[hlds_linux] HLTV Problems

2003-09-22 Thread aod
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

2003-09-22 Thread Jonathan M
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 ?

2003-09-22 Thread coroner
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

2003-09-22 Thread Matthew Donnon
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

2003-09-22 Thread Stone, Ken
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 ?

2003-09-22 Thread Eric (Deacon)
[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

2003-09-22 Thread Eric (Deacon)
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

2003-09-22 Thread bad ping
 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

2003-09-22 Thread Britt Priddy \(PZGN\)
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

2003-09-22 Thread Stone, Ken
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 ?

2003-09-22 Thread scripted_sequence


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)

2003-09-22 Thread Nander Paardekooper
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)

2003-09-22 Thread Britt Priddy \(PZGN\)
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.

2003-09-22 Thread Tyler \[TASF]Overkill\ Schwend
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

2003-09-22 Thread Andy Chan
--
[ 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.

2003-09-22 Thread Figmentium
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

2003-09-22 Thread i rule
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