Re: [hlds_linux] playercount, global serverrank and motd.txt

2009-11-28 Thread Crazy Canucks
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?
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Re: [hlds_linux] playercount, global serverrank and motd.txt

2009-11-28 Thread ics
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?
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 please visit:
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Re: [hlds_linux] playercount, global serverrank and motd.txt

2009-11-28 Thread Steven Sumichrast
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?
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 please visit:
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[hlds_linux] Crashing L4D2 fork killing entire machine

2009-11-28 Thread Saint K .
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.

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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-11-28 Thread riemers
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.
 
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Re: [hlds_linux] playercount, global serverrank and motd.txt

2009-11-28 Thread Richard Eid
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?
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 please visit:
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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-11-28 Thread Joshua Smith
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.
 
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