Re: [hlds] Server crash reports

2011-01-14 Thread Tim Renshaw
Had issue 3 times tonight same symptoms as described before, twice on one of
our servers & once on an opponents server before we had even started to
play, once I set +hide_server 1 -nomaster & the server was hidden from the
browser we were able to play 2 maps without any issue, leads me to
suspect somebody is looking for servers with 12-13 players on & the sv_tags
set to tournament, as our ip:port would still be visible to people in
our friends lists etc.
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Re: [hlds] Server crash reports

2011-01-12 Thread Tim Renshaw
I run a few match servers, the issue for me behaves more like a dos attack,
the game server lags, fps drops through the floor & pings
rise massively until everyones connection drops, within about 30 seconds of
getting disconnected we can reconnect the time is still counting down & the
game is as we left it no crash.. so no dump file generated, during the issue
cpu usage doesn't rise memory stays about the same, other match servers on
the same box run fine throughout the period. Only had this occur 2 x my
servers, 1 incident we played one team where we changed server 3 times
before giving up the issue followed them, they speculated that they had been
playing some sore losers who were attacking there games. 2nd incident
playing freight against a mix team and issue occurred 5 + times, sometimes
the connection would time out & we needed to reconnect, some of the time we
were ok & issue ended quite quickly. set this app up last night as a trial
http://www.wantedgov.it/page/62-srcds-query-cache/ and non of the clans
reported any issues last night & we didn't have any whilst we were playing,
but hard to tell if it worked or we just weren't attacked, other clans have
been reporting success after de listing themselves from the master servers &
hiding the server. all my tf2 servers are hosted on windows but people
hosting on linux are also reporting the issue on etf2l.org. we don't run a
custom white list & we use sv_pure 2.

On 12 January 2011 22:50,  wrote:

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> Today's Topics:
>
>   1. Server crash reports (Eric Smith)
>   2. Re: Server crash reports (Saul Rennison)
>   3. Re: Server crash reports (gamead...@127001.org)
>   4. Re: Server crash reports (Dominik Friedrichs)
>   5. Re: Server crash reports (Saul Rennison)
>
>
> --
>
> Message: 1
> Date: Wed, 12 Jan 2011 21:02:11 +
> From: Eric Smith 
> Subject: [hlds] Server crash reports
> To: "'hlds@list.valvesoftware.com'" ,
>"'hlds_li...@list.valvesoftware.com'"
>
> Message-ID:
><
> 658b12c5536f2f4b93f4aa52a16ad8bb65e...@exchange10.valvesoftware.com>
> Content-Type: text/plain; charset="us-ascii"
>
> We're hearing reports that servers hosting competitive matches are crashing
> on a regular basis and we're trying to investigate the problem.  If your
> server is crashing regularly and you're not running any plug-ins, please
> check to see if you have any .dmp or .mdmp files that you can send us to
> help diagnose the problem.  We're not sure yet if this is related to using
> sv_pure or a whitelist.  Any details you can provide will be appreciated.
>
> Thanks.
>
> Eric Smith
> Valve
>
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> --
>
> Message: 2
> Date: Wed, 12 Jan 2011 21:33:38 +
> From: Saul Rennison 
> Subject: Re: [hlds] Server crash reports
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
>
> 
> >
> Content-Type: text/plain; charset="windows-1252"
>
> "You're not running any plug-ins" will definitely narrow down your
> potential
> reports to about 5. Active servers need plugins for administration, and
> it's
> probably the most active ones that are crashing. In case you hadn't already
> seen it, Dominik sent some dumps in a few hours ago:
>
> http://forlix.org/_res/host/dumps/engine_0b956292/
>
> Good luck debugging!
>
> Thanks,
>  - Saul.
>
>
> On 12 January 2011 21:02, Eric Smith  wrote:
>
> >  We?re hearing reports that servers hosting competitive matches are
> > crashing on a regular basis and we?re trying to investigate the problem.
>  If
> > your server is crashing regularly and you?re not running any plug-ins,
> > please check to see if you have any .dmp or .mdmp files that you can send
> us
> > to help diagnose the problem.  We?re not sure yet if this is related to
> > using sv_pure or a whitelist.  Any details you can provide will be
> > appreciated.
> >
> >
> >
> > Thanks.
> >
> >
> >
> > Eric Smith
> >
> > Valve
> >
> >
> >
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[hlds] The Custom Tab

2008-03-23 Thread Tim Renshaw
Sorry Valve your time has run out to fix the mess that you have
created called the custom tab, we have waited for you to educate
players to use it, & so far we have seen absolutely no effort from
yourselves.

The threats to delist anyone using the Internet tab have actually
penalised all of us who have chosen to appear on the correct tab &
rewarded those that didn't. We are gong back to the internet tab if
you choose to ban us, good luck we have 8 ip addresses to work through
& can get plenty more!

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

2008-03-07 Thread Tim Renshaw
>  Today's Topics:
>
>1. Re: Team Fortress 2/Dedicated Server updated (Kitteny Berk)
>2. Re: Remove the custom tab, add the server-tags and the filter-options 
> into the internet tab and everything would be fine ... people are intelligent 
> enough to check "this server has no tags, it must be a standard one" (GZ 
> Coldorak)
>3. Re: TF2 update coming later today (Matthew Cheale)
>4. OT: cod4 master list missing servers ( was: [hlds] Team Fortress 
> 2/Dedicated Server updated ) (Steven Hartland)
>5. PR and UI changes? Where? (Spencer 'voogru' MacDonald)
>6. PLEASE!!! (Rotaru Adrian)
>7. RE: Team Fortress 2/Dedicated Server updated (Rodge Stumbaugh)

There was a sudden disturbance in the force as a thousand tiny voices
screamed "where the f*** has my fave servers gone". The little ewok
glanced down to his screen checking for the merest hint of a custom
game, but no the list had finish refreshing only 812 servers, showing,
what has happened the little ewok considered to himself.

His mind quickly wandered to the messaging system but this was in its
usual state at this time of the evening "Down for essential
maintenance" the message read. Now the little ewok couldn't even
console himself with a chat with another fellow ewok.

The ewok was in a quandary, unsure what to do next, he once again
glanced to the diminished list of 800 & thought f*** that, those
servers suck, "vanilla bah boring" he quickly adjusted his screen so
he could see the CSS games & eagrly the little ewok hit the refresh
button.

Within a moment thousands of servers appeared before his eyes, it was
a sight to behold, servers of all possible configurations, he glanced
toward the very top of the list & selected the Players colum, with a
deft touch the biggest servers he had ever seen appeared as he
selected one that appeared to have a slot free he noticed it was
instant respawn death match & thought to himself not sure can be
bothered to play Team Fortress 2 anymore

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Re: [hlds] TF2 SourceTV Problem

2008-03-05 Thread Tim Renshaw
>  - Original Message -
>  From: "Say_Ten" <[EMAIL PROTECTED]>
>
>
>  I found connecting from the serverlist was random.  Connecting via the
>  connect command on the console was consistently correct.
>
>

We have found this is the only way you can connect  to sourcetv on tf2
servers :(

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Subject: RE: [hlds] Looking for suggestions

2008-01-22 Thread Tim Renshaw
> Hey all,
>
> Looking for some suggestions here. Maybe it can help everyone.
>
> I just got a new dedicate server for our community to use.
>
> Stats:
> 2 Quad Core Intel Xeons 1.6GHZ
> 8Gigs 533DDR2
> Windows 2003 Server Enterprise
> 250 Gig Raid0 (I think)
> 100Gig Ethernet
> Good DataCenter.
>
> I wan to run
> 1 - DOD:s 32 Slot.
> 1- DOD:s 24 Slot.
> 2 - TF2 - 24 Slot
> 2 Cod4 - 24 Slot.
>
> So far I have the 2 Cod4, and 2 DOD:s on the box, and am using 2GB of the
> Ram, and 10% Cpu with 50 player total across the COD & DOD servers.
>
> I am looking for the optimum setting for the DOD Server. I want to stay at
> 66 tick. I have no interest in 100. Lots of players experience choke.
> Especially on the 32 slot server when we get above 20 players. The server
> is running sourceboost.
>
> // bandwidth rates/settings
> sv_minrate 1
> sv_maxrate 3
> sv_mincmdrate 30
> sv_maxcmdrate 66
> sv_minupdaterate 30
> sv_maxupdaterate 86
> sv_client_predict 1
> sv_client_interpolate 1
> sv_client_cmdrate_difference 10
> decalfrequency 10
> fps_max 300  ---> I have this in because the command line is set to 600..
> Was testing the 300 setting.
>
> Any help would be appreciated.
>
you say 100mbit but how much bandwidth can you chew up a month, your
want list looks like about 2.5 - 3 TB a month to me & your disk I0
looks rather heavy would look maybe look at addtional drives if you
want to keep this setup.

As others have said I would  look at getting another box rather
putting all your eggs in one basket 1 x server per core is nice having
said that we have 24 man CSS & 18 man tf2 war server with sourceTV on
one core without issue & a 28 slot tf2 eating another core all at 66
tick..

We found little difference on cpu load running 300(250) vs 600
fps(512)  pings were slightly improved, so we run them at 600fps.
Players without looking at netgraph couldn't tell the difference
between 66 & 100 tick(apart from funky door issues with 100 tick) load
seemed a bit higher with 100 tick so we run at 66 tick :)

we run...

sv_minrate 15000///
sv_maxrate 3///
sv_mincmdrate 66//
sv_maxcmdrate 100//
sv_minupdaterate 66///
sv_maxupdaterate 100///
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio 1//
sv_client_max_interp_ratio 1//
sv_client_cmdrate_difference 10/
sv_unlag 1/
sv_unlag_fixstuck 1
sv_maxunlag .2/


I hope this helps..

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[hlds] RE: 32 player support from Valve?

2007-12-28 Thread Tim Renshaw
sorry if it came across as a pissing contest it wasn't meant in such a
fashion, although the ewok bit was a bit tougue in cheek :D

I was trying to point that servers being empty or full has little to
do with size & that ping is resource controlled nowt to do with slots

We are not depriving anyone nor giving anyone an unfair
advantage(cheating rofl). I understand valves point of view which is
concern for players with under powered systems not being able to enjoy
the game to its fullest potential but these players will simply leave
& join another server, exactly the same as leaving any server for
whatever reason the player can think of, they will go eleswhere.

Love You XXX
>
> Message: 3
> Date: Fri, 28 Dec 2007 14:30:02 +0100
> From: "[DumB]TeXas" <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] 32 player support from Valve?
> Reply-To: hlds@list.valvesoftware.com
>
> Hi Tim,
>
> If you think this is about my servers or your servers in particular, you
> are sadly mistaken. Read the part about cheating to get what you want.
> It has nothing to do with who works the hardest or who has the longest
> e-penis. It's the principle of what you are doing. It is not right. I am
> perfectly capable of running a 32 player server (or 10 for that matter)
> if I want to. I will however not do this of the same reasons I would not
> use cheats in a game or cheat in a competition.


>
> I did indeed not participate in the previous "flame war" and to be
> honest this has not been one up untill now. I was merely commenting on a
> rather rude email sent by this Mike person ("I will get what I want
> anyway, so you might as well give it to me") - and expressing my
> opinions on the matter. That is part of what this mailing list is made
> for. I see this has now gone down to the level of personal insults
> rather than a fairly civilized discussion - and I think this is where
> it's time for me to back out. I have pretty much said what I wanted, and
> internet arguements are nothing but retarded. =)
>
> - TeX.
>
> Tim Renshaw wrote:
> > "I agree with this. I was caught off guard when Valve released two updates 
> > in
> > a row (and made no statement in hlds-announce about the 2nd). I updated the
> > first time, but it was almost a day before I got the 2nd update. My servers
> > ran near capacity the whole time while being off the master server list."
> >
> > We didn't notice for a couple of days either, we were full as we have
> > quite a large "community" who added us to there faves after the intial
> > 32 man de list( we run 28 slots) we were full before running above 24
> > slots I guess the players like how we run our servers, if you play on
> > your own servers & admin them nicely people come back, not particulary
> > a revelation!
> >
> > chap talking about pings why pings be affecting by increasing slots
> > unless you haven't got enough resources.
> >
> > I was part of last flame war, it would seem that some of the ewoks are
> > no longer content to live peacfully in endor it would seem they have
> > some envy going on & for whatever reason they cannot run 32 slots be
> > it rental servers or otherwise! :)
> >
> > Have a Nice Day :)
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
>
>
>
> --__--__--
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> End of hlds Digest
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RE: [hlds] 32 player support from Valve?

2007-12-27 Thread Tim Renshaw
"I agree with this. I was caught off guard when Valve released two updates in
a row (and made no statement in hlds-announce about the 2nd). I updated the
first time, but it was almost a day before I got the 2nd update. My servers
ran near capacity the whole time while being off the master server list."

We didn't notice for a couple of days either, we were full as we have
quite a large "community" who added us to there faves after the intial
32 man de list( we run 28 slots) we were full before running above 24
slots I guess the players like how we run our servers, if you play on
your own servers & admin them nicely people come back, not particulary
a revelation!

chap talking about pings why pings be affecting by increasing slots
unless you haven't got enough resources.

I was part of last flame war, it would seem that some of the ewoks are
no longer content to live peacfully in endor it would seem they have
some envy going on & for whatever reason they cannot run 32 slots be
it rental servers or otherwise! :)

Have a Nice Day :)

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

2007-12-21 Thread Tim Renshaw
"
I used to get them occasionally (once per day per server at the most), but
now they're up to about 4 to 6 across my five servers just since the patch
hit.

On Dec 21, 2007 4:43 AM, Kingsley Foreman <[EMAIL PROTECTED]> wrote:

> anyone else seeing an increase in crashes since the last patch?"

We haven't seen any crashes since updating, running on 2k3 plus 32 man
workaround (until valve come to there senses) with the latest builds
of metamod & sourcemod running with about 5 plugins(hlstatsx, tf2
sudden death melee, map cfgs [well handy given latest mess] & a ping
kicker :)

Please if you are having crashes can you let us know what your
running? so we help valve or mod devs fix the issue :)

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[hlds] Workaround for hldsupdatetool's 'Connection reset by peer' error

2007-10-29 Thread Tim Renshaw
Masher I love you! Will try this out as soon as the next update appears :)

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[hlds] Hacked Steam Client

2007-10-29 Thread Tim Renshaw
Just a heads up.. hopefully Valve already know, but one of the groups
who were hacking the Cafe Program are stating they have created a
hacked steam client which allows access just about all of Valves games
& can be used on VAC secured servers :(

If anyone at Valve needs the details email me off list.

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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-28 Thread Tim Renshaw
Because we have found the update tool so unreiliable of late we have
been downloading a fresh install each time to a new dir.. then
deleting the blobs running the tool again with the verify switch
otherwise the scrds.exe is missing along with a load of the dll's
needed to run the server... This is the only safe methd we have found
until valve fix the bugs with the tool. We use batch files to run the
tool as we have many scrds installs so running the cmdline each time
is a pain in the arese.

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Re: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any annoucment.

2007-10-15 Thread Tim Renshaw
Thanks Chris,

Hopefully people will actually get the point which isn't about 32
slots although thats the change which was made this time.. The point
is Valve need to let us know when they are going to change something
which is going to impact upon the running of our servers.

The "not modding" & "3rd Party" mod comments are actually quite
funny.. where would  Valve be without modding  :)

Your's flogging a dead horse

-Tim

http://www.telisphere.com/~cearley/sean/camps/first.html

> Message: 7
> From: "Chris Barnett" <[EMAIL PROTECTED]>
> To: 
> Subject: RE: [hlds] Servers that will Valve will randomly remove from the 
> steam master servers, without any annoucment.
> Date: Mon, 15 Oct 2007 17:47:26 +0100
> Reply-To: hlds@list.valvesoftware.com
>
> Explain to me genius how you forseen Valve removing servers off the master
> list servers?
>
> You didn't.
>
> Therefore, none of us, can make the guarantee that Valve won't remove
> servers from the list in future.
>
> If Valve can't guarantee, that they won't remove servers from the list in
> future. Then why should we bother running servers?
>
> Are we now supposed to check every day that our server is on the list?
>
> If our server is not on the list, can we expect some "helpful" soul like you
> to wave the magic wand and enlighten us all as to why our servers our
> missing of the server list?
>
> If you had bothered to stop and actually use that brain of yours, you would
> understand that Valves latest act of treachery against the server admin
> community is an absolute ing disgrace and I'm well within my rights to
> be angry.
>
> Oh yeah. To the individual who loves to dish out revelations that customers
> have no place in making demands or have any rights to make demands.
>
> Erh yes we do. They don't call it "customer demand" for nothing.
>
> "I AS LOYAL CUSTOMER DEMAND THAT VALVE DROPS IT'S STUPID ACT OF ING OVER
> SERVER ADMINS AT EVERY CORNER"
>
> There you go.
>
> :-)
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
> Sent: 15 October 2007 17:23
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Servers that will Valve will randomly remove from the
> steam master servers, without any annoucment.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Supposed to be funny ?
>
>
>
> zzzZZZzzz
>
> On 10/15/07, Chris Barnett <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello,
> >
> >
> >
> > Let's run a book on which servers Valve will randomly filter out next,
> > without even so much as the decency to tell us.
> >
> >
> >
> > 1)  Australian servers. Let's face it, it's those pesky Australians
> > who
> > are so far up Valves sweet asses it must be embarrassing for Valve. Those
> > Australians need to be taught a lesson to counter balance all of that
> > Pacific rimming that's going on.
> >
> > 2)  Servers that have an unusually high number of players with 8
> > digits.
> > Come on let's face it. The 8 digit crew are all noobs, snotty nosed
> > teenagers and haxors.
> >
> > 3)  Servers outside the Western United States that have an unusually
> > high number of players with 6 digits. If a server attracts the old and
> > wise,
> > they're community is going to be too smug.
> >
> > 4)  Servers running FF.
> >
> > 5)  Servers that sends the player into a different world where there
> > is
> > 1000's of custom skins and the admins have been sad enough to invest 500
> > odd
> > man hours into creating a work of art, not to mention the modding
> > communities whose total output dwarfs anything that has come out of Valve.
> >
> > 6)  Servers that attract the top players. C'mon something has to be
> > wrong, they're all hacking.
> >
> > 7)  Servers that attract too many noobs. No scrub that, they're all in
> > Washington State.
> >
> > 8)  Servers that are running that new plugin, which lies about the
> > total
> > number of available slots.there's 32 slots but 24 are advertised!!!
> >
> > 9)  Servers with unsuitable chat language for minors.
> >
> > 10)   Servers with 2 slots, passworded, that say "Valve doesn't listen to
> > server admins" as their server name.
> >
> >
> >
> >
> >
> >
> >
> > Right. That's my list. Odds anyone?
> >
> >
> >
> >
> >
> >
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
>
>
>
> --
> ... black holes are where god divided by zero.
> --
>
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[hlds] TF2 ... All 32 player servers filtered out?

2007-10-13 Thread Tim Renshaw
Doesn't sound like whining to me, its not unreasonable to expect to be
told whats in the contents of an update or the rational for making the
decision for locking the slots to 24 players, neither of which has
been provided in the last update(FYI No hexing of dll's was actually
required to run 32man as a helpful mod was actually posted to this
list) ..

If the next update stopped you from kicking & banning players & there
was no announcement or any reason provided most you would be mortified
& whining like somebody who passed out last night & awoke to find a
limb removed.

.. Just because either you have no wish to run or don't have the
resources available to run a 32 man TF2 server doesn't mean the rest
of us cannot discuss the matter here, which is after all what this
list is about, to support each other & not have trolling matches

We just want some replies from Valve.. as they have been oh so quiet
on this list since the last update came out, I'm hoping Alfred or one
of the other guys from Valve might actually comment, rather than the
quit whining brigade who are just spamming the list with unhelpful
comments.

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

2007-10-11 Thread Tim Renshaw
GIven I haven't actually seen a post with regard to why valve have
carried this out I'm not going to join in the guessing game ...It
would just be nice to be kept in the picture rather than having to
troubleshoot why your server is no longer appearing in the master
browser list.

with regard to stability the "potentially" bit is just that, we didn't
suffer from any reported crashes from clients connecting to our 32 man
when it was up & we had not one crash server side.. it would gobble
memory & cpu like there is no tommorrow but it never maxed out our
resources.

I agree consistancy in lauching a product is needed but when valve
have no control of the quality of the kit there software is being run
on, then its pointless perhaps they should just lock all the cvars &
have a server benchmark program that will not allow the server to run
unless it meets a minimun score...

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Subject: Re: [hlds] TF2 ... All 32 player servers filtered out?

2007-10-10 Thread Tim Renshaw
Removing the option for people to decide how many people they would
like to play with sucks...

The way in which it has been implented sucks even more.. updating the
server browser list & not actually borthering to tell us even after
the update. We aren't really asking too much to be informed.

We have spread across from running 1 css server, to 3 x css servers &
1 x tf2 we have coped with previous updates which killed our traffic
in css, rebuilt & moved forward. Please don't make us leap through
hoops, we just want to play the games & enjoy them. We have liked
every tf2 update so far apart from this one as it removes choice.
Please return the choice to the players, if they didn't like it they
would not come & play putting our tf2 server in the top100 ranked on
game monitor. It would be nice if we could filter by players.. for
instance I would like to be able to select to see 24 -32 man servers
only, this would also be nice for other games like css too.

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[hlds] Re: hlds digest, Vol 1 #5578 - TF2 server performance

2007-09-24 Thread Tim Renshaw
I'm noticing the load is pretty heavy on windows to be honest, have
switched from 100 tick to 66 tick & the load on core(1) has not
decreased

I  have tthe following added to my tf2 startup -heapsize 512000
-tickrate 66 +fps_max 600, the tf 2 server is on its own core using
240meg of ram & paging 250 meg(memory leak?), upto 90 % cpu. This
dosen't seem quite right as the other cpu core(0) is running CSS
servers all @ 100 tick 1 x, 32 man std map css, 1 x 24 man poolparty,
& 1 x 16 man clan. This core dosen't hit above 60%(hlstats also runs
off this core along with IIS etc)

boxen has 2 x 80 sata, 2 gig o ram, Dual core Xeon 3050 @2.13Ghz


> Today's Topics
>
>1. Re: TF2 server performance on Linux (Whisper)
>
> --__--__--
>
> Message: 1
> Date: Mon, 24 Sep 2007 23:29:47 +1000
> From: Whisper <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] TF2 server performance on Linux
> Reply-To: hlds@list.valvesoftware.com
>
> --
> [ Picked text/plain from multipart/alternative ]
> You guys are of course all aware that there is an entire seperate hlds
> mailing list completely dedicated to Linux, right?
>
> On 9/24/07, John Porter <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> >   - Steve hmm oh you mean on Windows? or is that Linux as well? I have
> > read that people have had problems with that on Windows. I havent really
> > noticed it even with 3 full TF2 servers but I use Firedeamon which does have
> > some affinity.
> >
> >   How are people having it so to speak? Does the standard windows affinity
> > settings allow you to assign manually?
> >
> >   Or are you talking about linux as well?
> >
> >   -LouLou oh so its not just me then :/ Yeah using Debian as well. Hmm how
> > you getting up to 500fps? lol thought it capped at around 250? That a cvar?
> > :)
> >
> >   Regards
> >   John
> >
> >
> > -
> > Yahoo! Answers - Get better answers from someone who knows. Tryit now.
> > --
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
>
>
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>
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>
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[hlds] Re: hlds digest, Vol 1 #5317 - RE: ingame adverts

2007-04-11 Thread Tim Renshaw

1. Eastern Europe what has this got to do with the Price of cheese on
the FTSE/Dow Jones at the moment.

2. Leagues are pretty much stuck with same anti cheat tools we are
apart from some have a server & client side app which aids them in
detection.. but they still have issues with cheaters

3. Download stats are useless..unless broken down into how many times
did the same ip try to download or update a cheat, how many different
files were downloaded etc, I also suspect many cheats sites
memberships a boosted by server admins trying to get a heads up on
latest lamers. Just how many people do you think are cheating?

4. How many software Dev's do you know of, which earn $20-30,000 a
month yet alone cheat code Dev's.

5. Rotating Radar nothing new.. been in the real World for some time
now before appearing in a "game"

6. Unlimited steam accounts good luck, each time I trawl cheat sites,
there are many posts from cheat Dev's asking for steam accounts as
their steam id's get banned pretty quick in there line of work. If
they had a limitless supply of steam accounts these people would have
been given the knowledge of how to obtain the accounts or perhaps its
a "red herring" and they have the access & just want more!

7. If any discussion helps to remove cheats from gaming it isn't a
waste of time! That chappies idea sounded quite cool, an unseen non
solid entity which aim bots/hack radar may see but nobody else can see
or interact with, so if any thing/body reacts to the entity moving you
know to demo that player as suspect.

8. In game adverts in source.. please tell us where you have heard
about this, or is it merely speculation from Valve's action of adding
adverts to 1.6?,

if they did implement adverts into the source engine. I would drop
source from our servers & find a new game to play/run.

I run servers for the enjoyment of myself & others, I do not wish to
see adverts in my free time for a game & servers I have paid for.



-
Message: 2
From: "grammaton782" <[EMAIL PROTECTED]>
To: 
Subject: RE: [hlds] Is it worth playing anymore?
Date: Wed, 11 Apr 2007 12:37:47 +0200
Reply-To: hlds@list.valvesoftware.com

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
sorry guys i can only laugh reading all these posts regarding msx

msx is nothing compared to what really happens

when is see how many people playing in the status screens at steampowered
compared to the download stats of all these crappy cheater sites, there are 
only with registered and paying msx customers, more than actually playing the 
game

this is only the lame and public msx that is at every time detectable by anti 
cheat tools used by the major esport leagues, but what is with all this real 
shit from eastern europe for e.g.???

one of them even had almost the same rotating radar system included over 6 
months before valve included it by an official update  can somebody explain 
that???

cheats and hacks like this are shared via bluetoothhandys at school or all 
these irc chans, and i am still not talking about the guys earning about 
25-3 bucks a month selling private cheats

even not knowing somebody, only by defining the RIGHT words at google, you will 
be able to get a unlimited number of steam accounts you can play and fxxk 
around with

h what a gamble with vac^^

guys pls wake up!!! this will be a never ending story, only a waste of time to 
discuss about it

there are more important things to discuss for e.g. when comes the iga 
(ingameadvertisment) to source, will it be host or client based
what perfomance loss clients and/or hosts should expect caused by the iga.

greets gramma
--




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[hlds] hlds digest, Vol 1 Do Valve Care?

2007-03-10 Thread Tim Renshaw

Actions speak volumes...DWP how many servers have this switched
on..not many..have valved pulled it no..

cl_restrict_server_commands...  valve restrict us from admining our
own servers.. & replace it with non functioning restrictions..and tell
us it works.. funny how I see rate hackers all over the place with
pings of 5.. warping etc(thank goodness interp actually seems to work
now :)

sv_mincmdrate 66
sv_maxcmdrate 66
sv_minupdaterate 66
sv_maxupdaterate 66
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1
sv_client_cmdrate_difference 1

some restrictions only seem to work, depending on how you launch the game

and as an added bonus I can't use zblock or any such utilities as most
players who do not play for a clan etc do not have a clue that they
may need to type something into console great work, leaving me with
the choice of empty servers or playing with suspect players.

& now testing adverts in 1.6 which only benefits valve & nobody else,
the players do not want to see it & we don't either..chances of this
been removed zero!

If it wasn't for the community I would have shut down in January..
just waiting for the final straw.. shame really but it will happen as
valve really do not appear to care, you look through the forums at
steampowered.com & get depressed at the sight of amount of players
with issues that wish to play but valve doesn't seem to want to fix or
indeed how have a clue how they broke it in the first place
datacache.dll anyone?

How about valve actually fix issues, rather than adding new stuff, &
while there at it  do some optimization as the source engine, as it
seems so much slower than it used be..maybe utilizing some of those
ATI 9600 XT's that used to be able to run the game at ok FPS? rather
than there shiny dev machines running whatever kick arse gfx cards
they have..they don't have to hear some players whining about 20 fps,
when 16 players meet up ingame in the same space

Sorry this has been a while coming & I'm sorry if you don't want to read it :)

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[hlds] Re: hlds digest, Vol 1 #5200 WINE & DINE

2007-01-30 Thread Tim Renshaw

Will do some more checking to make sure but looks like vanilla centos
4.4 so 2.6.9-42.0.3 kernel, test box is AMD XP2600 with 1 gig of RAM
in Dual Channel on nforce2 chipset.

I'm guessing you were using 64bit flavour as we tried same OS but
64bit version of the kernel running on a Virtual Machine and saw time
drifts etc & nasty spiking we thought this was an issue running srcds
under vm with 1000hz. we noted when doing this under vm that srcds ran
better with compile maxing the cpu out in the background!
unfortunately don't have a 64bit test box, so VM running on 64bit
boxen was only option to run a 64bit kernel..was surprised that 32bit
ran nicer but we put this down to using virtualization software to run
srcds on 64bit kit..

if anyone wants to donate some 64bit kit to test further lol please send to...

Whisper can you test on a 32bit system to see if this matches up with
what we are seeing?


Message: 7
Date: Wed, 31 Jan 2007 12:08:43 +1100
From: Whisper <[EMAIL PROTECTED]>
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: hlds digest, Vol 1 #5199 - Wine & Dine!
Reply-To: hlds@list.valvesoftware.com

--
[ Picked text/plain from multipart/alternative ]
Which kernel version were you using?

I have seen this fps fluctuation as well under Linux, when trying to help
setup SRCDS on a Linux box and the server fps is all over the place for what
appears to be little to no reason at all.

On 1/31/07, Tim Renshaw <[EMAIL PROTECTED]> wrote:
>
> wine performance sucks for direct x games think slide show on modest
> hardware, would be ok with cs1,6/hl1 mods etc as you still have open
> gl which runs nicely in WINE.. but valve didn't bother with open gl in
> hl2 based mods,
>
> Even though we run windows boxen, have tested scrds under centos and
> it worked fine, pain in arse to set up with 1000mhz kernel but runs
> nice have no idea what fluctations chappie was speaking of didnt see
> them!
>
> if was setting up again would probably use linux, over windows is nice
> haveing autoupdate work and just having a shell script bootup game
> with no gui or any clutter..
>
> currently interested in knowing why dods seems to run much nicer than
> css on same box lower latency, less cpu & more player spots.. badly
> optimised code in css but not in dods?..even though I 'm guessing they
> use much of same hl2 code base, anybody else here seeing simlar..or is
> my setup just quirky?
>
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[hlds] Re: hlds digest, Vol 1 #5199 - Wine & Dine!

2007-01-30 Thread Tim Renshaw

wine performance sucks for direct x games think slide show on modest
hardware, would be ok with cs1,6/hl1 mods etc as you still have open
gl which runs nicely in WINE.. but valve didn't bother with open gl in
hl2 based mods,

Even though we run windows boxen, have tested scrds under centos and
it worked fine, pain in arse to set up with 1000mhz kernel but runs
nice have no idea what fluctations chappie was speaking of didnt see
them!

if was setting up again would probably use linux, over windows is nice
haveing autoupdate work and just having a shell script bootup game
with no gui or any clutter..

currently interested in knowing why dods seems to run much nicer than
css on same box lower latency, less cpu & more player spots.. badly
optimised code in css but not in dods?..even though I 'm guessing they
use much of same hl2 code base, anybody else here seeing simlar..or is
my setup just quirky?

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[hlds] Re: hlds digest, Vol 1 #5036 - Closing Server

2006-11-17 Thread Tim Renshaw

ok well I'm going to have to have a sit down when I get home & have a
look at this mess, & consider if I can be bothered to give up my time
running CSS servers anymore, we do not run for profit only for
enjoyment & valve are taking a good thing and killing it... shame they
don't care or listen!

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[hlds] RE: Memory Leak

2006-11-03 Thread Tim Renshaw

Don't agree about memory leak, I think maybe some of maps in your
rotation aren't very well made or a plugin/mod/script your running
isn't playing nice

... have one 75 tickrate running poolpartyv2 takes upto 47meg when
full with 20 players, running mani beta, mattie's es beta, zblock, &
steambans.. memory usage drops to about 35meg when 10 or less players
are on. have another 20 man with the same setup but 66 tick & running
a mixture of custom & standard maps.. memory usage is between 66meg &
125meg depending on usage & map.. this releases memory back just
fine.. niether server presently crash or need restarting..

Now I'm happy again once found how to turn off dynamic pricing from
the list thanks Roman :)

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[hlds] Re: hlds digest, Vol 1 #4988 - 10 msgs

2006-10-17 Thread Tim Renshaw

RE: Resolution Timer

We have activestate perl running on 2k3 & still have to run a
resolution timer...unless we run on a Standard/non acpi kernel

Would be very intrested to hear if something in perl which can do this :)

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[hlds] Re: hlds digest, Vol 1 #4917 - 2 msgs RE: Crashing

2006-09-18 Thread Tim Renshaw

last crashes we had were plugin related(mani metamod) haven't seen a
proper(non plugin related) crash in a couple of weeks(since last
update broke mods) & we don't restart our servers..running on win2003
web edtion,Matties ES beta..mani 1.2 beta RC-10, Hlstatsx, ptbx1.7, &
steambans..(removed Metamod 1.23 this weekend)

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[hlds] Re: hlds digest, Vol 1 #4824 - 1000fps

2006-08-13 Thread Tim Renshaw

nothing to do with bios, my friend, have to the box dual booting, has
latest bios/drivers/sp packs.. with non acpi 850 - 950 fps & acpi
gives 512... both installs are clean and using same css install, was
only testing as an experiment to test sombody else's theory given it
the digest( maybe you have read the last couple of days).. the article
you point to states talks about desktop machines, why would have
problems with irq's on a server box... non of them share & and is
plenty spare, don't need the power management is still plug "n" play..
seems you think we have an issue wasn't case mearly testing out
inquisitiveness..

to  "[xXx] con" what fps are you actually getting, setting at 1000fps
is one thing, getting as another. tbh we just use one resolution
timer per box, seems pointless running two, also with it being set to
low priority it would just sit there doing nothing as everything else
take priority over it, even if the other process crashed, would do you
no good & maybe impair, haven't actually seen the process drop out so
hopefully will never happen to you :)

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[hlds] Re: hlds digest, Vol 1 #4822 1000fps

2006-08-12 Thread Tim Renshaw

Test Box, was single barton xp2600 with 1 gig of ram, nforce2
chipset...nothing like our actual production server lol, wondering if
lauching a virtual machine in non acpi mode is possible..as sure don't
want to re-install the OS on the production box... have tried 2000fps
& this didn't give any better results, infact would say that it made
no diffrence at all, so this probably is the limits of this set of
hardware.

If I have some time will test on overclocked machine to see if there
is any diffrence in performace with faster front side bus etc, & maybe
try in vmware to see how bad it runs lol...

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[hlds] Re: hlds digest, RE: 1000fps

2006-08-12 Thread Tim Renshaw

Just ran a test box with non acpi install of 2003 web edtion, and can
confirm that  it gives better fps and getting between 850 & 950 fps...
bit different from 512! with fps_max 1000 :)

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[hlds] Error verifying STEAM UserID Ticket

2006-08-12 Thread Tim Renshaw

We were  having this quite a bit & client timeouts, haven't noticed it
occuring since I upped sv_timeout 60.. And we added steambans last
week and the issue hasn't re-appeared.. steambans has its issues but
this isn't one of them for us anyway :)

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[hlds] Re: hlds digest, Vol 1 #4806 - 6 msgs

2006-08-08 Thread Tim Renshaw

kids cut out the flame war.. I don't need to be reading this...

both OS's have there suitablity to certain tasks...get over it :)

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[hlds] Re: hlds digest, Vol 1 #4797 - 9 msgs

2006-08-03 Thread Tim Renshaw

Message: 9
Date: Thu, 03 Aug 2006 14:29:32 +0100
From: Dave Williams <[EMAIL PROTECTED]>
To:  hlds@list.valvesoftware.com
Subject: Re: [hlds] ISA Firewall
Reply-To: hlds@list.valvesoftware.com

why not it miles better than anything ms can do. i use it as my desktop
and the clients run better than on windows xp pro. Go learn it once you
have you'll never go back and it will point out the idiocricies (sorry
for the bad spelling) of windows


funny that shame that valve don't think the same way lol, last I heard
CSS ran a lot better on the windows platform... but go on tell me why
it run better under linux as running both Linux & winblows anyway so
could switch it over for kicks :)

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[hlds] Re: hlds digest, Vol 1 #4788 - 7 msgs

2006-07-21 Thread Tim Renshaw

Message: 4
Date: Fri, 21 Jul 2006 04:05:06 +0100
From: David Williams <[EMAIL PROTECTED]>
To:  hlds@list.valvesoftware.com
Subject: [hlds] dead chat?
Reply-To: hlds@list.valvesoftware.com

hey all.

A lil while ago i acquired a plugin for source mod that i believe was
called dead chat. It allowed dead players to text chat using the say and
team_say command to the alive players and it made the reverse also true.
I've now lost it and would like to install it. I've looked on the source
mod forums but turned up nothing and ran a couple of searches in google
and that came up with didely squat.

anyone know where i can obtain a copy of this plugin if it exist's and i
didn't imagine it?





Its called ghost chat we run it, works very well

http://forums.alliedmods.net/showthread.php?t=39821

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[hlds] Re: hlds digest, Vol 1 #4705 - 1 msg

2006-05-20 Thread Tim Renshaw
--
[ Picked text/plain from multipart/alternative ]
about a week ago somebody pointed to a post on CS Nation on here about using
the new beta engine by adding" -beta engine " to your steam shortcut

After using this it appears to break most Counterstrike Source admin  mods
which require selection of menu options as the number 1-9 being pressed are
not functioning..mods broken Mani matties es etc..

where should this info be passed to as its going to break lots..
--

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[hlds] Re: hlds digest, Vol 1 #4680 - 9 msgs

2006-05-12 Thread Tim Renshaw
--
[ Picked text/plain from multipart/alternative ]
This is dumbest thing I have seen so far on this digest..

how you going to block the certain scripts.. you can't be selective its a
script its values can be changed so the values you are blocking are no
longer used..the only bits you could block would break the game..

for instance out of this fast weapon switch, what you block which couldn't
be changed or didn't break the game?

alias +next "invnext; w3; +attack; w2; -attack"

alias +prev "invprev; w3; +attack; w2; -attack"

You have bigger things to worry about in the shape of VAC proof hacks, & you
worry about some mostly harmless scripts lol...
--

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