Re: [hlds_linux] playercount, global serverrank and motd.txt
You can prevent your motd.txt from being overwritten a couple of ways. You can make it read only, or if you use a script to update your servers, you can have the script backup customized files that might be overwritten before you run the update, then restore them after the update is finished (this is what I do). As for the current players and gobal rank issues, someone else will have to answer that. Drek Coffeecup wrote: Hello, i noticed when setting a custom motd that the server stops displaying the current players served and the global rank number. also on the last patch my motd.txt got overwritten. is there a way to fix the display errors of the playercount and serverranking when using a custom motd? ___ 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] playercount, global serverrank and motd.txt
There are also the cvars: hostfile yourhostfile.txt motdfile yourmotdfile.txt I use these and i don't have to worry about overwritten files anymore. Then again the style that L4D1 uses would be simpler. In that, the motd and host files do not get overwritten in any update, unlike in L4D2. -ics Crazy Canucks kirjoitti: You can prevent your motd.txt from being overwritten a couple of ways. You can make it read only, or if you use a script to update your servers, you can have the script backup customized files that might be overwritten before you run the update, then restore them after the update is finished (this is what I do). As for the current players and gobal rank issues, someone else will have to answer that. Drek Coffeecup wrote: Hello, i noticed when setting a custom motd that the server stops displaying the current players served and the global rank number. also on the last patch my motd.txt got overwritten. is there a way to fix the display errors of the playercount and serverranking when using a custom motd? ___ 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] playercount, global serverrank and motd.txt
My MOTD and Hostfile were overwritten in L4D1 numerous times. I've been using hostfile and motdfile in both games and been using motdfile in TF2 for quite some time as well. Never have to worry about if Valve's going to break that for me. On Sat, Nov 28, 2009 at 8:22 AM, ics i...@ics-base.net wrote: There are also the cvars: hostfile yourhostfile.txt motdfile yourmotdfile.txt I use these and i don't have to worry about overwritten files anymore. Then again the style that L4D1 uses would be simpler. In that, the motd and host files do not get overwritten in any update, unlike in L4D2. -ics Crazy Canucks kirjoitti: You can prevent your motd.txt from being overwritten a couple of ways. You can make it read only, or if you use a script to update your servers, you can have the script backup customized files that might be overwritten before you run the update, then restore them after the update is finished (this is what I do). As for the current players and gobal rank issues, someone else will have to answer that. Drek Coffeecup wrote: Hello, i noticed when setting a custom motd that the server stops displaying the current players served and the global rank number. also on the last patch my motd.txt got overwritten. is there a way to fix the display errors of the playercount and serverranking when using a custom motd? ___ 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
[hlds_linux] Crashing L4D2 fork killing entire machine
I have had this issue twice up till now, and it's rather disturbing. What happened is that a L4D2 fork gets in a crashing mode of some kind where it continuously puts 100% CPU load on a single core. I've seen these sort of crashes perhaps around 10 times so far. 8 times I've spotted it soon enough to kill -9 pid the process, and 2 times I've been too late and it been in such a state for several hours before it will entirely kill off the machine. The machine will only reply to icmp and nothing else (ssh, http, ftp, gameservers etc). This worries me a bit, because I do not have any reason to assume something is broken on OS or hardware level. Regards, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crashing L4D2 fork killing entire machine
I've seen a process with 100% too, i've also seen a server which was full for like 2 hours on the same map. At that point i check it out, and it seemed the 4 survivor bots where playing against the infected bots, over and over again. Somehow still pretty funny.. On Sat, 28 Nov 2009 20:13:44 +0100, Saint K. sai...@specialattack.net wrote: I have had this issue twice up till now, and it's rather disturbing. What happened is that a L4D2 fork gets in a crashing mode of some kind where it continuously puts 100% CPU load on a single core. I've seen these sort of crashes perhaps around 10 times so far. 8 times I've spotted it soon enough to kill -9 pid the process, and 2 times I've been too late and it been in such a state for several hours before it will entirely kill off the machine. The machine will only reply to icmp and nothing else (ssh, http, ftp, gameservers etc). This worries me a bit, because I do not have any reason to assume something is broken on OS or hardware level. Regards, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] playercount, global serverrank and motd.txt
For a while, the host.txt and motd.txt were overwritten with L4D DS updates. Valve changed this behavior in one of the updates, possibly during the L4D demo(I couldn't find it through a quick skim of the update history), but only for L4D. If you revert back to using the default host.txt and motd.txt on your L4D server, they shouldn't get overwritten. The way you're using is just fine, though. I was just noting that you can go back to the defaults if you choose and not have to worry about them being overwritten...in L4D. -Richard Eid On Sat, Nov 28, 2009 at 9:30 AM, Steven Sumichrast packh...@gmail.comwrote: My MOTD and Hostfile were overwritten in L4D1 numerous times. I've been using hostfile and motdfile in both games and been using motdfile in TF2 for quite some time as well. Never have to worry about if Valve's going to break that for me. On Sat, Nov 28, 2009 at 8:22 AM, ics i...@ics-base.net wrote: There are also the cvars: hostfile yourhostfile.txt motdfile yourmotdfile.txt I use these and i don't have to worry about overwritten files anymore. Then again the style that L4D1 uses would be simpler. In that, the motd and host files do not get overwritten in any update, unlike in L4D2. -ics Crazy Canucks kirjoitti: You can prevent your motd.txt from being overwritten a couple of ways. You can make it read only, or if you use a script to update your servers, you can have the script backup customized files that might be overwritten before you run the update, then restore them after the update is finished (this is what I do). As for the current players and gobal rank issues, someone else will have to answer that. Drek Coffeecup wrote: Hello, i noticed when setting a custom motd that the server stops displaying the current players served and the global rank number. also on the last patch my motd.txt got overwritten. is there a way to fix the display errors of the playercount and serverranking when using a custom motd? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crashing L4D2 fork killing entire machine
I have experienced this EXACT behavior on several machines, all running debian lenny 64bit. I stopped running the forks after it started taking entire machines down. On Sat, Nov 28, 2009 at 11:48 AM, riemers riem...@binkey.nl wrote: I've seen a process with 100% too, i've also seen a server which was full for like 2 hours on the same map. At that point i check it out, and it seemed the 4 survivor bots where playing against the infected bots, over and over again. Somehow still pretty funny.. On Sat, 28 Nov 2009 20:13:44 +0100, Saint K. sai...@specialattack.net wrote: I have had this issue twice up till now, and it's rather disturbing. What happened is that a L4D2 fork gets in a crashing mode of some kind where it continuously puts 100% CPU load on a single core. I've seen these sort of crashes perhaps around 10 times so far. 8 times I've spotted it soon enough to kill -9 pid the process, and 2 times I've been too late and it been in such a state for several hours before it will entirely kill off the machine. The machine will only reply to icmp and nothing else (ssh, http, ftp, gameservers etc). This worries me a bit, because I do not have any reason to assume something is broken on OS or hardware level. Regards, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux