it is at the moment) AND the sv_serverdomain value into the favorites. So that he got saved something like mydomain.com:27015 for example. And everytime when the player opens the favorite list, the steam client will try to find a connection to the ip, but when the server isnt reachable, the client will try to find the server connection via its saved domain, too ... This feature would have the following advantage: When we as server admins change the hardware, most times the ip adress of that machine changes, too ... The problem is, that the gameserver will lose all its players after an ip change. and since the redirect function is blocked we have no chance to give the players the new ip of their gameserver. buuut, when we got the domain mydomain.com routed to the old server, we can change it to route it to the new server, too ... same domain, other ip ... and when a steam client got saved this domain in their favorites, the players can find their saved favorites server again after the change. this feature would help server admins to change the hardware without losing all its players and functions for redirecting would become less important then ... what do u people think about this idea ? i hope there is a chance to realize it ... andreas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Application Fatal Error- srcds.exe
Hi List, We have been struggling with srcds.exe crashing out with a FE. This almost always happens when we have a lot of people playing and then do a map change. The error happens 95% of the time when we change maps (using RCON or via console). I have logging enabled, however for some reason the logs don't have any data in them if the server crashed (0 bytes). Here is the error: BEGIN SNIPPET srcds.exe - Application Error : The instruction at 0x00dc2c1a referenced memory at 0x119100fc. The memory could not be read. Click on OK to terminate the program END SNIPPET** The machine(s) exist for only one reason: Run dedicated game servers. Nothing else is installed on them; not IIS, nor DNS or Mail services. Nothing. On the multi-cpu machines we have set the CPU affinity using imagecfg.exe and bound the server to CPU 0. We also have tried binding to 0/1 as well as 0/1/2/3/4/5/6/7 (for the quad CPU PowerEdge). NOTE: The variation of affinity settings is due to us trying to improve the currently terrible performance of srcds.exe when handling large netcode payloads from GMOD10 (Such performance issues are a whole different topic I'm guessing). So has anyone resolved this problem yet? I know I'm not the only one as I've found many others (via Google) with this issue, however all the leads turned up nothing. Can anyone please help us? Below is a short description of our environment. Soft: Binary: srcds.exe (stand-alone dedicated) OS: Windows 2003 server EE Game: HL2 Mod: GMOD10 Misc: srcdsfpsbooster, +fps_max 600, -tickrate 66, using a BAT file to restart on crash and have modified the registry to silence the ErrorMode popup. Hard: CPU: Dual Xeon 3.0Ghz Ram: 4 GB DDR2 HDD: RAID 0 / SCSI 15k WAN: 100Mb port on Saavis backbone Rob Maioroff eCareMD, Inc. 1-877-ECAREMD (322-7363) Ext. 111 FAX: (208) 624-7181 Ext. 109 GMT -07:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Licensing fees for HL1 engine
Hi all, This enquiry is aimed at the list moderator for Valve, primarily. I would like some contact information for the Valve rep whom can discuss HL1 engine licensing fees with me. I am a developer (small staff of 7- not games, but healthcare ERM / CRM) and have a project model which ideally uses the HL1 engine. I am guessing this is going to be someone in sales? Please help me get in touch with the correct folks there. Your response is appreciated. Rob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds