Re: [hlds_linux] Steam Server Lists : Favor lower first octet?
On Tue, 2005-01-11 at 22:30 -0500, Nathan Marcus wrote: > You were on top, now your at the bottom. Its hard to leave the life from > the top. Nothing really relevent to the HLDS_linux mailing list, I'm saying > it would be crappy if my server was on top, then sent down. Just a very > personal view of your server's situation, nothing relevent beyond that. One of those tedious facts of life innit? My static IP is 202.xxx.xxx.xxx. My server's IP, less than a few kms from me, is 60.xxx.xxx.xxx. Takes a *long while* to show up in the default browsers, but via word of mouth etc it's doing quite well, thanks all the same... The IP fanning principle sounds ok, but perhaps not that hot for countries with split IP ranges. Them's the breaks. It works ok in most cases. IMHO, if you're aiming for chance players with a marketing strategy of 'grab the lowest first octet IP', then you're grasping at straws anyway... If you've gambled all on an undocumented system like that then you're as foolish as a h4x0r who thinks the latest OGC is undetectable. Really, what were you thinking? Cheers Andrew ___ 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 Server Lists : Favor lower first octet?
This is very interesting. I own a couple /24's ,maybe I should do some testing and see what I find. Does anyone know actually how in relation to the clients IP they show? First octet closest match to first octet of the server? I wonder why valve wouldn't just shoot out servers to clients at random based on their region or map or game filters. So technically, If I have a filter for a certain map that only 20 servers have. I will see the server pop up in the same order every single time since I get them based on my IP address? -Andy Nathan Marcus wrote: You were on top, now your at the bottom. Its hard to leave the life from the top. Nothing really relevent to the HLDS_linux mailing list, I'm saying it would be crappy if my server was on top, then sent down. Just a very personal view of your server's situation, nothing relevent beyond that. - Original Message - From: "m0gely" <[EMAIL PROTECTED]> To: Sent: Tuesday, January 11, 2005 3:38 PM Subject: Re: [hlds_linux] Steam Server Lists : Favor lower first octet? Nathan Marcus wrote: Of course you would say that. Who wouldn't in your position? And what's my position? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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 Server Lists : Favor lower first octet?
You were on top, now your at the bottom. Its hard to leave the life from the top. Nothing really relevent to the HLDS_linux mailing list, I'm saying it would be crappy if my server was on top, then sent down. Just a very personal view of your server's situation, nothing relevent beyond that. - Original Message - From: "m0gely" <[EMAIL PROTECTED]> To: Sent: Tuesday, January 11, 2005 3:38 PM Subject: Re: [hlds_linux] Steam Server Lists : Favor lower first octet? > Nathan Marcus wrote: > > Of course you would say that. Who wouldn't in your position? > > And what's my position? > > -- > - m0gely > http://quake2.telestream.com/ > Q2 | Q3A | Counter-strike > > ___ > 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] Source Dedicated Server: Client Port Parameter (+clientport)
-- On Wed, Jan 12, 2005 at 01:39:30AM +0100, Manuel Mausz wrote: > As far as i can see the parameter +clientport isn't working although Alfred > promised an update to fix this issue on Dec 17th. > I hope this fix will come soon. More and more customers are changing from > hlds to srcds and nobody can assign 27005 as a server port > if there's already another srcds running. > > I hope you can fix this in the next release. It should be very simple :) > otherwise i'll have to write a simple program which will reserve this port > some time. Hi I'm waiting for this update too. -- DjoDjo -- Content-Description: Digital signature [ signature.asc of type application/pgp-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Source Dedicated Server: Client Port Parameter (+clientport)
As far as i can see the parameter +clientport isn't working although Alfred promised an update to fix this issue on Dec 17th. I hope this fix will come soon. More and more customers are changing from hlds to srcds and nobody can assign 27005 as a server port if there's already another srcds running. I hope you can fix this in the next release. It should be very simple :) otherwise i'll have to write a simple program which will reserve this port some time. Best regards, Manuel Mausz Tel: +43 (0)676 840 399 200 Fax: +43 (0)1 2900 400 29 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Per server addons for the Source Engine how?
Steven Hartland wrote: With games like quake3 there was fs_basepath, for UT they are all configurable in the config file, half-life1 had metamod so how with the source engine ( CS for example ) is this achieved. Obviously loading different mods for each server from a common install is a basic requirement but I've not been able to find any good info on this. Anyone know how this really works? Steve / K The plugin's/mod's can be loaded in HL2 via config file too via plugin_load. The base folder is the folder where srcds_run. For example, the addons folder used to reside in the mod folder like cstrike/addons. But now the addons folder could be the same folder as the cstrike folder and could be used in any mod. So for this line in the cstrike/cfg/autoexec.cfg to work: plugin_load addons/sap/dlls/sap_sp_i486.so The dll has to be in: srcds/addons/dlls They can be done automatically too if using the .vdf file. I put some more about this here: http://djeyl.net/forum/index.php?showtopic=39376&view=findpost&p=262030 -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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 Server Lists : Favor lower first octet?
Nathan Marcus wrote: Of course you would say that. Who wouldn't in your position? And what's my position? -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ 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 Server Lists : Favor lower first octet?
Of course you would say that. Who wouldn't in your position? >I just think it was a bad move to change out one > broken system for another. - Original Message - From: "m0gely" <[EMAIL PROTECTED]> To: Sent: Tuesday, January 11, 2005 11:11 AM Subject: Re: [hlds_linux] Steam Server Lists : Favor lower first octet? > kama wrote: > > > I have the servers packed from day1... with or without the finaloctet > > being low. You just have to work to get the volume you want. build up a > > good reputation and they will be on your server. > > Certainly this isn't false, but the new method did affect people. I'm > sure you (and a few others) are an exception. I had a server that was > full 24/7 for over a year. Like many people I found out about the > change when I checked my servers and saw that one had been empty for > most of the day. I thought something was broke for sure. It still > fills up at night, but it's not the same. > > > I think the current system is more fair. You cannot take advantage on the > > current system, since we dont know where the player is located. > > I think fair is by the best connection to the client. Sometimes it's > more than just ping thats why I suggested those other things (but it > should still be kept simple). A lot of people are mad because they > probably waited a long time or tried really hard to get that last low > octet. Mine was low but I honestly never knew about this trick until > the change was made. I just think it was a bad move to change out one > broken system for another. > > -- > - m0gely > http://quake2.telestream.com/ > Q2 | Q3A | Counter-strike > > ___ > 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] Per server addons for the Source Engine how?
sourcemod.net On Tue, 11 Jan 2005 18:59:48 -, Steven Hartland <[EMAIL PROTECTED]> wrote: > With games like quake3 there was fs_basepath, for UT they > are all configurable in the config file, half-life1 had metamod > so how with the source engine ( CS for example ) is this > achieved. > > Obviously loading different mods for each server from > a common install is a basic requirement but I've not been > able to find any good info on this. Anyone know how this > really works? > > Steve / K > > > This e.mail is private and confidential between Multiplay (UK) Ltd. and the > person or entity to whom it is addressed. In the event of misdirection, the > recipient is prohibited from using, copying, printing or otherwise > disseminating it or any information contained in it. > > In the event of misdirection, illegible or incomplete transmission please > telephone (023) 8024 3137 > or return the E.mail to [EMAIL PROTECTED] > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- Cheers! -- Elmer Fudd ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Per server addons for the Source Engine how?
With games like quake3 there was fs_basepath, for UT they are all configurable in the config file, half-life1 had metamod so how with the source engine ( CS for example ) is this achieved. Obviously loading different mods for each server from a common install is a basic requirement but I've not been able to find any good info on this. Anyone know how this really works? Steve / K This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] CLIENTSIDE Brightnes error
Well I think, if the previous map is causing this sort of problem when it loads up the next map, then it maybe down to the Client side of the engine... Something like it forgetting to flush variables that was used in the previous map, which gets flushed at the end of the map round, or something like that. It's easy to miss out variables that need to be flushed at the end of each map change, out of a bunch of them. Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of The Fool > Sent: Tue 11 January 2005 15:54 > To: hlds_linux@list.valvesoftware.com > Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error > > It is i think, i already reported it to Steam. > > However, it's a "buggy custom map" anyway. > So, first, why anyone sets a map extremely bright on a > "special way" (I don't know how to create maps, so i > don't know the name of the exact setting)? It's just stupid. > But, on the other hand, how can the server let a map effect > any other maps > (in this case, with logged in users only)? And the players indeed... > > My workaround: > I found these maps buggy: > * aim_range-lover -> take it out, delete. no solution > > * fy_iceworld_??? (i think it's the "adv", but not sure) -> > replace it > with fy_iceworld_real - which looks better and won't makes > players' screen > bright (until next login, as you wrote too). > > > We have a weird weird problem. > > > > When the server runs iceworld, and afterward load a other > map, everyonce > > screen is really bright. And i mean REALLY bright in > cant-see-shit-anymore > > bright. > > > > Once u restart ur steam client, rejoin, problem is fixed. > > > > Everyone playing at our servers reported this problem. > > > > I doubt that its an server side issue is it? > > > > Saint K. > > > ___ > 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] srcds command line argument parsing is broken
Maarten: I remain a top-poster anyway, sorry ;) On Sun, Jan 09, 2005 at 11:40:46PM -0800, m0gely wrote: >Then add it to your autoexec and move on... Thats not a viable solution if you run multiple mods or games from a single install folder. I suppose the best thing to do is not start the server with a map that has a dash in the name. I run multiple games from a single install (for hl1 mods). I just use a autoexec27015.cfg etc.. and +exec that from the commandline. Works very well. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Memory leaks
On this issue i have to send a message to steam guys: "Use the source, Luke" :) [[[offtopic], fun: http://www.xent.com/FoRK-archive/july97/0376.html]] info: 'memory leaking' -in brief- is not "releasing" a "block of memory" by the "application", however, it don't use it anymore, so it remains unusable for other apps. and OS, but not used by the -so called- 'leaking' app. as well. It is a "program-logic" (coding) issue, and it can be discovered hardly in most cases... Just fyi, even some Microsoft(R) DirectX(C) (Windows Media) APIs (= "functions") are leaking, but hush-hush. I say nothing more about that, don't even ask 8) Hello, I just saw this while using "rcon exit" to restart the server: --- Start - [...] Dropped HLTV from server Reason: Server shutting down L 01/11/2005 - 16:13:32: server_message: "quit" L 01/11/2005 - 16:13:32: Log file closed L 01/11/2005 - 16:13:32: server_message: "restart" File /home/gameserver/cs_source/hl2/NavPlace.db was never closed File /home/gameserver/cs_source/hl2/NavPlace.db was never closed Memory leak: mempool blocks left in memory: 11954 <- Memory leak: mempool blocks left in memory: 446 <- Di Jan 11 16:13:33 CET 2005: Server restart in 10 seconds --- Stop -- I didn't believe so I used the "exit" command again. And again: Memory leak: mempool blocks left in memory: xxx (different as before) Any commands? whissi ___ 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 Server Lists : Favor lower first octet?
kama wrote: I have the servers packed from day1... with or without the finaloctet being low. You just have to work to get the volume you want. build up a good reputation and they will be on your server. Certainly this isn't false, but the new method did affect people. I'm sure you (and a few others) are an exception. I had a server that was full 24/7 for over a year. Like many people I found out about the change when I checked my servers and saw that one had been empty for most of the day. I thought something was broke for sure. It still fills up at night, but it's not the same. I think the current system is more fair. You cannot take advantage on the current system, since we dont know where the player is located. I think fair is by the best connection to the client. Sometimes it's more than just ping thats why I suggested those other things (but it should still be kept simple). A lot of people are mad because they probably waited a long time or tried really hard to get that last low octet. Mine was low but I honestly never knew about this trick until the change was made. I just think it was a bad move to change out one broken system for another. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] New Output...
lol? c'mon... what about testing updates before they released? I don't like to offend anyone, i know there's a lot to do with CS:S, HL2, DoD:S, etc... but it would be great anyway. At least with automated tests like NUnit or something. The Fool (Fiendish Edition :) You can also check your setting for "sv_logbans". Set it to 0 while the files are being exec'd. -Eric -Original Message- Clayton Macleod Sent: Monday, January 10, 2005 5:05 PM turn logging off in your server.cfg, exec the banned_user.cfg, then turn logging back on. On Mon, 10 Jan 2005 16:47:03 -0800, tubesock <[EMAIL PROTECTED]> wrote: When starting a linux dedicated server and each map change. get this beautiful output now: L 01/10/2005 - 16:45:03: Log file started (file "/home/quake/halflife2/cstrike/logs/L0110009.log") (game "/home/quake/halflife2/cstrike") (version "2251") L 01/10/2005 - 16:45:03: Banid: "<><>" was banned "permanently" by "Console" L 01/10/2005 - 16:45:03: Banid: "<><>" was banned "permanently" by "Console" L 01/10/2005 - 16:45:03: Banid: "<><>" was banned "permanently" by "Console" L 01/10/2005 - 16:45:03: Banid: "<><>" was banned "permanently" by "Console" L 01/10/2005 - 16:45:03: Banid: "<><>" was banned "permanently" by "Console" And so on for the entire banned_user.cfg (400 lines for me). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Clayton Macleod ___ 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] Bodies froim the sky?
C'mon ;) I had that happen once in the 60's, I think it was the LSD. :-D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Tilson Sent: Monday, January 10, 2005 9:22 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Bodies froim the sky? Since the update there are these strange 5 to 10 second freezes that end with a pile of bodies falling on you. Strange. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CLIENTSIDE Brightnes error
It is i think, i already reported it to Steam. However, it's a "buggy custom map" anyway. So, first, why anyone sets a map extremely bright on a "special way" (i don't know how to create maps, so i don't know the name of the exact setting)? It's just stupid. But, on the other hand, how can the server let a map effect any other maps (in this case, with logged in users only)? And the players indeed... My workaround: I found these maps buggy: * aim_range-lover -> take it out, delete. no solution * fy_iceworld_??? (i think it's the "adv", but not sure) -> replace it with fy_iceworld_real - which looks better and won't makes players' screen bright (until next login, as you wrote too). But, if maps, there's another issue. on aim_ and fy_ maps, if there is no buy zone, but dropped weapons, the weapons are disappearing in a few seconds (about 3). This is a server bug i think, because setting "mp_weaponstay 1" does nothing. I also tried (cheats should be enabled) with "give" command. The 'summoned' weapons are disappearing as well, but if you take'em up one by one (as a player u know... :) and you throw them away - no disappearing weapons effect. I'm using a 4 sec buy time on my public, which is more than enough to see the weapons as they "fade out and leave the map" :/ On the other hand, if an aim map, like aim_scoutz drops the weapon on spawn points, you get a gun even in freeze time, so these maps can be used. But fy_iceworld* maps can't be used at all... imho... We have a weird weird problem. When the server runs iceworld, and afterward load a other map, everyonce screen is really bright. And i mean REALLY bright in cant-see-shit-anymore bright. Once u restart ur steam client, rejoin, problem is fixed. Everyone playing at our servers reported this problem. I doubt that its an server side issue is it? Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Memory leaks
Hello, I just saw this while using "rcon exit" to restart the server: --- Start - [...] Dropped HLTV from server Reason: Server shutting down L 01/11/2005 - 16:13:32: server_message: "quit" L 01/11/2005 - 16:13:32: Log file closed L 01/11/2005 - 16:13:32: server_message: "restart" File /home/gameserver/cs_source/hl2/NavPlace.db was never closed File /home/gameserver/cs_source/hl2/NavPlace.db was never closed Memory leak: mempool blocks left in memory: 11954 <- Memory leak: mempool blocks left in memory: 446 <- Di Jan 11 16:13:33 CET 2005: Server restart in 10 seconds --- Stop -- I didn't believe so I used the "exit" command again. And again: Memory leak: mempool blocks left in memory: xxx (different as before) Any commands? whissi ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] CLIENTSIDE Brightnes error
We have a weird weird problem. When the server runs iceworld, and afterward load a other map, everyonce screen is really bright. And i mean REALLY bright in cant-see-shit-anymore bright. Once u restart ur steam client, rejoin, problem is fixed. Everyone playing at our servers reported this problem. I doubt that its an server side issue is it? Saint K. _ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ 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 Server Lists : Favor lower first octet?
On Mon, 10 Jan 2005, ironchef wrote: > Andy Shinn wrote: > > Can someone explain to me why this is such a big topic? This is not > > the first time I have seen this discussed. What is wrong with sorting > > the list by the best ping or map you want to play? I don't get how > > different IP address makes one server more favorable over another. > > If I am missing something painfully obvious please just flame me and > > maybe I will see it > > It's not the sorting on the client side, it's the way in which servers > are sent to clients. It used to be done via the last octet - the lowest > numbers were sent first to clients. There was a lot of discussion about > how fair this was, and it was changed without notice from Valve to the > current system, where servers are sent to a client based on the client's > IP. This typically results in a lot of home-based servers on the same > subnet as the client showing up first, while those in data centers might > trickle in toward the end. It all depends on the client's IP address. > > You might argue whether your position in this server list has any > tangible effect on your server's traffic. My own anecdotal evidence > definitely shows that it does. 8 days before Valve changed to the > current system, we scored ourselves an IP with a final octet of .1. > Within minutes of firing up our CS server on its new IP, the thing was > full and remained so until Valve changed the sorting. We went from > around 1500-1700 connections a day, down to a couple hundred, mostly > from people who had put us in their favorites. > I have the servers packed from day1... with or without the finaloctet being low. You just have to work to get the volume you want. build up a good reputation and they will be on your server. I think the current system is more fair. You cannot take advantage on the current system, since we dont know where the player is located. But there is probably some better way to do the serverlist download. ie: country codes... at least here in europe where we are devided in smaller areas than the US would benefit from it. /Bjorn -- If Bill Gates had a nickel for every time Windows crashed... oh wait, he does. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] srcds command line argument parsing is broken
On Sun, Jan 09, 2005 at 11:40:46PM -0800, m0gely wrote: > >Then add it to your autoexec and move on... > > Thats not a viable solution if you run multiple mods or games from a > single install folder. I suppose the best thing to do is not start the > server with a map that has a dash in the name. I run multiple games from a single install (for hl1 mods). I just use a autoexec27015.cfg etc.. and +exec that from the commandline. Works very well. Maarten -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux