Re: [hlds_linux] CS:Source Linux PID's Changing

2007-11-06 Thread Dan E
--
[ Picked text/plain from multipart/alternative ]
The only thing that I could think of that would cause that would be if the 
server is crashing, which is logical then that the PID changes.

Matt Ogborne <[EMAIL PROTECTED]> wrote: --
[ Picked text/plain from multipart/alternative ]
Howdy,

Long time reader, first post, so pls be gentle :-)

Until recently the PID (process ID) for a CS:S server running used to stay
the same, thus using taskset in Linux, we were able to set the process to
run on a specific CPU core.

However recently (about ~3-4weeks ago) the PID randomly changes, as in when
the game server is started its say PID 4223, go back to it a day later and
its then 5823, go back a day later again and its a different PID.

This is kinda of annoying now, as with quad core CPU's coming down in price,
the ability to fix a process (a game server or servers) to specific cores is
very handy indeed.

Any ideas on how to stop it jumping PID's??

BTW: Linux Ver: Ubuntu 6.06 and its run in a screen session.

Kind regards,

Matt AKA Team MX | MoggieX
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[hlds_linux] CS:Source Linux PID's Changing

2007-11-06 Thread Matt Ogborne
--
[ Picked text/plain from multipart/alternative ]
Howdy,

Long time reader, first post, so pls be gentle :-)

Until recently the PID (process ID) for a CS:S server running used to stay
the same, thus using taskset in Linux, we were able to set the process to
run on a specific CPU core.

However recently (about ~3-4weeks ago) the PID randomly changes, as in when
the game server is started its say PID 4223, go back to it a day later and
its then 5823, go back a day later again and its a different PID.

This is kinda of annoying now, as with quad core CPU's coming down in price,
the ability to fix a process (a game server or servers) to specific cores is
very handy indeed.

Any ideas on how to stop it jumping PID's??

BTW: Linux Ver: Ubuntu 6.06 and its run in a screen session.

Kind regards,

Matt AKA Team MX | MoggieX
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Re: [hlds_linux] Running TF2 server on P3 hardware in Linux (bad bone weight) please confirm

2007-11-06 Thread Kennycom

As to what exactly the problem is I don't recall a definitive answer.. but
yes for the time being your P3 and some (allot) of the AMD cpu's are out of
luck. I ended up building a new system with an Xeon E5335 (was running a LAN
server with an athlon XP2800) and life is good again.


--kennycom






- Original Message -
From: "Some Llama" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, November 06, 2007 11:35 AM
Subject: [hlds_linux] Running TF2 server on P3 hardware in Linux (bad bone
weight) please confirm


--
[ Picked text/plain from multipart/alternative ]
Hey All,

So I have a P3 linux server I run CS:S on and thought i'd dedicate it to
TF2, read through some of the old postings to his mailing list and it looks
like the P3 doesn't support some processor function the newer TF2 engine
needs in order to run on Linux?

Is that correct? Can someone please confirm?

I'm getting the bad bone weights messages along with the errors at the end
of the debug.log but looking through the postings it looks like the
conversation died off after talk of support for FCMOV?


Thanks for your time.
llama
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Re: [hlds_linux] Running TF2 server on P3 hardware in Linux (bad bone weight) please confirm

2007-11-06 Thread Ondřej Hošek

Quick run-down:

1. Reports surface that the Orange Box SrcDS (OBSrcDS from here on)
fails on older processors.
2. Circumstantial evidence is shown that lack of SSE2 might lead to
these errors.
3. Chris Green (Valve) states that SSE2 is not required (only plain SSE,
available on P3s, is) as no compiler flags have been used to force it.
4. Chris returns with a message that he has been able to reproduce this
and will have to look down into the guts of the assembly code to get the
bug fixed. (No response from him since.)
5. Reports continue.
6. Alfred Reynolds (Valve, mailing list legend) says missing FCMOV
extensions mean epic fail.
7. I read Intel and AMD processor manuals. They say that if feature
flags "CMOV" and "FPU" are both enabled, the processor can do FCMOV.
8. People report that even though both flags are set on their machines,
bad bone weight errors still occur for them.
9. I write an assembler program that exits with zero if one of the FCMOV
instructions is executed, and, by definition, fails if the instruction
is unknown to the processor. People try it out on their machines, and
even though no Unknown Instruction error occurs, OBSrcDS still has bad
bone weights.

And that's where the story pretty much ends.

The culprit is probably lack of SSE2 and badly generated code. It's not
known if it's a Valve or a GCC bug.

~~ Ondra

On 06.11.07 20:35 Uhr, Some Llama wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey All,

So I have a P3 linux server I run CS:S on and thought i'd dedicate it to TF2, 
read through some of the old postings to his mailing list and it looks like the 
P3 doesn't support some processor function the newer TF2 engine needs in order 
to run on Linux?

Is that correct? Can someone please confirm?

I'm getting the bad bone weights messages along with the errors at the end of 
the debug.log but looking through the postings it looks like the conversation 
died off after talk of support for FCMOV?


Thanks for your time.
llama



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[hlds_linux] Running TF2 server on P3 hardware in Linux (bad bone weight) please confirm

2007-11-06 Thread Some Llama
--
[ Picked text/plain from multipart/alternative ]
Hey All,

So I have a P3 linux server I run CS:S on and thought i'd dedicate it to TF2, 
read through some of the old postings to his mailing list and it looks like the 
P3 doesn't support some processor function the newer TF2 engine needs in order 
to run on Linux?

Is that correct? Can someone please confirm?

I'm getting the bad bone weights messages along with the errors at the end of 
the debug.log but looking through the postings it looks like the conversation 
died off after talk of support for FCMOV?


Thanks for your time.
llama
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Re: [hlds_linux] TF2 linux at 100 tic shows as 66 tic

2007-11-06 Thread Andy Giesen
I'll have to play with my server a bit if you haven't figured it out
already. I set it up at 66 tick so I haven't tried pushing it past
that.

On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> It never goes above 68. My settings are 100/100 and I am on a fast
> connection with a fast machine.
> -Theo
>
> On Nov 5, 2007 3:33 PM, Andy Giesen <[EMAIL PROTECTED]> wrote:
>
> > What does net_graph 3 show for updaterate?
> >
> > On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I have already.
> > > sv_minupdaterate 30
> > > sv_maxupdaterate 120
> > > sv_maxcmdrate 100
> > > sv_mincmdrate 30
> > >
> > >
> > > On Nov 5, 2007 3:21 PM, Andy Giesen <[EMAIL PROTECTED]> wrote:
> > >
> > > > Try setting sv_maxupdaterate 100 in the server.cfg
> > > >
> > > > On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I am starting the server with a 100 tickrate and yet it still
> > reports
> > > > back
> > > > > at 66 tickrate by mani in the server announcements. If this is just
> > mani
> > > > > being silly, then how do I set this variable? I couldn't find it
> > > > anywhere.
> > > > >
> > > > > "mani_tickrate" = "67" ( def. "" )
> > > > >  notify replicated
> > > > >  - Server tickrate information
> > > > >
> > > > > So, 2 questions. Is there a commandline I can use to query the
> > tickrate
> > > > and
> > > > > why is this coming up as 66 tic server when my startline is as
> > follows?
> > > > > ./srcds_run -game tf -autoupdate -tickrate 100 +map cp_dustbowl
> > > > +maxplayers
> > > > > 23 -port 27080
> > > > >
> > > > >
> > > > >
> > > > > --
> > > > > _
> > > > > "It's a sad and beautiful world."
> > > > > --
> > > > >
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RE: [hlds_linux] 24/7 servers and map reloads...

2007-11-06 Thread Keeper
Well, that does make more sense than mine.

Leave it to me to make things overcomplicated :D

Keeper



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RE: [hlds_linux] 24/7 servers and map reloads...

2007-11-06 Thread Miano, Steven M.
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of ics
> Sent: Tuesday, November 06, 2007 10:20 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] 24/7 servers and map reloads...
>
> mp_timelimit 0
>
> Map never changes or reloads again. No timelimit, no map changes.
>
> -ics
>
> Miano, Steven M. kirjoitti:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I am attempting to set up a 24/7 dustbowl server for Team Fortress 2,
> and it seems to be running well, however each time a round ends, it
> reloads the map.
> >
> > I've seen on other servers that they don't need to reload the map, and
> simply reset the score - does anyone know what I may be doing wrong?
> >
> > Maplist.txt:
> >
> > background01
> > cp_dustbowl
> >
> > mapcycle.txt:
> >
> > cp_dustbowl
> >
> >
[snip]
> > tf_stats_verbose "0"
> >
> > writeid
> >
> > Writeip
> >
> > Any help and or suggestions would be great!
> >
> > Regards,
> >
> > MianoSM
> >
> >
> >
> > 
> > CONFIDENTIALITY NOTICE: This e-mail may contain information that is
> privileged, confidential or otherwise protected from disclosure. If you
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>
>
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Okay, so just adjusting the mp_timelimit to 0 should make it so that the map 
will never change, but the rounds will still just go to 3 and then start over? 
Is that right?

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[hlds_linux] TF2 linux testers needed for admin plugin

2007-11-06 Thread Keeper
I am writing an admin plugin that is 100% pure, no hacks. It doesn't have
any flash and dazzle, but will be a fully functional stable admin plugin
when finished.

I want to make sure that it works with the Linux version of TF2 before I go
into full beta release, but this will work on all orange box MP games.

If you are interested, either e-mail me in this list, or send me a message
to keeper -(at)- hl2plugins dott com

I am locking this test to only work on certain server IPs so make sure you
include those if you are interested.

I have it up and running on several public windows servers atm, and no
issues there.

Here's a list of the commands I currently have in:

sa_map
sa_nextmap
sa_kick
sa_ban
sa_permaban
sa_rcon
sa_timelimit
sa_restartgame
sa_restartround

What's coming:

sa_lock
sa_unlock
sa_spectate
sa_fraglimit
sa_exec (server side script - for matches)
sa_play (sound)

sa_tagprotect
sa_tagpunishment (kick or force spec)

Thanks,
Keeper



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Re: [hlds_linux] 24/7 servers and map reloads...

2007-11-06 Thread ics

mp_timelimit 0

Map never changes or reloads again. No timelimit, no map changes.

-ics

Miano, Steven M. kirjoitti:

--
[ Picked text/plain from multipart/alternative ]
I am attempting to set up a 24/7 dustbowl server for Team Fortress 2, and it 
seems to be running well, however each time a round ends, it reloads the map.

I've seen on other servers that they don't need to reload the map, and simply 
reset the score - does anyone know what I may be doing wrong?

Maplist.txt:

background01
cp_dustbowl

mapcycle.txt:

cp_dustbowl


server.cfg:

hostname "BHN of Tampa TF2 Server #2 - 24/7 dustbowl!"

//sv_noclipduringpause "0"

//sv_visiblemaxplayers "25"

//sv_voicecodec "0"

exec banned_ip.cfg

exec banned_user.cfg

log on

mp_allowNPCs "1"

mp_allowspectators "1"

mp_autocrosshair "1"

mp_autoteambalance "1"

mp_autoteambalance_delay "15"

mp_autoteambalance_warning_delay "5"

mp_bonusroundtime "15"

mp_chattime "5"

mp_clan_ready_signal "0"

mp_clan_readyrestart "0"

mp_decals "200"

mp_defaultteam "0"

mp_enableroundwaittime "1"

mp_fadetoblack "0"

mp_falldamage "0"

mp_flashlight "0"

mp_footsteps "1"

mp_forcecamera "1"

mp_forcerespawn "1"

mp_forcerespawnplayers "cmd"

mp_forcewin "cmd"

mp_fraglimit "0"

mp_friendlyfire "0"

mp_idledealmethod "1"

mp_idlemaxtime "3"

mp_maxrounds "2"

mp_restartgame "0"

mp_restartround "0"

mp_scrambleteams "cmd"

mp_showrespawntimes "1"

mp_stalemate_timelimit "240"

mp_switchteams "cmd"

mp_teamlist "0"

mp_teamoverride "1"

mp_teamplay "0"

mp_teams_unbalance_limit "1"

mp_time_between_capscoring "30"

mp_timelimit "20"

mp_waitingforplayers_cancel "0"

mp_waitingforplayers_restart "0"

mp_weaponstay "0"

mp_winlimit "0"

phys_pushscale 15

rcon_password ""

sv_accelerate "10"

sv_airaccelerate "10"

sv_allow_color_correction "1"

sv_allow_wait_command "1"

sv_allowdownload "1"

sv_allowupload "1"

sv_alltalk "0"

sv_alternateticks "0"

sv_backspeed "0"

sv_bonus_challenge "0"

sv_bounce "0"

sv_cacheencodedents "1"

sv_cheats "0"

sv_clearhinthistory "cmd"

sv_client_cmdrate_difference "20"

sv_client_interpolate "0.1"

sv_client_max_interp_ratio "2"

sv_client_min_interp_ratio "1"

sv_client_predict "-1"

sv_consistency "1"

sv_contact [EMAIL PROTECTED]

sv_downloadurl ""

sv_enableoldqueries "1"

sv_filterban "1"

sv_footsteps "1"

sv_force_transmit_ents "0"

sv_forcepreload "0"

sv_friction "4"

sv_gravity "800"

sv_ignore_hitboxes "0"

sv_instancebaselines "1"

sv_lagflushbonecache "1"

sv_lan "0"

sv_log_onefile "0"

sv_logbans "0"

sv_logblocks "0"

sv_logdownloadlist "1"

sv_logecho "1"

sv_logfile "1"

sv_logflush "0"

sv_logsdir "logs"

sv_massreport "0"

sv_master_legacy_mode "1"

sv_master_share_game_socket "1"

sv_max_queries_sec "3"

sv_max_queries_sec_global "60"

sv_max_queries_window "30"

sv_maxcmdrate "101"

sv_maxrate "25000"

sv_maxupdaterate "101"

sv_mincmdrate "70"

sv_minrate "1"

sv_minupdaterate "70"

sv_noclipaccelerate "5"

sv_noclipspeed "5"

sv_npc_talker_maxdist "1024"

sv_optimizedmovement "1"

sv_parallel_packentities "1"

sv_parallel_sendsnapshot "1"

sv_password ""

sv_pausable "0"

sv_pausable "0"

sv_pure "1"

sv_pure_kick_clients "1"

sv_rcon_banpenalty "0"

sv_rcon_log "1"

sv_rcon_maxfailures "5"

sv_rcon_minfailures "2"

sv_rcon_minfailuretime "30"

sv_region "0"

sv_specaccelerate "5"

sv_specnoclip "1"

sv_specspeed "3"

sv_stats "1"

sv_stepsize "18"

sv_stopspeed "100"

sv_timeout "300"

sv_timeout "60"

sv_turbophysics "0"

sv_unlag "1"

sv_unlag_fixstuck "0"

sv_voiceenable "1"

sv_wateraccelerate "10"

sv_waterdist "12"

tf_flag_caps_per_round "3"

tf_playergib "1"

tf_stats_track "1"

tf_stats_verbose "0"

writeid

Writeip

Any help and or suggestions would be great!

Regards,

MianoSM




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RE: [hlds_linux] 24/7 servers and map reloads...

2007-11-06 Thread Keeper
My Suggestion ( don't know if this will work )

mp_timelimit "20"
mp_bonusroundtime "15"
mp_restartgame "1214" //20 minutes 14 seconds

Maybe I'm wrong, but the game should restart 1 second before the map tries
to reload.

I haven't played much with TF2 yet, but in theory this should work.

Keeper



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[hlds_linux] 24/7 servers and map reloads...

2007-11-06 Thread Miano, Steven M.
--
[ Picked text/plain from multipart/alternative ]
I am attempting to set up a 24/7 dustbowl server for Team Fortress 2, and it 
seems to be running well, however each time a round ends, it reloads the map.

I've seen on other servers that they don't need to reload the map, and simply 
reset the score - does anyone know what I may be doing wrong?

Maplist.txt:

background01
cp_dustbowl

mapcycle.txt:

cp_dustbowl


server.cfg:

hostname "BHN of Tampa TF2 Server #2 - 24/7 dustbowl!"

//sv_noclipduringpause "0"

//sv_visiblemaxplayers "25"

//sv_voicecodec "0"

exec banned_ip.cfg

exec banned_user.cfg

log on

mp_allowNPCs "1"

mp_allowspectators "1"

mp_autocrosshair "1"

mp_autoteambalance "1"

mp_autoteambalance_delay "15"

mp_autoteambalance_warning_delay "5"

mp_bonusroundtime "15"

mp_chattime "5"

mp_clan_ready_signal "0"

mp_clan_readyrestart "0"

mp_decals "200"

mp_defaultteam "0"

mp_enableroundwaittime "1"

mp_fadetoblack "0"

mp_falldamage "0"

mp_flashlight "0"

mp_footsteps "1"

mp_forcecamera "1"

mp_forcerespawn "1"

mp_forcerespawnplayers "cmd"

mp_forcewin "cmd"

mp_fraglimit "0"

mp_friendlyfire "0"

mp_idledealmethod "1"

mp_idlemaxtime "3"

mp_maxrounds "2"

mp_restartgame "0"

mp_restartround "0"

mp_scrambleteams "cmd"

mp_showrespawntimes "1"

mp_stalemate_timelimit "240"

mp_switchteams "cmd"

mp_teamlist "0"

mp_teamoverride "1"

mp_teamplay "0"

mp_teams_unbalance_limit "1"

mp_time_between_capscoring "30"

mp_timelimit "20"

mp_waitingforplayers_cancel "0"

mp_waitingforplayers_restart "0"

mp_weaponstay "0"

mp_winlimit "0"

phys_pushscale 15

rcon_password ""

sv_accelerate "10"

sv_airaccelerate "10"

sv_allow_color_correction "1"

sv_allow_wait_command "1"

sv_allowdownload "1"

sv_allowupload "1"

sv_alltalk "0"

sv_alternateticks "0"

sv_backspeed "0"

sv_bonus_challenge "0"

sv_bounce "0"

sv_cacheencodedents "1"

sv_cheats "0"

sv_clearhinthistory "cmd"

sv_client_cmdrate_difference "20"

sv_client_interpolate "0.1"

sv_client_max_interp_ratio "2"

sv_client_min_interp_ratio "1"

sv_client_predict "-1"

sv_consistency "1"

sv_contact [EMAIL PROTECTED]

sv_downloadurl ""

sv_enableoldqueries "1"

sv_filterban "1"

sv_footsteps "1"

sv_force_transmit_ents "0"

sv_forcepreload "0"

sv_friction "4"

sv_gravity "800"

sv_ignore_hitboxes "0"

sv_instancebaselines "1"

sv_lagflushbonecache "1"

sv_lan "0"

sv_log_onefile "0"

sv_logbans "0"

sv_logblocks "0"

sv_logdownloadlist "1"

sv_logecho "1"

sv_logfile "1"

sv_logflush "0"

sv_logsdir "logs"

sv_massreport "0"

sv_master_legacy_mode "1"

sv_master_share_game_socket "1"

sv_max_queries_sec "3"

sv_max_queries_sec_global "60"

sv_max_queries_window "30"

sv_maxcmdrate "101"

sv_maxrate "25000"

sv_maxupdaterate "101"

sv_mincmdrate "70"

sv_minrate "1"

sv_minupdaterate "70"

sv_noclipaccelerate "5"

sv_noclipspeed "5"

sv_npc_talker_maxdist "1024"

sv_optimizedmovement "1"

sv_parallel_packentities "1"

sv_parallel_sendsnapshot "1"

sv_password ""

sv_pausable "0"

sv_pausable "0"

sv_pure "1"

sv_pure_kick_clients "1"

sv_rcon_banpenalty "0"

sv_rcon_log "1"

sv_rcon_maxfailures "5"

sv_rcon_minfailures "2"

sv_rcon_minfailuretime "30"

sv_region "0"

sv_specaccelerate "5"

sv_specnoclip "1"

sv_specspeed "3"

sv_stats "1"

sv_stepsize "18"

sv_stopspeed "100"

sv_timeout "300"

sv_timeout "60"

sv_turbophysics "0"

sv_unlag "1"

sv_unlag_fixstuck "0"

sv_voiceenable "1"

sv_wateraccelerate "10"

sv_waterdist "12"

tf_flag_caps_per_round "3"

tf_playergib "1"

tf_stats_track "1"

tf_stats_verbose "0"

writeid

Writeip

Any help and or suggestions would be great!

Regards,

MianoSM




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