Re: [hlds_linux] Can't connect to local dedicated server via lobby

2009-01-16 Thread Console Admin
Another thing is this.

version : 1.0.0.8/38 3719 secure
udp/ip  : 192.168.0.199:27040 [ public n/a ]
os  : Linux Dedicated
map : l4d_hospital01_apartment
players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)

It lists the internal ip but not the public?
I added the +hostip in the start script, but it's not changing anything.


On Fri, Jan 16, 2009 at 1:59 PM, Richard Eid  wrote:

> One of the line items in this weeks large update was:
>
> -Fixed NAT Traversal issues
>
> For me, this has completely solved the issue of being able to connect to my
> server through a lobby.  This server is behind the same router as my gaming
> rig.
>
> The only thing I could suggest is maybe to use -port instead of +port, but
> I
> doubt that will solve your problem.  Maybe try to remove the rcon_port?  I
> don't know, as mine is a Windows server.  Is that required for *nix?
>
>-Richard Eid
>
>
> On Fri, Jan 16, 2009 at 12:02 PM, Daniel Worley 
> wrote:
>
> > Locally hosted servers won't work well from the lobby if your
> router/modem
> > doesn't support public IP bounceback/loopback.  That is to say, your
> router
> > blocks connections trying to reach your public IP from your LAN.  I ran
> > into
> > this issue a couple weeks back.
> >
> > To clarify what I'm saying, let's say your public IP to the world is
> > 77.77.77.77 and you're hosting a web server at that address.  Some
> routers
> > will allow you to connect to that address from inside your LAN because
> they
> > know it's your public IP and they just loop it back, other routers will
> > reject the connection.  The steam lobby system attempts to resolve your
> > server to it's public IP address, not it's private, so that may be your
> > issue.
> >
> > On Fri, Jan 16, 2009 at 10:49 AM, David A. Parker 
> > wrote:
> >
> > > Hello,
> > >
> > > I've had a lot of problems using the lobby system with a passworded
> > > server as well.  Connect using the "connect" command in the console
> > > instead.
> > >
> > > - Dave
> > >
> > > Console Admin wrote:
> > > > Client machine shows no dedicated server available and that the
> > > connection
> > > > failed, server output is below.
> > > >
> > > > -> Reservation cookie 184012536fc9c01:  reason
> ReplyReservationRequest
> > > > L 01/16/2009 - 00:57:58: Preventing spawning
> > > > L 01/16/2009 - 00:57:58: server_message: "quit"
> > > > threadtools.cpp (417) : Assertion Failed: Thread synchronization
> object
> > > is
> > > > unuseable
> > > > L 01/16/2009 - 00:57:58: Log file closed
> > > > L 01/16/2009 - 00:57:58: server_message: "restart"
> > > >  Host_NewGame 
> > > >
> > > > After that, it logs a new round with no connections.
> > > >
> > > > server.cfg
> > > >
> > > > sv_password "goeshere"
> > > > rcon_password "goeshere"
> > > > z_difficulty Hard
> > > > sv_lan 0
> > > > mp_disable_autokick 1
> > > > sv_cheats 0
> > > > sv_voiceenable 1
> > > > motd_enabled 1
> > > > sv_region 255
> > > > sv_steamgroup 659518
> > > > setmaster add 68.142.72.250:27011
> > > > setmaster add 72.165.61.189:27011
> > > >
> > > > This is hosted on an internal machine.
> > > > Tried sv_steamgroup_exclusive and sv_allow_lobby_connect_only set to
> > both
> > > 1
> > > > and 0
> > > > Neither work for me. I cannot see it as a group server.
> > > > I've tried 3 different steam group numbers and it never shows up.
> > > >
> > > > Start script is this.
> > > >
> > > > #!/bin/sh
> > > > echo "Starting  L4D server"
> > > > sleep 1
> > > > screen -A -m -d -S l4dserver1 ./srcds_run -console -game left4dead
> >  +map
> > > > l4d_hospital01_apartment +sv_lan 0 +ip 192.168.0.199  -rcon_port
> 27040
> > > > -port 27040 +log on +debug
> > > >
> > > > All I really want is an easy way to connect to my private server. The
> > > > sv_steamgroup thing would be nice, but I can't even see it. :/
> > > > Why does this have to be such a pain?
> > > > I'm using a DLink DIR-655 router and I am hosting hl2dm and tf2
> servers
> > > just
> > > > fine.
> > > >
> > > > Any suggestions?
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > > --
> > >
> > > Dave Parker
> > > Utica College
> > > Integrated Information Technology Services
> > > (315) 792-3229
> > > Registered Linux User #408177
> > >
> > > ___
> > > 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] Source - 450 FPS

2009-01-16 Thread ics
No one is running AMD-specified binary on Intel machines. In the past 
pre-orangebox (for cs source still this applies) there was different 
binary for amd and intel machines but now since orangebox engine they 
are both using srcds_i486 which runs fine on both systems. No need for 
separate amd and intel binaries anymore (srcds_amd and srcds_i686).

-ics

Gary Stanley kirjoitti:
> At 02:21 PM 1/16/2009, Peter Lindblom wrote:
>   
>> Hi !
>>
>> isnt running a amd binary stupid when having a Intel cpu ?? maybe Im wrong
>> here but I wouldnt ..
>>
>> and I hope you know that 64-bit OS and 32-bit game source isnt that 100%
>> good ..
>>
>> Peter
>> 
>
>
> That statement is ridiculous. All 32bit syscalls are emulated 
> anyways. There is no difference between 32bit emulated code
> and 32bit native code as far as performance goes, maybe like a few 
> cycles, but that isn't even noticeable.
>
> [r...@dfw2 kernel]# head compat.c
> /*
>   *  linux/kernel/compat.c
>   *
>   *  Kernel compatibility routines for e.g. 32 bit syscall support
>   *  on 64 bit kernels.
>   *
>   *  Copyright (C) 2002-2003 Stephen Rothwell, IBM Corporation
>   *
>   *  This program is free software; you can redistribute it and/or modify
>   *  it under the terms of the GNU General Public License version 2 as
>
>
>
> ___
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>   


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Re: [hlds_linux] Source - 450 FPS

2009-01-16 Thread Gary Stanley
At 02:21 PM 1/16/2009, Peter Lindblom wrote:
>Hi !
>
>isnt running a amd binary stupid when having a Intel cpu ?? maybe Im wrong
>here but I wouldnt ..
>
>and I hope you know that 64-bit OS and 32-bit game source isnt that 100%
>good ..
>
>Peter


That statement is ridiculous. All 32bit syscalls are emulated 
anyways. There is no difference between 32bit emulated code
and 32bit native code as far as performance goes, maybe like a few 
cycles, but that isn't even noticeable.

[r...@dfw2 kernel]# head compat.c
/*
  *  linux/kernel/compat.c
  *
  *  Kernel compatibility routines for e.g. 32 bit syscall support
  *  on 64 bit kernels.
  *
  *  Copyright (C) 2002-2003 Stephen Rothwell, IBM Corporation
  *
  *  This program is free software; you can redistribute it and/or modify
  *  it under the terms of the GNU General Public License version 2 as



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Re: [hlds_linux] Source - 450 FPS

2009-01-16 Thread Gary Stanley
At 02:21 PM 1/16/2009, Peter Lindblom wrote:
>Hi !
>
>isnt running a amd binary stupid when having a Intel cpu ?? maybe Im wrong
>here but I wouldnt ..
>
>and I hope you know that 64-bit OS and 32-bit game source isnt that 100%
>good ..
>
>Peter


That statement is ridiculous. All 32bit syscalls are emulated 
anyways. There is no difference between 32bit emulated code
and 32bit native code as far as performance goes, maybe like a few 
cycles, but that isn't even noticeable.

[r...@dfw2 kernel]# head compat.c
/*
  *  linux/kernel/compat.c
  *
  *  Kernel compatibility routines for e.g. 32 bit syscall support
  *  on 64 bit kernels.
  *
  *  Copyright (C) 2002-2003 Stephen Rothwell, IBM Corporation
  *
  *  This program is free software; you can redistribute it and/or modify
  *  it under the terms of the GNU General Public License version 2 as



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Re: [hlds_linux] Processor choice

2009-01-16 Thread 1nsane
Yes I'm sure most people overclock their servers.

On Fri, Jan 16, 2009 at 8:10 PM, Donnie Newlove wrote:

> Q6600 is not a bad CPU. With a bit of luck it can be overclocked a lot
> with no stability issues.
>
> On Fri, Jan 16, 2009 at 6:29 AM, Jeff Sugar  wrote:
> > I and some other admins I speak to have the Q6600. It's been a dream for
> us
> > and the server hasn't even broken a sweat with the multiple servers we
> run.
> > I'd say "number of tf2 players possible", but we haven't had a problem
> even
> > with our two tf2 servers entirely full.
> >
> > -Atreus
> >
> >
> > On Thu, Jan 15, 2009 at 5:29 PM, Bruce Potter  wrote:
> >
> >> Howdy,
> >> Quick (but I'm sure not simple) question regarding processor choice.
> >> I've been running some TF2 servers (and now L4D servers as well) on an
> >> AMD-based server with CentOS for a while.  Currently have 2 x dual
> >> core 2.8GHz previous-gen Opterons in the box.  FYI, the machine is on
> >> a 100Mbps connection in a datacenter with way more connectivity than
> >> that so I'm not at all bandwidth constrained.
> >>
> >> After much tuning, I'm still not happy with the overall performance.
> >> On TF2 every user takes up about 5% CPU on a core.  After 12-14 users
> >> (depending on the map) I start to use enough CPU (50-80%) that I get
> >> nervous about choke and other performance issues.  20 or so would
> >> probably be the limit on this hardware.  It's not a very popular
> >> server so we've never hit the limit. ;)
> >>
> >> I'm looking at building a second box for more TF2 servers.  I've heard
> >> anecdotally that Intel systems run SRCDS _much_ better than AMD
> >> hardware.  At this point I have to believe it b/c while this Opteron
> >> system isn't top of the line, it's plenty quick for other purposes
> >> I've thrown at the same hardware (database, web, etc).  So I'm going
> >> to give a run at Intel hardware.
> >>
> >> The new server I'm building isn't going to be racked, however, so I
> >> have some flexibility in hardware options.  What I'm trying to assess
> >> at this point is the difference in performance between a core 2 duo,
> >> an i7, and a xeon proc when it comes to SRCDS.
> >>
> >> I'm hoping to do a head to head on all these setups in a bit (I've got
> >> access to a lot of systems) but I don't have time to test them out
> >> right now.  Any advice on # of TF2 slots on various hardware ppl have
> >> would be very much appreciated.
> >>
> >> Thanks
> >>
> >> bruce
> >>
> >>
> >> ___
> >> 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] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread 1nsane
Yes the more people abuse it the more likely it will be fixed or something
:S.

On Fri, Jan 16, 2009 at 6:06 PM, Pawel  wrote:

> But upload it to some other host. In rpaidshare there is a limit for 10
> person only and 11,12 ... won't download it.
>
> On Fri, Jan 16, 2009 at 11:33 PM, Hüseyin C. 
> wrote:
>
> > * the reason that i am giving you this program is because steam support
> > advised me about you! they said they could not help us in anyway and
> > advised
> > you. isnt there anyway against these programs such as ip version, port or
> > you put down the intervall (ms) down to 200 and then start to put down
> > which
> > ever server you wish. there must be a way to sort this situation. i have
> > been searching aswel but stil cannot come up with a conclusion
> >
> > please can you help me!!!
> > *
> >
> > 2009/1/16 
> >
> > > that files looks dodgy as hell.. I am not touching it without a
> sandboxed
> > > VM..  even if it is a valid exploit .. why would you send it to the
> > entire
> > > list?
> > >
> > >
> > > > Hello, we have a problem with a valve Counter Strike Source server.
> 've
> > > > Spoken with the providers who say the attack on the valve content
> > server
> > > > and
> > > > then goes to the game server will then go to the pings 500 - 2000
> high
> > > > then
> > > > the server crashed.
> > > >
> > > >
> > > > I have found the program must be the man ip port and then enter the
> ms
> > to
> > > > 200 seconds and play fast is the server down,
> > > > this is a bug what can we do
> > > >
> > > >
> > > > Please help us we pay per year to 2000 € for the server but there are
> > 100
> > > > th
> > > > of servers with the same time have trouble
> > > >
> > > >
> > > > and there will be no less day to day, there will be more every day
> and
> > > > have
> > > > more to the program
> > > >
> > > >
> > > > under the link is the program to download
> > > >
> > > > Link: http://rapidshare.com/files/179229565/Crash.zip.html
> > > >
> > > > my server ip : 62.93.204.210
> > > >
> > > > my provider: crowfire.de
> > > >
> > > >
> > > > Yours sincerely
> > > >
> > > > Hüseyin Cerik
> > > > ___
> > > > 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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> > please visit:
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> >
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Re: [hlds_linux] Processor choice

2009-01-16 Thread Donnie Newlove
Q6600 is not a bad CPU. With a bit of luck it can be overclocked a lot
with no stability issues.

On Fri, Jan 16, 2009 at 6:29 AM, Jeff Sugar  wrote:
> I and some other admins I speak to have the Q6600. It's been a dream for us
> and the server hasn't even broken a sweat with the multiple servers we run.
> I'd say "number of tf2 players possible", but we haven't had a problem even
> with our two tf2 servers entirely full.
>
> -Atreus
>
>
> On Thu, Jan 15, 2009 at 5:29 PM, Bruce Potter  wrote:
>
>> Howdy,
>> Quick (but I'm sure not simple) question regarding processor choice.
>> I've been running some TF2 servers (and now L4D servers as well) on an
>> AMD-based server with CentOS for a while.  Currently have 2 x dual
>> core 2.8GHz previous-gen Opterons in the box.  FYI, the machine is on
>> a 100Mbps connection in a datacenter with way more connectivity than
>> that so I'm not at all bandwidth constrained.
>>
>> After much tuning, I'm still not happy with the overall performance.
>> On TF2 every user takes up about 5% CPU on a core.  After 12-14 users
>> (depending on the map) I start to use enough CPU (50-80%) that I get
>> nervous about choke and other performance issues.  20 or so would
>> probably be the limit on this hardware.  It's not a very popular
>> server so we've never hit the limit. ;)
>>
>> I'm looking at building a second box for more TF2 servers.  I've heard
>> anecdotally that Intel systems run SRCDS _much_ better than AMD
>> hardware.  At this point I have to believe it b/c while this Opteron
>> system isn't top of the line, it's plenty quick for other purposes
>> I've thrown at the same hardware (database, web, etc).  So I'm going
>> to give a run at Intel hardware.
>>
>> The new server I'm building isn't going to be racked, however, so I
>> have some flexibility in hardware options.  What I'm trying to assess
>> at this point is the difference in performance between a core 2 duo,
>> an i7, and a xeon proc when it comes to SRCDS.
>>
>> I'm hoping to do a head to head on all these setups in a bit (I've got
>> access to a lot of systems) but I don't have time to test them out
>> right now.  Any advice on # of TF2 slots on various hardware ppl have
>> would be very much appreciated.
>>
>> Thanks
>>
>> bruce
>>
>>
>> ___
>> 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] kk rcon for l4d? or even from client console?

2009-01-16 Thread David Parker
The netcon feature is not the same as rcon.  You do not need to use any of the 
commands prefixed with "rcon" if you are logged into the netcon console.

If you have set a netcon password using the "-netconpassword" command-line 
option, you need to enter PASS followed by the password you set once you 
connect to the netcon console.  You can't run any commands until you do this.  
Note that you *only* need to do this is you have explicitly set a netcon 
password.

As for the commands you can use, it depends on which console you are logged 
into.  If you are logged into the "master" console, there are only 5 commands 
you can use: status, broadcast, find, shutdown, and quit.  If you are logged 
into a forked server's console, you can use any of the console commands or 
cvars that you want.

This isn't documented well, but it was explained in detail a while back on this 
list by the Valve devs.  Also, the "-netconport" and "-netconpassword" options 
are explained in the Valve developer wiki:

http://developer.valvesoftware.com/wiki/Command_line#Console_variables_2

    - Dave

- Original Message -
From: "Steven J. Sumichrast" 
Date: Friday, January 16, 2009 5:08 pm
Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
To: Half-Life dedicated Linux server mailing list 


> Send a blank line then do PASS password
> 
> To see commands type find
> 
> Sent from my iPhone
> 
> On Jan 16, 2009, at 4:37 PM, "Kevin J. Anderson" 
>   > wrote:
> 
> > Yes, but where is some documentation on how to issue commands 
> to  
> > it?   I
> > telnet to the port,and start issuing commands after specifigyin
> > rcon_password, no dice?
> >
> > Kevin
> >
> > Chris Green wrote:
> >> The netconport is mostly intended as a building block  
> >> functionality. While it is convenient to telnet into it and 
> issue  
> >> commands, it's expected that
> >> tools will arise which use this basic socket functionality 
> to  
> >> implement monitoring and control tools, etc.
> >>
> >> If you do want to interactively use it from across an 
> insecure  
> >> connection, you _can_ secure it by using ssh tunneling.
> >>
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com 
> >> ] On Behalf Of Joseph Love
> >> Sent: Friday, January 16, 2009 6:31 AM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] kk rcon for l4d? or even from 
> client  
> >> console?
> >>
> >> Btw, the reason for creating a command console that works 
> with telnet
> >> is because it's easy to program.  Adding SSH overhead to 
> the console
> >> interface would be potentially disastrous, and if you really 
> need the
> >> encryption on top of it, I imagine you could probably use 
> stunnel or
> >> something, and do appropriate firewall filtering.
> >>
> >> -Joe
> >>
> >> On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:
> >>
> >>> Ok, I'm baffled.  One of the first things I read when I 
> started  
> >>> using
> >>> Linux three or four years ago now was, get rid of telnet 
> because the
> >>> passwords and the datastream aren't encrypted, and use 
> ssh.  Why is
> >>> anyone still using telnet?  Why the hell would anyone 
> be creating a
> >>> new
> >>> command console for telnet?
> >>>
> >>> I apologize if this is just my ignorance speaking, but I'm 
> curious.>>>
> >>> Cheers, Drek
> >>>
> >>> gamead...@127001.org wrote:
>  I take it if you don't have ssh access you don't have 
> access to the
>  new
>  telnet command console introduced for Linux in left4dead either?
> 
> 
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com  
> > [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
> > Sent: 15 January 2009 19:32
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] kk rcon for l4d? or even from client
> > console?
> >
> > awesome!  exactly what I was looking for.
> >
> > Kevin
> >
> > Nephyrin Zey wrote:
> >
> >> I wrote a simple python script that implements RCON a 
> while back
> >> that
> >> you're free to use:
> >>
> >> http://nemu.doublezen.net/cacti/scripts/rcon.py
> >>
> >> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
> >> etc.
> >>
> >> - Neph
> >>
> >> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
> >>
> > wrote:
> >
> >>> If you use the -window and -noborder commands on your 
> client you
> >>>
> > won't have
> >
> >>> to wait for the long alt-tab.
> >>>
> >>> Just a suggestion.
> >>>
> >>> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
> >>>
> > wrote:
> >
>  I'm in the same boat as him -- when I'm in a L4D game, 
> I don't
>  want
> 
> > to
> >
>  jump out to HLSW to kick someone -- I

Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread Pawel
But upload it to some other host. In rpaidshare there is a limit for 10
person only and 11,12 ... won't download it.

On Fri, Jan 16, 2009 at 11:33 PM, Hüseyin C.  wrote:

> * the reason that i am giving you this program is because steam support
> advised me about you! they said they could not help us in anyway and
> advised
> you. isnt there anyway against these programs such as ip version, port or
> you put down the intervall (ms) down to 200 and then start to put down
> which
> ever server you wish. there must be a way to sort this situation. i have
> been searching aswel but stil cannot come up with a conclusion
>
> please can you help me!!!
> *
>
> 2009/1/16 
>
> > that files looks dodgy as hell.. I am not touching it without a sandboxed
> > VM..  even if it is a valid exploit .. why would you send it to the
> entire
> > list?
> >
> >
> > > Hello, we have a problem with a valve Counter Strike Source server. 've
> > > Spoken with the providers who say the attack on the valve content
> server
> > > and
> > > then goes to the game server will then go to the pings 500 - 2000 high
> > > then
> > > the server crashed.
> > >
> > >
> > > I have found the program must be the man ip port and then enter the ms
> to
> > > 200 seconds and play fast is the server down,
> > > this is a bug what can we do
> > >
> > >
> > > Please help us we pay per year to 2000 € for the server but there are
> 100
> > > th
> > > of servers with the same time have trouble
> > >
> > >
> > > and there will be no less day to day, there will be more every day and
> > > have
> > > more to the program
> > >
> > >
> > > under the link is the program to download
> > >
> > > Link: http://rapidshare.com/files/179229565/Crash.zip.html
> > >
> > > my server ip : 62.93.204.210
> > >
> > > my provider: crowfire.de
> > >
> > >
> > > Yours sincerely
> > >
> > > Hüseyin Cerik
> > > ___
> > > 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] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread Hüseyin C .
* the reason that i am giving you this program is because steam support
advised me about you! they said they could not help us in anyway and advised
you. isnt there anyway against these programs such as ip version, port or
you put down the intervall (ms) down to 200 and then start to put down which
ever server you wish. there must be a way to sort this situation. i have
been searching aswel but stil cannot come up with a conclusion

please can you help me!!!
*

2009/1/16 

> that files looks dodgy as hell.. I am not touching it without a sandboxed
> VM..  even if it is a valid exploit .. why would you send it to the entire
> list?
>
>
> > Hello, we have a problem with a valve Counter Strike Source server. 've
> > Spoken with the providers who say the attack on the valve content server
> > and
> > then goes to the game server will then go to the pings 500 - 2000 high
> > then
> > the server crashed.
> >
> >
> > I have found the program must be the man ip port and then enter the ms to
> > 200 seconds and play fast is the server down,
> > this is a bug what can we do
> >
> >
> > Please help us we pay per year to 2000 € for the server but there are 100
> > th
> > of servers with the same time have trouble
> >
> >
> > and there will be no less day to day, there will be more every day and
> > have
> > more to the program
> >
> >
> > under the link is the program to download
> >
> > Link: http://rapidshare.com/files/179229565/Crash.zip.html
> >
> > my server ip : 62.93.204.210
> >
> > my provider: crowfire.de
> >
> >
> > Yours sincerely
> >
> > Hüseyin Cerik
> > ___
> > 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] C4

2009-01-16 Thread 1nsane
I too experience the annoying timeout bug. But I think this is que for Gabe
to call the FBI while fixing the bug of course.

On Fri, Jan 16, 2009 at 12:21 PM, Saint K.  wrote:

> Any one who lives nearby the VALVe HQ?
>
> I'll sponsor you some C4 to blow up their main building and leave a note;
>
> Please fix the god damn timeout bug!!!
>
> How more FRUSTRATING can it get? Just had another server emptied because of
> it.
>
>
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Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread hlds_linux
that files looks dodgy as hell.. I am not touching it without a sandboxed
VM..  even if it is a valid exploit .. why would you send it to the entire
list?


> Hello, we have a problem with a valve Counter Strike Source server. 've
> Spoken with the providers who say the attack on the valve content server
> and
> then goes to the game server will then go to the pings 500 - 2000 high
> then
> the server crashed.
>
>
> I have found the program must be the man ip port and then enter the ms to
> 200 seconds and play fast is the server down,
> this is a bug what can we do
>
>
> Please help us we pay per year to 2000 € for the server but there are 100
> th
> of servers with the same time have trouble
>
>
> and there will be no less day to day, there will be more every day and
> have
> more to the program
>
>
> under the link is the program to download
>
> Link: http://rapidshare.com/files/179229565/Crash.zip.html
>
> my server ip : 62.93.204.210
>
> my provider: crowfire.de
>
>
> Yours sincerely
>
> Hüseyin Cerik
> ___
> 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] kk rcon for l4d? or even from client console?

2009-01-16 Thread Steven J. Sumichrast
Send a blank line then do PASS password

To see commands type find

Sent from my iPhone

On Jan 16, 2009, at 4:37 PM, "Kevin J. Anderson"  wrote:

> Yes, but where is some documentation on how to issue commands to  
> it?   I
> telnet to the port,and start issuing commands after specifigyin
> rcon_password, no dice?
>
> Kevin
>
> Chris Green wrote:
>> The netconport is mostly intended as a building block  
>> functionality. While it is convenient to telnet into it and issue  
>> commands, it's expected that
>> tools will arise which use this basic socket functionality to  
>> implement monitoring and control tools, etc.
>>
>> If you do want to interactively use it from across an insecure  
>> connection, you _can_ secure it by using ssh tunneling.
>>
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com 
>> [mailto:hlds_linux-boun...@list.valvesoftware.com 
>> ] On Behalf Of Joseph Love
>> Sent: Friday, January 16, 2009 6:31 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client  
>> console?
>>
>> Btw, the reason for creating a command console that works with telnet
>> is because it's easy to program.  Adding SSH overhead to the console
>> interface would be potentially disastrous, and if you really need the
>> encryption on top of it, I imagine you could probably use stunnel or
>> something, and do appropriate firewall filtering.
>>
>> -Joe
>>
>> On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:
>>
>>> Ok, I'm baffled.  One of the first things I read when I started  
>>> using
>>> Linux three or four years ago now was, get rid of telnet because the
>>> passwords and the datastream aren't encrypted, and use ssh.  Why is
>>> anyone still using telnet?  Why the hell would anyone be creating a
>>> new
>>> command console for telnet?
>>>
>>> I apologize if this is just my ignorance speaking, but I'm curious.
>>>
>>> Cheers, Drek
>>>
>>> gamead...@127001.org wrote:
 I take it if you don't have ssh access you don't have access to the
 new
 telnet command console introduced for Linux in left4dead either?


> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com  
> [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
> Sent: 15 January 2009 19:32
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client
> console?
>
> awesome!  exactly what I was looking for.
>
> Kevin
>
> Nephyrin Zey wrote:
>
>> I wrote a simple python script that implements RCON a while back
>> that
>> you're free to use:
>>
>> http://nemu.doublezen.net/cacti/scripts/rcon.py
>>
>> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
>> etc.
>>
>> - Neph
>>
>> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>>
> wrote:
>
>>> If you use the -window and -noborder commands on your client you
>>>
> won't have
>
>>> to wait for the long alt-tab.
>>>
>>> Just a suggestion.
>>>
>>> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>>>
> wrote:
>
 I'm in the same boat as him -- when I'm in a L4D game, I don't
 want

> to
>
 jump out to HLSW to kick someone -- I want to be able to boot

> someone
>
 from another fork from within the game -- there doesn't seem to
 be
 functionality for this.


 On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
  wrote:

> I was jst about to suggest HLSW when I spotted your last
> line.
>
> Any
>
> reason you don't to use that?
>
> 2009/1/15 Kevin J. Anderson 
>
>
>> Forgive me if this has been discussed, however I searched the
>>
> list and
>
>> also google, to no avail.
>>
>> How does one remote control their server when not  
>> connected?  I
>>
> can't
>
>> seem to find a working/similar to kkrcon application, nor  
>> does
>>
> the
>
>> rcon_address client variable seem to work from inside l4d.
>>
>> Basically  I can only really control the server when actually
>>
> playing on
>
>> the server.
>>
>> Im not really interested in hlsw either.   I saw a bit about
>> the
>>
> new
>
>> rcon interface, but have not seen any info on a client or
>> script?
>>
>> Kevin
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>>
> archives,
>
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/h

Re: [hlds_linux] C4

2009-01-16 Thread Cc2iscooL
I did that on mine too...lol. Not to the email address, but the same basic
message.

On Fri, Jan 16, 2009 at 2:19 PM, Patrick Shelley wrote:

> I have had to put up adverts on my server every 35 seconds saying "If this
> server crashes during a map change, it is Valves fault - not ours! Complain
> to ga...@valvesoftware.com"
> ___
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> please visit:
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Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Kevin J. Anderson
Yes, but where is some documentation on how to issue commands to it?   I 
telnet to the port,and start issuing commands after specifigyin 
rcon_password, no dice?

Kevin

Chris Green wrote:
> The netconport is mostly intended as a building block functionality. While it 
> is convenient to telnet into it and issue commands, it's expected that
> tools will arise which use this basic socket functionality to implement 
> monitoring and control tools, etc.
> 
> If you do want to interactively use it from across an insecure connection, 
> you _can_ secure it by using ssh tunneling.
> 
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joseph Love
> Sent: Friday, January 16, 2009 6:31 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
> 
> Btw, the reason for creating a command console that works with telnet
> is because it's easy to program.  Adding SSH overhead to the console
> interface would be potentially disastrous, and if you really need the
> encryption on top of it, I imagine you could probably use stunnel or
> something, and do appropriate firewall filtering.
> 
> -Joe
> 
> On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:
> 
>> Ok, I'm baffled.  One of the first things I read when I started using
>> Linux three or four years ago now was, get rid of telnet because the
>> passwords and the datastream aren't encrypted, and use ssh.  Why is
>> anyone still using telnet?  Why the hell would anyone be creating a
>> new
>> command console for telnet?
>>
>> I apologize if this is just my ignorance speaking, but I'm curious.
>>
>> Cheers, Drek
>>
>> gamead...@127001.org wrote:
>>> I take it if you don't have ssh access you don't have access to the
>>> new
>>> telnet command console introduced for Linux in left4dead either?
>>>
>>>
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
 Sent: 15 January 2009 19:32
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] kk rcon for l4d? or even from client
 console?

 awesome!  exactly what I was looking for.

 Kevin

 Nephyrin Zey wrote:

> I wrote a simple python script that implements RCON a while back
> that
> you're free to use:
>
> http://nemu.doublezen.net/cacti/scripts/rcon.py
>
> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
> etc.
>
> - Neph
>
> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>
 wrote:

>> If you use the -window and -noborder commands on your client you
>>
 won't have

>> to wait for the long alt-tab.
>>
>> Just a suggestion.
>>
>> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>>
 wrote:

>>> I'm in the same boat as him -- when I'm in a L4D game, I don't
>>> want
>>>
 to

>>> jump out to HLSW to kick someone -- I want to be able to boot
>>>
 someone

>>> from another fork from within the game -- there doesn't seem to
>>> be
>>> functionality for this.
>>>
>>>
>>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>>  wrote:
>>>
 I was jst about to suggest HLSW when I spotted your last
 line.

 Any

 reason you don't to use that?

 2009/1/15 Kevin J. Anderson 


> Forgive me if this has been discussed, however I searched the
>
 list and

> also google, to no avail.
>
> How does one remote control their server when not connected?  I
>
 can't

> seem to find a working/similar to kkrcon application, nor does
>
 the

> rcon_address client variable seem to work from inside l4d.
>
> Basically  I can only really control the server when actually
>
 playing on

> the server.
>
> Im not really interested in hlsw either.   I saw a bit about
> the
>
 new

> rcon interface, but have not seen any info on a client or
> script?
>
> Kevin
>
> ___
> To unsubscribe, edit your list preferences, or view the list
>
 archives,

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

 archives,

>>> please visit:
>>>
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


>>> ___
>

[hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-16 Thread Hüseyin Cerik | HBHK . eU
Hello, we have a problem with a valve Counter Strike Source server. 've
Spoken with the providers who say the attack on the valve content server and
then goes to the game server will then go to the pings 500 - 2000 high then
the server crashed.


I have found the program must be the man ip port and then enter the ms to
200 seconds and play fast is the server down,
this is a bug what can we do


Please help us we pay per year to 2000 € for the server but there are 100 th
of servers with the same time have trouble


and there will be no less day to day, there will be more every day and have
more to the program


under the link is the program to download

Link: http://rapidshare.com/files/179229565/Crash.zip.html

my server ip : 62.93.204.210

my provider: crowfire.de


Yours sincerely

Hüseyin Cerik
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Re: [hlds_linux] Source - 450 FPS

2009-01-16 Thread Dominic Baranski
The amd binary was abandoned when Valve started using their new compile
technique that crunches all binaries into a single file. Though, I'm not
sure about CStrike in this aspect but I know it to be true for orangebox
games.

Also, he didn't say anything about using the amd binary.. the amd in
that string represents a 64bit Linux kernel he's using on his distro..

Secondly, in reply to the original mail. running 16 instances at
tickrate 100 and fps_max 600 won't stay at 600fps for long.. and there's
no such thing as a 'Dual Intel Dual-Core' motherboard.. Would have to be
Xeons and they still probably wouldn't pull 16 full servers. I would
start with maybe 8? 1 instance per core (assuming they're quad core) and
use taskset! It helped me.

Dom

On Fri, 2009-01-16 at 20:21 +0100, Peter Lindblom wrote:
> Hi !
> 
> isnt running a amd binary stupid when having a Intel cpu ?? maybe Im wrong 
> here but I wouldnt ..
> 
> and I hope you know that 64-bit OS and 32-bit game source isnt that 100% 
> good ..
> 
> Peter
> 
> - Original Message - 
> From: "Steffen Tronstad" 
> To: 
> Sent: Friday, January 16, 2009 11:21 AM
> Subject: [hlds_linux] Source - 450 FPS
> 
> 
> > Hi all,
> >
> > I've put up a new linux server today, and when I start a CS: Source
> > server with -tickrate 100 and fps_max 600 in the command line, it just
> > gives me an average FPS of 450, ranging from 360 - 590 when I type
> > 'stats' (no players, 1 SourceTV bot)
> >
> > When I played on the server, it seems like the server is running only on
> > 60-70 ticks.
> >
> > Dual Intel Dual-Core Debian Lenny 2.6.26-1-amd64 #1 SMP 3,2 GHz with 8
> > GB RAM. Spawned 16 instances.
> >
> >
> >
> > Steffen
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> 
> 
> 
> 
-- 
inSite interactive
www.i2.ca

1-866-230-4999
1176 Yonge Street
Toronto, Ontario


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Re: [hlds_linux] C4

2009-01-16 Thread Yatin Vadhia
Brilliant idea

I might do the same.

On 16 Jan 2009, at 20:19, "Patrick Shelley"  wrote:

> I have had to put up adverts on my server every 35 seconds saying  
> "If this
> server crashes during a map change, it is Valves fault - not ours!  
> Complain
> to ga...@valvesoftware.com"
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> archives, please visit:
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Re: [hlds_linux] C4

2009-01-16 Thread Patrick Shelley
I have had to put up adverts on my server every 35 seconds saying "If this
server crashes during a map change, it is Valves fault - not ours! Complain
to ga...@valvesoftware.com"
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Re: [hlds_linux] Source - 450 FPS

2009-01-16 Thread Joseph Love
He's running the amd64 branch of Debian, which, as the Debian page  
states:

"AMD64 has been an officially supported Debian architecture since the  
release of Debian 4.0 (etch).
The port consists of a kernel for all AMD 64bit CPUs with AMD64  
extension and all Intel CPUs with EM64T extension, and a common 64bit  
userspace."

The amd64 branches of most OS's are just their branch which supports  
amd & intel 64bit CPU's.  It's just that AMD had their 64bit cpu out  
before Intel, so all the branches of these OS's ended up getting  
called amd64, in support of the amd 64bit extensions, that are  
terribly similar in intel's 64 bit cpu.

Additionally, modern 64bit CPU's should run their 32bit binaries at  
comparable or better performance of an equivalent-speed 32bit cpu.   
(Better, since they tend to have better designs for running all  
code.)  As it's not an emulation layer, they aren't likely to ever  
perform significantly worse.

-Joe

On Jan 16, 2009, at 1:21 PM, Peter Lindblom wrote:


> Hi !
>
> isnt running a amd binary stupid when having a Intel cpu ?? maybe Im  
> wrong
> here but I wouldnt ..
>
> and I hope you know that 64-bit OS and 32-bit game source isnt that  
> 100%
> good ..
>
> Peter
>
> - Original Message -
> From: "Steffen Tronstad" 
> To: 
> Sent: Friday, January 16, 2009 11:21 AM
> Subject: [hlds_linux] Source - 450 FPS
>
>
>> Hi all,
>>
>> I've put up a new linux server today, and when I start a CS: Source
>> server with -tickrate 100 and fps_max 600 in the command line, it  
>> just
>> gives me an average FPS of 450, ranging from 360 - 590 when I type
>> 'stats' (no players, 1 SourceTV bot)
>>
>> When I played on the server, it seems like the server is running  
>> only on
>> 60-70 ticks.
>>
>> Dual Intel Dual-Core Debian Lenny 2.6.26-1-amd64 #1 SMP 3,2 GHz  
>> with 8
>> GB RAM. Spawned 16 instances.
>>
>>
>>
>> Steffen
>>
>> ___
>> 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] Can't connect to local dedicated server via lobby

2009-01-16 Thread Richard Eid
One of the line items in this weeks large update was:

-Fixed NAT Traversal issues

For me, this has completely solved the issue of being able to connect to my
server through a lobby.  This server is behind the same router as my gaming
rig.

The only thing I could suggest is maybe to use -port instead of +port, but I
doubt that will solve your problem.  Maybe try to remove the rcon_port?  I
don't know, as mine is a Windows server.  Is that required for *nix?

-Richard Eid


On Fri, Jan 16, 2009 at 12:02 PM, Daniel Worley  wrote:

> Locally hosted servers won't work well from the lobby if your router/modem
> doesn't support public IP bounceback/loopback.  That is to say, your router
> blocks connections trying to reach your public IP from your LAN.  I ran
> into
> this issue a couple weeks back.
>
> To clarify what I'm saying, let's say your public IP to the world is
> 77.77.77.77 and you're hosting a web server at that address.  Some routers
> will allow you to connect to that address from inside your LAN because they
> know it's your public IP and they just loop it back, other routers will
> reject the connection.  The steam lobby system attempts to resolve your
> server to it's public IP address, not it's private, so that may be your
> issue.
>
> On Fri, Jan 16, 2009 at 10:49 AM, David A. Parker 
> wrote:
>
> > Hello,
> >
> > I've had a lot of problems using the lobby system with a passworded
> > server as well.  Connect using the "connect" command in the console
> > instead.
> >
> > - Dave
> >
> > Console Admin wrote:
> > > Client machine shows no dedicated server available and that the
> > connection
> > > failed, server output is below.
> > >
> > > -> Reservation cookie 184012536fc9c01:  reason ReplyReservationRequest
> > > L 01/16/2009 - 00:57:58: Preventing spawning
> > > L 01/16/2009 - 00:57:58: server_message: "quit"
> > > threadtools.cpp (417) : Assertion Failed: Thread synchronization object
> > is
> > > unuseable
> > > L 01/16/2009 - 00:57:58: Log file closed
> > > L 01/16/2009 - 00:57:58: server_message: "restart"
> > >  Host_NewGame 
> > >
> > > After that, it logs a new round with no connections.
> > >
> > > server.cfg
> > >
> > > sv_password "goeshere"
> > > rcon_password "goeshere"
> > > z_difficulty Hard
> > > sv_lan 0
> > > mp_disable_autokick 1
> > > sv_cheats 0
> > > sv_voiceenable 1
> > > motd_enabled 1
> > > sv_region 255
> > > sv_steamgroup 659518
> > > setmaster add 68.142.72.250:27011
> > > setmaster add 72.165.61.189:27011
> > >
> > > This is hosted on an internal machine.
> > > Tried sv_steamgroup_exclusive and sv_allow_lobby_connect_only set to
> both
> > 1
> > > and 0
> > > Neither work for me. I cannot see it as a group server.
> > > I've tried 3 different steam group numbers and it never shows up.
> > >
> > > Start script is this.
> > >
> > > #!/bin/sh
> > > echo "Starting  L4D server"
> > > sleep 1
> > > screen -A -m -d -S l4dserver1 ./srcds_run -console -game left4dead
>  +map
> > > l4d_hospital01_apartment +sv_lan 0 +ip 192.168.0.199  -rcon_port 27040
> > > -port 27040 +log on +debug
> > >
> > > All I really want is an easy way to connect to my private server. The
> > > sv_steamgroup thing would be nice, but I can't even see it. :/
> > > Why does this have to be such a pain?
> > > I'm using a DLink DIR-655 router and I am hosting hl2dm and tf2 servers
> > just
> > > fine.
> > >
> > > Any suggestions?
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> > --
> >
> > Dave Parker
> > Utica College
> > Integrated Information Technology Services
> > (315) 792-3229
> > Registered Linux User #408177
> >
> > ___
> > 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] C4

2009-01-16 Thread Richard Eid
Good thing you don't have to live in the US to have your Steam account
disabled. ;)

-Richard Eid


On Fri, Jan 16, 2009 at 1:22 PM, Saint K.  wrote:

> We don't all live in the USA ;)
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ian
> Sent: Friday, January 16, 2009 6:55 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] C4
>
> Wow, I'm sure bomb threats are the best thing to do on a public mailing
> list.  Enjoy your prison time.
>
> On Fri, Jan 16, 2009 at 12:21 PM, Saint K. 
> wrote:
>
> > Any one who lives nearby the VALVe HQ?
> >
> > I'll sponsor you some C4 to blow up their main building and leave a note;
> >
> > Please fix the god damn timeout bug!!!
> >
> > How more FRUSTRATING can it get? Just had another server emptied because
> of
> > it.
> >
> >
> > ___
> > 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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> please visit:
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Re: [hlds_linux] Source - 450 FPS

2009-01-16 Thread Peter Lindblom
Hi !

isnt running a amd binary stupid when having a Intel cpu ?? maybe Im wrong 
here but I wouldnt ..

and I hope you know that 64-bit OS and 32-bit game source isnt that 100% 
good ..

Peter

- Original Message - 
From: "Steffen Tronstad" 
To: 
Sent: Friday, January 16, 2009 11:21 AM
Subject: [hlds_linux] Source - 450 FPS


> Hi all,
>
> I've put up a new linux server today, and when I start a CS: Source
> server with -tickrate 100 and fps_max 600 in the command line, it just
> gives me an average FPS of 450, ranging from 360 - 590 when I type
> 'stats' (no players, 1 SourceTV bot)
>
> When I played on the server, it seems like the server is running only on
> 60-70 ticks.
>
> Dual Intel Dual-Core Debian Lenny 2.6.26-1-amd64 #1 SMP 3,2 GHz with 8
> GB RAM. Spawned 16 instances.
>
>
>
> Steffen
>
> ___
> 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] C4

2009-01-16 Thread Saint K.
We don't all live in the USA ;)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ian
Sent: Friday, January 16, 2009 6:55 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] C4

Wow, I'm sure bomb threats are the best thing to do on a public mailing
list.  Enjoy your prison time.

On Fri, Jan 16, 2009 at 12:21 PM, Saint K.  wrote:

> Any one who lives nearby the VALVe HQ?
>
> I'll sponsor you some C4 to blow up their main building and leave a note;
>
> Please fix the god damn timeout bug!!!
>
> How more FRUSTRATING can it get? Just had another server emptied because
of
> it.
>
>
> ___
> 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] kk rcon for l4d? or even from client console?

2009-01-16 Thread Chris Green
The netconport is mostly intended as a building block functionality. While it 
is convenient to telnet into it and issue commands, it's expected that
tools will arise which use this basic socket functionality to implement 
monitoring and control tools, etc.

If you do want to interactively use it from across an insecure connection, you 
_can_ secure it by using ssh tunneling.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joseph Love
Sent: Friday, January 16, 2009 6:31 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?

Btw, the reason for creating a command console that works with telnet
is because it's easy to program.  Adding SSH overhead to the console
interface would be potentially disastrous, and if you really need the
encryption on top of it, I imagine you could probably use stunnel or
something, and do appropriate firewall filtering.

-Joe

On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:

> Ok, I'm baffled.  One of the first things I read when I started using
> Linux three or four years ago now was, get rid of telnet because the
> passwords and the datastream aren't encrypted, and use ssh.  Why is
> anyone still using telnet?  Why the hell would anyone be creating a
> new
> command console for telnet?
>
> I apologize if this is just my ignorance speaking, but I'm curious.
>
> Cheers, Drek
>
> gamead...@127001.org wrote:
>> I take it if you don't have ssh access you don't have access to the
>> new
>> telnet command console introduced for Linux in left4dead either?
>>
>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>>> Sent: 15 January 2009 19:32
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client
>>> console?
>>>
>>> awesome!  exactly what I was looking for.
>>>
>>> Kevin
>>>
>>> Nephyrin Zey wrote:
>>>
 I wrote a simple python script that implements RCON a while back
 that
 you're free to use:

 http://nemu.doublezen.net/cacti/scripts/rcon.py

 ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
 etc.

 - Neph

 On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 

>>> wrote:
>>>
> If you use the -window and -noborder commands on your client you
>
>>> won't have
>>>
> to wait for the long alt-tab.
>
> Just a suggestion.
>
> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>
>>> wrote:
>>>
>> I'm in the same boat as him -- when I'm in a L4D game, I don't
>> want
>>
>>> to
>>>
>> jump out to HLSW to kick someone -- I want to be able to boot
>>
>>> someone
>>>
>> from another fork from within the game -- there doesn't seem to
>> be
>> functionality for this.
>>
>>
>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>  wrote:
>>
>>> I was jst about to suggest HLSW when I spotted your last
>>> line.
>>>
>>> Any
>>>
>>> reason you don't to use that?
>>>
>>> 2009/1/15 Kevin J. Anderson 
>>>
>>>
 Forgive me if this has been discussed, however I searched the

>>> list and
>>>
 also google, to no avail.

 How does one remote control their server when not connected?  I

>>> can't
>>>
 seem to find a working/similar to kkrcon application, nor does

>>> the
>>>
 rcon_address client variable seem to work from inside l4d.

 Basically  I can only really control the server when actually

>>> playing on
>>>
 the server.

 Im not really interested in hlsw either.   I saw a bit about
 the

>>> new
>>>
 rcon interface, but have not seen any info on a client or
 script?

 Kevin

 ___
 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.

Re: [hlds_linux] C4

2009-01-16 Thread Saint K.
We don't all live in the USA ;)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ian
Sent: Friday, January 16, 2009 6:55 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] C4

Wow, I'm sure bomb threats are the best thing to do on a public mailing
list.  Enjoy your prison time.

On Fri, Jan 16, 2009 at 12:21 PM, Saint K.  wrote:

> Any one who lives nearby the VALVe HQ?
>
> I'll sponsor you some C4 to blow up their main building and leave a note;
>
> Please fix the god damn timeout bug!!!
>
> How more FRUSTRATING can it get? Just had another server emptied because
of
> it.
>
>
> ___
> 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] C4

2009-01-16 Thread Ian
Wow, I'm sure bomb threats are the best thing to do on a public mailing
list.  Enjoy your prison time.

On Fri, Jan 16, 2009 at 12:21 PM, Saint K.  wrote:

> Any one who lives nearby the VALVe HQ?
>
> I'll sponsor you some C4 to blow up their main building and leave a note;
>
> Please fix the god damn timeout bug!!!
>
> How more FRUSTRATING can it get? Just had another server emptied because of
> it.
>
>
> ___
> 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] C4

2009-01-16 Thread Saint K.
Any one who lives nearby the VALVe HQ?

I'll sponsor you some C4 to blow up their main building and leave a note;

Please fix the god damn timeout bug!!!

How more FRUSTRATING can it get? Just had another server emptied because of
it.


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[hlds_linux] C4

2009-01-16 Thread Saint K.
Any one who lives nearby the VALVe HQ?

I'll sponsor you some C4 to blow up their main building and leave a note;

Please fix the god damn timeout bug!!!

How more FRUSTRATING can it get? Just had another server emptied because of
it.


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Re: [hlds_linux] Can't connect to local dedicated server via lobby

2009-01-16 Thread Daniel Worley
Locally hosted servers won't work well from the lobby if your router/modem
doesn't support public IP bounceback/loopback.  That is to say, your router
blocks connections trying to reach your public IP from your LAN.  I ran into
this issue a couple weeks back.

To clarify what I'm saying, let's say your public IP to the world is
77.77.77.77 and you're hosting a web server at that address.  Some routers
will allow you to connect to that address from inside your LAN because they
know it's your public IP and they just loop it back, other routers will
reject the connection.  The steam lobby system attempts to resolve your
server to it's public IP address, not it's private, so that may be your
issue.

On Fri, Jan 16, 2009 at 10:49 AM, David A. Parker  wrote:

> Hello,
>
> I've had a lot of problems using the lobby system with a passworded
> server as well.  Connect using the "connect" command in the console
> instead.
>
> - Dave
>
> Console Admin wrote:
> > Client machine shows no dedicated server available and that the
> connection
> > failed, server output is below.
> >
> > -> Reservation cookie 184012536fc9c01:  reason ReplyReservationRequest
> > L 01/16/2009 - 00:57:58: Preventing spawning
> > L 01/16/2009 - 00:57:58: server_message: "quit"
> > threadtools.cpp (417) : Assertion Failed: Thread synchronization object
> is
> > unuseable
> > L 01/16/2009 - 00:57:58: Log file closed
> > L 01/16/2009 - 00:57:58: server_message: "restart"
> >  Host_NewGame 
> >
> > After that, it logs a new round with no connections.
> >
> > server.cfg
> >
> > sv_password "goeshere"
> > rcon_password "goeshere"
> > z_difficulty Hard
> > sv_lan 0
> > mp_disable_autokick 1
> > sv_cheats 0
> > sv_voiceenable 1
> > motd_enabled 1
> > sv_region 255
> > sv_steamgroup 659518
> > setmaster add 68.142.72.250:27011
> > setmaster add 72.165.61.189:27011
> >
> > This is hosted on an internal machine.
> > Tried sv_steamgroup_exclusive and sv_allow_lobby_connect_only set to both
> 1
> > and 0
> > Neither work for me. I cannot see it as a group server.
> > I've tried 3 different steam group numbers and it never shows up.
> >
> > Start script is this.
> >
> > #!/bin/sh
> > echo "Starting  L4D server"
> > sleep 1
> > screen -A -m -d -S l4dserver1 ./srcds_run -console -game left4dead  +map
> > l4d_hospital01_apartment +sv_lan 0 +ip 192.168.0.199  -rcon_port 27040
> > -port 27040 +log on +debug
> >
> > All I really want is an easy way to connect to my private server. The
> > sv_steamgroup thing would be nice, but I can't even see it. :/
> > Why does this have to be such a pain?
> > I'm using a DLink DIR-655 router and I am hosting hl2dm and tf2 servers
> just
> > fine.
> >
> > Any suggestions?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
> ___
> 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] kk rcon for l4d? or even from client console?

2009-01-16 Thread David A. Parker
Yeah, the devs said several times that the goal of the net console for 
L4D was not to be used directly via telnet, but rather to have people 
write programs which can be used to admin a server remotely.

If you're the admin of the box that the server runs on, you can set up 
SSH-to-telnet tunnels pretty easily, so you can SSH to a specific port 
and connect directly and securely to the net console of the game.

 - Dave

Joseph Love wrote:
> Btw, the reason for creating a command console that works with telnet  
> is because it's easy to program.  Adding SSH overhead to the console  
> interface would be potentially disastrous, and if you really need the  
> encryption on top of it, I imagine you could probably use stunnel or  
> something, and do appropriate firewall filtering.
> 
> -Joe
> 
> On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:
> 
>> Ok, I'm baffled.  One of the first things I read when I started using
>> Linux three or four years ago now was, get rid of telnet because the
>> passwords and the datastream aren't encrypted, and use ssh.  Why is
>> anyone still using telnet?  Why the hell would anyone be creating a  
>> new
>> command console for telnet?
>>
>> I apologize if this is just my ignorance speaking, but I'm curious.
>>
>> Cheers, Drek
>>
>> gamead...@127001.org wrote:
>>> I take it if you don't have ssh access you don't have access to the  
>>> new
>>> telnet command console introduced for Linux in left4dead either?
>>>
>>>
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
 Sent: 15 January 2009 19:32
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] kk rcon for l4d? or even from client  
 console?

 awesome!  exactly what I was looking for.

 Kevin

 Nephyrin Zey wrote:

> I wrote a simple python script that implements RCON a while back  
> that
> you're free to use:
>
> http://nemu.doublezen.net/cacti/scripts/rcon.py
>
> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
> etc.
>
> - Neph
>
> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>
 wrote:

>> If you use the -window and -noborder commands on your client you
>>
 won't have

>> to wait for the long alt-tab.
>>
>> Just a suggestion.
>>
>> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>>
 wrote:

>>> I'm in the same boat as him -- when I'm in a L4D game, I don't  
>>> want
>>>
 to

>>> jump out to HLSW to kick someone -- I want to be able to boot
>>>
 someone

>>> from another fork from within the game -- there doesn't seem to  
>>> be
>>> functionality for this.
>>>
>>>
>>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>>  wrote:
>>>
 I was jst about to suggest HLSW when I spotted your last  
 line.

 Any

 reason you don't to use that?

 2009/1/15 Kevin J. Anderson 


> Forgive me if this has been discussed, however I searched the
>
 list and

> also google, to no avail.
>
> How does one remote control their server when not connected?  I
>
 can't

> seem to find a working/similar to kkrcon application, nor does
>
 the

> rcon_address client variable seem to work from inside l4d.
>
> Basically  I can only really control the server when actually
>
 playing on

> the server.
>
> Im not really interested in hlsw either.   I saw a bit about  
> the
>
 new

> rcon interface, but have not seen any info on a client or  
> script?
>
> Kevin
>
> ___
> 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
>>
>>

Re: [hlds_linux] Can't connect to local dedicated server via lobby

2009-01-16 Thread David A. Parker
Hello,

I've had a lot of problems using the lobby system with a passworded 
server as well.  Connect using the "connect" command in the console instead.

 - Dave

Console Admin wrote:
> Client machine shows no dedicated server available and that the connection
> failed, server output is below.
> 
> -> Reservation cookie 184012536fc9c01:  reason ReplyReservationRequest
> L 01/16/2009 - 00:57:58: Preventing spawning
> L 01/16/2009 - 00:57:58: server_message: "quit"
> threadtools.cpp (417) : Assertion Failed: Thread synchronization object is
> unuseable
> L 01/16/2009 - 00:57:58: Log file closed
> L 01/16/2009 - 00:57:58: server_message: "restart"
>  Host_NewGame 
> 
> After that, it logs a new round with no connections.
> 
> server.cfg
> 
> sv_password "goeshere"
> rcon_password "goeshere"
> z_difficulty Hard
> sv_lan 0
> mp_disable_autokick 1
> sv_cheats 0
> sv_voiceenable 1
> motd_enabled 1
> sv_region 255
> sv_steamgroup 659518
> setmaster add 68.142.72.250:27011
> setmaster add 72.165.61.189:27011
> 
> This is hosted on an internal machine.
> Tried sv_steamgroup_exclusive and sv_allow_lobby_connect_only set to both 1
> and 0
> Neither work for me. I cannot see it as a group server.
> I've tried 3 different steam group numbers and it never shows up.
> 
> Start script is this.
> 
> #!/bin/sh
> echo "Starting  L4D server"
> sleep 1
> screen -A -m -d -S l4dserver1 ./srcds_run -console -game left4dead  +map
> l4d_hospital01_apartment +sv_lan 0 +ip 192.168.0.199  -rcon_port 27040
> -port 27040 +log on +debug
> 
> All I really want is an easy way to connect to my private server. The
> sv_steamgroup thing would be nice, but I can't even see it. :/
> Why does this have to be such a pain?
> I'm using a DLink DIR-655 router and I am hosting hl2dm and tf2 servers just
> fine.
> 
> Any suggestions?
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 

-- 

Dave Parker
Utica College
Integrated Information Technology Services
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Re: [hlds_linux] Processor choice

2009-01-16 Thread Joseph Laws
If you want something "in-between" your old Noconas and the new 
Clovertown/Harpertown, check out the i7's from Intel. 

Bruce Potter wrote:
> Huh... yet to see anyone recommending AMD.  interesting.  I guess I'll  
> go intel.  I've got a two gen  old xeon single core/dual proc box that  
> I think is too old and a few shiny 2xquad core xeon boxes that I think  
> are overkill ;)  I need to go find something in the middle ground.
>
> I've got enough hardware here to stress test a variety of platforms  
> and try to get some performance numbers out there.  Anyone aware of  
> any pseudo-automated way of stress testing a server in a repeatable  
> fashion?  I can fire up a few clients and control players  
> automatically using something like AutoIt and use munin (or similiar)  
> to get stats off the server.  Has this been done before with SRCDS  
> with publicly available results?
>
> bruce
>
>
>   


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Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Kevin J. Anderson
Is there any documentation anywhere on this?

gamead...@127001.org wrote:
> I take it if you don't have ssh access you don't have access to the new
> telnet command console introduced for Linux in left4dead either?
> 
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>> Sent: 15 January 2009 19:32
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
>>
>> awesome!  exactly what I was looking for.
>>
>> Kevin
>>
>> Nephyrin Zey wrote:
>>> I wrote a simple python script that implements RCON a while back that
>>> you're free to use:
>>>
>>> http://nemu.doublezen.net/cacti/scripts/rcon.py
>>>
>>> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
>>> etc.
>>>
>>> - Neph
>>>
>>> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>> wrote:
 If you use the -window and -noborder commands on your client you
>> won't have
 to wait for the long alt-tab.

 Just a suggestion.

 On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>> wrote:
> I'm in the same boat as him -- when I'm in a L4D game, I don't want
>> to
> jump out to HLSW to kick someone -- I want to be able to boot
>> someone
> from another fork from within the game -- there doesn't seem to be
> functionality for this.
>
>
> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>  wrote:
>> I was jst about to suggest HLSW when I spotted your last line.
>> Any
>> reason you don't to use that?
>>
>> 2009/1/15 Kevin J. Anderson 
>>
>>> Forgive me if this has been discussed, however I searched the
>> list and
>>> also google, to no avail.
>>>
>>> How does one remote control their server when not connected?  I
>> can't
>>> seem to find a working/similar to kkrcon application, nor does
>> the
>>> rcon_address client variable seem to work from inside l4d.
>>>
>>> Basically  I can only really control the server when actually
>> playing on
>>> the server.
>>>
>>> Im not really interested in hlsw either.   I saw a bit about the
>> new
>>> rcon interface, but have not seen any info on a client or script?
>>>
>>> Kevin
>>>
>>> ___
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>> archives,
>>> please visit:
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Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Joseph Love
Btw, the reason for creating a command console that works with telnet  
is because it's easy to program.  Adding SSH overhead to the console  
interface would be potentially disastrous, and if you really need the  
encryption on top of it, I imagine you could probably use stunnel or  
something, and do appropriate firewall filtering.

-Joe

On Jan 16, 2009, at 6:39 AM, Crazy Canucks wrote:

> Ok, I'm baffled.  One of the first things I read when I started using
> Linux three or four years ago now was, get rid of telnet because the
> passwords and the datastream aren't encrypted, and use ssh.  Why is
> anyone still using telnet?  Why the hell would anyone be creating a  
> new
> command console for telnet?
>
> I apologize if this is just my ignorance speaking, but I'm curious.
>
> Cheers, Drek
>
> gamead...@127001.org wrote:
>> I take it if you don't have ssh access you don't have access to the  
>> new
>> telnet command console introduced for Linux in left4dead either?
>>
>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>>> Sent: 15 January 2009 19:32
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client  
>>> console?
>>>
>>> awesome!  exactly what I was looking for.
>>>
>>> Kevin
>>>
>>> Nephyrin Zey wrote:
>>>
 I wrote a simple python script that implements RCON a while back  
 that
 you're free to use:

 http://nemu.doublezen.net/cacti/scripts/rcon.py

 ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
 etc.

 - Neph

 On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 

>>> wrote:
>>>
> If you use the -window and -noborder commands on your client you
>
>>> won't have
>>>
> to wait for the long alt-tab.
>
> Just a suggestion.
>
> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>
>>> wrote:
>>>
>> I'm in the same boat as him -- when I'm in a L4D game, I don't  
>> want
>>
>>> to
>>>
>> jump out to HLSW to kick someone -- I want to be able to boot
>>
>>> someone
>>>
>> from another fork from within the game -- there doesn't seem to  
>> be
>> functionality for this.
>>
>>
>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>  wrote:
>>
>>> I was jst about to suggest HLSW when I spotted your last  
>>> line.
>>>
>>> Any
>>>
>>> reason you don't to use that?
>>>
>>> 2009/1/15 Kevin J. Anderson 
>>>
>>>
 Forgive me if this has been discussed, however I searched the

>>> list and
>>>
 also google, to no avail.

 How does one remote control their server when not connected?  I

>>> can't
>>>
 seem to find a working/similar to kkrcon application, nor does

>>> the
>>>
 rcon_address client variable seem to work from inside l4d.

 Basically  I can only really control the server when actually

>>> playing on
>>>
 the server.

 Im not really interested in hlsw either.   I saw a bit about  
 the

>>> new
>>>
 rcon interface, but have not seen any info on a client or  
 script?

 Kevin

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

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Re: [hlds_linux] STEAM UserID Ticket fix

2009-01-16 Thread Pawel
bump :D

Alfred say something about it :> That you are working on it etc. :D

On Fri, Jan 16, 2009 at 12:31 AM, Marcel  wrote:

> *bump*
>
> This really needs a fix soon!
>
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Re: [hlds_linux] Processor choice

2009-01-16 Thread Bruce Potter
Huh... yet to see anyone recommending AMD.  interesting.  I guess I'll  
go intel.  I've got a two gen  old xeon single core/dual proc box that  
I think is too old and a few shiny 2xquad core xeon boxes that I think  
are overkill ;)  I need to go find something in the middle ground.

I've got enough hardware here to stress test a variety of platforms  
and try to get some performance numbers out there.  Anyone aware of  
any pseudo-automated way of stress testing a server in a repeatable  
fashion?  I can fire up a few clients and control players  
automatically using something like AutoIt and use munin (or similiar)  
to get stats off the server.  Has this been done before with SRCDS  
with publicly available results?

bruce

On Jan 16, 2009, at 12:38 AM, Cc2iscooL wrote:

> I'm gonna have to vouch for Intel as well.
>
> E8300's on my end.
>
> On Thu, Jan 15, 2009 at 11:29 PM, Jeff Sugar   
> wrote:
>
>> I and some other admins I speak to have the Q6600. It's been a  
>> dream for us
>> and the server hasn't even broken a sweat with the multiple servers  
>> we run.
>> I'd say "number of tf2 players possible", but we haven't had a  
>> problem even
>> with our two tf2 servers entirely full.
>>
>> -Atreus
>>
>>
>> On Thu, Jan 15, 2009 at 5:29 PM, Bruce Potter   
>> wrote:
>>
>>> Howdy,
>>> Quick (but I'm sure not simple) question regarding processor choice.
>>> I've been running some TF2 servers (and now L4D servers as well)  
>>> on an
>>> AMD-based server with CentOS for a while.  Currently have 2 x dual
>>> core 2.8GHz previous-gen Opterons in the box.  FYI, the machine is  
>>> on
>>> a 100Mbps connection in a datacenter with way more connectivity than
>>> that so I'm not at all bandwidth constrained.
>>>
>>> After much tuning, I'm still not happy with the overall performance.
>>> On TF2 every user takes up about 5% CPU on a core.  After 12-14  
>>> users
>>> (depending on the map) I start to use enough CPU (50-80%) that I get
>>> nervous about choke and other performance issues.  20 or so would
>>> probably be the limit on this hardware.  It's not a very popular
>>> server so we've never hit the limit. ;)
>>>
>>> I'm looking at building a second box for more TF2 servers.  I've  
>>> heard
>>> anecdotally that Intel systems run SRCDS _much_ better than AMD
>>> hardware.  At this point I have to believe it b/c while this Opteron
>>> system isn't top of the line, it's plenty quick for other purposes
>>> I've thrown at the same hardware (database, web, etc).  So I'm going
>>> to give a run at Intel hardware.
>>>
>>> The new server I'm building isn't going to be racked, however, so I
>>> have some flexibility in hardware options.  What I'm trying to  
>>> assess
>>> at this point is the difference in performance between a core 2 duo,
>>> an i7, and a xeon proc when it comes to SRCDS.
>>>
>>> I'm hoping to do a head to head on all these setups in a bit (I've  
>>> got
>>> access to a lot of systems) but I don't have time to test them out
>>> right now.  Any advice on # of TF2 slots on various hardware ppl  
>>> have
>>> would be very much appreciated.
>>>
>>> Thanks
>>>
>>> bruce
>>>
>>>
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>>> archives,
>>> please visit:
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Re: [hlds_linux] Teleport and health logging

2009-01-16 Thread Bruce Potter
Awesome.  Thanks so much.  I'll download this today and work to  
integrate it into our scoreboard.

BTW: you can ignore my steam friend request.. I was just trying to  
find a way to get in touch with you to talk about this.

later

bruce

On Jan 16, 2009, at 4:24 AM, Coldorak wrote:

> Here you are, here's the sourcemod plugin which logs teleports and  
> healing
> http://forums.alliedmods.net/showthread.php?p=745073
>
> ColdFire / Coldorak
>
> On Fri, Jan 16, 2009 at 10:02 AM, Coldorak   
> wrote:
>
>> I'm the ColdFire Jason speaks about.
>> My plugin is a sourcemod plugin, that writes to the logs the total  
>> healing
>> a player does (works with engies and medics) and the teleports a  
>> player
>> does.
>> Not to spam the logs, it's written only when the player  
>> disconnects, but as
>> the players is disconnected on a map change, you are sure not to  
>> miss data.
>> I didn't create a thread on sourcemod.net for my plugin, but since  
>> other
>> people seem interested, I'm gonna do it right now and reply with  
>> the link to
>> the thread.
>> Thanks for the interest
>>
>> Cold
>>
>>
>> On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss   
>> wrote:
>>
>>> A user on my forums mentioned awhile ago that he made a SourceMod  
>>> plugin
>>> that logged medic heals and teleports. Seek out "ColdFire" on my  
>>> forums if
>>> you want more information: http://www.psychostats.com/forums/
>>>
>>> -- Stormtrooper
>>> http://www.psychostats.com/
>>>
>>> On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker  
>>> 
>>> wrote:
>>>
 Sorry to hear that it didn't work.  It's a valid cvar, but the
 description is too vague and generic to really know what it does.

- Dave

 Bruce Potter wrote:
> Dave,
> Thanks for this.  I tried it and unfortunately it doesn't log  
> the tele
> and heal points.  Truth be told, I couldn't see any difference  
> at all,
> but the cvar wasn't rejected by the server...  *shrug*
>
> I'll keep poking around.
>
> later
>
> bruce
>
> On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
>
>> Hi,
>>
>> I don't think there is any way to change the logging level, but  
>> you
>> could try enabling verbose statistics:
>>
>> tf_stats_verbose 1
>>
>> The description for tf_stats_verbose says "Turn on/off verbose
>>> logging
>> of stats."  I haven't actually used it so I don't know if this  
>> will
>> provide the data you're looking for, though.
>>
>> I hope this helps.
>>
>>- Dave
>>
>> Bruce Potter wrote:
>>> Howdy,
>>> I'm not sure this is entirely the right list, but I figure  
>>> I'll give
>>> it a shot as there are some ppl here with a lot more experience
>>> than I
>>> have with HLDS.
>>>
>>> We're writing a custom scoreboard for a TF2 tourney we're  
>>> hosting at
>>> ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html  
>>> and
 http://www.nomoose.org
>>> ).  We're working to make TF2 a spectator sport with custom
>>> animations
>>> and sounds, interactive scoring and stats, replay capability  
>>> and a
>>> few
>>> other odds and ends. The one issue we're having with generating
>>> accurate scoring it the default logs that are created by the  
>>> server
>>> don't log any healing or teleporting events.  So that makes our
>>> scoring a bit biased towards classes that aren't medic and  
>>> engie.
>>>
>>> Anyone know how to turn up the logging level to get that
>>> information?
>>> Is there a stock cvar that will generate those entries, or  
>>> even a
>>> plugin?
>>>
>>> Thanks for your help.
>>>
>>> later
>>>
>>> bruce
>>>
>>>
>>> ___
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>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>> --
>>
>> Dave Parker
>> Utica College
>> Integrated Information Technology Services
>> (315) 792-3229
>> Registered Linux User #408177
>>
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 --

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

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Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Crazy Canucks
ooohhh!

See, told you it was ignorance speaking... :)

Oliver Salzburg wrote:
> You're obviously only supposed to telnet into the console from the 
> server itself ;)
>
> Crazy Canucks wrote:
>   
>> Ok, I'm baffled.  One of the first things I read when I started using 
>> Linux three or four years ago now was, get rid of telnet because the  
>> passwords and the datastream aren't encrypted, and use ssh.  Why is 
>> anyone still using telnet?  Why the hell would anyone be creating a new 
>> command console for telnet?
>>
>> I apologize if this is just my ignorance speaking, but I'm curious.
>>
>> Cheers, Drek
>>
>> gamead...@127001.org wrote:
>>   
>> 
>>> I take it if you don't have ssh access you don't have access to the new
>>> telnet command console introduced for Linux in left4dead either?
>>>
>>>   
>>> 
>>>   
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
 Sent: 15 January 2009 19:32
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?

 awesome!  exactly what I was looking for.

 Kevin

 Nephyrin Zey wrote:
 
   
 
> I wrote a simple python script that implements RCON a while back that
> you're free to use:
>
> http://nemu.doublezen.net/cacti/scripts/rcon.py
>
> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
> etc.
>
> - Neph
>
> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>   
> 
>   
 wrote:
 
   
 
>> If you use the -window and -noborder commands on your client you
>> 
>>   
>> 
 won't have
 
   
 
>> to wait for the long alt-tab.
>>
>> Just a suggestion.
>>
>> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
>> 
>>   
>> 
 wrote:
 
   
 
>>> I'm in the same boat as him -- when I'm in a L4D game, I don't want
>>>   
>>> 
>>>   
 to
 
   
 
>>> jump out to HLSW to kick someone -- I want to be able to boot
>>>   
>>> 
>>>   
 someone
 
   
 
>>> from another fork from within the game -- there doesn't seem to be
>>> functionality for this.
>>>
>>>
>>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>>  wrote:
>>>   
>>> 
>>>   
 I was jst about to suggest HLSW when I spotted your last line.
 
   
 
 Any
 
   
 
 reason you don't to use that?

 2009/1/15 Kevin J. Anderson 

 
   
 
> Forgive me if this has been discussed, however I searched the
>   
> 
>   
 list and
 
   
 
> also google, to no avail.
>
> How does one remote control their server when not connected?  I
>   
> 
>   
 can't
 
   
 
> seem to find a working/similar to kkrcon application, nor does
>   
> 
>   
 the
 
   
 
> rcon_address client variable seem to work from inside l4d.
>
> Basically  I can only really control the server when actually
>   
> 
>   
 playing on
 
   
 
> the server.
>
> Im not really interested in hlsw either.   I saw a bit about the
>   
> 
>   
 new
 
   
 
> rcon interface, but have not seen any info on a client or script?
>
> Kevin
>
> ___
> 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
 
>

Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Oliver Salzburg
You're obviously only supposed to telnet into the console from the 
server itself ;)

Crazy Canucks wrote:
> Ok, I'm baffled.  One of the first things I read when I started using 
> Linux three or four years ago now was, get rid of telnet because the  
> passwords and the datastream aren't encrypted, and use ssh.  Why is 
> anyone still using telnet?  Why the hell would anyone be creating a new 
> command console for telnet?
>
> I apologize if this is just my ignorance speaking, but I'm curious.
>
> Cheers, Drek
>
> gamead...@127001.org wrote:
>   
>> I take it if you don't have ssh access you don't have access to the new
>> telnet command console introduced for Linux in left4dead either?
>>
>>   
>> 
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>>> Sent: 15 January 2009 19:32
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
>>>
>>> awesome!  exactly what I was looking for.
>>>
>>> Kevin
>>>
>>> Nephyrin Zey wrote:
>>> 
>>>   
 I wrote a simple python script that implements RCON a while back that
 you're free to use:

 http://nemu.doublezen.net/cacti/scripts/rcon.py

 ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
 etc.

 - Neph

 On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
   
 
>>> wrote:
>>> 
>>>   
> If you use the -window and -noborder commands on your client you
> 
>   
>>> won't have
>>> 
>>>   
> to wait for the long alt-tab.
>
> Just a suggestion.
>
> On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
> 
>   
>>> wrote:
>>> 
>>>   
>> I'm in the same boat as him -- when I'm in a L4D game, I don't want
>>   
>> 
>>> to
>>> 
>>>   
>> jump out to HLSW to kick someone -- I want to be able to boot
>>   
>> 
>>> someone
>>> 
>>>   
>> from another fork from within the game -- there doesn't seem to be
>> functionality for this.
>>
>>
>> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>>  wrote:
>>   
>> 
>>> I was jst about to suggest HLSW when I spotted your last line.
>>> 
>>>   
>>> Any
>>> 
>>>   
>>> reason you don't to use that?
>>>
>>> 2009/1/15 Kevin J. Anderson 
>>>
>>> 
>>>   
 Forgive me if this has been discussed, however I searched the
   
 
>>> list and
>>> 
>>>   
 also google, to no avail.

 How does one remote control their server when not connected?  I
   
 
>>> can't
>>> 
>>>   
 seem to find a working/similar to kkrcon application, nor does
   
 
>>> the
>>> 
>>>   
 rcon_address client variable seem to work from inside l4d.

 Basically  I can only really control the server when actually
   
 
>>> playing on
>>> 
>>>   
 the server.

 Im not really interested in hlsw either.   I saw a bit about the
   
 
>>> new
>>> 
>>>   
 rcon interface, but have not seen any info on a client or script?

 Kevin

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>>> archives,
>>> 
>>>   
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

   
 
>>> ___
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>>> 
>>>   
>>> archives,
>>> 
>>>   
>> please visit:
>>   
>> 
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>> 
>>>   
>> ___
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>>   
>> 
>>> archives,
>>> 
>>>   
>> please visit:
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>>
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> 
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>>> archives, please visit:
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Re: [hlds_linux] kk rcon for l4d? or even from client console?

2009-01-16 Thread Crazy Canucks
Ok, I'm baffled.  One of the first things I read when I started using 
Linux three or four years ago now was, get rid of telnet because the  
passwords and the datastream aren't encrypted, and use ssh.  Why is 
anyone still using telnet?  Why the hell would anyone be creating a new 
command console for telnet?

I apologize if this is just my ignorance speaking, but I'm curious.

Cheers, Drek

gamead...@127001.org wrote:
> I take it if you don't have ssh access you don't have access to the new
> telnet command console introduced for Linux in left4dead either?
>
>   
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>> Sent: 15 January 2009 19:32
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
>>
>> awesome!  exactly what I was looking for.
>>
>> Kevin
>>
>> Nephyrin Zey wrote:
>> 
>>> I wrote a simple python script that implements RCON a while back that
>>> you're free to use:
>>>
>>> http://nemu.doublezen.net/cacti/scripts/rcon.py
>>>
>>> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban someguy 0"
>>> etc.
>>>
>>> - Neph
>>>
>>> On Thu, Jan 15, 2009 at 10:05 AM, Cc2iscooL 
>>>   
>> wrote:
>> 
 If you use the -window and -noborder commands on your client you
 
>> won't have
>> 
 to wait for the long alt-tab.

 Just a suggestion.

 On Thu, Jan 15, 2009 at 10:21 AM, Steven Sumichrast
 
>> wrote:
>> 
> I'm in the same boat as him -- when I'm in a L4D game, I don't want
>   
>> to
>> 
> jump out to HLSW to kick someone -- I want to be able to boot
>   
>> someone
>> 
> from another fork from within the game -- there doesn't seem to be
> functionality for this.
>
>
> On Thu, Jan 15, 2009 at 11:01 AM, Tom Richardson
>  wrote:
>   
>> I was jst about to suggest HLSW when I spotted your last line.
>> 
>> Any
>> 
>> reason you don't to use that?
>>
>> 2009/1/15 Kevin J. Anderson 
>>
>> 
>>> Forgive me if this has been discussed, however I searched the
>>>   
>> list and
>> 
>>> also google, to no avail.
>>>
>>> How does one remote control their server when not connected?  I
>>>   
>> can't
>> 
>>> seem to find a working/similar to kkrcon application, nor does
>>>   
>> the
>> 
>>> rcon_address client variable seem to work from inside l4d.
>>>
>>> Basically  I can only really control the server when actually
>>>   
>> playing on
>> 
>>> the server.
>>>
>>> Im not really interested in hlsw either.   I saw a bit about the
>>>   
>> new
>> 
>>> rcon interface, but have not seen any info on a client or script?
>>>
>>> Kevin
>>>
>>> ___
>>> 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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>> 
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>> archives, please visit:
>> 
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 
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[hlds_linux] Source - 450 FPS

2009-01-16 Thread Steffen Tronstad
Hi all,

I've put up a new linux server today, and when I start a CS: Source
server with -tickrate 100 and fps_max 600 in the command line, it just
gives me an average FPS of 450, ranging from 360 - 590 when I type
'stats' (no players, 1 SourceTV bot)

When I played on the server, it seems like the server is running only on
60-70 ticks.

Dual Intel Dual-Core Debian Lenny 2.6.26-1-amd64 #1 SMP 3,2 GHz with 8
GB RAM. Spawned 16 instances. 



Steffen

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Re: [hlds_linux] Teleport and health logging

2009-01-16 Thread Coldorak
Here you are, here's the sourcemod plugin which logs teleports and healing
http://forums.alliedmods.net/showthread.php?p=745073

ColdFire / Coldorak

On Fri, Jan 16, 2009 at 10:02 AM, Coldorak  wrote:

> I'm the ColdFire Jason speaks about.
> My plugin is a sourcemod plugin, that writes to the logs the total healing
> a player does (works with engies and medics) and the teleports a player
> does.
> Not to spam the logs, it's written only when the player disconnects, but as
> the players is disconnected on a map change, you are sure not to miss data.
> I didn't create a thread on sourcemod.net for my plugin, but since other
> people seem interested, I'm gonna do it right now and reply with the link to
> the thread.
> Thanks for the interest
>
> Cold
>
>
> On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss  wrote:
>
>> A user on my forums mentioned awhile ago that he made a SourceMod plugin
>> that logged medic heals and teleports. Seek out "ColdFire" on my forums if
>> you want more information: http://www.psychostats.com/forums/
>>
>> -- Stormtrooper
>> http://www.psychostats.com/
>>
>> On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker 
>> wrote:
>>
>> > Sorry to hear that it didn't work.  It's a valid cvar, but the
>> > description is too vague and generic to really know what it does.
>> >
>> > - Dave
>> >
>> > Bruce Potter wrote:
>> > > Dave,
>> > > Thanks for this.  I tried it and unfortunately it doesn't log the tele
>> > > and heal points.  Truth be told, I couldn't see any difference at all,
>> > > but the cvar wasn't rejected by the server...  *shrug*
>> > >
>> > > I'll keep poking around.
>> > >
>> > > later
>> > >
>> > > bruce
>> > >
>> > > On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
>> > >
>> > >> Hi,
>> > >>
>> > >> I don't think there is any way to change the logging level, but you
>> > >> could try enabling verbose statistics:
>> > >>
>> > >> tf_stats_verbose 1
>> > >>
>> > >> The description for tf_stats_verbose says "Turn on/off verbose
>> logging
>> > >> of stats."  I haven't actually used it so I don't know if this will
>> > >> provide the data you're looking for, though.
>> > >>
>> > >> I hope this helps.
>> > >>
>> > >> - Dave
>> > >>
>> > >> Bruce Potter wrote:
>> > >>> Howdy,
>> > >>> I'm not sure this is entirely the right list, but I figure I'll give
>> > >>> it a shot as there are some ppl here with a lot more experience
>> > >>> than I
>> > >>> have with HLDS.
>> > >>>
>> > >>> We're writing a custom scoreboard for a TF2 tourney we're hosting at
>> > >>> ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and
>> > http://www.nomoose.org
>> > >>> ).  We're working to make TF2 a spectator sport with custom
>> > >>> animations
>> > >>> and sounds, interactive scoring and stats, replay capability and a
>> > >>> few
>> > >>> other odds and ends. The one issue we're having with generating
>> > >>> accurate scoring it the default logs that are created by the server
>> > >>> don't log any healing or teleporting events.  So that makes our
>> > >>> scoring a bit biased towards classes that aren't medic and engie.
>> > >>>
>> > >>> Anyone know how to turn up the logging level to get that
>> information?
>> > >>> Is there a stock cvar that will generate those entries, or even a
>> > >>> plugin?
>> > >>>
>> > >>> Thanks for your help.
>> > >>>
>> > >>> later
>> > >>>
>> > >>> bruce
>> > >>>
>> > >>>
>> > >>> ___
>> > >>> To unsubscribe, edit your list preferences, or view the list
>> > >>> archives, please visit:
>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > >>>
>> > >> --
>> > >>
>> > >> Dave Parker
>> > >> Utica College
>> > >> Integrated Information Technology Services
>> > >> (315) 792-3229
>> > >> Registered Linux User #408177
>> > >>
>> > >> ___
>> > >> 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
>> > >
>> >
>> > --
>> >
>> > Dave Parker
>> > Utica College
>> > Integrated Information Technology Services
>> > (315) 792-3229
>> > Registered Linux User #408177
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>>
>>
>> --
>> Jason Morriss
>> http://www.psychostats.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] Teleport and health logging

2009-01-16 Thread Coldorak
I'm the ColdFire Jason speaks about.
My plugin is a sourcemod plugin, that writes to the logs the total healing a
player does (works with engies and medics) and the teleports a player does.
Not to spam the logs, it's written only when the player disconnects, but as
the players is disconnected on a map change, you are sure not to miss data.
I didn't create a thread on sourcemod.net for my plugin, but since other
people seem interested, I'm gonna do it right now and reply with the link to
the thread.
Thanks for the interest

Cold

On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss  wrote:

> A user on my forums mentioned awhile ago that he made a SourceMod plugin
> that logged medic heals and teleports. Seek out "ColdFire" on my forums if
> you want more information: http://www.psychostats.com/forums/
>
> -- Stormtrooper
> http://www.psychostats.com/
>
> On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker 
> wrote:
>
> > Sorry to hear that it didn't work.  It's a valid cvar, but the
> > description is too vague and generic to really know what it does.
> >
> > - Dave
> >
> > Bruce Potter wrote:
> > > Dave,
> > > Thanks for this.  I tried it and unfortunately it doesn't log the tele
> > > and heal points.  Truth be told, I couldn't see any difference at all,
> > > but the cvar wasn't rejected by the server...  *shrug*
> > >
> > > I'll keep poking around.
> > >
> > > later
> > >
> > > bruce
> > >
> > > On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
> > >
> > >> Hi,
> > >>
> > >> I don't think there is any way to change the logging level, but you
> > >> could try enabling verbose statistics:
> > >>
> > >> tf_stats_verbose 1
> > >>
> > >> The description for tf_stats_verbose says "Turn on/off verbose logging
> > >> of stats."  I haven't actually used it so I don't know if this will
> > >> provide the data you're looking for, though.
> > >>
> > >> I hope this helps.
> > >>
> > >> - Dave
> > >>
> > >> Bruce Potter wrote:
> > >>> Howdy,
> > >>> I'm not sure this is entirely the right list, but I figure I'll give
> > >>> it a shot as there are some ppl here with a lot more experience
> > >>> than I
> > >>> have with HLDS.
> > >>>
> > >>> We're writing a custom scoreboard for a TF2 tourney we're hosting at
> > >>> ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and
> > http://www.nomoose.org
> > >>> ).  We're working to make TF2 a spectator sport with custom
> > >>> animations
> > >>> and sounds, interactive scoring and stats, replay capability and a
> > >>> few
> > >>> other odds and ends. The one issue we're having with generating
> > >>> accurate scoring it the default logs that are created by the server
> > >>> don't log any healing or teleporting events.  So that makes our
> > >>> scoring a bit biased towards classes that aren't medic and engie.
> > >>>
> > >>> Anyone know how to turn up the logging level to get that information?
> > >>> Is there a stock cvar that will generate those entries, or even a
> > >>> plugin?
> > >>>
> > >>> Thanks for your help.
> > >>>
> > >>> later
> > >>>
> > >>> bruce
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives, please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >> --
> > >>
> > >> Dave Parker
> > >> Utica College
> > >> Integrated Information Technology Services
> > >> (315) 792-3229
> > >> Registered Linux User #408177
> > >>
> > >> ___
> > >> 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
> > >
> >
> > --
> >
> > Dave Parker
> > Utica College
> > Integrated Information Technology Services
> > (315) 792-3229
> > Registered Linux User #408177
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> Jason Morriss
> http://www.psychostats.com/
> ___
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> please visit:
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