[hlds_linux] HLTV Problems
I recently installed a fresh clean install of steam on a linux box. When I went to run a hltv off it and connect it to a steam server, I got this error: Connection rejected: LAN servers are restricted to local clients (class C). I've tried it on many different servers that I know were not LAN servers and I also tried the HLTV on every ip that is on the box. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crazy Usage
Unfortunatly My cs 1.6 steam 16 player server on a p4 with glibc2.2.5 on debian uses 40 - 60 % CPU So its not a glibc issue for me The kernels 2.4.22 with default HT - Original Message - From: raoul bhatia [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, September 22, 2003 6:13 AM Subject: Re: [hlds_linux] Crazy Usage i get the feeling, that the glibc-2.2.x does something better. somehow, most ppl using 2.2.x report normal cpu usage, while the others with 2.3.x report high usage + lags. or am i wrong? best regards, raoul bhatia bad ping wrote: can you support a little more information? kernel, glibc, libpthread, ... version would be nice to know. best regards, raoul bhatia 2.4.18 kernel, glibc-2.2.5. I'm a tard for not mentioning the core software :p I just noticed that aztec and office both are still hard on the cpu. With 18 players, I'm seeing 10% average CPU usage on them, with short spikes to 15% :-/ Maps like dust and inferno however are still in the 2.5-5% range. I hated aztec anyway ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] hldm maps on an hldm2 server ?
Sorry, I meant a Halflife 2 Deathmatch Server. Will we be able to run the maps we run on Halflife 1 Deathmatch Servers on Halflife 2 Deathmatch Servers ? Also, will the per player bandwidth requirements be increaing in HL2 or staying about the same as they are for HL 1. Thanks, Coroner - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 6:58 PM Subject: RE: [hlds_linux] hldm maps on an hldm2 server ? Im lost, what is hldm2? DeathMatch 2? Is there one, I haven't heard anything about it. Jeremy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crazy Usage
halving the CPU mhz is not an accurate way of representing a HT system the virtual CPU simply indicates the unused pipelines and math calc units. which would make it 1176 mhz Matt - Original Message - From: James Sykes [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, September 22, 2003 2:09 AM Subject: RE: [hlds_linux] Crazy Usage Just lookin at a full 1.5 16 player server running de_dust2. Note : this is on a dual xeon 2.4 with HT, no other servers running) The CPU figures are of 1 of the 4 virtual processors. (eg. 1.2ghz) TOTAL server usage is about 10-12% 49.3 63.4 62.2 57.2 54.2 59.6 57.9 588mhz CPU. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of raoul bhatia Sent: 21 September 2003 17:05 To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Crazy Usage would you care posting your 1.5 results with these two test machines too? would be nice to see the actual differences there too. James Sykes wrote: That's not the point. This difference is MUCH bigger in 1.6 that it was in 1.5 In 1.5 I saw 100-150mhz difference - no more. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] ./steam -update and +autoupdate and multiple ser vers
I must be doing something wrong but I don't see the drawback yet. I running about 12 servers with 4 games each, every update is done under one account and each hlds process is started under a diffrent linux user login. So one steam account and 48 diffrent users running it. Everything seems to work and update fine. What am I missing? -Original Message- From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED] Sent: Monday, September 22, 2003 12:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Sorry - when I refer to running each hlds process under the same acct ame - I mean the linux account you're logged in as... goof! - Original Message - From: Britt Priddy (PZGN) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 10:52 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Just make sure you run these under the same user account name - otherwise you'll need to create a new account if you are running each hlds process under a different username... It places a hidden folder in the root of that username called: .steam where ClientRegistry.blob resides with your settings If you run 3 servers on one machine - you only need to create one account if you use the same account to run hlds ie - ./steam -create emailaddress password question hint - use the quotes then: ./steam -update mod /username/hlds_l emailaddress password Y (the Y tells it to remember your credentials. so in the future - as long as your logged into your box with the same user name you can type: ./steam -update mod and the -autoupdate will also know the username/pass Doesn't matter the IP/MAC, etc. make sense? Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 5:19 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers ok, to take this a step further. On one machine, we could have 5 servers, but the way we have it set up is all 5 servers have different_ip:27015. With the steam ids is it checking ip or mac address or? Also, to clarify further, am I correct to say I should have the following structure: steam steam/cs1 steam/cs2 steam/cs3 etc In the doc it says: d) You can also install multiple copies of the server by specifying a different installdir. I assume this refers to updating as well if I am not using -autoupdate? So to create and update the servers I should do: steam/.steam -update cstrike home/steam/cs1/ [EMAIL PROTECTED] somepassword steam/.steam -update cstrike home/steam/cs2/ [EMAIL PROTECTED] somepassword etcetc? Am I on the right track here? Thanks, -Arg Britt Priddy (PZGN) wrote: This is correct: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? It also matters what account you're running the steam under. Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 4:35 PM Subject: [hlds_linux] ./steam -update and +autoupdate and multiple servers Heya... We have 60 servers to run. When this first came down and all 60 servers had to be updated, we created one fresh install and then replicated it. That got us going until this first update happened. Now we see that using one id for all 60 servers obviously doesn't work as we can't seem to get any ids to work. All of our ids get invalid login/password errors now when we try to run the steam -update command. We need to run a cron job checking for active and non-active processes that boots the servers with hlds_i686 renamed to HL_IP_Port including the +autoupdate command. Some questions: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? 2. If #1 is correct, to go forward, can we simply rename/delete our .blob and libsteam files and then run -update with our newly created 12 unique login ids? 3. Is there conflict between client steamid login info and server steamid login info? 4. If anyone else out there is doing something similar and its working out can you reply with what you are doing? Thanks much... -Arg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] hldm maps on an hldm2 server ?
[EMAIL PROTECTED] wrote: Sorry, I meant a Halflife 2 Deathmatch Server. Will we be able to run the maps we run on Halflife 1 Deathmatch Servers on Halflife 2 Deathmatch Servers ? Also, will the per player bandwidth requirements be increaing in HL2 or staying about the same as they are for HL 1. Nobody knows, yet :\ The best you can do is write to Valve directly and hope they respond. -- Eric (the Deacon remix) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crazy Usage
Matthew Donnon wrote: halving the CPU mhz is not an accurate way of representing a HT system the virtual CPU simply indicates the unused pipelines and math calc units. which would make it 1176 mhz Not to mention that he's referring to a Xeon, not even a regular P4. -- Eric (the Deacon remix) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers
I must be doing something wrong but I don't see the drawback yet. I running about 12 servers with 4 games each, every update is done under one account and each hlds process is started under a diffrent linux user login. So one steam account and 48 diffrent users running it. Everything seems to work and update fine. What am I missing? I'm doing it similarly, with one steam account and one process user per customer. Works fine so far. There's little chance of customers getting our steam account info, since they don't have shell access, and pure-ftp is masking .files. (assuming the ClientRegistry.blob has some encypted info in it, in addition to the plaintest email account name) -BP -BP ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers
The only drawback is you cant use the -autoupdate command if you created an account under a certain username and then launch hlds under a different account. Britt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stone, Ken Sent: Monday, September 22, 2003 7:09 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers I must be doing something wrong but I don't see the drawback yet. I running about 12 servers with 4 games each, every update is done under one account and each hlds process is started under a diffrent linux user login. So one steam account and 48 diffrent users running it. Everything seems to work and update fine. What am I missing? -Original Message- From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED] Sent: Monday, September 22, 2003 12:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Sorry - when I refer to running each hlds process under the same acct ame - I mean the linux account you're logged in as... goof! - Original Message - From: Britt Priddy (PZGN) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 10:52 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Just make sure you run these under the same user account name - otherwise you'll need to create a new account if you are running each hlds process under a different username... It places a hidden folder in the root of that username called: .steam where ClientRegistry.blob resides with your settings If you run 3 servers on one machine - you only need to create one account if you use the same account to run hlds ie - ./steam -create emailaddress password question hint - use the quotes then: ./steam -update mod /username/hlds_l emailaddress password Y (the Y tells it to remember your credentials. so in the future - as long as your logged into your box with the same user name you can type: ./steam -update mod and the -autoupdate will also know the username/pass Doesn't matter the IP/MAC, etc. make sense? Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 5:19 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers ok, to take this a step further. On one machine, we could have 5 servers, but the way we have it set up is all 5 servers have different_ip:27015. With the steam ids is it checking ip or mac address or? Also, to clarify further, am I correct to say I should have the following structure: steam steam/cs1 steam/cs2 steam/cs3 etc In the doc it says: d) You can also install multiple copies of the server by specifying a different installdir. I assume this refers to updating as well if I am not using -autoupdate? So to create and update the servers I should do: steam/.steam -update cstrike home/steam/cs1/ [EMAIL PROTECTED] somepassword steam/.steam -update cstrike home/steam/cs2/ [EMAIL PROTECTED] somepassword etcetc? Am I on the right track here? Thanks, -Arg Britt Priddy (PZGN) wrote: This is correct: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? It also matters what account you're running the steam under. Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 4:35 PM Subject: [hlds_linux] ./steam -update and +autoupdate and multiple servers Heya... We have 60 servers to run. When this first came down and all 60 servers had to be updated, we created one fresh install and then replicated it. That got us going until this first update happened. Now we see that using one id for all 60 servers obviously doesn't work as we can't seem to get any ids to work. All of our ids get invalid login/password errors now when we try to run the steam -update command. We need to run a cron job checking for active and non-active processes that boots the servers with hlds_i686 renamed to HL_IP_Port including the +autoupdate command. Some questions: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? 2. If #1 is correct, to go forward, can we simply rename/delete our .blob and libsteam files and then run -update with our newly created 12 unique login ids? 3. Is there conflict between client steamid login info and server steamid login info? 4. If anyone else out there is doing something similar and its working out can you reply with what you are doing? Thanks much... -Arg
RE: [hlds_linux] ./steam -update and +autoupdate and multiple ser vers
I am though and it seems to be workign fine. -Original Message- From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED] Sent: Monday, September 22, 2003 10:56 AM To: [EMAIL PROTECTED] Subject: RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers The only drawback is you cant use the -autoupdate command if you created an account under a certain username and then launch hlds under a different account. Britt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stone, Ken Sent: Monday, September 22, 2003 7:09 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers I must be doing something wrong but I don't see the drawback yet. I running about 12 servers with 4 games each, every update is done under one account and each hlds process is started under a diffrent linux user login. So one steam account and 48 diffrent users running it. Everything seems to work and update fine. What am I missing? -Original Message- From: Britt Priddy (PZGN) [mailto:[EMAIL PROTECTED] Sent: Monday, September 22, 2003 12:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Sorry - when I refer to running each hlds process under the same acct ame - I mean the linux account you're logged in as... goof! - Original Message - From: Britt Priddy (PZGN) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 10:52 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers Just make sure you run these under the same user account name - otherwise you'll need to create a new account if you are running each hlds process under a different username... It places a hidden folder in the root of that username called: .steam where ClientRegistry.blob resides with your settings If you run 3 servers on one machine - you only need to create one account if you use the same account to run hlds ie - ./steam -create emailaddress password question hint - use the quotes then: ./steam -update mod /username/hlds_l emailaddress password Y (the Y tells it to remember your credentials. so in the future - as long as your logged into your box with the same user name you can type: ./steam -update mod and the -autoupdate will also know the username/pass Doesn't matter the IP/MAC, etc. make sense? Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 5:19 PM Subject: Re: [hlds_linux] ./steam -update and +autoupdate and multiple servers ok, to take this a step further. On one machine, we could have 5 servers, but the way we have it set up is all 5 servers have different_ip:27015. With the steam ids is it checking ip or mac address or? Also, to clarify further, am I correct to say I should have the following structure: steam steam/cs1 steam/cs2 steam/cs3 etc In the doc it says: d) You can also install multiple copies of the server by specifying a different installdir. I assume this refers to updating as well if I am not using -autoupdate? So to create and update the servers I should do: steam/.steam -update cstrike home/steam/cs1/ [EMAIL PROTECTED] somepassword steam/.steam -update cstrike home/steam/cs2/ [EMAIL PROTECTED] somepassword etcetc? Am I on the right track here? Thanks, -Arg Britt Priddy (PZGN) wrote: This is correct: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? It also matters what account you're running the steam under. Britt - Original Message - From: Argus [EMAIL PROTECTED] To: [EMAIL PROTECTED] [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 4:35 PM Subject: [hlds_linux] ./steam -update and +autoupdate and multiple servers Heya... We have 60 servers to run. When this first came down and all 60 servers had to be updated, we created one fresh install and then replicated it. That got us going until this first update happened. Now we see that using one id for all 60 servers obviously doesn't work as we can't seem to get any ids to work. All of our ids get invalid login/password errors now when we try to run the steam -update command. We need to run a cron job checking for active and non-active processes that boots the servers with hlds_i686 renamed to HL_IP_Port including the +autoupdate command. Some questions: 1. Do I understand correctly that if we run 60 servers on 12 machines we need to have 12 unique logins, 1 per machine to use update and autoupdate? 2. If #1 is correct, to go forward, can we simply rename/delete our .blob and libsteam files and then run -update with our newly created 12 unique login ids? 3. Is there
AW: [hlds_linux] hldm maps on an hldm2 server ?
i heard they gonna release a conversion tool... however im not sure if it was for sourcecode *.map files or *.bsp -Ursprungliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Auftrag von Eric (Deacon) Gesendet: Monday, September 22, 2003 15:05 An: [EMAIL PROTECTED] Betreff: Re: [hlds_linux] hldm maps on an hldm2 server ? [EMAIL PROTECTED] wrote: Sorry, I meant a Halflife 2 Deathmatch Server. Will we be able to run the maps we run on Halflife 1 Deathmatch Servers on Halflife 2 Deathmatch Servers ? Also, will the per player bandwidth requirements be increaing in HL2 or staying about the same as they are for HL 1. Nobody knows, yet :\ The best you can do is write to Valve directly and hope they respond. -- Eric (the Deacon remix) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] ./steam -update and +autoupdate and multiple servers (2)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not really having the same problem, didn't start updating yet... But my concern is that my customers will see the user and login, how can hide this from my customers... Anyone ANY suggestion? With regards, Nander. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] ./steam -update and +autoupdate and multiple servers (2)
If you do the ./steam -update mod /home/user/hlds_l emailaddress password Y The username/password will not be needed - you can just use the -autoupdate on the command line to your hlds_run Or ./steam -update mod The info is stored in the root of that account in a hidden folder called .steam - and if you chroot them into the hlds_l folder or wherever you have half-life installed - they will never see it - shouldn't anyway. I'd never known it was there unless someone told me. The info is stored in a file called ClientRegistry.blob and I can see the account name, but not the password. Britt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nander Paardekooper Sent: Monday, September 22, 2003 10:56 AM To: [EMAIL PROTECTED] Subject: [hlds_linux] ./steam -update and +autoupdate and multiple servers (2) This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not really having the same problem, didn't start updating yet... But my concern is that my customers will see the user and login, how can hide this from my customers... Anyone ANY suggestion? With regards, Nander. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Crashing server with shield Exploite.
Woah, so the shield itself doesn't block hits? It actually stops all shots within like 45 degrees when closed and blocks nothing when open? In theory. Man, gayness. Will I be creating any balance issues by disabling it? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Daniel Stroven Sent: Sunday, September 21, 2003 4:26 PM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Crashing server with shield Exploite. That I believe is valves 4th attempt to fix the bug with the shield concerning it blocking bullets while open, as if it were closed. The fixed a previous bug, where a T with the bomb could have pistol/shield and a rifle as well. The shield+he+lastinv is a new bug, was not an issue in beta. - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, September 20, 2003 8:19 PM Subject: RE: [hlds_linux] Crashing server with shield Exploite. LOL whats really funny is in thier changlog for the dedicated srver it says this has beend fixed, I think they forgot to add the big NOT right after that line. Jeremy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] No WON and keeping 1.5
-- [ Picked text/plain from multipart/alternative ] Howdy, if I wanted to keep 1.5 server and clients going (when WON goes away), couldn't I just do a -nosecure on them? Is that all I have to do? thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Reserved Slots.
so with using adminmod, hows the best way to get my reserve slotters in? - figgy - Original Message - From: Alastair Grant [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, September 21, 2003 6:54 AM Subject: Re: [hlds_linux] Reserved Slots. If you notice a few server releases ago have a sv_visiblemaxplayers cvar put in which solve the problem of inept browsers, as the server reported that it was full even if there is a slot open. Geoff King wrote: That isn't a new problem. Players with inept server browsers have been getting kicked for years. If you dislike it that much, don't use reserved slots. Or try one of the other modes. -EvilGrin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alastair Grant Sent: Sunday, September 21, 2003 12:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Reserved Slots. I know this. You join the game, you load up, and then just get disconnected for no apparent reason due to not being able to use the reserved slot. Don't you think this is a bit crud? Geoff King wrote: This process only takes a few seconds on my servers. Long before the client has finished loading. Perhaps you have a network problem? -EvilGrin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alastair Grant Sent: Saturday, September 20, 2003 8:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlds_linux] Reserved Slots. AMX can currently only do it by waiting for people to join verify and kick if they do not have the correct credentials. Which as I stated isn't a very good method. Geoff King wrote: Valve changed the way the API works, this problem has been dealt with in AMX. Perhaps you should look at how AMX does this. (Or even use AMX?) -EvilGrin --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.520 / Virus Database: 318 - Release Date: 18/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Wireplay Official http://www.wireplay.co.uk/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.520 / Virus Database: 318 - Release Date: 18/09/2003 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.520 / Virus Database: 318 - Release Date: 18/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Wireplay Official http://www.wireplay.co.uk/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Valve's Response to CPU Usage
WTF ? Are you saying that these CPU usage issues are just linux and not across the board, now I am pissed off, isn't linux supposed to be the shit, the good secure one thats fast as hell. So windows goes unaffected while linux is stuck in the shithole ? Great job valve ! I switched over to linux for many reasons, I wanted to learn, I wanted the auto restart script, and I just liked the fact that it had cron, and text mode so not to waste memory like windoze, and now I find out windoze is better, wow this really pisses me off, moving to windows 2k3 will take away this cpu usage issue ? ( i have a chinese copy lying around here somewhere) From: [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlds_linux] Valve's Response to CPU Usage Date: Tue, 23 Sep 2003 00:15:35 -0500 Its not kernel specific. The current hlds just creates excessive load and use alot of cpu. Once we figure out what to do about that, things will be much better. It is a game, it should run well on default kernel out of the box. Hell, Im doing kernels just looking for which one gives me the peak performance without lag just to run 60 player slots on a dual xeon 2.2ghz box. 3x20 shouldn't even make that machine sweat. It wouldn't be a problem if I wanted to give 20 player cs server a whole 2.2 xeon just to run on. Thats just not realistic. I'm so with you on this one. Unfortunately I don't think valve realizes how much of an issue there is. I have seen them state that they do not get the same high cpu loads as everyone complains about. Then they say they think it is an Intel only issue. I'm here to say the cpu issue is a real one and makes it impossible to run CS servers for a living. And it DEFINITELY is NOT an Intel only issue. Intel may be worse then AMD but my god even the AMD binaries are worthless. They have known about these issues for many, many months starting with the 3.1.1.1 binaries and still nothing has been done. I am really starting to think they are unable to fix the issue. It's as if there is a fundamental flaw in the core programming that keeps getting worse and worse as more code is added. I hate to say it but 1.6 is the death of the hlds linux binaries for most all hosts if these issues are not resolved. Because right now we have a choice between crappy in game servers or overloaded servers (which means crappy also). We are thoroughly investigating switching over to win2k3. It seems secure enough. If it wasn't for it's $600 per machine price tag we would have already switched. Profit margins are low enough without having to pay for the OS to. Jeremy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _ Share your photos without swamping your Inbox. Get Hotmail Extra Storage today! http://join.msn.com/?PAGE=features/es ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux