Re: [hlds_linux] Left 4 Dead is now available

2008-11-17 Thread Pete
I love up people!
Thank you for all your time and great thinking ^_^

2008/11/18 Jason Ruymen <[EMAIL PROTECTED]>:
> Left 4 Dead is now available, which also means that the demo is no long 
> available.  So if you would like to run a dedicated server, please run 
> hldsupdatetool with the game parameter with "left4dead".
>
> Jason
>
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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Crazy Canucks
Thanks, that is clearly what is going on, now that I look at it 
closely.  The problem is I am using fixed positioning for the graphics 
and I'm having a hard time figuring out how to shift them.  Changing the 
position doesn't seem to make a difference, and neither does adding padding.

Drek

Guy Watkins wrote:
> I found this.  I hope it helps.
>
> } -Original Message-
> } From: [EMAIL PROTECTED] [mailto:hlds_linux-
> } [EMAIL PROTECTED] On Behalf Of bl4nk
> } Sent: Monday, November 10, 2008 3:44 PM
> } To: Half-Life dedicated Linux server mailing list
> } Subject: Re: [hlds_linux] L4D - host.txt and motd.txt
> } 
> } At 1280x1024, the banner is 574x115 pixels. You have to push the image
> } down and over 1 pixel for it to align properly inside of the space
> } provided though. This is pretty easy to do, but here's a quick sample on
> } how to do it with simple html/css:
> } 
> } 
> } 
> } 
> } 
> } 
>
> Guy
>
> } -Original Message-
> } From: [EMAIL PROTECTED] [mailto:hlds_linux-
> } [EMAIL PROTECTED] On Behalf Of Crazy Canucks
> } Sent: Monday, November 17, 2008 9:26 PM
> } To: Valve Linux Server Mailing List
> } Subject: [hlds_linux] MOTD Questions
> } 
> } Is there a cvar which governs the size of the motd?  I seem to have come
> } up against a size limitation in my motd.  Or is it better to create a
> } frame and load the motd in that?
> } 
> } For now I've gone with the frame.  I've got four corner graphics, gifs
> } with transparencies, 64 colours, optimized.  All but one of the graphics
> } are showing slight distortions, as if they are being resized.  But I've
> } set the height and width properties properly for the images.  I've
> } checked and double checked that.
> } 
> } I'm wondering if it is a driver issue.  The server won't be running
> } until the weekend, so I won't be able to check that before then, unless
> } someone else has an idea.  When I say "distorted" I'm not talking about
> } blurriness, I'm talking about sections of the graphic being offset from
> } the rest of the graphic.
> } 
> } Anyway, it doesn't look absolutely awful, I can live with it, but I
> } wouldn't mind knowing what is going on.
> } 
> } Cheers, Drek
> } 
> } ___
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> } please visit:
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>
>
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[hlds_linux] Left 4 Dead is now available

2008-11-17 Thread Jason Ruymen
Left 4 Dead is now available, which also means that the demo is no long 
available.  So if you would like to run a dedicated server, please run 
hldsupdatetool with the game parameter with "left4dead".

Jason

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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Milton Ngan
Forking will share data with the parent. It typically uses a copy on write 
mechanism. So unless you modify the data, it will be shared between the parent 
and all the children. It isn't shared like threads where there is a single copy 
of the data.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Guy Watkins
Sent: Monday, November 17, 2008 8:00 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Data exchange over crossed child process

Ok, cool.  So, why is -fork 5 better than running 5 separate servers?  I
thought there was a performance benefit, but I don't think you would get any
with fork().

Threads share a data segment.  I can see where this could help.  Can also be
a major headache!

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 10:34 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
}
} L4d with -fork mode isn't using threads - it's using processes via the
} fork() system call.
}
}
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Guy Watkins
} Sent: Monday, November 17, 2008 7:25 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
}
} I don't think threads are supported by mosix.  I don't think you can use
} mosix like you think.
}
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of Chris Green
} } Sent: Monday, November 17, 2008 7:36 PM
} } To: 'Half-Life dedicated Linux server mailing list'
} } Subject: Re: [hlds_linux] Data exchange over crossed child process
} }
} } I can't say I have tried it, but in theory, you should be able to run
} one
} } forked L4D server across a giant network of machines, including load
} } balancing, including live migration of server instances across multiple
} } machines, using mosix http://www.mosix.org/, which is pretty
} interesting.
} }
} }
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} } Sent: Monday, November 17, 2008 4:28 PM
} } To: hlds_linux@list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } This is truly the next generation the game is going to turn.
} }
} } Imagine mods development, through campaigns editions constructed over
} the
} } childs, swapping players between childs processes, maybe voice
} } communication through the childs processes ...
} } The opportunites that this system may encourage will inscrease the game
} } experience.
} }
} } Awesome !
} }
} }
} } -Original Message-
} }
} } Not sure exactly what you are asking, but yes, there is bidirectional
} } communication between the parent process and all the children.
} } It isn't used for much right now, but more info could be transmitted.
} } Currently,
} }
} } - the parent can send concommands to all children
} } - the parent sees the spew from all children
} } - the parent sees occasional status updates from the children. This
} } allows, for instance, a monitoring tool to show you how many people are
} on
} } your set of servers and what map they are playing by just connecting to
} } one port and querying, instead of needing to connect to every running
} } instance. Since some systems can run up to 40-50 instances at once, this
} } is useful.
} }
} }
} } -Original Message-
} }
} } From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} } bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} } Sent: Monday, November 17, 2008 4:24 AM
} } To: hlds_linux at list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } Well, the new source dedicated server as a new feature: fork command
} line.
} }
} } May the engine permit data exchange between the childs processes
} (telnet)
} } ?
} } This may be a revolution.
} }
} } ___
} } 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:
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}
}
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} please visit:
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[hlds_linux] What Gives? L4D Still can't connect to group server

2008-11-17 Thread William Stillwell - KI4SWY

 I can't get this to work, and just don't understand why..
server.cfg
hostname "blah blah blah"
rcon_password "blah blah blip"sv_steamgroup "XX"
sv_steamgroup_exclusive "1"
startup cmd line:screen -A -m -d -S auser ./srcds_run -console 
-ip 999.999.999.999 +sv_pure 2 +map l4d_dem_hospital02_subway
---
the server shows up, but i can't connect, i hit join, goes right into server, 
shows lobby for a split second, and goes into game, buddy can't even connect...
I have another copy running just fine with none of the steamgroup stuff, and 
have 4 of 4 players constant..
Is this just me? or are others have the same problems?___
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
Ok, cool.  So, why is -fork 5 better than running 5 separate servers?  I
thought there was a performance benefit, but I don't think you would get any
with fork().

Threads share a data segment.  I can see where this could help.  Can also be
a major headache!

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 10:34 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} L4d with -fork mode isn't using threads - it's using processes via the
} fork() system call.
} 
} 
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Guy Watkins
} Sent: Monday, November 17, 2008 7:25 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} I don't think threads are supported by mosix.  I don't think you can use
} mosix like you think.
} 
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of Chris Green
} } Sent: Monday, November 17, 2008 7:36 PM
} } To: 'Half-Life dedicated Linux server mailing list'
} } Subject: Re: [hlds_linux] Data exchange over crossed child process
} }
} } I can't say I have tried it, but in theory, you should be able to run
} one
} } forked L4D server across a giant network of machines, including load
} } balancing, including live migration of server instances across multiple
} } machines, using mosix http://www.mosix.org/, which is pretty
} interesting.
} }
} }
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} } Sent: Monday, November 17, 2008 4:28 PM
} } To: hlds_linux@list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } This is truly the next generation the game is going to turn.
} }
} } Imagine mods development, through campaigns editions constructed over
} the
} } childs, swapping players between childs processes, maybe voice
} } communication through the childs processes ...
} } The opportunites that this system may encourage will inscrease the game
} } experience.
} }
} } Awesome !
} }
} }
} } -Original Message-
} }
} } Not sure exactly what you are asking, but yes, there is bidirectional
} } communication between the parent process and all the children.
} } It isn't used for much right now, but more info could be transmitted.
} } Currently,
} }
} } - the parent can send concommands to all children
} } - the parent sees the spew from all children
} } - the parent sees occasional status updates from the children. This
} } allows, for instance, a monitoring tool to show you how many people are
} on
} } your set of servers and what map they are playing by just connecting to
} } one port and querying, instead of needing to connect to every running
} } instance. Since some systems can run up to 40-50 instances at once, this
} } is useful.
} }
} }
} } -Original Message-
} }
} } From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} } bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} } Sent: Monday, November 17, 2008 4:24 AM
} } To: hlds_linux at list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } Well, the new source dedicated server as a new feature: fork command
} line.
} }
} } May the engine permit data exchange between the childs processes
} (telnet)
} } ?
} } This may be a revolution.
} }
} } ___
} } 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
} 
} ___
} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
Ok, cool.  So, why is -fork 5 better than running 5 separate servers?  I
thought there was a performance benefit, but I don't think you would get any
with fork().

Threads share a data segment.  I can see where this could help.  Can also be
a major headache!

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 10:34 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} L4d with -fork mode isn't using threads - it's using processes via the
} fork() system call.
} 
} 
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Guy Watkins
} Sent: Monday, November 17, 2008 7:25 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} I don't think threads are supported by mosix.  I don't think you can use
} mosix like you think.
} 
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of Chris Green
} } Sent: Monday, November 17, 2008 7:36 PM
} } To: 'Half-Life dedicated Linux server mailing list'
} } Subject: Re: [hlds_linux] Data exchange over crossed child process
} }
} } I can't say I have tried it, but in theory, you should be able to run
} one
} } forked L4D server across a giant network of machines, including load
} } balancing, including live migration of server instances across multiple
} } machines, using mosix http://www.mosix.org/, which is pretty
} interesting.
} }
} }
} } -Original Message-
} } From: [EMAIL PROTECTED] [mailto:hlds_linux-
} } [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} } Sent: Monday, November 17, 2008 4:28 PM
} } To: hlds_linux@list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } This is truly the next generation the game is going to turn.
} }
} } Imagine mods development, through campaigns editions constructed over
} the
} } childs, swapping players between childs processes, maybe voice
} } communication through the childs processes ...
} } The opportunites that this system may encourage will inscrease the game
} } experience.
} }
} } Awesome !
} }
} }
} } -Original Message-
} }
} } Not sure exactly what you are asking, but yes, there is bidirectional
} } communication between the parent process and all the children.
} } It isn't used for much right now, but more info could be transmitted.
} } Currently,
} }
} } - the parent can send concommands to all children
} } - the parent sees the spew from all children
} } - the parent sees occasional status updates from the children. This
} } allows, for instance, a monitoring tool to show you how many people are
} on
} } your set of servers and what map they are playing by just connecting to
} } one port and querying, instead of needing to connect to every running
} } instance. Since some systems can run up to 40-50 instances at once, this
} } is useful.
} }
} }
} } -Original Message-
} }
} } From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} } bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} } Sent: Monday, November 17, 2008 4:24 AM
} } To: hlds_linux at list.valvesoftware.com
} } Subject: [hlds_linux] Data exchange over crossed child process
} }
} } Well, the new source dedicated server as a new feature: fork command
} line.
} }
} } May the engine permit data exchange between the childs processes
} (telnet)
} } ?
} } This may be a revolution.
} }
} } ___
} } 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
} 
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} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Chris Green
L4d with -fork mode isn't using threads - it's using processes via the fork() 
system call.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Guy Watkins
Sent: Monday, November 17, 2008 7:25 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Data exchange over crossed child process

I don't think threads are supported by mosix.  I don't think you can use
mosix like you think.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 7:36 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
}
} I can't say I have tried it, but in theory, you should be able to run one
} forked L4D server across a giant network of machines, including load
} balancing, including live migration of server instances across multiple
} machines, using mosix http://www.mosix.org/, which is pretty interesting.
}
}
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} Sent: Monday, November 17, 2008 4:28 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
}
} This is truly the next generation the game is going to turn.
}
} Imagine mods development, through campaigns editions constructed over the
} childs, swapping players between childs processes, maybe voice
} communication through the childs processes ...
} The opportunites that this system may encourage will inscrease the game
} experience.
}
} Awesome !
}
}
} -Original Message-
}
} Not sure exactly what you are asking, but yes, there is bidirectional
} communication between the parent process and all the children.
} It isn't used for much right now, but more info could be transmitted.
} Currently,
}
} - the parent can send concommands to all children
} - the parent sees the spew from all children
} - the parent sees occasional status updates from the children. This
} allows, for instance, a monitoring tool to show you how many people are on
} your set of servers and what map they are playing by just connecting to
} one port and querying, instead of needing to connect to every running
} instance. Since some systems can run up to 40-50 instances at once, this
} is useful.
}
}
} -Original Message-
}
} From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} Sent: Monday, November 17, 2008 4:24 AM
} To: hlds_linux at list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
}
} Well, the new source dedicated server as a new feature: fork command line.
}
} May the engine permit data exchange between the childs processes (telnet)
} ?
} This may be a revolution.
}
} ___
} 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


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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
If you click the link you will see this:
A free evaluation copy of a pre-installed virtual-disk image for creating a
MOSIX virtual cluster on Linux and/or Windows computers was released.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Steve
} Sent: Monday, November 17, 2008 9:46 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} Amazing!! does this tech stand any chance of making an appearance on the
} win32 side?
} 
} 
} > I can't say I have tried it, but in theory, you should be able to run
} one
} > forked L4D server across a giant network of machines, including load
} > balancing, including live migration of server instances across multiple
} > machines, using mosix http://www.mosix.org/, which is pretty
} interesting.
} >
} >
} > -Original Message-
} > From: [EMAIL PROTECTED]
} > [mailto:[EMAIL PROTECTED] On Behalf Of
} > [EMAIL PROTECTED]
} > Sent: Monday, November 17, 2008 4:28 PM
} > To: hlds_linux@list.valvesoftware.com
} > Subject: [hlds_linux] Data exchange over crossed child process
} >
} > This is truly the next generation the game is going to turn.
} >
} > Imagine mods development, through campaigns editions constructed over
} the
} > childs, swapping players between childs processes, maybe voice
} > communication through the childs processes ...
} > The opportunites that this system may encourage will inscrease the game
} > experience.
} >
} > Awesome !
} >
} >
} > -Original Message-
} >
} > Not sure exactly what you are asking, but yes, there is bidirectional
} > communication between the parent process and all the children.
} > It isn't used for much right now, but more info could be transmitted.
} > Currently,
} >
} > - the parent can send concommands to all children
} > - the parent sees the spew from all children
} > - the parent sees occasional status updates from the children. This
} > allows, for instance, a monitoring tool to show you how many people are
} on
} > your set of servers and what map they are playing by just connecting to
} > one port and querying, instead of needing to connect to every running
} > instance. Since some systems can run up to 40-50 instances at once, this
} > is useful.
} >
} >
} > -Original Message-
} >
} > From: hlds_linux-bounces at list.valvesoftware.com
} > [mailto:hlds_linux-bounces at list.valvesoftware.com] On Behalf Of tech
} at
} > cybergate02.com
} > Sent: Monday, November 17, 2008 4:24 AM
} > To: hlds_linux at list.valvesoftware.com
} > Subject: [hlds_linux] Data exchange over crossed child process
} >
} > Well, the new source dedicated server as a new feature: fork command
} line.
} >
} > May the engine permit data exchange between the childs processes
} (telnet)
} > ?
} > This may be a revolution.
} >
} > ___
} > 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


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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
I don't think threads are supported by mosix.  I don't think you can use
mosix like you think.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 7:36 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} I can't say I have tried it, but in theory, you should be able to run one
} forked L4D server across a giant network of machines, including load
} balancing, including live migration of server instances across multiple
} machines, using mosix http://www.mosix.org/, which is pretty interesting.
} 
} 
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} Sent: Monday, November 17, 2008 4:28 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
} 
} This is truly the next generation the game is going to turn.
} 
} Imagine mods development, through campaigns editions constructed over the
} childs, swapping players between childs processes, maybe voice
} communication through the childs processes ...
} The opportunites that this system may encourage will inscrease the game
} experience.
} 
} Awesome !
} 
} 
} -Original Message-
} 
} Not sure exactly what you are asking, but yes, there is bidirectional
} communication between the parent process and all the children.
} It isn't used for much right now, but more info could be transmitted.
} Currently,
} 
} - the parent can send concommands to all children
} - the parent sees the spew from all children
} - the parent sees occasional status updates from the children. This
} allows, for instance, a monitoring tool to show you how many people are on
} your set of servers and what map they are playing by just connecting to
} one port and querying, instead of needing to connect to every running
} instance. Since some systems can run up to 40-50 instances at once, this
} is useful.
} 
} 
} -Original Message-
} 
} From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} Sent: Monday, November 17, 2008 4:24 AM
} To: hlds_linux at list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
} 
} Well, the new source dedicated server as a new feature: fork command line.
} 
} May the engine permit data exchange between the childs processes (telnet)
} ?
} This may be a revolution.
} 
} ___
} 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


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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
If you click the link you will see this:
A free evaluation copy of a pre-installed virtual-disk image for creating a
MOSIX virtual cluster on Linux and/or Windows computers was released.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Steve
} Sent: Monday, November 17, 2008 9:46 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} Amazing!! does this tech stand any chance of making an appearance on the
} win32 side?
} 
} 
} > I can't say I have tried it, but in theory, you should be able to run
} one
} > forked L4D server across a giant network of machines, including load
} > balancing, including live migration of server instances across multiple
} > machines, using mosix http://www.mosix.org/, which is pretty
} interesting.
} >
} >
} > -Original Message-
} > From: [EMAIL PROTECTED]
} > [mailto:[EMAIL PROTECTED] On Behalf Of
} > [EMAIL PROTECTED]
} > Sent: Monday, November 17, 2008 4:28 PM
} > To: hlds_linux@list.valvesoftware.com
} > Subject: [hlds_linux] Data exchange over crossed child process
} >
} > This is truly the next generation the game is going to turn.
} >
} > Imagine mods development, through campaigns editions constructed over
} the
} > childs, swapping players between childs processes, maybe voice
} > communication through the childs processes ...
} > The opportunites that this system may encourage will inscrease the game
} > experience.
} >
} > Awesome !
} >
} >
} > -Original Message-
} >
} > Not sure exactly what you are asking, but yes, there is bidirectional
} > communication between the parent process and all the children.
} > It isn't used for much right now, but more info could be transmitted.
} > Currently,
} >
} > - the parent can send concommands to all children
} > - the parent sees the spew from all children
} > - the parent sees occasional status updates from the children. This
} > allows, for instance, a monitoring tool to show you how many people are
} on
} > your set of servers and what map they are playing by just connecting to
} > one port and querying, instead of needing to connect to every running
} > instance. Since some systems can run up to 40-50 instances at once, this
} > is useful.
} >
} >
} > -Original Message-
} >
} > From: hlds_linux-bounces at list.valvesoftware.com
} > [mailto:hlds_linux-bounces at list.valvesoftware.com] On Behalf Of tech
} at
} > cybergate02.com
} > Sent: Monday, November 17, 2008 4:24 AM
} > To: hlds_linux at list.valvesoftware.com
} > Subject: [hlds_linux] Data exchange over crossed child process
} >
} > Well, the new source dedicated server as a new feature: fork command
} line.
} >
} > May the engine permit data exchange between the childs processes
} (telnet)
} > ?
} > This may be a revolution.
} >
} > ___
} > 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


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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Guy Watkins
I don't think threads are supported by mosix.  I don't think you can use
mosix like you think.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Chris Green
} Sent: Monday, November 17, 2008 7:36 PM
} To: 'Half-Life dedicated Linux server mailing list'
} Subject: Re: [hlds_linux] Data exchange over crossed child process
} 
} I can't say I have tried it, but in theory, you should be able to run one
} forked L4D server across a giant network of machines, including load
} balancing, including live migration of server instances across multiple
} machines, using mosix http://www.mosix.org/, which is pretty interesting.
} 
} 
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
} Sent: Monday, November 17, 2008 4:28 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
} 
} This is truly the next generation the game is going to turn.
} 
} Imagine mods development, through campaigns editions constructed over the
} childs, swapping players between childs processes, maybe voice
} communication through the childs processes ...
} The opportunites that this system may encourage will inscrease the game
} experience.
} 
} Awesome !
} 
} 
} -Original Message-
} 
} Not sure exactly what you are asking, but yes, there is bidirectional
} communication between the parent process and all the children.
} It isn't used for much right now, but more info could be transmitted.
} Currently,
} 
} - the parent can send concommands to all children
} - the parent sees the spew from all children
} - the parent sees occasional status updates from the children. This
} allows, for instance, a monitoring tool to show you how many people are on
} your set of servers and what map they are playing by just connecting to
} one port and querying, instead of needing to connect to every running
} instance. Since some systems can run up to 40-50 instances at once, this
} is useful.
} 
} 
} -Original Message-
} 
} From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-
} bounces at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
} Sent: Monday, November 17, 2008 4:24 AM
} To: hlds_linux at list.valvesoftware.com
} Subject: [hlds_linux] Data exchange over crossed child process
} 
} Well, the new source dedicated server as a new feature: fork command line.
} 
} May the engine permit data exchange between the childs processes (telnet)
} ?
} This may be a revolution.
} 
} ___
} 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


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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread gameadmin
...which is why it's that colour :D  our normal logo is black-on-white:
http://www.127001.org/localhost.jpg


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of bl4nk
> Sent: 18 November 2008 02:57
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] MOTD Questions
> 
> Yeah, that would work. The thing with yours is that the background of
> the image blends in with the background of the page, so the pushing of
> 1x1 pixels isn't necessary. For those that don't have a background the
> color as their image (ones where the image isn't a static color),
> pushing it that 1x1 pixels does the trick.
> 
> [EMAIL PROTECTED] wrote:
> > This is (a copy of) what we do:
> > http://games.127001.org/banner.php
> >
> > The reason it's a copy is that we scan our apache logs for status 200
> (OK)
> > on the real version of the file...
> > http://www.127001.org/mrtg/graph_90.html
> > ...to give us a rough approximation of how many clients we're seeing.
> >
> > The banner is displayed more than once per client, but the other
> accesses
> > have status code 304 (not modified)
> >
> > Note the totals differ between weekly, monthly, and yearly (cacti
> records
> > hits per second [though we display as per 5 minutes], to get the
> total it
> > multiplies the average back out) but as a rough and ready thing it
> ain't
> > bad.
> >
> > We weren't logging in cacti for all of the demo (and the banner
> wasn't up
> > for all of it), but manually grepping gives 17,112 hits to our l4d
> banner.
> > Not bad for one server. (We run around 12 game instances; we could
> run more
> > but it's a general purpose server)
> >
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> >> [EMAIL PROTECTED] On Behalf Of Guy Watkins
> >> Sent: 18 November 2008 02:38
> >> To: 'Half-Life dedicated Linux server mailing list'
> >> Subject: Re: [hlds_linux] MOTD Questions
> >>
> >> Someone has said the graphics need to be shifted by 1 pixel, both
> >> directions
> >> I think.  Like Left and up, or right and down.  But I don't recall
> >> which
> >> direction.  Check the archives for the past 2 weeks, maybe only 1
> week.
> >>
> >> } -Original Message-
> >> } From: [EMAIL PROTECTED]
> [mailto:hlds_linux-
> >> } [EMAIL PROTECTED] On Behalf Of Crazy Canucks
> >> } Sent: Monday, November 17, 2008 9:26 PM
> >> } To: Valve Linux Server Mailing List
> >> } Subject: [hlds_linux] MOTD Questions
> >> }
> >> } Is there a cvar which governs the size of the motd?  I seem to
> have
> >> come
> >> } up against a size limitation in my motd.  Or is it better to
> create a
> >> } frame and load the motd in that?
> >> }
> >> } For now I've gone with the frame.  I've got four corner graphics,
> >> gifs
> >> } with transparencies, 64 colours, optimized.  All but one of the
> >> graphics
> >> } are showing slight distortions, as if they are being resized.  But
> >> I've
> >> } set the height and width properties properly for the images.  I've
> >> } checked and double checked that.
> >> }
> >> } I'm wondering if it is a driver issue.  The server won't be
> running
> >> } until the weekend, so I won't be able to check that before then,
> >> unless
> >> } someone else has an idea.  When I say "distorted" I'm not talking
> >> about
> >> } blurriness, I'm talking about sections of the graphic being offset
> >> from
> >> } the rest of the graphic.
> >> }
> >> } Anyway, it doesn't look absolutely awful, I can live with it, but
> I
> >> } wouldn't mind knowing what is going on.
> >> }
> >> } Cheers, Drek
> >> }
> >> } ___
> >> } 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
> >
> >
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread bl4nk
Yeah, that would work. The thing with yours is that the background of 
the image blends in with the background of the page, so the pushing of 
1x1 pixels isn't necessary. For those that don't have a background the 
color as their image (ones where the image isn't a static color), 
pushing it that 1x1 pixels does the trick.

[EMAIL PROTECTED] wrote:
> This is (a copy of) what we do:
> http://games.127001.org/banner.php
>
> The reason it's a copy is that we scan our apache logs for status 200 (OK)
> on the real version of the file...
> http://www.127001.org/mrtg/graph_90.html
> ...to give us a rough approximation of how many clients we're seeing.
>
> The banner is displayed more than once per client, but the other accesses
> have status code 304 (not modified)
>
> Note the totals differ between weekly, monthly, and yearly (cacti records
> hits per second [though we display as per 5 minutes], to get the total it
> multiplies the average back out) but as a rough and ready thing it ain't
> bad.
>
> We weren't logging in cacti for all of the demo (and the banner wasn't up
> for all of it), but manually grepping gives 17,112 hits to our l4d banner.
> Not bad for one server. (We run around 12 game instances; we could run more
> but it's a general purpose server)
>
>   
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of Guy Watkins
>> Sent: 18 November 2008 02:38
>> To: 'Half-Life dedicated Linux server mailing list'
>> Subject: Re: [hlds_linux] MOTD Questions
>>
>> Someone has said the graphics need to be shifted by 1 pixel, both
>> directions
>> I think.  Like Left and up, or right and down.  But I don't recall
>> which
>> direction.  Check the archives for the past 2 weeks, maybe only 1 week.
>>
>> } -Original Message-
>> } From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> } [EMAIL PROTECTED] On Behalf Of Crazy Canucks
>> } Sent: Monday, November 17, 2008 9:26 PM
>> } To: Valve Linux Server Mailing List
>> } Subject: [hlds_linux] MOTD Questions
>> }
>> } Is there a cvar which governs the size of the motd?  I seem to have
>> come
>> } up against a size limitation in my motd.  Or is it better to create a
>> } frame and load the motd in that?
>> }
>> } For now I've gone with the frame.  I've got four corner graphics,
>> gifs
>> } with transparencies, 64 colours, optimized.  All but one of the
>> graphics
>> } are showing slight distortions, as if they are being resized.  But
>> I've
>> } set the height and width properties properly for the images.  I've
>> } checked and double checked that.
>> }
>> } I'm wondering if it is a driver issue.  The server won't be running
>> } until the weekend, so I won't be able to check that before then,
>> unless
>> } someone else has an idea.  When I say "distorted" I'm not talking
>> about
>> } blurriness, I'm talking about sections of the graphic being offset
>> from
>> } the rest of the graphic.
>> }
>> } Anyway, it doesn't look absolutely awful, I can live with it, but I
>> } wouldn't mind knowing what is going on.
>> }
>> } Cheers, Drek
>> }
>> } ___
>> } 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
>
>   


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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Guy Watkins
I found this.  I hope it helps.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of bl4nk
} Sent: Monday, November 10, 2008 3:44 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] L4D - host.txt and motd.txt
} 
} At 1280x1024, the banner is 574x115 pixels. You have to push the image
} down and over 1 pixel for it to align properly inside of the space
} provided though. This is pretty easy to do, but here's a quick sample on
} how to do it with simple html/css:
} 
} 
} 
}   
} 
} 

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Crazy Canucks
} Sent: Monday, November 17, 2008 9:26 PM
} To: Valve Linux Server Mailing List
} Subject: [hlds_linux] MOTD Questions
} 
} Is there a cvar which governs the size of the motd?  I seem to have come
} up against a size limitation in my motd.  Or is it better to create a
} frame and load the motd in that?
} 
} For now I've gone with the frame.  I've got four corner graphics, gifs
} with transparencies, 64 colours, optimized.  All but one of the graphics
} are showing slight distortions, as if they are being resized.  But I've
} set the height and width properties properly for the images.  I've
} checked and double checked that.
} 
} I'm wondering if it is a driver issue.  The server won't be running
} until the weekend, so I won't be able to check that before then, unless
} someone else has an idea.  When I say "distorted" I'm not talking about
} blurriness, I'm talking about sections of the graphic being offset from
} the rest of the graphic.
} 
} Anyway, it doesn't look absolutely awful, I can live with it, but I
} wouldn't mind knowing what is going on.
} 
} Cheers, Drek
} 
} ___
} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} http://list.valvesoftware.com/mailman/listinfo/hlds_linux


___
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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread gameadmin
This is (a copy of) what we do:
http://games.127001.org/banner.php

The reason it's a copy is that we scan our apache logs for status 200 (OK)
on the real version of the file...
http://www.127001.org/mrtg/graph_90.html
...to give us a rough approximation of how many clients we're seeing.

The banner is displayed more than once per client, but the other accesses
have status code 304 (not modified)

Note the totals differ between weekly, monthly, and yearly (cacti records
hits per second [though we display as per 5 minutes], to get the total it
multiplies the average back out) but as a rough and ready thing it ain't
bad.

We weren't logging in cacti for all of the demo (and the banner wasn't up
for all of it), but manually grepping gives 17,112 hits to our l4d banner.
Not bad for one server. (We run around 12 game instances; we could run more
but it's a general purpose server)

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Guy Watkins
> Sent: 18 November 2008 02:38
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] MOTD Questions
> 
> Someone has said the graphics need to be shifted by 1 pixel, both
> directions
> I think.  Like Left and up, or right and down.  But I don't recall
> which
> direction.  Check the archives for the past 2 weeks, maybe only 1 week.
> 
> } -Original Message-
> } From: [EMAIL PROTECTED] [mailto:hlds_linux-
> } [EMAIL PROTECTED] On Behalf Of Crazy Canucks
> } Sent: Monday, November 17, 2008 9:26 PM
> } To: Valve Linux Server Mailing List
> } Subject: [hlds_linux] MOTD Questions
> }
> } Is there a cvar which governs the size of the motd?  I seem to have
> come
> } up against a size limitation in my motd.  Or is it better to create a
> } frame and load the motd in that?
> }
> } For now I've gone with the frame.  I've got four corner graphics,
> gifs
> } with transparencies, 64 colours, optimized.  All but one of the
> graphics
> } are showing slight distortions, as if they are being resized.  But
> I've
> } set the height and width properties properly for the images.  I've
> } checked and double checked that.
> }
> } I'm wondering if it is a driver issue.  The server won't be running
> } until the weekend, so I won't be able to check that before then,
> unless
> } someone else has an idea.  When I say "distorted" I'm not talking
> about
> } blurriness, I'm talking about sections of the graphic being offset
> from
> } the rest of the graphic.
> }
> } Anyway, it doesn't look absolutely awful, I can live with it, but I
> } wouldn't mind knowing what is going on.
> }
> } Cheers, Drek
> }
> } ___
> } 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


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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Steve
Amazing!! does this tech stand any chance of making an appearance on the
win32 side?


> I can't say I have tried it, but in theory, you should be able to run one
> forked L4D server across a giant network of machines, including load
> balancing, including live migration of server instances across multiple
> machines, using mosix http://www.mosix.org/, which is pretty interesting.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Monday, November 17, 2008 4:28 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Data exchange over crossed child process
>
> This is truly the next generation the game is going to turn.
>
> Imagine mods development, through campaigns editions constructed over the
> childs, swapping players between childs processes, maybe voice
> communication through the childs processes ...
> The opportunites that this system may encourage will inscrease the game
> experience.
>
> Awesome !
>
>
> -Original Message-
>
> Not sure exactly what you are asking, but yes, there is bidirectional
> communication between the parent process and all the children.
> It isn't used for much right now, but more info could be transmitted.
> Currently,
>
> - the parent can send concommands to all children
> - the parent sees the spew from all children
> - the parent sees occasional status updates from the children. This
> allows, for instance, a monitoring tool to show you how many people are on
> your set of servers and what map they are playing by just connecting to
> one port and querying, instead of needing to connect to every running
> instance. Since some systems can run up to 40-50 instances at once, this
> is useful.
>
>
> -Original Message-
>
> From: hlds_linux-bounces at list.valvesoftware.com
> [mailto:hlds_linux-bounces at list.valvesoftware.com] On Behalf Of tech at
> cybergate02.com
> Sent: Monday, November 17, 2008 4:24 AM
> To: hlds_linux at list.valvesoftware.com
> Subject: [hlds_linux] Data exchange over crossed child process
>
> Well, the new source dedicated server as a new feature: fork command line.
>
> May the engine permit data exchange between the childs processes (telnet)
> ?
> This may be a revolution.
>
> ___
> 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
>



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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Guy Watkins
I found this.  I hope it helps.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of bl4nk
} Sent: Monday, November 10, 2008 3:44 PM
} To: Half-Life dedicated Linux server mailing list
} Subject: Re: [hlds_linux] L4D - host.txt and motd.txt
} 
} At 1280x1024, the banner is 574x115 pixels. You have to push the image
} down and over 1 pixel for it to align properly inside of the space
} provided though. This is pretty easy to do, but here's a quick sample on
} how to do it with simple html/css:
} 
} 
} 
}   
} 
} 

Guy

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Crazy Canucks
} Sent: Monday, November 17, 2008 9:26 PM
} To: Valve Linux Server Mailing List
} Subject: [hlds_linux] MOTD Questions
} 
} Is there a cvar which governs the size of the motd?  I seem to have come
} up against a size limitation in my motd.  Or is it better to create a
} frame and load the motd in that?
} 
} For now I've gone with the frame.  I've got four corner graphics, gifs
} with transparencies, 64 colours, optimized.  All but one of the graphics
} are showing slight distortions, as if they are being resized.  But I've
} set the height and width properties properly for the images.  I've
} checked and double checked that.
} 
} I'm wondering if it is a driver issue.  The server won't be running
} until the weekend, so I won't be able to check that before then, unless
} someone else has an idea.  When I say "distorted" I'm not talking about
} blurriness, I'm talking about sections of the graphic being offset from
} the rest of the graphic.
} 
} Anyway, it doesn't look absolutely awful, I can live with it, but I
} wouldn't mind knowing what is going on.
} 
} Cheers, Drek
} 
} ___
} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Guy Watkins
Someone has said the graphics need to be shifted by 1 pixel, both directions
I think.  Like Left and up, or right and down.  But I don't recall which
direction.  Check the archives for the past 2 weeks, maybe only 1 week.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Crazy Canucks
} Sent: Monday, November 17, 2008 9:26 PM
} To: Valve Linux Server Mailing List
} Subject: [hlds_linux] MOTD Questions
} 
} Is there a cvar which governs the size of the motd?  I seem to have come
} up against a size limitation in my motd.  Or is it better to create a
} frame and load the motd in that?
} 
} For now I've gone with the frame.  I've got four corner graphics, gifs
} with transparencies, 64 colours, optimized.  All but one of the graphics
} are showing slight distortions, as if they are being resized.  But I've
} set the height and width properties properly for the images.  I've
} checked and double checked that.
} 
} I'm wondering if it is a driver issue.  The server won't be running
} until the weekend, so I won't be able to check that before then, unless
} someone else has an idea.  When I say "distorted" I'm not talking about
} blurriness, I'm talking about sections of the graphic being offset from
} the rest of the graphic.
} 
} Anyway, it doesn't look absolutely awful, I can live with it, but I
} wouldn't mind knowing what is going on.
} 
} Cheers, Drek
} 
} ___
} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Guy Watkins
Someone has said the graphics need to be shifted by 1 pixel, both directions
I think.  Like Left and up, or right and down.  But I don't recall which
direction.  Check the archives for the past 2 weeks, maybe only 1 week.

} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Crazy Canucks
} Sent: Monday, November 17, 2008 9:26 PM
} To: Valve Linux Server Mailing List
} Subject: [hlds_linux] MOTD Questions
} 
} Is there a cvar which governs the size of the motd?  I seem to have come
} up against a size limitation in my motd.  Or is it better to create a
} frame and load the motd in that?
} 
} For now I've gone with the frame.  I've got four corner graphics, gifs
} with transparencies, 64 colours, optimized.  All but one of the graphics
} are showing slight distortions, as if they are being resized.  But I've
} set the height and width properties properly for the images.  I've
} checked and double checked that.
} 
} I'm wondering if it is a driver issue.  The server won't be running
} until the weekend, so I won't be able to check that before then, unless
} someone else has an idea.  When I say "distorted" I'm not talking about
} blurriness, I'm talking about sections of the graphic being offset from
} the rest of the graphic.
} 
} Anyway, it doesn't look absolutely awful, I can live with it, but I
} wouldn't mind knowing what is going on.
} 
} Cheers, Drek
} 
} ___
} To unsubscribe, edit your list preferences, or view the list archives,
} please visit:
} http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] Child motd/host files?

2008-11-17 Thread Chris Green
If auto-port assignment is happening, its pretty much random which child will 
end up with which port.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of chumly chumly
Sent: Monday, November 17, 2008 6:25 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Child motd/host files?


Hi All,

Does anyone know if the motd and host files can be child specific?
EG: motd##.txt / host##.txt

Can we have child specific cfg directories? ./left4dead/cfg##/

Also, after last demo update, server is not co-ordinating the host## port and 
the server## file...
EG: host 01 ( port 27016 ) is running server04.cfg file
Anyone else seeing this, or know of a work around?
( Linux box )

Happy zombie hunting all!
Chumly

_

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Re: [hlds_linux] MOTD Questions

2008-11-17 Thread Crazy Canucks
Just out of curiosity I double checked the motd in the regular IE 
browser, and the graphics didn't display any distortion.

Crazy Canucks wrote:
> Is there a cvar which governs the size of the motd?  I seem to have come 
> up against a size limitation in my motd.  Or is it better to create a 
> frame and load the motd in that?
>
> For now I've gone with the frame.  I've got four corner graphics, gifs 
> with transparencies, 64 colours, optimized.  All but one of the graphics 
> are showing slight distortions, as if they are being resized.  But I've 
> set the height and width properties properly for the images.  I've 
> checked and double checked that.
>
> I'm wondering if it is a driver issue.  The server won't be running 
> until the weekend, so I won't be able to check that before then, unless 
> someone else has an idea.  When I say "distorted" I'm not talking about 
> blurriness, I'm talking about sections of the graphic being offset from 
> the rest of the graphic.
>
> Anyway, it doesn't look absolutely awful, I can live with it, but I 
> wouldn't mind knowing what is going on.
>
> Cheers, Drek
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>   


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[hlds_linux] MOTD Questions

2008-11-17 Thread Crazy Canucks
Is there a cvar which governs the size of the motd?  I seem to have come 
up against a size limitation in my motd.  Or is it better to create a 
frame and load the motd in that?

For now I've gone with the frame.  I've got four corner graphics, gifs 
with transparencies, 64 colours, optimized.  All but one of the graphics 
are showing slight distortions, as if they are being resized.  But I've 
set the height and width properties properly for the images.  I've 
checked and double checked that.

I'm wondering if it is a driver issue.  The server won't be running 
until the weekend, so I won't be able to check that before then, unless 
someone else has an idea.  When I say "distorted" I'm not talking about 
blurriness, I'm talking about sections of the graphic being offset from 
the rest of the graphic.

Anyway, it doesn't look absolutely awful, I can live with it, but I 
wouldn't mind knowing what is going on.

Cheers, Drek

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[hlds_linux] Child motd/host files?

2008-11-17 Thread chumly chumly

Hi All,

Does anyone know if the motd and host files can be child specific?
EG: motd##.txt / host##.txt

Can we have child specific cfg directories? ./left4dead/cfg##/

Also, after last demo update, server is not co-ordinating the host## port and 
the server## file...
EG: host 01 ( port 27016 ) is running server04.cfg file  
Anyone else seeing this, or know of a work around?
( Linux box )

Happy zombie hunting all!
Chumly

_

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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Chris Green
I can't say I have tried it, but in theory, you should be able to run one 
forked L4D server across a giant network of machines, including load balancing, 
including live migration of server instances across multiple machines, using 
mosix http://www.mosix.org/, which is pretty interesting.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Monday, November 17, 2008 4:28 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Data exchange over crossed child process

This is truly the next generation the game is going to turn.

Imagine mods development, through campaigns editions constructed over the 
childs, swapping players between childs processes, maybe voice communication 
through the childs processes ...
The opportunites that this system may encourage will inscrease the game 
experience.

Awesome !


-Original Message-

Not sure exactly what you are asking, but yes, there is bidirectional 
communication between the parent process and all the children.
It isn't used for much right now, but more info could be transmitted. Currently,

- the parent can send concommands to all children
- the parent sees the spew from all children
- the parent sees occasional status updates from the children. This allows, for 
instance, a monitoring tool to show you how many people are on your set of 
servers and what map they are playing by just connecting to one port and 
querying, instead of needing to connect to every running instance. Since some 
systems can run up to 40-50 instances at once, this is useful.


-Original Message-

From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-bounces 
at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
Sent: Monday, November 17, 2008 4:24 AM
To: hlds_linux at list.valvesoftware.com
Subject: [hlds_linux] Data exchange over crossed child process

Well, the new source dedicated server as a new feature: fork command line.

May the engine permit data exchange between the childs processes (telnet) ?
This may be a revolution.

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Re: [hlds_linux] Left 4 Dead server files

2008-11-17 Thread Arg!
so if we preload 'l4d_full' to a directory, say './left4dead' then when the
game type 'left4dead' is release we can just point our update scripts to
that game with the same directory?

On Mon, Nov 17, 2008 at 11:02 PM, Mike Kent <[EMAIL PROTECTED]> wrote:

> l4d_full will preload the full game, I assume left4dead will become
> active once the final game is released.
>
> On 17 Nov 2008, at 11:47, Ferenc Kovacs wrote:
>
> > 2008/11/16 Nick Olsen <[EMAIL PROTECTED]>
> >
> >> I just went to check if the dedicated server files were released
> >> for the
> >> full game and I see 3 things.
> >> l4d_demo
> >> l4d_full
> >> left4dead
> >>
> >> Which one is the dedicated server files for the full game?
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > l4d_demo is the demo.left4dead is the demo now, but after the official
> > release of the full version, it will be the full version.
> > l4d_full is the pre-loadable files of the full version
> > if you want to start the full version right after the release, then
> > get a
> > copy from the l4d_full now, then after the release update it to the
> > left4dead.
> >
> > Tyrael
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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Re: [hlds_linux] l4d files

2008-11-17 Thread Jonah Hirsch
They'll tell us when they're released, most likely. Just be patient. 
They haven't forgotten.

Nick Olsen wrote:
> When will the full dedicated server files be released for l4d?
> I already have the l4d_full files. And from what I hear the game switch 
> "left4dead" will be the full files but they still contain the demo 
> files, and we be replaced when they are released.
> were 5 hours out from the game being released, so im hoping they come 
> out soon
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>   

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[hlds_linux] Data exchange over crossed child process

2008-11-17 Thread tech
This is truly the next generation the game is going to turn. 

Imagine mods development, through campaigns editions constructed over the 
childs, swapping players between childs processes, maybe voice communication 
through the childs processes ...
The opportunites that this system may encourage will inscrease the game 
experience.

Awesome !


-Original Message-

Not sure exactly what you are asking, but yes, there is bidirectional 
communication between the parent process and all the children.
It isn't used for much right now, but more info could be transmitted. Currently,

- the parent can send concommands to all children
- the parent sees the spew from all children
- the parent sees occasional status updates from the children. This allows, for 
instance, a monitoring tool to show you how many people are on your set of 
servers and what map they are playing by just connecting to one port and 
querying, instead of needing to connect to every running instance. Since some 
systems can run up to 40-50 instances at once, this is useful.


-Original Message-

From: hlds_linux-bounces at list.valvesoftware.com [mailto:hlds_linux-bounces 
at list.valvesoftware.com] On Behalf Of tech at cybergate02.com
Sent: Monday, November 17, 2008 4:24 AM
To: hlds_linux at list.valvesoftware.com
Subject: [hlds_linux] Data exchange over crossed child process

Well, the new source dedicated server as a new feature: fork command line.

May the engine permit data exchange between the childs processes (telnet) ?
This may be a revolution.

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[hlds_linux] l4d files

2008-11-17 Thread Nick Olsen
When will the full dedicated server files be released for l4d?
I already have the l4d_full files. And from what I hear the game switch 
"left4dead" will be the full files but they still contain the demo 
files, and we be replaced when they are released.
were 5 hours out from the game being released, so im hoping they come 
out soon


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Re: [hlds_linux] Latest L4D Updates and Issues

2008-11-17 Thread Daniel Worley
Well, scratch that.  People can connect but now I get segfaults on
mapchange.  Who knows, I hope this is resolved by the time the game is
released.

On Mon, Nov 17, 2008 at 5:28 PM, Daniel Worley <[EMAIL PROTECTED]> wrote:

> So, setting sv_lan to 1 fixes this problem for me, I think it's backwards,
> but whatever, it's working.
>
>
> On Sun, Nov 16, 2008 at 3:12 PM, Daniel Worley <[EMAIL PROTECTED]> wrote:
>
>> By the way, this is the line in the console output that brought the
>> problem to my attention:
>>
>> [L4DMM] CMatchmaking::ResolveDedicatedAddress(127.0.0.1:27015)
>>
>> The IP it gets is whatever the server is running on, not the actual
>> external IP it should be getting.  I've tried using the ip setting after the
>> server starts too, but that didn't help.
>>
>> If I were to tell the server to run on 192.168.1.100 however, it would
>> produce,
>>
>> [L4DMM] CMatchmaking::ResolveDedicatedAddress(192.168.1.100:27015)
>>
>>
>>
>> On Sun, Nov 16, 2008 at 2:51 PM, Patrick Shelley <[EMAIL PROTECTED]>wrote:
>>
>>> I get all of that, plus my lappy crashes to desk and freezes when i try
>>> to
>>> connect to my server :(
>>>
>>> On 11/16/08, Daniel Worley <[EMAIL PROTECTED]> wrote:
>>> >
>>> > My L4D dedicated was working fine until the recent updates.  If I run
>>> my
>>> > server open to the public, people are able to join through matchmaking,
>>> but
>>> > if I try to use the new sv_steamgroup option, the server is presented
>>> to
>>> > me,
>>> > I'm given the option to join, but doing so always fails.
>>> >
>>> > What happens is that a lobby is created, then it tries to connect to
>>> the
>>> > dedicated server, what's going wrong is that for some reason, it's
>>> > resolving
>>> > the dedicated server's address to it's internal rather than the
>>> external,
>>> > so
>>> > of course it doesn't work.  I've verified this by running the server
>>> with
>>> > the IP option and setting the IP to 127.0.0.1 and 192.168.1.120, in
>>> both
>>> > instances, the console produced output saying it resolved the IP of the
>>> > dedicated to those two IP's accordingly.
>>> >
>>> > I of course can't tell the server to bind to the external because it
>>> can't,
>>> > and I'm not about to put the entire server up as DMZ, is there any
>>> other
>>> > option, are you guys working on this?  I'd think it was my
>>> configuration,
>>> > but I was hosting and playing fine before these new updates were
>>> released,
>>> > also if I run without the steamgroup option, people can somehow start
>>> games
>>> > fine, imagine that.
>>> >
>>> > Thanks,
>>> >
>>> > Daniel
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> >
>>> ___
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>>> please visit:
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>>>
>>
>>
>
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread J T
Do a tcpdump and see what hes doing first. Then decide how to block it.

On Mon, Nov 17, 2008 at 1:52 PM, Pawel <[EMAIL PROTECTED]> wrote:

> Because this IP is from neostrada, polish Internet which has dynamic ip ;)
> So this "haker" can reconnect and will get new IP :/
>
> On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:
>
> > why don't you just drop the IP at your firewall?
> >
> >
> > > Ban the IP? Set up a script that checks the serverlogs periodically for
> > > these message and auto-ban IP's that trigger the rate limits often?
> > >
> > >
> > >
> > > Pawel wrote:
> > >> Hi,
> > >>
> > >> Today in logs i found:
> > >>
> > >> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked
> for
> > >> exceeding rate limits
> > >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked
> for
> > >> exceeding rate limits
> > >>
> > >> and it is full of such lines.
> > >>
> > >> Server is up to date, protocol 48, steam. But we felt lags and CPU
> load
> > >> was
> > >> 80% :|
> > >> Could you help me? :D What i should make to prevent my server from
> ddos?
> > >>
> > >> Thanks
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >
> > > ___
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Re: [hlds_linux] Half-Life 1 Engine dedicated server update

2008-11-17 Thread Marcos Zapata
also, the last update from valve of november 14th finally killed my
dod server. it used to restart continuosly with assert-failed but now
it just dies with:

pipes.cpp (608) : Assertion Failed: Stalled cross-thread pipe
interfacemap_client.h (1073) : Assertion Failed: bufRet.GetUint8() ==
k_EClientCommandInterface

im using FreeBSD 7.0. any workarounds? help please. kind regards.


On Mon, Nov 17, 2008 at 3:14 PM, Didrole <[EMAIL PROTECTED]> wrote:
> This update seem to fix the modified version of the "csdos" exploit.
> But i've modified the "Born to be pig" exploit and it crash my local server.
>
> The connect packet (You need to connect twice on the server with this
> packet) :
> connect 48 challenge_here
> "\prot\2\unique\-1\raw\861078331b85a424935805ca54f82891"
> "\cl_lw\1\cl_lc\1\*hltv\1\rate\1\cl_updaterate\20\name\..\hdelay\30\hspecs\0\hslots\128"
>
> See http://aluigi.altervista.org/adv/csdos.txt for details about this.
>
> Didrole
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Gary Stanley
At 09:38 AM 11/17/2008, Saint K. wrote:
>Hi,
>
>I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>machine. My issue currently is that an empty TF2 server uses already around
>8% CPU load on a single core. With 5 players this rises to 25% already, and
>when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>
>Somehow this must be related to the kernel, I just can't figure out what it
>is. I've tried several different kernels, but see no change in the readings.
>
>Would some one be willing to share their kernel config file? I am looking
>for a stable FPS with as low CPU load as possible. As long as the FPS is
>somewere around 80 stable I'm fine with it.

Turn off high res timers.

-M



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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Gary Stanley
At 09:38 AM 11/17/2008, Saint K. wrote:
>Hi,
>
>I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>machine. My issue currently is that an empty TF2 server uses already around
>8% CPU load on a single core. With 5 players this rises to 25% already, and
>when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>
>Somehow this must be related to the kernel, I just can't figure out what it
>is. I've tried several different kernels, but see no change in the readings.
>
>Would some one be willing to share their kernel config file? I am looking
>for a stable FPS with as low CPU load as possible. As long as the FPS is
>somewere around 80 stable I'm fine with it.

Turn off high res timers.

-M



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Re: [hlds_linux] Res: Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Tony Paloma
Ideally, the automatic blocking mechanism would block per IP and not per
IP/port. The problem is the attacker is using a different port rapidly in
succession to pretty much circumvent the rate limit.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris
Sent: Monday, November 17, 2008 2:12 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Res: Somebody is dosing my server, how to prevent
it?

Do you have polish players?  Find the AS for the ISP he's connecting
from, or ask RIPE:
http://www.db.ripe.net/whois?form_type=simple&full_query_string=&searchtext=
NEOSTRADA-ADSL&submit.x=19&submit.y=7&submit=Search

Then take that entire: inetnum: 83.31.0.0 - 83.31.255.255 (which is
83.31.0.0/16) and block it.


On Mon, Nov 17, 2008 at 3:55 PM, Daniel Duarte <[EMAIL PROTECTED]> wrote:
> Yes, spanish. It tells you to disable those new anti-DDoS cvars because
all they do is annoy you.
> Don't know if you should do it though...
>
>
>
>
>
> 
> De: Pawel <[EMAIL PROTECTED]>
> Para: Half-Life dedicated Linux server mailing list

> Enviadas: Segunda-feira, 17 de Novembro de 2008 19:39:00
> Assunto: Re: [hlds_linux] Somebody is dosing my server, how to prevent it?
>
> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_queries_window -1
>
> That will help me? I don;t understand this language, that spanish? :P
>
> On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:
>
>> Ban the IP? Set up a script that checks the serverlogs periodically for
>> these message and auto-ban IP's that trigger the rate limits often?
>>
>>
>>
>> Pawel wrote:
>> > Hi,
>> >
>> > Today in logs i found:
>> >
>> > L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>> > exceeding rate limits
>> >
>> > and it is full of such lines.
>> >
>> > Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>> > 80% :|
>> > Could you help me? :D What i should make to prevent my server from
ddos?
>> >
>> > Thanks
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>> ___
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>> please visit:
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>>
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>
>
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> http://br.maisbuscados.yahoo.com
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Re: [hlds_linux] Latest L4D Updates and Issues

2008-11-17 Thread Daniel Worley
So, setting sv_lan to 1 fixes this problem for me, I think it's backwards,
but whatever, it's working.

On Sun, Nov 16, 2008 at 3:12 PM, Daniel Worley <[EMAIL PROTECTED]> wrote:

> By the way, this is the line in the console output that brought the problem
> to my attention:
>
> [L4DMM] CMatchmaking::ResolveDedicatedAddress(127.0.0.1:27015)
>
> The IP it gets is whatever the server is running on, not the actual
> external IP it should be getting.  I've tried using the ip setting after the
> server starts too, but that didn't help.
>
> If I were to tell the server to run on 192.168.1.100 however, it would
> produce,
>
> [L4DMM] CMatchmaking::ResolveDedicatedAddress(192.168.1.100:27015)
>
>
>
> On Sun, Nov 16, 2008 at 2:51 PM, Patrick Shelley <[EMAIL PROTECTED]>wrote:
>
>> I get all of that, plus my lappy crashes to desk and freezes when i try to
>> connect to my server :(
>>
>> On 11/16/08, Daniel Worley <[EMAIL PROTECTED]> wrote:
>> >
>> > My L4D dedicated was working fine until the recent updates.  If I run my
>> > server open to the public, people are able to join through matchmaking,
>> but
>> > if I try to use the new sv_steamgroup option, the server is presented to
>> > me,
>> > I'm given the option to join, but doing so always fails.
>> >
>> > What happens is that a lobby is created, then it tries to connect to the
>> > dedicated server, what's going wrong is that for some reason, it's
>> > resolving
>> > the dedicated server's address to it's internal rather than the
>> external,
>> > so
>> > of course it doesn't work.  I've verified this by running the server
>> with
>> > the IP option and setting the IP to 127.0.0.1 and 192.168.1.120, in
>> both
>> > instances, the console produced output saying it resolved the IP of the
>> > dedicated to those two IP's accordingly.
>> >
>> > I of course can't tell the server to bind to the external because it
>> can't,
>> > and I'm not about to put the entire server up as DMZ, is there any other
>> > option, are you guys working on this?  I'd think it was my
>> configuration,
>> > but I was hosting and playing fine before these new updates were
>> released,
>> > also if I run without the steamgroup option, people can somehow start
>> games
>> > fine, imagine that.
>> >
>> > Thanks,
>> >
>> > Daniel
>> > ___
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>> > please visit:
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>> >
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Re: [hlds_linux] Res: Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Chris
Do you have polish players?  Find the AS for the ISP he's connecting
from, or ask RIPE:
http://www.db.ripe.net/whois?form_type=simple&full_query_string=&searchtext=NEOSTRADA-ADSL&submit.x=19&submit.y=7&submit=Search

Then take that entire: inetnum: 83.31.0.0 - 83.31.255.255 (which is
83.31.0.0/16) and block it.


On Mon, Nov 17, 2008 at 3:55 PM, Daniel Duarte <[EMAIL PROTECTED]> wrote:
> Yes, spanish. It tells you to disable those new anti-DDoS cvars because all 
> they do is annoy you.
> Don't know if you should do it though...
>
>
>
>
>
> 
> De: Pawel <[EMAIL PROTECTED]>
> Para: Half-Life dedicated Linux server mailing list 
> 
> Enviadas: Segunda-feira, 17 de Novembro de 2008 19:39:00
> Assunto: Re: [hlds_linux] Somebody is dosing my server, how to prevent it?
>
> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_queries_window -1
>
> That will help me? I don;t understand this language, that spanish? :P
>
> On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:
>
>> Ban the IP? Set up a script that checks the serverlogs periodically for
>> these message and auto-ban IP's that trigger the rate limits often?
>>
>>
>>
>> Pawel wrote:
>> > Hi,
>> >
>> > Today in logs i found:
>> >
>> > L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>> > exceeding rate limits
>> >
>> > and it is full of such lines.
>> >
>> > Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>> > 80% :|
>> > Could you help me? :D What i should make to prevent my server from ddos?
>> >
>> > Thanks
>> > ___
>> > 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
>>
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> visit:
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>
>
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Re: [hlds_linux] The 1000fps problem

2008-11-17 Thread Gary Stanley
At 04:07 AM 11/17/2008, Daryl wrote:
>Hi !
>
>I'm trying to get a 1000FPS stable server, with pain.. I've followed many
>recommendations on this thread like :
>- RT patched kernel (from Ingo Molnar)

RT helps out with scheduler latency..

>- with and without HRT Support

Required at least.


>- Tickrate 1000 and pingboost 2

pingboost uses select() for timing of frames. the problem is that 
select uses jiffies resolution, not hrtimers. another thing is, FPS 
is measured by a couple of syscalls, namely gettimeofday() and 
nanosleep(). There's also a bug
in the timespec_to_jiffies code where it automatically adds 3 jiffies 
to prevent timers firing off on all CPUs.



>I've posted my configuration here : http://pastebin.com/f7c4dff1e
>
>here's the result : around 950 FPS Unstable. If I try Tickrate 1 I get
>1000FPS some times... but not stable and with an accelerated game :(

Never going to get it all the time, no matter what. Only way to do is 
is to make gettimeofday coarse based. That will round the usec field 
to the last stored value, IIRC.





G. "Monk" Stanley

http://leaf.dragonflybsd.org/~gary

"There currently are 7 different ways to get time from a computer. 
All of them can't agree on how long a second is supposed to be" -Me







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Re: [hlds_linux] The 1000fps problem

2008-11-17 Thread Gary Stanley
At 04:07 AM 11/17/2008, Daryl wrote:
>Hi !
>
>I'm trying to get a 1000FPS stable server, with pain.. I've followed many
>recommendations on this thread like :
>- RT patched kernel (from Ingo Molnar)

RT helps out with scheduler latency..

>- with and without HRT Support

Required at least.


>- Tickrate 1000 and pingboost 2

pingboost uses select() for timing of frames. the problem is that 
select uses jiffies resolution, not hrtimers. another thing is, FPS 
is measured by a couple of syscalls, namely gettimeofday() and 
nanosleep(). There's also a bug
in the timespec_to_jiffies code where it automatically adds 3 jiffies 
to prevent timers firing off on all CPUs.



>I've posted my configuration here : http://pastebin.com/f7c4dff1e
>
>here's the result : around 950 FPS Unstable. If I try Tickrate 1 I get
>1000FPS some times... but not stable and with an accelerated game :(

Never going to get it all the time, no matter what. Only way to do is 
is to make gettimeofday coarse based. That will round the usec field 
to the last stored value, IIRC.





G. "Monk" Stanley

http://leaf.dragonflybsd.org/~gary

"There currently are 7 different ways to get time from a computer. 
All of them can't agree on how long a second is supposed to be" -Me







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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Joseph Laws
Ban the entire /24.

Pawel wrote:
> Because this IP is from neostrada, polish Internet which has dynamic ip ;)
> So this "haker" can reconnect and will get new IP :/
>
> On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:
>
>   
>> why don't you just drop the IP at your firewall?
>>
>>
>> 
>>> Ban the IP? Set up a script that checks the serverlogs periodically for
>>> these message and auto-ban IP's that trigger the rate limits often?
>>>
>>>
>>>
>>> Pawel wrote:
>>>   
 Hi,

 Today in logs i found:

 L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
 exceeding rate limits
 L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
 exceeding rate limits

 and it is full of such lines.

 Server is up to date, protocol 48, steam. But we felt lags and CPU load
 was
 80% :|
 Could you help me? :D What i should make to prevent my server from ddos?

 Thanks
 ___
 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:
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>> 
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>   


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[hlds_linux] Res: Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Daniel Duarte
Yes, spanish. It tells you to disable those new anti-DDoS cvars because all 
they do is annoy you.
Don't know if you should do it though...






De: Pawel <[EMAIL PROTECTED]>
Para: Half-Life dedicated Linux server mailing list 

Enviadas: Segunda-feira, 17 de Novembro de 2008 19:39:00
Assunto: Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

http://www.mediavida.com/vertema.php?fid=17&tid=60857
I found the that i should set such cvars
max_queries_sec -1
max_queries_sec_global -1
max_queries_window -1

That will help me? I don;t understand this language, that spanish? :P

On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:

> Ban the IP? Set up a script that checks the serverlogs periodically for
> these message and auto-ban IP's that trigger the rate limits often?
>
>
>
> Pawel wrote:
> > Hi,
> >
> > Today in logs i found:
> >
> > L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
> > exceeding rate limits
> >
> > and it is full of such lines.
> >
> > Server is up to date, protocol 48, steam. But we felt lags and CPU load
> was
> > 80% :|
> > Could you help me? :D What i should make to prevent my server from ddos?
> >
> > Thanks
> > ___
> > 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:
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  Veja quais são os assuntos do momento no Yahoo! +Buscados
http://br.maisbuscados.yahoo.com
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
Because this IP is from neostrada, polish Internet which has dynamic ip ;)
So this "haker" can reconnect and will get new IP :/

On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:

> why don't you just drop the IP at your firewall?
>
>
> > Ban the IP? Set up a script that checks the serverlogs periodically for
> > these message and auto-ban IP's that trigger the rate limits often?
> >
> >
> >
> > Pawel wrote:
> >> Hi,
> >>
> >> Today in logs i found:
> >>
> >> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> >> exceeding rate limits
> >> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
> >> exceeding rate limits
> >>
> >> and it is full of such lines.
> >>
> >> Server is up to date, protocol 48, steam. But we felt lags and CPU load
> >> was
> >> 80% :|
> >> Could you help me? :D What i should make to prevent my server from ddos?
> >>
> >> Thanks
> >> ___
> >> 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
> >
>
>
>
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Kevin Ottalini
I've found that hlsw will do this, it's always been a little too aggressive 
making server queries.

The CVARs listed below will help but if they don't, just ban the IP that is 
is the source.


- Original Message - 
From: "Pawel"
To: "Half-Life dedicated Linux server mailing list" 

Sent: Monday, November 17, 2008 1:39 PM
Subject: Re: [hlds_linux] Somebody is dosing my server, how to prevent it?


> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_queries_window -1
>
> That will help me? I don;t understand this language, that spanish? :P
>
> On Mon, Nov 17, 2008 at 10:26 PM, Arie wrote:
>
>> Ban the IP? Set up a script that checks the serverlogs periodically for
>> these message and auto-ban IP's that trigger the rate limits often?
>>
>> Pawel wrote:
>> > Hi,
>> >
>> > Today in logs i found:
>> >
>> > L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> > exceeding rate limits
>> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>> > exceeding rate limits
>> > and it is full of such lines.
>> >
>> > Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was 80% :|
>> > Could you help me? :D What i should make to prevent my server from 
>> > ddos?
>> > Thanks


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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Arie
Setting those variables would remove all limits on queries. That would 
stop the messages, but it would not fix your problem ;)

Pawel wrote:
> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_queries_window -1
> 
> That will help me? I don;t understand this language, that spanish? :P
> 
> On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:
> 
>> Ban the IP? Set up a script that checks the serverlogs periodically for
>> these message and auto-ban IP's that trigger the rate limits often?
>>
>>
>>
>> Pawel wrote:
>>> Hi,
>>>
>>> Today in logs i found:
>>>
>>> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>>> exceeding rate limits
>>>
>>> and it is full of such lines.
>>>
>>> Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>>> 80% :|
>>> Could you help me? :D What i should make to prevent my server from ddos?
>>>
>>> Thanks
>>> ___
>>> 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
>>
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> visit:
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Steve
why don't you just drop the IP at your firewall?


> Ban the IP? Set up a script that checks the serverlogs periodically for
> these message and auto-ban IP's that trigger the rate limits often?
>
>
>
> Pawel wrote:
>> Hi,
>>
>> Today in logs i found:
>>
>> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>> exceeding rate limits
>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>> exceeding rate limits
>>
>> and it is full of such lines.
>>
>> Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>> 80% :|
>> Could you help me? :D What i should make to prevent my server from ddos?
>>
>> Thanks
>> ___
>> 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
>



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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
http://www.mediavida.com/vertema.php?fid=17&tid=60857
I found the that i should set such cvars
max_queries_sec -1
max_queries_sec_global -1
max_queries_window -1

That will help me? I don;t understand this language, that spanish? :P

On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:

> Ban the IP? Set up a script that checks the serverlogs periodically for
> these message and auto-ban IP's that trigger the rate limits often?
>
>
>
> Pawel wrote:
> > Hi,
> >
> > Today in logs i found:
> >
> > L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> > exceeding rate limits
> > L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
> > exceeding rate limits
> >
> > and it is full of such lines.
> >
> > Server is up to date, protocol 48, steam. But we felt lags and CPU load
> was
> > 80% :|
> > Could you help me? :D What i should make to prevent my server from ddos?
> >
> > Thanks
> > ___
> > 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
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Arie
Ban the IP? Set up a script that checks the serverlogs periodically for 
these message and auto-ban IP's that trigger the rate limits often?



Pawel wrote:
> Hi,
> 
> Today in logs i found:
> 
> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
> exceeding rate limits
> 
> and it is full of such lines.
> 
> Server is up to date, protocol 48, steam. But we felt lags and CPU load was
> 80% :|
> Could you help me? :D What i should make to prevent my server from ddos?
> 
> Thanks
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 

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[hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Pawel
Hi,

Today in logs i found:

L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
exceeding rate limits
L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
exceeding rate limits

and it is full of such lines.

Server is up to date, protocol 48, steam. But we felt lags and CPU load was
80% :|
Could you help me? :D What i should make to prevent my server from ddos?

Thanks
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Re: [hlds_linux] Firewall ports

2008-11-17 Thread Milton Ngan
These ports are used to communicate with steam, but they don't need to be open 
for inbound.

M.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rich Adam
Sent: Monday, November 17, 2008 12:40 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Firewall ports

There seems to be a lot of 2690x ports open as well - are these used
for anything in particular?

>From netstat -lpa...

udp 2400  0 x.x.x.x:26901 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26902 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26903 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26904 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26905 *:* 4218/srcds_i486
udp 2700  0 x.x.x.x:26906 *:* 4218/srcds_i486
udp00 x.x.x.x:26907 *:* 4218/srcds_i486

2008/11/17 Jay Deiman <[EMAIL PROTECTED]>:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> [EMAIL PROTECTED] wrote:
>> Yup, that's all that needs opened.  Tcp is for rcon only so depending on how
>> many admins you have you can lock access down to specific IPs if you want
>
> Excellent.  Thank you.
>
> Jay
>
>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>>> [EMAIL PROTECTED] On Behalf Of Jay Deiman
>>> Sent: 17 November 2008 17:44
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: [hlds_linux] Firewall ports
>>>
>> I just fired up an l4d demo dedicated server and I've noticed that the
>> srcds server opens quite a few ports.  Exactly which ports do I need to
>> open on my firewall to allow normal usage since I'm using the default
>> starting point for ports (27015) and forking 2 servers.  Is it just tcp
>> and udp on 27015 and 27016?
>>
>> Jay Deiman
>>>
> ___
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> please visit:
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>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v2.0.9 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
> iEYEARECAAYFAkkhsAwACgkQQ0lr+ZVKSBgv6ACgiBGdlL6DKu4mf2pVAK+Mm90R
> 3+UAn3oye+9f2jG+jIC53eydmRR7hmo4
> =/JAL
> -END PGP SIGNATURE-
>
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Joseph Laws
Tickless is bad, mmkay? 

David A. Parker wrote:
> Does anyone know whether a tickless system (dynamic ticks) is or is not 
> preferable?  I have read some things that say to use dynamic tiks, but 
> threads in this list have said not to.  Any definitive answer on this?
>
>  Thanks,
>  Dave
>
> Saint K. wrote:
>   
>> Hi,
>>
>> Thanks for your reply (and the others). The kernel in question used is the
>> 2.6.27. I compiled it using the default config file which ships with Lenny.
>> I have played around with HZ settings, the preempt thingies, tickles etc,
>> but nothing seems to influence the CPU load. (This is tested with a vanilla
>> TF2 install).
>>
>> Could you point out to me which are the important settings I should
>> configure? I'll then give 2.6.28-rc4 a shot as suggested.
>>
>> Cheers,
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of ics
>> Sent: Monday, November 17, 2008 5:06 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] More kernel questions
>>
>> Yes, only thing that could have increased is slight peaks on TF2 server 
>> CPU usage but overall its running as fine as before like few other 
>> servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core), 
>> C2Q6600 2,4GHz. There was a email screenshot on some site where a guy 
>> asked if Valve is going to update TF2 into L4D engine and the answer was 
>> yes. Perhaps this change will lower the usage that you are seeing. Have 
>> you tried another kernel to see if the problem persists? We tested 
>> 2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.
>>
>> -ics
>>
>> Jordy van Wolferen kirjoitti:
>> 
>>> Did you check with htop?
>>> I see tf2 is eating around 5% of the total cpu on a quad core:
>>>
>>> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
>>> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>>>
>>>
>>> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>>>   
>>>   
 We also updated to lenny from etch so we could have never glibc to run
 L4D and i havent seen any increased performance with TF2 server on the
 same machine as L4D ones are. If you have old kernel or one that came
 along with a system, that might be the cause.

 -ics

 Jordy van Wolferen kirjoitti:
 
 
> I have the feeling it;s debian related.
> I updated from etch to lenny (for l4d) and tf2 is using way more
>   
>> resources now.
>> 
> Can anyone confirm this?
>
> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
>   
>> wrote:
>> 
>   
>   
>> Hi,
>>
>> I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
>> 
>> 2.33GHz
>> 
>> machine. My issue currently is that an empty TF2 server uses already
>> 
>> around
>> 
>> 8% CPU load on a single core. With 5 players this rises to 25% already,
>> 
>> and
>> 
>> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>>
>> Somehow this must be related to the kernel, I just can't figure out
>> 
>> what it
>> 
>> is. I've tried several different kernels, but see no change in the
>> 
>> readings.
>> 
>> Would some one be willing to share their kernel config file? I am
>> 
>> looking
>> 
>> for a stable FPS with as low CPU load as possible. As long as the FPS
>> 
>> is
>> 
>> somewere around 80 stable I'm fine with it.
>>
>> Cheers,
>>
>>
>> ___
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>> 
>> please visit:
>> 
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Re: [hlds_linux] Firewall ports

2008-11-17 Thread Rich Adam
There seems to be a lot of 2690x ports open as well - are these used
for anything in particular?

>From netstat -lpa...

udp 2400  0 x.x.x.x:26901 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26902 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26903 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26904 *:* 4218/srcds_i486
udp 2400  0 x.x.x.x:26905 *:* 4218/srcds_i486
udp 2700  0 x.x.x.x:26906 *:* 4218/srcds_i486
udp00 x.x.x.x:26907 *:* 4218/srcds_i486

2008/11/17 Jay Deiman <[EMAIL PROTECTED]>:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> [EMAIL PROTECTED] wrote:
>> Yup, that's all that needs opened.  Tcp is for rcon only so depending on how
>> many admins you have you can lock access down to specific IPs if you want
>
> Excellent.  Thank you.
>
> Jay
>
>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>>> [EMAIL PROTECTED] On Behalf Of Jay Deiman
>>> Sent: 17 November 2008 17:44
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: [hlds_linux] Firewall ports
>>>
>> I just fired up an l4d demo dedicated server and I've noticed that the
>> srcds server opens quite a few ports.  Exactly which ports do I need to
>> open on my firewall to allow normal usage since I'm using the default
>> starting point for ports (27015) and forking 2 servers.  Is it just tcp
>> and udp on 27015 and 27016?
>>
>> Jay Deiman
>>>
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[hlds_linux] Left 4 Dead Demo Update Available

2008-11-17 Thread Jason Ruymen
A required update for the Left 4 Dead Demo is now available.  Please run 
hldsupdatetool to receive the files.  The specific changes include:

- Fixed problem where the group browser was showing servers for groups you were 
not a member of
- Fixed problem with split packet/reassembly on level transition. This would 
cause the game to feel laggy for some period after a level transition
- Fixed a crash when connecting to a dedicated server

Jason


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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Ronny Schedel

Depends on what kind of servers you want to run. My experience with tickless 
kernel and HLDS servers: it's a no go. Could work with SRCDS, I never tried.

Best regards

Ronny Schedel


> Does anyone know whether a tickless system (dynamic ticks) is or is not
> preferable?  I have read some things that say to use dynamic tiks, but
> threads in this list have said not to.  Any definitive answer on this?
>
> Thanks,
> Dave
>
> Saint K. wrote:
>> Hi,
>>
>> Thanks for your reply (and the others). The kernel in question used is 
>> the
>> 2.6.27. I compiled it using the default config file which ships with 
>> Lenny.
>> I have played around with HZ settings, the preempt thingies, tickles etc,
>> but nothing seems to influence the CPU load. (This is tested with a 
>> vanilla
>> TF2 install).
>>
>> Could you point out to me which are the important settings I should
>> configure? I'll then give 2.6.28-rc4 a shot as suggested.
>>
>> Cheers,
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of ics
>> Sent: Monday, November 17, 2008 5:06 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] More kernel questions
>>
>> Yes, only thing that could have increased is slight peaks on TF2 server
>> CPU usage but overall its running as fine as before like few other
>> servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core),
>> C2Q6600 2,4GHz. There was a email screenshot on some site where a guy
>> asked if Valve is going to update TF2 into L4D engine and the answer was
>> yes. Perhaps this change will lower the usage that you are seeing. Have
>> you tried another kernel to see if the problem persists? We tested
>> 2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.
>>
>> -ics
>>
>> Jordy van Wolferen kirjoitti:
>>> Did you check with htop?
>>> I see tf2 is eating around 5% of the total cpu on a quad core:
>>>
>>> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
>>> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>>>
>>>
>>> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>>>
 We also updated to lenny from etch so we could have never glibc to run
 L4D and i havent seen any increased performance with TF2 server on the
 same machine as L4D ones are. If you have old kernel or one that came
 along with a system, that might be the cause.

 -ics

 Jordy van Wolferen kirjoitti:

> I have the feeling it;s debian related.
> I updated from etch to lenny (for l4d) and tf2 is using way more
>> resources now.
> Can anyone confirm this?
>
> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
>> wrote:
>
>> Hi,
>>
>> I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
>> 2.33GHz
>> machine. My issue currently is that an empty TF2 server uses already
>> around
>> 8% CPU load on a single core. With 5 players this rises to 25% 
>> already,
>> and
>> when coming close to 20 players it uses 99.99% of one core(10 ish 
>> FPS).
>>
>> Somehow this must be related to the kernel, I just can't figure out
>> what it
>> is. I've tried several different kernels, but see no change in the
>> readings.
>> Would some one be willing to share their kernel config file? I am
>> looking
>> for a stable FPS with as low CPU load as possible. As long as the FPS
>> is
>> somewere around 80 stable I'm fine with it.
>>
>> Cheers,
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list 
>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
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>>> ___
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>
> -- 
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
> 

Re: [hlds_linux] The 1000fps problem

2008-11-17 Thread tuorpeZ
Same for me...

What is your hardware ?

Daryl a écrit :
> Hi !
>
> I'm trying to get a 1000FPS stable server, with pain.. I've followed many
> recommendations on this thread like :
> - RT patched kernel (from Ingo Molnar)
> - with and without HRT Support
> - Tickrate 1000 and pingboost 2
>
> I've posted my configuration here : http://pastebin.com/f7c4dff1e
>
> here's the result : around 950 FPS Unstable. If I try Tickrate 1 I get
> 1000FPS some times... but not stable and with an accelerated game :(
>
> I also tried the chrt program (chrt -f -p 90 PID, tried FIFO / RR, all the
> same results), that works better with a Low Latency Desktop kernel than a
> Real Time kernel. (I fall around 500FPS with RT kernel with chrt program).
>
> I know this is a kind of business on Internet game servers, but my goal is
> LANs, and I have no business plans on LAN :/
>
> Thanks for your help :)
>
> Daryl.
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread David A. Parker
Does anyone know whether a tickless system (dynamic ticks) is or is not 
preferable?  I have read some things that say to use dynamic tiks, but 
threads in this list have said not to.  Any definitive answer on this?

 Thanks,
 Dave

Saint K. wrote:
> Hi,
> 
> Thanks for your reply (and the others). The kernel in question used is the
> 2.6.27. I compiled it using the default config file which ships with Lenny.
> I have played around with HZ settings, the preempt thingies, tickles etc,
> but nothing seems to influence the CPU load. (This is tested with a vanilla
> TF2 install).
> 
> Could you point out to me which are the important settings I should
> configure? I'll then give 2.6.28-rc4 a shot as suggested.
> 
> Cheers,
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ics
> Sent: Monday, November 17, 2008 5:06 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] More kernel questions
> 
> Yes, only thing that could have increased is slight peaks on TF2 server 
> CPU usage but overall its running as fine as before like few other 
> servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core), 
> C2Q6600 2,4GHz. There was a email screenshot on some site where a guy 
> asked if Valve is going to update TF2 into L4D engine and the answer was 
> yes. Perhaps this change will lower the usage that you are seeing. Have 
> you tried another kernel to see if the problem persists? We tested 
> 2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.
> 
> -ics
> 
> Jordy van Wolferen kirjoitti:
>> Did you check with htop?
>> I see tf2 is eating around 5% of the total cpu on a quad core:
>>
>> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
>> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>>
>>
>> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>>   
>>> We also updated to lenny from etch so we could have never glibc to run
>>> L4D and i havent seen any increased performance with TF2 server on the
>>> same machine as L4D ones are. If you have old kernel or one that came
>>> along with a system, that might be the cause.
>>>
>>> -ics
>>>
>>> Jordy van Wolferen kirjoitti:
>>> 
 I have the feeling it;s debian related.
 I updated from etch to lenny (for l4d) and tf2 is using way more
> resources now.
 Can anyone confirm this?

 On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
> wrote:
   
> Hi,
>
> I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
> 2.33GHz
> machine. My issue currently is that an empty TF2 server uses already
> around
> 8% CPU load on a single core. With 5 players this rises to 25% already,
> and
> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>
> Somehow this must be related to the kernel, I just can't figure out
> what it
> is. I've tried several different kernels, but see no change in the
> readings.
> Would some one be willing to share their kernel config file? I am
> looking
> for a stable FPS with as low CPU load as possible. As long as the FPS
> is
> somewere around 80 stable I'm fine with it.
>
> Cheers,
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
> 
 ___
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Registered Linux User #408177

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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread Richard Eid
November 17th at 9:01 PM Valve time.  November 18th at 12:01 AM EST.
November 18th at 5:01 AM GMT(London).

http://store.steampowered.com/news/2009/

-Richard Eid


On Mon, Nov 17, 2008 at 12:56 PM, J T <[EMAIL PROTECTED]> wrote:

> What time is the launch? West/East/Central Midnight?
>
> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]
> >wrote:
>
> > Hi guys,
> >
> > Anyone have a ETA on the SDK and Server Files? It's just a few more hours
> > before the game is released and I'm sure you all want to get your servers
> > working.
> >
> > www.l4dmods.com
> >
> >
> > ___
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> > please visit:
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> >
>
>
>
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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread Jordy van Wolferen
http://developer.valvesoftware.com/wiki/Valve_Time

On Mon, 2008-11-17 at 20:16 +0200, ics wrote:
> Assuming this timetable is correct, within 11 hours from now. 
> http://forums.steampowered.com/forums/showthread.php?t=751397
> Valve Time.. good one :-)
> 
> -ics
> 
> Nicholas Hastings kirjoitti:
> > "What time is the launch? West/East/Central Midnight? "
> > Valve time :P
> >
> > J T wrote:
> >   
> >> What time is the launch? West/East/Central Midnight?
> >>
> >> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
> >>
> >>   
> >> 
> >>> Hi guys,
> >>>
> >>> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
> >>> before the game is released and I'm sure you all want to get your servers
> >>> working.
> >>>
> >>> www.l4dmods.com
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>> 
> >>>   
> >>
> >>   
> >> 
> >
> >
> > ___
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> > please visit:
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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread Anthal
For HL2, the release was at 3AM EST, or Midnight PST. That makes the 
most sense since Valve is on Pacific time.

Though the Demo was released at 10AM EST, 7AM PST

To be honest, only Valve knows their projected time right now, and we 
probably won't know until the game pops as "Available"

ics wrote:
> Assuming this timetable is correct, within 11 hours from now. 
> http://forums.steampowered.com/forums/showthread.php?t=751397
> Valve Time.. good one :-)
>
> -ics
>
> Nicholas Hastings kirjoitti:
>   
>> "What time is the launch? West/East/Central Midnight? "
>> Valve time :P
>>
>> J T wrote:
>>   
>> 
>>> What time is the launch? West/East/Central Midnight?
>>>
>>> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>>>
>>>   
>>> 
>>>   
 Hi guys,

 Anyone have a ETA on the SDK and Server Files? It's just a few more hours
 before the game is released and I'm sure you all want to get your servers
 working.

 www.l4dmods.com


 ___
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 please visit:
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>>>   
>>> 
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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread ics
Assuming this timetable is correct, within 11 hours from now. 
http://forums.steampowered.com/forums/showthread.php?t=751397
Valve Time.. good one :-)

-ics

Nicholas Hastings kirjoitti:
> "What time is the launch? West/East/Central Midnight? "
> Valve time :P
>
> J T wrote:
>   
>> What time is the launch? West/East/Central Midnight?
>>
>> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>>
>>   
>> 
>>> Hi guys,
>>>
>>> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
>>> before the game is released and I'm sure you all want to get your servers
>>> working.
>>>
>>> www.l4dmods.com
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>> 
>>>   
>>
>>   
>> 
>
>
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Re: [hlds_linux] Half-Life 1 Engine dedicated server update

2008-11-17 Thread Didrole
This update seem to fix the modified version of the "csdos" exploit.
But i've modified the "Born to be pig" exploit and it crash my local server.

The connect packet (You need to connect twice on the server with this
packet) :
connect 48 challenge_here
"\prot\2\unique\-1\raw\861078331b85a424935805ca54f82891"
"\cl_lw\1\cl_lc\1\*hltv\1\rate\1\cl_updaterate\20\name\..\hdelay\30\hspecs\0\hslots\128"

See http://aluigi.altervista.org/adv/csdos.txt for details about this.

Didrole
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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread Nicholas Hastings
"What time is the launch? West/East/Central Midnight? "
Valve time :P

J T wrote:
> What time is the launch? West/East/Central Midnight?
>
> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>
>   
>> Hi guys,
>>
>> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
>> before the game is released and I'm sure you all want to get your servers
>> working.
>>
>> www.l4dmods.com
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> 
>
>
>
>   


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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread J T
Can't wait for crossroads. :D

On Mon, Nov 17, 2008 at 9:56 AM, J T <[EMAIL PROTECTED]> wrote:

> What time is the launch? West/East/Central Midnight?
>
>
> On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:
>
>> Hi guys,
>>
>> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
>> before the game is released and I'm sure you all want to get your servers
>> working.
>>
>> www.l4dmods.com
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
>
> --
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> [EMAIL PROTECTED]
>



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Re: [hlds_linux] SDK / Server Files

2008-11-17 Thread J T
What time is the launch? West/East/Central Midnight?

On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha <[EMAIL PROTECTED]>wrote:

> Hi guys,
>
> Anyone have a ETA on the SDK and Server Files? It's just a few more hours
> before the game is released and I'm sure you all want to get your servers
> working.
>
> www.l4dmods.com
>
>
> ___
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> please visit:
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Re: [hlds_linux] Firewall ports

2008-11-17 Thread Jay Deiman
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

[EMAIL PROTECTED] wrote:
> Yup, that's all that needs opened.  Tcp is for rcon only so depending on how
> many admins you have you can lock access down to specific IPs if you want

Excellent.  Thank you.

Jay

> 
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of Jay Deiman
>> Sent: 17 November 2008 17:44
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Firewall ports
>>
> I just fired up an l4d demo dedicated server and I've noticed that the
> srcds server opens quite a few ports.  Exactly which ports do I need to
> open on my firewall to allow normal usage since I'm using the default
> starting point for ports (27015) and forking 2 servers.  Is it just tcp
> and udp on 27015 and 27016?
> 
> Jay Deiman
>>
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-BEGIN PGP SIGNATURE-
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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iEYEARECAAYFAkkhsAwACgkQQ0lr+ZVKSBgv6ACgiBGdlL6DKu4mf2pVAK+Mm90R
3+UAn3oye+9f2jG+jIC53eydmRR7hmo4
=/JAL
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Re: [hlds_linux] Firewall ports

2008-11-17 Thread gameadmin
Yup, that's all that needs opened.  Tcp is for rcon only so depending on how
many admins you have you can lock access down to specific IPs if you want

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Jay Deiman
> Sent: 17 November 2008 17:44
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Firewall ports
> 
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> I just fired up an l4d demo dedicated server and I've noticed that the
> srcds server opens quite a few ports.  Exactly which ports do I need to
> open on my firewall to allow normal usage since I'm using the default
> starting point for ports (27015) and forking 2 servers.  Is it just tcp
> and udp on 27015 and 27016?
> 
> Jay Deiman
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v2.0.9 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> 
> iEYEARECAAYFAkkhrVAACgkQQ0lr+ZVKSBiHUgCdHksm4KxxYG3Hlw27K10K3VpJ
> NvMAoIVjqoEyvJUH++8U/kFA9IakMVeC
> =6G1y
> -END PGP SIGNATURE-
> 
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[hlds_linux] Firewall ports

2008-11-17 Thread Jay Deiman
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

I just fired up an l4d demo dedicated server and I've noticed that the
srcds server opens quite a few ports.  Exactly which ports do I need to
open on my firewall to allow normal usage since I'm using the default
starting point for ports (27015) and forking 2 servers.  Is it just tcp
and udp on 27015 and 27016?

Jay Deiman
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.9 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iEYEARECAAYFAkkhrVAACgkQQ0lr+ZVKSBiHUgCdHksm4KxxYG3Hlw27K10K3VpJ
NvMAoIVjqoEyvJUH++8U/kFA9IakMVeC
=6G1y
-END PGP SIGNATURE-

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Re: [hlds_linux] Strange client error after last HL1 update.

2008-11-17 Thread AnAkIn .
Everybody on the Steam Forums who removed the setinfo commands in their cfg
said that it fixed it.

Is your server using a plugin which put setinfo lines into people cfg?

Also, I heard that if you have a / in your nick, this could be causing it.

2008/11/17 StRaT0 <[EMAIL PROTECTED]>

> Hello hlds,
>
>  After this last update (15.11.2008) some clients complain that they
>  receive an error while connecting to some of the servers.
>
>  The error is "Unknown HLTV client type"
>
>  The thing is that not all the clients get this error. I`ve searched
>  the forums for some info and all i could find is a "hint" that said
>  to edit the config.cfg and remove all the "setinfo" commands.
>
>  This advice didn`t work for most of our clients.
>
>  Does anyone have the same problem?
>
>  If you managed to resolve it, how did you do it?
>
> --
> Best regards,
>  StRaT0  mailto:[EMAIL PROTECTED]
>
>
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[hlds_linux] SDK / Server Files

2008-11-17 Thread Stephan Botha
Hi guys,

Anyone have a ETA on the SDK and Server Files? It's just a few more hours
before the game is released and I'm sure you all want to get your servers
working.

www.l4dmods.com 


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Re: [hlds_linux] HLDS Crash in debian

2008-11-17 Thread Emil Wennerdahl

Yes i know but i forget the topic and i dident know if that was good or bad. 
Sorry for that!
//Emil

> Date: Mon, 17 Nov 2008 09:02:05 -0800
> From: [EMAIL PROTECTED]
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] HLDS Crash in debian
> 
> You already posted to the list. Give it some time.
> 
> On Mon, Nov 17, 2008 at 8:12 AM, Emil Wennerdahl <[EMAIL PROTECTED]> wrote:
> 
> >
> > Hello!
> >
> > I got this problem on my HLDS server
> > Someone knows about it ?
> >
> > But its not all the time. The server can run a wile and then it crash and
> > start again
> >
> > Dist : Debian
> >
> > --
> > CRASH: Mon Nov 17 16:40:14 CET 2008
> > Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map cs_paintball.bsp
> > -pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile
> > hlds.1931.pid
> > #0  0xb7e67014 in ?? ()
> > No symbol table info available.
> > End of crash report
> > --
> >
> > //Emil
> >
> > _
> > Senaste sportnyheterna & rykande färska resultat!
> > http://sport.msn.se/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> 
> 
> 
> -- 
> -
> [EMAIL PROTECTED]
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Re: [hlds_linux] HLDS Crash in debian

2008-11-17 Thread J T
You already posted to the list. Give it some time.

On Mon, Nov 17, 2008 at 8:12 AM, Emil Wennerdahl <[EMAIL PROTECTED]> wrote:

>
> Hello!
>
> I got this problem on my HLDS server
> Someone knows about it ?
>
> But its not all the time. The server can run a wile and then it crash and
> start again
>
> Dist : Debian
>
> --
> CRASH: Mon Nov 17 16:40:14 CET 2008
> Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map cs_paintball.bsp
> -pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile
> hlds.1931.pid
> #0  0xb7e67014 in ?? ()
> No symbol table info available.
> End of crash report
> --
>
> //Emil
>
> _
> Senaste sportnyheterna & rykande färska resultat!
> http://sport.msn.se/
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread J T
Did you also notice the server trys to kick the "Tank" and fails? I noticed
this a bunch of times watching the log.

This is the demo, I'm sure things will be different when the full game is
released.

On Mon, Nov 17, 2008 at 7:56 AM, <[EMAIL PROTECTED]> wrote:

> One thing I've noticed is that bot-controlled boss zombies are counted
> towards the amount of players, while bot-controlled players aren't.  So if
> there's 3 players in the game, and there's currently a smoker and a boomer
> running around, I see 5 players for that server when doing a "status" on
> the
> parent netconport.  Makes it less useful than it could be for server
> monitoring.
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of Chris Green
> > Sent: 17 November 2008 15:46
> > To: 'Half-Life dedicated Linux server mailing list'
> > Subject: Re: [hlds_linux] Data exchange over crossed child process
> >
> > Not sure exactly what you are asking, but yes, there is bidirectional
> > communication between the parent process and all the children.
> > It isn't used for much right now, but more info could be transmitted.
> > Currently,
> >
> > - the parent can send concommands to all children
> > - the parent sees the spew from all children
> > - the parent sees occasional status updates from the children. This
> > allows, for instance, a monitoring tool to show you how many people are
> > on your set of servers and what map they are playing by just connecting
> > to one port and querying, instead of needing to connect to every
> > running instance. Since some systems can run up to 40-50 instances at
> > once, this is useful.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> > Sent: Monday, November 17, 2008 4:24 AM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Data exchange over crossed child process
> >
> > Well, the new source dedicated server as a new feature: fork command
> > line.
> >
> > May the engine permit data exchange between the childs processes
> > (telnet) ?
> > This may be a revolution.
> >
> > ___
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> > please visit:
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> >
> > ___
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> > please visit:
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Saint K.
Hi,

Thanks for your reply (and the others). The kernel in question used is the
2.6.27. I compiled it using the default config file which ships with Lenny.
I have played around with HZ settings, the preempt thingies, tickles etc,
but nothing seems to influence the CPU load. (This is tested with a vanilla
TF2 install).

Could you point out to me which are the important settings I should
configure? I'll then give 2.6.28-rc4 a shot as suggested.

Cheers,

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ics
Sent: Monday, November 17, 2008 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] More kernel questions

Yes, only thing that could have increased is slight peaks on TF2 server 
CPU usage but overall its running as fine as before like few other 
servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core), 
C2Q6600 2,4GHz. There was a email screenshot on some site where a guy 
asked if Valve is going to update TF2 into L4D engine and the answer was 
yes. Perhaps this change will lower the usage that you are seeing. Have 
you tried another kernel to see if the problem persists? We tested 
2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.

-ics

Jordy van Wolferen kirjoitti:
> Did you check with htop?
> I see tf2 is eating around 5% of the total cpu on a quad core:
>
> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>
>
> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>   
>> We also updated to lenny from etch so we could have never glibc to run
>> L4D and i havent seen any increased performance with TF2 server on the
>> same machine as L4D ones are. If you have old kernel or one that came
>> along with a system, that might be the cause.
>>
>> -ics
>>
>> Jordy van Wolferen kirjoitti:
>> 
>>> I have the feeling it;s debian related.
>>> I updated from etch to lenny (for l4d) and tf2 is using way more
resources now.
>>> Can anyone confirm this?
>>>
>>> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
wrote:
>>>
>>>   
 Hi,

 I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
2.33GHz
 machine. My issue currently is that an empty TF2 server uses already
around
 8% CPU load on a single core. With 5 players this rises to 25% already,
and
 when coming close to 20 players it uses 99.99% of one core(10 ish FPS).

 Somehow this must be related to the kernel, I just can't figure out
what it
 is. I've tried several different kernels, but see no change in the
readings.

 Would some one be willing to share their kernel config file? I am
looking
 for a stable FPS with as low CPU load as possible. As long as the FPS
is
 somewere around 80 stable I'm fine with it.

 Cheers,


 ___
 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
>>>
>>>   
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>> 
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Saint K.
Hi,

Thanks for your reply (and the others). The kernel in question used is the
2.6.27. I compiled it using the default config file which ships with Lenny.
I have played around with HZ settings, the preempt thingies, tickles etc,
but nothing seems to influence the CPU load. (This is tested with a vanilla
TF2 install).

Could you point out to me which are the important settings I should
configure? I'll then give 2.6.28-rc4 a shot as suggested.

Cheers,

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ics
Sent: Monday, November 17, 2008 5:06 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] More kernel questions

Yes, only thing that could have increased is slight peaks on TF2 server 
CPU usage but overall its running as fine as before like few other 
servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core), 
C2Q6600 2,4GHz. There was a email screenshot on some site where a guy 
asked if Valve is going to update TF2 into L4D engine and the answer was 
yes. Perhaps this change will lower the usage that you are seeing. Have 
you tried another kernel to see if the problem persists? We tested 
2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.

-ics

Jordy van Wolferen kirjoitti:
> Did you check with htop?
> I see tf2 is eating around 5% of the total cpu on a quad core:
>
> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>
>
> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>   
>> We also updated to lenny from etch so we could have never glibc to run
>> L4D and i havent seen any increased performance with TF2 server on the
>> same machine as L4D ones are. If you have old kernel or one that came
>> along with a system, that might be the cause.
>>
>> -ics
>>
>> Jordy van Wolferen kirjoitti:
>> 
>>> I have the feeling it;s debian related.
>>> I updated from etch to lenny (for l4d) and tf2 is using way more
resources now.
>>> Can anyone confirm this?
>>>
>>> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
wrote:
>>>
>>>   
 Hi,

 I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
2.33GHz
 machine. My issue currently is that an empty TF2 server uses already
around
 8% CPU load on a single core. With 5 players this rises to 25% already,
and
 when coming close to 20 players it uses 99.99% of one core(10 ish FPS).

 Somehow this must be related to the kernel, I just can't figure out
what it
 is. I've tried several different kernels, but see no change in the
readings.

 Would some one be willing to share their kernel config file? I am
looking
 for a stable FPS with as low CPU load as possible. As long as the FPS
is
 somewere around 80 stable I'm fine with it.

 Cheers,


 ___
 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
>>>
>>>   
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>
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[hlds_linux] Strange client error after last HL1 update.

2008-11-17 Thread StRaT0
Hello hlds,

  After this last update (15.11.2008) some clients complain that they
  receive an error while connecting to some of the servers.

  The error is "Unknown HLTV client type"

  The thing is that not all the clients get this error. I`ve searched
  the forums for some info and all i could find is a "hint" that said
  to edit the config.cfg and remove all the "setinfo" commands.

  This advice didn`t work for most of our clients.

  Does anyone have the same problem?

  If you managed to resolve it, how did you do it?

-- 
Best regards,
 StRaT0  mailto:[EMAIL PROTECTED]


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Re: [hlds_linux] Netcon port binding

2008-11-17 Thread Chris Green
It's not possible now, but yes, adding the ability to set the binding ip for 
the netcons would be a good feature.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David A. Parker
Sent: Monday, November 17, 2008 8:06 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Netcon port binding

Hello,

I was wondering if it would be possible to make srcds bind to netcon
ports on the IP of the server instead of 0.0.0.0.  This would allow you
to keep srcds more sandboxed and separated from other processes/servers
running on the same box.  Also, if you are running multiple L4D servers
on the same box with different IPs, this would allow you to use the same
netconport values for each server without conflict.

 - Dave

--

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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[hlds_linux] HLDS Crash in debian

2008-11-17 Thread Emil Wennerdahl

Hello!

I got this problem on my HLDS server
Someone knows about it ?

But its not all the time. The server can run a wile and then it crash and start 
again

Dist : Debian

--
CRASH: Mon Nov 17 16:40:14 CET 2008
Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map cs_paintball.bsp 
-pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile 
hlds.1931.pid
#0  0xb7e67014 in ?? ()
No symbol table info available.
End of crash report
--

//Emil

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[hlds_linux] Netcon port binding

2008-11-17 Thread David A. Parker
Hello,

I was wondering if it would be possible to make srcds bind to netcon 
ports on the IP of the server instead of 0.0.0.0.  This would allow you 
to keep srcds more sandboxed and separated from other processes/servers 
running on the same box.  Also, if you are running multiple L4D servers 
on the same box with different IPs, this would allow you to use the same 
netconport values for each server without conflict.

 - Dave

-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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Re: [hlds_linux] More kernel questions

2008-11-17 Thread ics
Yes, only thing that could have increased is slight peaks on TF2 server 
CPU usage but overall its running as fine as before like few other 
servers on that machine. 30 slot TF2, average CPUon full  ~85% (1 core), 
C2Q6600 2,4GHz. There was a email screenshot on some site where a guy 
asked if Valve is going to update TF2 into L4D engine and the answer was 
yes. Perhaps this change will lower the usage that you are seeing. Have 
you tried another kernel to see if the problem persists? We tested 
2.6.27 first, then newer one 2.6.28-rc4 which seems to run fine.

-ics

Jordy van Wolferen kirjoitti:
> Did you check with htop?
> I see tf2 is eating around 5% of the total cpu on a quad core:
>
> CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
> Kernel: Stock Debian kernel:  2.6.26-1-amd64
>
>
> On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
>   
>> We also updated to lenny from etch so we could have never glibc to run
>> L4D and i havent seen any increased performance with TF2 server on the
>> same machine as L4D ones are. If you have old kernel or one that came
>> along with a system, that might be the cause.
>>
>> -ics
>>
>> Jordy van Wolferen kirjoitti:
>> 
>>> I have the feeling it;s debian related.
>>> I updated from etch to lenny (for l4d) and tf2 is using way more resources 
>>> now.
>>> Can anyone confirm this?
>>>
>>> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
>>>
>>>   
 Hi,

 I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
 machine. My issue currently is that an empty TF2 server uses already around
 8% CPU load on a single core. With 5 players this rises to 25% already, and
 when coming close to 20 players it uses 99.99% of one core(10 ish FPS).

 Somehow this must be related to the kernel, I just can't figure out what it
 is. I've tried several different kernels, but see no change in the 
 readings.

 Would some one be willing to share their kernel config file? I am looking
 for a stable FPS with as low CPU load as possible. As long as the FPS is
 somewere around 80 stable I'm fine with it.

 Cheers,


 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


 
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread J T
You can't run lenny with an old kernel since you need a 2.6 kernel and
during the update it would have taken the latest kernel from the apt
repositories.

On Mon, Nov 17, 2008 at 7:26 AM, ics <[EMAIL PROTECTED]> wrote:

> We also updated to lenny from etch so we could have never glibc to run
> L4D and i havent seen any increased performance with TF2 server on the
> same machine as L4D ones are. If you have old kernel or one that came
> along with a system, that might be the cause.
>
> -ics
>
> Jordy van Wolferen kirjoitti:
> > I have the feeling it;s debian related.
> > I updated from etch to lenny (for l4d) and tf2 is using way more
> resources now.
> > Can anyone confirm this?
> >
> > On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]>
> wrote:
> >
> >> Hi,
> >>
> >> I recently installed Debian Lenny on a dual Qcore Xeon (new onces)
> 2.33GHz
> >> machine. My issue currently is that an empty TF2 server uses already
> around
> >> 8% CPU load on a single core. With 5 players this rises to 25% already,
> and
> >> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
> >>
> >> Somehow this must be related to the kernel, I just can't figure out what
> it
> >> is. I've tried several different kernels, but see no change in the
> readings.
> >>
> >> Would some one be willing to share their kernel config file? I am
> looking
> >> for a stable FPS with as low CPU load as possible. As long as the FPS is
> >> somewere around 80 stable I'm fine with it.
> >>
> >> Cheers,
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> > ___
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> please visit:
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> >
>
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread gameadmin
One thing I've noticed is that bot-controlled boss zombies are counted
towards the amount of players, while bot-controlled players aren't.  So if
there's 3 players in the game, and there's currently a smoker and a boomer
running around, I see 5 players for that server when doing a "status" on the
parent netconport.  Makes it less useful than it could be for server
monitoring.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Chris Green
> Sent: 17 November 2008 15:46
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Data exchange over crossed child process
> 
> Not sure exactly what you are asking, but yes, there is bidirectional
> communication between the parent process and all the children.
> It isn't used for much right now, but more info could be transmitted.
> Currently,
> 
> - the parent can send concommands to all children
> - the parent sees the spew from all children
> - the parent sees occasional status updates from the children. This
> allows, for instance, a monitoring tool to show you how many people are
> on your set of servers and what map they are playing by just connecting
> to one port and querying, instead of needing to connect to every
> running instance. Since some systems can run up to 40-50 instances at
> once, this is useful.
> 
> 
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: Monday, November 17, 2008 4:24 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Data exchange over crossed child process
> 
> Well, the new source dedicated server as a new feature: fork command
> line.
> 
> May the engine permit data exchange between the childs processes
> (telnet) ?
> This may be a revolution.
> 
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Re: [hlds_linux] Data exchange over crossed child process

2008-11-17 Thread Chris Green
Not sure exactly what you are asking, but yes, there is bidirectional 
communication between the parent process and all the children.
It isn't used for much right now, but more info could be transmitted. Currently,

- the parent can send concommands to all children
- the parent sees the spew from all children
- the parent sees occasional status updates from the children. This allows, for 
instance, a monitoring tool to show you how many people are on your set of 
servers and what map they are playing by just connecting to one port and 
querying, instead of needing to connect to every running instance. Since some 
systems can run up to 40-50 instances at once, this is useful.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Monday, November 17, 2008 4:24 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Data exchange over crossed child process

Well, the new source dedicated server as a new feature: fork command line.

May the engine permit data exchange between the childs processes (telnet) ?
This may be a revolution.

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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Jordy van Wolferen
Did you check with htop?
I see tf2 is eating around 5% of the total cpu on a quad core:

CPU: Intel(R) Xeon(R) CPU X3210 @ 2.13GHz
Kernel: Stock Debian kernel:  2.6.26-1-amd64


On Mon, Nov 17, 2008 at 4:26 PM, ics <[EMAIL PROTECTED]> wrote:
> We also updated to lenny from etch so we could have never glibc to run
> L4D and i havent seen any increased performance with TF2 server on the
> same machine as L4D ones are. If you have old kernel or one that came
> along with a system, that might be the cause.
>
> -ics
>
> Jordy van Wolferen kirjoitti:
>> I have the feeling it;s debian related.
>> I updated from etch to lenny (for l4d) and tf2 is using way more resources 
>> now.
>> Can anyone confirm this?
>>
>> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
>>
>>> Hi,
>>>
>>> I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>>> machine. My issue currently is that an empty TF2 server uses already around
>>> 8% CPU load on a single core. With 5 players this rises to 25% already, and
>>> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>>>
>>> Somehow this must be related to the kernel, I just can't figure out what it
>>> is. I've tried several different kernels, but see no change in the readings.
>>>
>>> Would some one be willing to share their kernel config file? I am looking
>>> for a stable FPS with as low CPU load as possible. As long as the FPS is
>>> somewere around 80 stable I'm fine with it.
>>>
>>> Cheers,
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>
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>
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Re: [hlds_linux] More kernel questions

2008-11-17 Thread ics
We also updated to lenny from etch so we could have never glibc to run 
L4D and i havent seen any increased performance with TF2 server on the 
same machine as L4D ones are. If you have old kernel or one that came 
along with a system, that might be the cause.

-ics

Jordy van Wolferen kirjoitti:
> I have the feeling it;s debian related.
> I updated from etch to lenny (for l4d) and tf2 is using way more resources 
> now.
> Can anyone confirm this?
>
> On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
>   
>> Hi,
>>
>> I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
>> machine. My issue currently is that an empty TF2 server uses already around
>> 8% CPU load on a single core. With 5 players this rises to 25% already, and
>> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>>
>> Somehow this must be related to the kernel, I just can't figure out what it
>> is. I've tried several different kernels, but see no change in the readings.
>>
>> Would some one be willing to share their kernel config file? I am looking
>> for a stable FPS with as low CPU load as possible. As long as the FPS is
>> somewere around 80 stable I'm fine with it.
>>
>> Cheers,
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>> 
>
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[hlds_linux] (no subject)

2008-11-17 Thread Emil Wennerdahl

Hello!

I got this problem on my HLDS server
Someone knows about it ?

Dist : Debian

--
CRASH: Mon Nov 17 16:40:14 CET 2008
Start Line: ./hlds_i686 -game cstrike +maxplayers 17 +map cs_paintball.bsp 
-pingboost 2 +ip 192.168.0.198 +port 27015 -autoupdate -debug -pidfile 
hlds.1931.pid
#0  0xb7e67014 in ?? ()
No symbol table info available.
End of crash report
--

//Emil

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Re: [hlds_linux] More kernel questions

2008-11-17 Thread Jordy van Wolferen
I have the feeling it;s debian related.
I updated from etch to lenny (for l4d) and tf2 is using way more resources now.
Can anyone confirm this?

On Mon, Nov 17, 2008 at 3:38 PM, Saint K. <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
> machine. My issue currently is that an empty TF2 server uses already around
> 8% CPU load on a single core. With 5 players this rises to 25% already, and
> when coming close to 20 players it uses 99.99% of one core(10 ish FPS).
>
> Somehow this must be related to the kernel, I just can't figure out what it
> is. I've tried several different kernels, but see no change in the readings.
>
> Would some one be willing to share their kernel config file? I am looking
> for a stable FPS with as low CPU load as possible. As long as the FPS is
> somewere around 80 stable I'm fine with it.
>
> Cheers,
>
>
> ___
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[hlds_linux] More kernel questions

2008-11-17 Thread Saint K.
Hi,

I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
machine. My issue currently is that an empty TF2 server uses already around
8% CPU load on a single core. With 5 players this rises to 25% already, and
when coming close to 20 players it uses 99.99% of one core(10 ish FPS).

Somehow this must be related to the kernel, I just can't figure out what it
is. I've tried several different kernels, but see no change in the readings.

Would some one be willing to share their kernel config file? I am looking
for a stable FPS with as low CPU load as possible. As long as the FPS is
somewere around 80 stable I'm fine with it.

Cheers,


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[hlds_linux] More kernel questions

2008-11-17 Thread Saint K.
Hi,

I recently installed Debian Lenny on a dual Qcore Xeon (new onces) 2.33GHz
machine. My issue currently is that an empty TF2 server uses already around
8% CPU load on a single core. With 5 players this rises to 25% already, and
when coming close to 20 players it uses 99.99% of one core(10 ish FPS).

Somehow this must be related to the kernel, I just can't figure out what it
is. I've tried several different kernels, but see no change in the readings.

Would some one be willing to share their kernel config file? I am looking
for a stable FPS with as low CPU load as possible. As long as the FPS is
somewere around 80 stable I'm fine with it.

Cheers,


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[hlds_linux] Data exchange over crossed child process

2008-11-17 Thread tech
Well, the new source dedicated server as a new feature: fork command line.

May the engine permit data exchange between the childs processes (telnet) ?
This may be a revolution.

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Re: [hlds_linux] Left 4 Dead server files

2008-11-17 Thread Mike Kent
l4d_full will preload the full game, I assume left4dead will become  
active once the final game is released.

On 17 Nov 2008, at 11:47, Ferenc Kovacs wrote:

> 2008/11/16 Nick Olsen <[EMAIL PROTECTED]>
>
>> I just went to check if the dedicated server files were released  
>> for the
>> full game and I see 3 things.
>> l4d_demo
>> l4d_full
>> left4dead
>>
>> Which one is the dedicated server files for the full game?
>>
>>
>> ___
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>> archives,
>> please visit:
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>>
> l4d_demo is the demo.left4dead is the demo now, but after the official
> release of the full version, it will be the full version.
> l4d_full is the pre-loadable files of the full version
> if you want to start the full version right after the release, then  
> get a
> copy from the l4d_full now, then after the release update it to the
> left4dead.
>
> Tyrael
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Re: [hlds_linux] Left 4 Dead server files

2008-11-17 Thread Ferenc Kovacs
2008/11/16 Nick Olsen <[EMAIL PROTECTED]>

> I just went to check if the dedicated server files were released for the
> full game and I see 3 things.
> l4d_demo
> l4d_full
> left4dead
>
> Which one is the dedicated server files for the full game?
>
>
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l4d_demo is the demo.left4dead is the demo now, but after the official
release of the full version, it will be the full version.
l4d_full is the pre-loadable files of the full version
if you want to start the full version right after the release, then get a
copy from the l4d_full now, then after the release update it to the
left4dead.

Tyrael
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Re: [hlds_linux] The 1000fps problem

2008-11-17 Thread Daryl
Hi !

I'm trying to get a 1000FPS stable server, with pain.. I've followed many
recommendations on this thread like :
- RT patched kernel (from Ingo Molnar)
- with and without HRT Support
- Tickrate 1000 and pingboost 2

I've posted my configuration here : http://pastebin.com/f7c4dff1e

here's the result : around 950 FPS Unstable. If I try Tickrate 1 I get
1000FPS some times... but not stable and with an accelerated game :(

I also tried the chrt program (chrt -f -p 90 PID, tried FIFO / RR, all the
same results), that works better with a Low Latency Desktop kernel than a
Real Time kernel. (I fall around 500FPS with RT kernel with chrt program).

I know this is a kind of business on Internet game servers, but my goal is
LANs, and I have no business plans on LAN :/

Thanks for your help :)

Daryl.
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