Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Fehér Bálint

Hi there guys!
I recommend it on desktop brand boards like gigabyte and asus because it 
rises the cpu clock ratio by 1 in all cores! So my Intel core i7 920 
(2.66ghz) runs on 2.8ghz without stability problems at all! Free juice:) So 
on desktop brand p55/x58 i recomend it! And as is saw speedstep not needed. 
I also had a 4X6 core xeon for testing and turbo mode also worked fine on it 
without speedstep. It had an awesome performance with 24 cores 48 threads 
ht:)
- Original Message - 
From: hlds_linux-requ...@list.valvesoftware.com

To: hlds_linux@list.valvesoftware.com
Sent: Thursday, September 02, 2010 1:15 AM
Subject: hlds_linux Digest, Vol 31, Issue 2



Send hlds_linux mailing list submissions to
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When replying, please edit your Subject line so it is more specific
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Today's Topics:

  1. Counter-Strike: Source Beta Update (Jason Ruymen)
  2. Re: Counter-Strike: Source Beta Update (J?K? Rawr)
  3. newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  4. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Karl Labrador)
  5. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  6. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (EkaInfinitos)
  7. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  8. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Ben Mendis)


--

Message: 1
Date: Wed, 1 Sep 2010 14:12:16 -0700
From: Jason Ruymen jas...@valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source Beta Update
To: 'Half-Life dedicated Linux server mailing list'
hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com'
h...@list.valvesoftware.com
Message-ID:
6c4c1cf8e486304c950600d8a6f0131ddb4e31d...@exchange07.valvesoftware.com

Content-Type: text/plain; charset=iso-8859-1

A required update to Counter-Strike: Source is now available.  The 
specific changes include:


- Reinstated ammo cost.
- Added client ConVar cl_autobuyammo ( default 7 ) which determines how 
much ammo to attempt to buy with guns.
??? 1-7: The ammo buttons in the Buy menu are hidden.? 
ConCommands buyammo1 and buyammo2 are still active.
??? 0: Ammo is not automatically purchased and the ammo 
buttons in the Buy menu are visible.? They now buy single ammo boxes.
- De_Inferno bug and exploit fixes.? See 
http://forums.steampowered.com/forums/showthread.php?t=1406537 for 
details.


Jason




--

Message: 2
Date: Wed, 1 Sep 2010 14:21:54 -0700
From: J?K? Rawr can_kic...@hotmail.com
Subject: Re: [hlds_linux] Counter-Strike: Source Beta Update
To: hlds_linux@list.valvesoftware.com
Message-ID: snt103-w43e89da0c5a9cde9a8d2e6e1...@phx.gbl
Content-Type: text/plain; charset=iso-8859-1


Topic says beta, yet in your message it just says  Counter strike source. 
Not sure if this was just an error or not.  :)

I don't see an update for CSS so I guess it's for beta only.




From: jas...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
Date: Wed, 1 Sep 2010 14:12:16 -0700
Subject: [hlds_linux] Counter-Strike: Source Beta Update

A required update to Counter-Strike: Source is now available.  The 
specific changes include:


- Reinstated ammo cost.
- Added client ConVar cl_autobuyammo ( default 7 ) which determines how 
much ammo to attempt to buy with guns.
1-7: The ammo buttons in the Buy menu are hidden. 
ConCommands buyammo1 and buyammo2 are still active.
0: Ammo is not automatically purchased and the ammo 
buttons in the Buy menu are visible.  They now buy single ammo boxes.
- De_Inferno bug and exploit fixes.  See 
http://forums.steampowered.com/forums/showthread.php?t=1406537 for 
details.


Jason


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Message: 3
Date: Wed, 01 Sep 2010 23:27:32 +0200
From: Marco Padovan evolutioncr...@gmail.com
Subject: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or
disabled?
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Message-ID: 4c7ec544.8000...@gmail.com
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 What are your feelings about TURBO mode when running a dedicated
server focusing on linux steam games hosting?

Personally I think that in theory it should be good to have 

Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Nephyrin Zey
Could everyone kindly stop spreading false information if you don't
know what you're talking about?

On some bios, you need to have the speedstep technology (which
turboboost is a part of) enabled to make use of turboboost. You can
enable speedstep in the bios, and the associated turbo features,
without making use of underclocking - which is a kernel/userland
configured utility. In linux, you'd simply make sure the cpufeq system
is loaded up with the performance governor (always 100%), or,
depending on your distro, passed off to the userland governer with the
userland tools set to performance mode. Your CPU will never underclock
itself.

This is separate from turbo mode, which overclocks active cores. It
can do this, basically, because the chip is designed to support the
heat from all cores at 100%. If some cores are not at 100%, the others
can be slightly overclocked as the excess heat wont overheat the chip.
(Its slightly more complicated than this, but thats the general idea)
I see no reason to have it disabled - though if your system is running
near 100% across the cores I don't think it'll see much use (I could
be wrong).

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Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Marco Padovan
But you need to have freq scaling compiled into the kernel and enable it
with performance governor .. otherwise (in my case) freq do not rise up!

Weird thing is that it get down by just enabling ce1 even without frequency
scaling support built info the kernel...

What kernel are you using?
Il giorno 02/set/2010 08.31, Fehér Bálint bal...@infoado.hu ha scritto:

 Hi there guys!
 I recommend it on desktop brand boards like gigabyte and asus because it
 rises the cpu clock ratio by 1 in all cores! So my Intel core i7 920
 (2.66ghz) runs on 2.8ghz without stability problems at all! Free juice:) So
 on desktop brand p55/x58 i recomend it! And as is saw speedstep not needed.
 I also had a 4X6 core xeon for testing and turbo mode also worked fine on it
 without speedstep. It had an awesome performance with 24 cores 48 threads
 ht:)
 - Original Message - From: 
 hlds_linux-requ...@list.valvesoftware.com
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, September 02, 2010 1:15 AM
 Subject: hlds_linux Digest, Vol 31, Issue 2


  Send hlds_linux mailing list submissions to
 hlds_linux@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit


  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 or, via email, send a message with subject or body 'help' to
 hlds_linux-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 hlds_linux-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds_linux digest...


 Today's Topics:

  1. Counter-Strike: Source Beta Update (Jason Ruymen)
  2. Re: Counter-Strike: Source Beta Update (J?K? Rawr)
  3. newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  4. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Karl Labrador)
  5. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  6. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (EkaInfinitos)
  7. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Marco Padovan)
  8. Re: newer xeon / i7 cpus: turbo mode enabled or disabled?
 (Ben Mendis)


 --

 Message: 1
 Date: Wed, 1 Sep 2010 14:12:16 -0700
 From: Jason Ruymen jas...@valvesoftware.com
 Subject: [hlds_linux] Counter-Strike: Source Beta Update
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com, 'h...@list.valvesoftware.com'
 h...@list.valvesoftware.com
 Message-ID:
 6c4c1cf8e486304c950600d8a6f0131ddb4e31d...@exchange07.valvesoftware.com

 Content-Type: text/plain; charset=iso-8859-1

 A required update to Counter-Strike: Source is now available.  The
 specific changes include:

 - Reinstated ammo cost.
 - Added client ConVar cl_autobuyammo ( default 7 ) which determines how
 much ammo to attempt to buy with guns.
 ??? 1-7: The ammo buttons in the Buy menu are hidden.?
 ConCommands buyammo1 and buyammo2 are still active.
 ??? 0: Ammo is not automatically purchased and the ammo
 buttons in the Buy menu are visible.? They now buy single ammo boxes.
 - De_Inferno bug and exploit fixes.? See
 http://forums.steampowered.com/forums/showthread.php?t=1406537 for
 details.

 Jason




 --

 Message: 2
 Date: Wed, 1 Sep 2010 14:21:54 -0700
 From: J?K? Rawr can_kic...@hotmail.com
 Subject: Re: [hlds_linux] Counter-Strike: Source Beta Update
 To: hlds_linux@list.valvesoftware.com
 Message-ID: snt103-w43e89da0c5a9cde9a8d2e6e1...@phx.gbl
 Content-Type: text/plain; charset=iso-8859-1


 Topic says beta, yet in your message it just says  Counter strike source.
 Not sure if this was just an error or not.  :)
 I don't see an update for CSS so I guess it's for beta only.



  From: jas...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
 Date: Wed, 1 Sep 2010 14:12:16 -0700
 Subject: [hlds_linux] Counter-Strike: Source Beta Update

 A required update to Counter-Strike: Source is now available.  The
 specific changes include:

 - Reinstated ammo cost.
 - Added client ConVar cl_autobuyammo ( default 7 ) which determines how
 much ammo to attempt to buy with guns.
1-7: The ammo buttons in the Buy menu are hidden.
 ConCommands buyammo1 and buyammo2 are still active.
0: Ammo is not automatically purchased and the ammo
 buttons in the Buy menu are visible.  They now buy single ammo boxes.
 - De_Inferno bug and exploit fixes.  See
 http://forums.steampowered.com/forums/showthread.php?t=1406537 for
 details.

 Jason


 
 
  ___
  To unsubscribe, edit your list preferen...



 --

 Message: 3
 Date: Wed, 01 Sep 2010 23:27:32 +0200
 From: Marco Padovan evolutioncr...@gmail.com
 Subject: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or
 disabled?
 To: Half-Life dedicated 

Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Marco Padovan
Fronte my test:

Your CPU multiplier Will increase by one if you enable turbo boost
regardless the CPU utilization!!!

CPU utilization is took into account only when increasing +2 the first
core...

Are you useing i7z tool to say that it does not increase when under load?
 Could everyone kindly stop spreading false information if you don't
 know what you're talking about?

 On some bios, you need to have the speedstep technology (which
 turboboost is a part of) enabled to make use of turboboost. You can
 enable speedstep in the bios, and the associated turbo features,
 without making use of underclocking - which is a kernel/userland
 configured utility. In linux, you'd simply make sure the cpufeq system
 is loaded up with the performance governor (always 100%), or,
 depending on your distro, passed off to the userland governer with the
 userland tools set to performance mode. Your CPU will never underclock
 itself.

 This is separate from turbo mode, which overclocks active cores. It
 can do this, basically, because the chip is designed to support the
 heat from all cores at 100%. If some cores are not at 100%, the others
 can be slightly overclocked as the excess heat wont overheat the chip.
 (Its slightly more complicated than this, but thats the general idea)
 I see no reason to have it disabled - though if your system is running
 near 100% across the cores I don't think it'll see much use (I could
 be wrong).

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Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Gary Stanley

At 05:43 AM 9/2/2010, Nephyrin Zey wrote:

Could everyone kindly stop spreading false information if you don't
know what you're talking about?

On some bios, you need to have the speedstep technology (which
turboboost is a part of) enabled to make use of turboboost. You can
enable speedstep in the bios, and the associated turbo features,
without making use of underclocking - which is a kernel/userland
configured utility. In linux, you'd simply make sure the cpufeq system
is loaded up with the performance governor (always 100%), or,
depending on your distro, passed off to the userland governer with the
userland tools set to performance mode. Your CPU will never underclock
itself.

This is separate from turbo mode, which overclocks active cores. It
can do this, basically, because the chip is designed to support the
heat from all cores at 100%. If some cores are not at 100%, the others
can be slightly overclocked as the excess heat wont overheat the chip.
(Its slightly more complicated than this, but thats the general idea)
I see no reason to have it disabled - though if your system is running
near 100% across the cores I don't think it'll see much use (I could
be wrong).


I think turbo mode may make TSC drift more, because the PLL is 
calibrated to the quartz crystal on the CPU and if it runs hotter it 
may drift over time more often. So people who use TSC as their 
timecounter may see odd things happen (lotsa ntp drift)





G. Monk Stanley
gary at summit-servers dot com | gary at DragonflyBSD dot org
http://leaf.dragonflybsd.org/~gary









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Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Gary Stanley

At 05:43 AM 9/2/2010, Nephyrin Zey wrote:

Could everyone kindly stop spreading false information if you don't
know what you're talking about?

On some bios, you need to have the speedstep technology (which
turboboost is a part of) enabled to make use of turboboost. You can
enable speedstep in the bios, and the associated turbo features,
without making use of underclocking - which is a kernel/userland
configured utility. In linux, you'd simply make sure the cpufeq system
is loaded up with the performance governor (always 100%), or,
depending on your distro, passed off to the userland governer with the
userland tools set to performance mode. Your CPU will never underclock
itself.

This is separate from turbo mode, which overclocks active cores. It
can do this, basically, because the chip is designed to support the
heat from all cores at 100%. If some cores are not at 100%, the others
can be slightly overclocked as the excess heat wont overheat the chip.
(Its slightly more complicated than this, but thats the general idea)
I see no reason to have it disabled - though if your system is running
near 100% across the cores I don't think it'll see much use (I could
be wrong).


I think turbo mode may make TSC drift more, because the PLL is 
calibrated to the quartz crystal on the CPU and if it runs hotter it 
may drift over time more often. So people who use TSC as their 
timecounter may see odd things happen (lotsa ntp drift)





G. Monk Stanley
gary at summit-servers dot com | gary at DragonflyBSD dot org
http://leaf.dragonflybsd.org/~gary









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Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?

2010-09-02 Thread Marco Padovan

 Uhm... it's all about the whole server (and rack)...

AFAIK turbo mode is supported by intel and get activate only when temp 
and tdp are within certain value ranges...


I doubt that just a jump from 2.8 to 3ghz would create all these 
troubles... as the same cpu can be used within a desktop case with no 
forced airflow and without air-conditioned environment


Il 02/09/2010 12:04, Gary Stanley ha scritto:
I think turbo mode may make TSC drift more, because the PLL is 
calibrated to the quartz crystal on the CPU and if it runs hotter it 
may drift over time more often. So people who use TSC as their 
timecounter may see odd things happen (lotsa ntp drift)





G. Monk Stanley
gary at summit-servers dot com | gary at DragonflyBSD dot org
http://leaf.dragonflybsd.org/~gary









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[hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-02 Thread Nicolas 'NykO18' Grevet

Hi everyone,

Just installed a L4D2 instance on my linux server to try and test our 
own custom campaign in a real environment, but for some reason, the 
connection just times out after what seems like 5 seconds.


I create a lobby, I force it to connect to our server, I see the 
reservation beeing made in the server console and the map being loaded, 
but in the middle of the process, players are being dropped with the 
'nickname Timed Out' message.


It happens regarless of the state of the firewall and the campaign being 
loaded. Any idea why? It works like a charm on the same server with L4D1 
or other games.


Regards,
-- Nicolas 'NykO18' Grevet

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[hlds_linux] Couple of things!

2010-09-02 Thread D3vilfish - Simiancage.org
CS:S
Can we please have:
sv_disablefreezecam 0 
Work when:
mp_forcecamera 1
As regards to clan wars they can easily turn deathcam off but for public
servers people miss this when we try to keep some integrity of the game
using forcecam.

L4D2
Client side steamgroup is not working ingame.
I have not seen my steamgroup listing for a while now, this is client side,
and I can now only join my fav servers through connect ip:port.
Regrads
D3v


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Re: [hlds_linux] Couple of things!

2010-09-02 Thread Harry Strongburg
On Thu, Sep 02, 2010 at 03:14:06PM +0100, D3vilfish - Simiancage.org wrote:
 L4D2
 Client side steamgroup is not working ingame.
 I have not seen my steamgroup listing for a while now, this is client side,

Are you sure you're using sv_steamgroup 1234? 1234 being Group ID, 
from http://steamcommunity.com/groups/GROUPNAME/edit - ID: $numbers. 
You must be a group admin to get this number, and you should keep it 
private. If you are doing this, it's a client-side problem, so you 
should ask SPUF or Steam Support.

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Re: [hlds_linux] Couple of things!

2010-09-02 Thread D3vilfish - Simiancage.org
So you question my admin abilities about a client side problem, the only
reason I asked was because I was already posting about CSS (I am in more
than 1 steamgroup (client side) and none are showing, basicly there is no
steamgroup scrolling list in game) this is not a server side problem, we
have been running L4D2 servers since the release and they are fine.
I was just after some validation from other l4d2 players.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: 02 September 2010 16:07
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Couple of things!

On Thu, Sep 02, 2010 at 03:14:06PM +0100, D3vilfish - Simiancage.org wrote:
 L4D2
 Client side steamgroup is not working ingame.
 I have not seen my steamgroup listing for a while now, this is client
side,

Are you sure you're using sv_steamgroup 1234? 1234 being Group ID, 
from http://steamcommunity.com/groups/GROUPNAME/edit - ID: $numbers. 
You must be a group admin to get this number, and you should keep it 
private. If you are doing this, it's a client-side problem, so you 
should ask SPUF or Steam Support.

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Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-02 Thread ics

 Hey,

Can you still type to the server console after that or does it just jam? 
How do you connect to the server? Try setting these ports including the 
regular port to the command line: +hostport x +clientport x
Check also with sv_showtags that the server recognizes the campaign (it 
should show on the output of that command). Mm_dedicated_force_servers 
address:ip is the best way to test out and if that does not work and 
timeouts, then it might be something wrong with the campaign. Might want 
to also run -verify_all option while running an update for the L4D2 
server, so all the files are there and nothing isn't missing. Did you 
already tested playing another campaign on it? See if that works.


If none of these things helps, you could also send me offlist a copy of 
the campaign and i can test if it runs on my own servers.


-ics

2.9.2010 16:15, Nicolas 'NykO18' Grevet kirjoitti:

Hi everyone,

Just installed a L4D2 instance on my linux server to try and test our 
own custom campaign in a real environment, but for some reason, the 
connection just times out after what seems like 5 seconds.


I create a lobby, I force it to connect to our server, I see the 
reservation beeing made in the server console and the map being 
loaded, but in the middle of the process, players are being dropped 
with the 'nickname Timed Out' message.


It happens regarless of the state of the firewall and the campaign 
being loaded. Any idea why? It works like a charm on the same server 
with L4D1 or other games.


Regards,
-- Nicolas 'NykO18' Grevet

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Re: [hlds_linux] Connection timing out on a L4D2 dedicated server

2010-09-02 Thread Nicolas 'NykO18' Grevet

Can you still type to the server console after that or does it just jam?


I can type in the console and change level and everything. It's just 
that I can't connect to the server through the game. Strange thing is, 
the loading bar continues to fill up during the connection, even after 
the server dropped the player, and when it reaches 100%, nothing 
happens, just an error message 'nickname timed out.'



How do you connect to the server?


Tried various methods. I used a classic lobby first, and it didn't work 
even if I am the only one to have this campaign in the world. Then I 
tried to mm_dedicated_force_servers it to my server, and it didn't work 
either. I also tried to force connect using the 'connect' command, but 
it gives the same result.



Try setting these ports including the regular port to the command line: 
+hostport x +clientport x


Didn't seem to have any effect at all.


if that does not work and timeouts, then it might be something wrong with the 
campaign


Well, I'm testing with a default stock campaign, Dead Center to be 
exact. It doesn't matter which campaign or level I'm trying, it does 
that for all of them.



Might want to also run -verify_all option while running an update for the L4D2 
server


Yep, first thing I tried, it seems clean, it doesn't need anything.

Regards,
-- Nicolas NykO18 Grevet


Le 02/09/2010 18:43, ics a écrit :

Hey,

Can you still type to the server console after that or does it just jam?
How do you connect to the server? Try setting these ports including the
regular port to the command line: +hostport x +clientport x
Check also with sv_showtags that the server recognizes the campaign (it
should show on the output of that command). Mm_dedicated_force_servers
address:ip is the best way to test out and if that does not work and
timeouts, then it might be something wrong with the campaign. Might want
to also run -verify_all option while running an update for the L4D2
server, so all the files are there and nothing isn't missing. Did you
already tested playing another campaign on it? See if that works.

If none of these things helps, you could also send me offlist a copy of
the campaign and i can test if it runs on my own servers.

-ics

2.9.2010 16:15, Nicolas 'NykO18' Grevet kirjoitti:

Hi everyone,

Just installed a L4D2 instance on my linux server to try and test our
own custom campaign in a real environment, but for some reason, the
connection just times out after what seems like 5 seconds.

I create a lobby, I force it to connect to our server, I see the
reservation beeing made in the server console and the map being
loaded, but in the middle of the process, players are being dropped
with the 'nickname Timed Out' message.

It happens regarless of the state of the firewall and the campaign
being loaded. Any idea why? It works like a charm on the same server
with L4D1 or other games.

Regards,
-- Nicolas 'NykO18' Grevet

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Re: [hlds_linux] Couple of things!

2010-09-02 Thread Harry Strongburg
On Thu, Sep 02, 2010 at 04:52:35PM +0100, D3vilfish - Simiancage.org wrote:
 So you question my admin abilities about a client side problem,

No, I am not; please stop being so defensive. I only asked because there 
is a chance that you might have been doing it wrong. Please do not take 
my suggestions as a personal insult. I was not trying to insult your 
abilities, I was just trying to make sure all the bases are covered.

 I am in more than 1 steamgroup (client side) and none are showing, 
 basicly there is no steamgroup scrolling list in game

I am in more than one Steam group, and all those Steam-Group servers are 
showing on the scrolling list. I had a similar problem before, and I was 
informed by Steam Support:

 Please exit Steam and go to the folder called C:\Program Files\Steam\ 
 (this is the default location for a Steam installation - if you set a 
 different installation directory, you will need to browse to it). 
 Delete all of the files in this folder except: The Steamapps folder 
 and Steam.exe (this file is listed as an application and features the 
 black and white Steam logo). Restart your computer. Then, you will 
 need to launch Steam.exe from within the Steam installation folder, 
 and not from a pre-existing shortcut. With Steam running, re-test the 
 original issue.

This fixed the client-side problem for me.

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Re: [hlds_linux] Couple of things!

2010-09-02 Thread D3vilfish - Simiancage.org
No worries and understandable as this is really a server listing not client
qa I just was seeing if anyone else had the same problem!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: 02 September 2010 18:54
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Couple of things!

On Thu, Sep 02, 2010 at 04:52:35PM +0100, D3vilfish - Simiancage.org wrote:
 So you question my admin abilities about a client side problem,

No, I am not; please stop being so defensive. I only asked because there 
is a chance that you might have been doing it wrong. Please do not take 
my suggestions as a personal insult. I was not trying to insult your 
abilities, I was just trying to make sure all the bases are covered.

 I am in more than 1 steamgroup (client side) and none are showing, 
 basicly there is no steamgroup scrolling list in game

I am in more than one Steam group, and all those Steam-Group servers are 
showing on the scrolling list. I had a similar problem before, and I was 
informed by Steam Support:

 Please exit Steam and go to the folder called C:\Program Files\Steam\ 
 (this is the default location for a Steam installation - if you set a 
 different installation directory, you will need to browse to it). 
 Delete all of the files in this folder except: The Steamapps folder 
 and Steam.exe (this file is listed as an application and features the 
 black and white Steam logo). Restart your computer. Then, you will 
 need to launch Steam.exe from within the Steam installation folder, 
 and not from a pre-existing shortcut. With Steam running, re-test the 
 original issue.

This fixed the client-side problem for me.

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[hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Jason Ruymen
A required update to Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Engine (CS:S, DoD:S, TF2):
- Fixed a server crash caused by spamming the server with invalid rcon 
passwords.

Team Fortress 2:
- Fixed a bug in the Steamworks internal stats reporting.

Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Marc.B
Hej,

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon 
 passwords.

Finally ! Thanks Valve :)
Amazing how stuff are moving forward latetly. Much appreciated.

Marc.

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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Lane Eckley
Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 168 to version 169

12.65% downloading /orangebox\tf\bin\server.dll
32.47% downloading /orangebox\tf\bin\server.dylib
66.59% downloading /orangebox\tf\bin\server.so
80.30% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
80.30% downloading /orangebox\tf\steam.inf

Checking/Installing 'Team Fortress 2 Materials' version 71
Checking/Installing 'Base Source Shared Materials' version 8
Checking/Installing 'Base Source Shared Models' version 4
Checking/Installing 'Base Source Shared Sounds' version 4
Updating 'OB Dedicated Server' from version 62 to version 63

81.81% downloading /orangebox\bin\adminserver.dll
82.27% downloading /orangebox\bin\datacache.dll
84.02% downloading /orangebox\bin\dedicated.dll
91.53% downloading /orangebox\bin\engine.dll
91.75% downloading /orangebox\bin\inputsystem.dll
93.67% downloading /orangebox\bin\materialsystem.dll
93.85% downloading /orangebox\bin\shaderapiempty.dll
94.17% downloading /orangebox\bin\stdshader_dbg.dll
94.63% downloading /orangebox\bin\stdshader_dx6.dll
94.98% downloading /orangebox\bin\stdshader_dx7.dll
95.67% downloading /orangebox\bin\stdshader_dx8.dll
96.71% downloading /orangebox\bin\stdshader_dx9.dll
97.58% downloading /orangebox\bin\studiorender.dll
98.24% downloading /orangebox\bin\vgui2.dll
100.00% downloading /orangebox\bin\vphysics.dll

HLDS installation up to date

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marc.B
Sent: Thursday, September 02, 2010 6:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Hej,

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon
passwords.

Finally ! Thanks Valve :)
Amazing how stuff are moving forward latetly. Much appreciated.

Marc.

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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Oliver Warburton
This is why we love Valve. Constant updates, improvements, and  
community interaction.


EA  Activision take note.

Oliver Warburton
Managing Director
INX-Network LTD

INX-Gaming.com
www.inx-gaming.com

tel: 01733 687699

Twitter: http://twitter.com/seoshrink
Facebook: http://www.facebook.com/seoshrink

Add me on Linked in- http://uk.linkedin.com/pub/oliver-warburton/9/568/ba9

Become a fan of INX on Facebook!

http://www.facebook.com/pages/INX-Gaming/11051264033



On 2 Sep 2010, at 23:05, Jason Ruymen wrote:

A required update to Team Fortress 2 is now available.  Please run  
hldsupdatetool to receive the update.  The specific changes include:


Engine (CS:S, DoD:S, TF2):
- Fixed a server crash caused by spamming the server with invalid  
rcon passwords.


Team Fortress 2:
- Fixed a bug in the Steamworks internal stats reporting.

Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Ross Bemrose
 er... I'm only showing OB Linux Dedicated Server as being version 62 
(from version 61 earlier this week).  How'd you manage to get version 63?


On 9/2/2010 6:27 PM, Lane Eckley wrote:

Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 168 to version 169

12.65% downloading /orangebox\tf\bin\server.dll
32.47% downloading /orangebox\tf\bin\server.dylib
66.59% downloading /orangebox\tf\bin\server.so
80.30% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
80.30% downloading /orangebox\tf\steam.inf

Checking/Installing 'Team Fortress 2 Materials' version 71
Checking/Installing 'Base Source Shared Materials' version 8
Checking/Installing 'Base Source Shared Models' version 4
Checking/Installing 'Base Source Shared Sounds' version 4
Updating 'OB Dedicated Server' from version 62 to version 63

81.81% downloading /orangebox\bin\adminserver.dll
82.27% downloading /orangebox\bin\datacache.dll
84.02% downloading /orangebox\bin\dedicated.dll
91.53% downloading /orangebox\bin\engine.dll
91.75% downloading /orangebox\bin\inputsystem.dll
93.67% downloading /orangebox\bin\materialsystem.dll
93.85% downloading /orangebox\bin\shaderapiempty.dll
94.17% downloading /orangebox\bin\stdshader_dbg.dll
94.63% downloading /orangebox\bin\stdshader_dx6.dll
94.98% downloading /orangebox\bin\stdshader_dx7.dll
95.67% downloading /orangebox\bin\stdshader_dx8.dll
96.71% downloading /orangebox\bin\stdshader_dx9.dll
97.58% downloading /orangebox\bin\studiorender.dll
98.24% downloading /orangebox\bin\vgui2.dll
100.00% downloading /orangebox\bin\vphysics.dll

HLDS installation up to date

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marc.B
Sent: Thursday, September 02, 2010 6:24 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Hej,


Engine (CS:S, DoD:S, TF2):
- Fixed a server crash caused by spamming the server with invalid rcon

passwords.

Finally ! Thanks Valve :)
Amazing how stuff are moving forward latetly. Much appreciated.

Marc.

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[hlds_linux] nemrun failing to auto-update my server

2010-09-02 Thread Harry Strongburg
Hi, I am using nemrun on a TF2 server for almost a month now. Problem 
is, it doesn't work for me, for some reason! I want it to auto-update my 
srcds, but it does not. If I manually trigger the srcupdatecheck script 
and/or rerun nemrun, it downloads the update. Whilst the server is 
running? No, no update will be downloaded.

What is incorrect in this config that is producing the problem? I read 
the -help and examples, but I only run one server. What would I need to 
do, to get this auto-updating working?

 SHAREDKILLCOMMAND=sm_say TF2 has updated, server rebooting to 
 download update. Please download the update and reconnect;sleep 
 1;quit #(even if I have just quit here, problem still happens. This 
 setting is on one line, I just formatted it here)
 NOTIFYCMD=
 SHUTDOWNSCRIPT=
 UPDATEFIRST=false
 DAEMONMODE=
 NICENESS=0
 SRCDSCMD=-ip myip -port 27015 +map mymap +maxplayers 32 +exec server.cfg
 CLEAN_DAYS=10
 GAME=tf
 UPDATE=true
 LOGFILE=lognem.log
 LOGFILE_TIMESTAMP=
 LOGFILE_COMP=
 STEAMDIR=/home/srcds/stuff/
 SRVDIR=/home/srcds/stuff/
 SHAREDSCREENS=
 SHAREDKILLWAIT=10
 COREFILE=
 VERIFYALL=

I know a few people here use this tool, so I thought I'd try my luck 
here.

Thank you!

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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread f7 f0rkz
Now if we could only get multi-threaded server software.  Those CPU cores
aren't getting any faster, in fact they are getting slower!

-f0rkz

On Thu, Sep 2, 2010 at 6:45 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

  er... I'm only showing OB Linux Dedicated Server as being version 62 (from
 version 61 earlier this week).  How'd you manage to get version 63?


 On 9/2/2010 6:27 PM, Lane Eckley wrote:

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Team Fortress 2 Content' from version 168 to version 169

 12.65% downloading /orangebox\tf\bin\server.dll
 32.47% downloading /orangebox\tf\bin\server.dylib
 66.59% downloading /orangebox\tf\bin\server.so
 80.30% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
 80.30% downloading /orangebox\tf\steam.inf

 Checking/Installing 'Team Fortress 2 Materials' version 71
 Checking/Installing 'Base Source Shared Materials' version 8
 Checking/Installing 'Base Source Shared Models' version 4
 Checking/Installing 'Base Source Shared Sounds' version 4
 Updating 'OB Dedicated Server' from version 62 to version 63

 81.81% downloading /orangebox\bin\adminserver.dll
 82.27% downloading /orangebox\bin\datacache.dll
 84.02% downloading /orangebox\bin\dedicated.dll
 91.53% downloading /orangebox\bin\engine.dll
 91.75% downloading /orangebox\bin\inputsystem.dll
 93.67% downloading /orangebox\bin\materialsystem.dll
 93.85% downloading /orangebox\bin\shaderapiempty.dll
 94.17% downloading /orangebox\bin\stdshader_dbg.dll
 94.63% downloading /orangebox\bin\stdshader_dx6.dll
 94.98% downloading /orangebox\bin\stdshader_dx7.dll
 95.67% downloading /orangebox\bin\stdshader_dx8.dll
 96.71% downloading /orangebox\bin\stdshader_dx9.dll
 97.58% downloading /orangebox\bin\studiorender.dll
 98.24% downloading /orangebox\bin\vgui2.dll
 100.00% downloading /orangebox\bin\vphysics.dll

 HLDS installation up to date

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marc.B
 Sent: Thursday, September 02, 2010 6:24 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 Hej,

  Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon

 passwords.

 Finally ! Thanks Valve :)
 Amazing how stuff are moving forward latetly. Much appreciated.

 Marc.

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 please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
I am bumping this thread.  This needs to happen.  The game is getting bigger
and bigger and the engine hasn't shown for the growth.

32 man servers are running like shit even if you have a great server.

-f0rkz

On Tue, Jan 5, 2010 at 2:13 AM, 1nsane 1nsane...@gmail.com wrote:

 I thought they are working on LFD3? Or perhaps concept art for EP3.
 On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  Perhaps in CS2 they will add all of this support or to whatever they are
  working on...
 
  On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma drunkenf...@hotmail.com
  wrote:
 
   Yes, exactly. Multithreading or not, I'm not going to have spare CPU
   cycles.
   I'd rather any multithreading effort be instead directed to improving
   performance (Why does a 32 players server suck so much more than 24?
 Can
  it
   be improved?).
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
   Sent: Monday, January 04, 2010 4:41 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] TF2 server multi-threaded support
  
   That might work if some other process wasn't using the other cores. If
  all
   cores are maxed out, multithreading the code gains nothing. But if one
   server is maxed and the others are not such that there are extra cycles
  on
   the other cores to spread around, you could get some improved
 performance
   for the maxed out server. It really depends on how many cores and how
  many
   servers and what the expected load is for them.
  
   Or in other words, multithreading the code will help unless all cores
 are
   maxed out. And if you are running with all cores maxed out, you
 probably
   have some serious lag going on somewhere.
  
   PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with.
   Multithreading it would give it another 2GHz to play with assuming no
 one
   else was eating up cpu cycles - in theory. In practice, a lot of the
 code
   probably couldn't be multithreaded, and just adding a second thread
  doesn't
   always give you that much benefit. Wait a bit, the 8 core consumer cpus
  are
   just around the corner. Then we can get some serious parallelism. It
  would
   be nice to write code knowing you have a half dozen cores to play with
  :-)
  
  
  
   - Original Message -
   From: Shane Arnold clontar...@iinet.net.au
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Monday, January 04, 2010 4:07 PM
   Subject: Re: [hlds_linux] TF2 server multi-threaded support
  
  
But it's at capacity on one core.
   
The process chews clocks, so if you had a Dual Core 2Ghz it's
 currently
only got 1000Mhz of clock to play with, whereas if it were
  multithreaded
it could spread the load over both cores, meaning it now has 2000Mhz
 to
play with and can manage it's load much better than just thrashing
 the
one core.
   
On 5/01/2010 7:55 AM, Tony Paloma wrote:
It's not like saying I don't want a 2000MHz CPU because I'm not
  gaining
any
CPU power out of threading. It's just spreading the workload around.
   
My point was, right now my CPU is at capacity and adding threading
  into
the
mix will not help.
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, January 04, 2010 3:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support
   
If multi-threaded code takes 100% of two cores, then it probably
 lags
   bad
with just one core. It's like saying I don't want a 2000 MHz cpu
  because
it
already takes 100% of  my 1000MHz cpu...
   
If you have a multi-core system, then you should set affinity to a
   single
core so the app doesn't get swapped from core to core. If we
 actually
   had
multi-threaded code, we could do the same thing - decide for
 ourselves
how
many cores it uses.
   
I vote for 64 bit multi-threaded code. And I'm going to wait for the
easter
bunny to bring it because that is likely to be the only way we will
  get
it...
   
   
- Original Message -
From: Tony Palomadrunkenf...@hotmail.com
To: 'Half-Life dedicated Linux server mailing list'
hlds_linux@list.valvesoftware.com
Sent: Monday, January 04, 2010 2:56 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support
   
   
   
I'm not a fan of adding multi-threading to TF2 servers only because
   with
32
players it's already taking 100% CPU of one core -- I don't need it
taking
100% of two.
   
Oh! Just set processor affinity! you might say. Ya, now the
  threading
support would still only be hurting things, not helping (added
   overhead,
starved 

Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Simon Gunton
Was thinking the same phone hasn't stopped vibrating all night :p
Sent from my BlackBerry® wireless device

Simon Gunton
Support Analyst
INX-Gaming.com
EMail si...@inx-gaming.co.uk
Support: http://support.inx-network.com

This email and any attachments are confidential. If you are not the intended 
recipent, please contact the sender. Please then delete the email and do not 
disclose the contents to anyone.

Any views or opinions presented in this email or its attachments are solely 
those of the author and not necessarily represent those of INX-Gaming Limited

-Original Message-
From: Oliver Warburton o...@inx-gaming.co.uk
Sender: hlds_linux-boun...@list.valvesoftware.com
Date: Thu, 2 Sep 2010 23:42:03 
To: Half-Life dedicated Linux server mailing 
listhlds_linux@list.valvesoftware.com
Reply-To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

This is why we love Valve. Constant updates, improvements, and  
community interaction.

EA  Activision take note.

Oliver Warburton
Managing Director
INX-Network LTD

INX-Gaming.com
www.inx-gaming.com

tel: 01733 687699

Twitter: http://twitter.com/seoshrink
Facebook: http://www.facebook.com/seoshrink

Add me on Linked in- http://uk.linkedin.com/pub/oliver-warburton/9/568/ba9

Become a fan of INX on Facebook!

http://www.facebook.com/pages/INX-Gaming/11051264033



On 2 Sep 2010, at 23:05, Jason Ruymen wrote:

 A required update to Team Fortress 2 is now available.  Please run  
 hldsupdatetool to receive the update.  The specific changes include:

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid  
 rcon passwords.

 Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Kevin b er
Had a user who uses our servers claim they got a message akin to the
following:
 the server you are trying to connect to is running an older...

I doubt they quoted it exactly right, but the problem they expressed
remains.  The message to clients when the server is out of date is cut off,
leading to confusion about the message.

On Thu, Sep 2, 2010 at 6:08 PM, Simon Gunton si...@inx-gaming.co.uk wrote:

 Was thinking the same phone hasn't stopped vibrating all night :p
 Sent from my BlackBerry® wireless device

 Simon Gunton
 Support Analyst
 INX-Gaming.com
 EMail si...@inx-gaming.co.uk
 Support: http://support.inx-network.com

 This email and any attachments are confidential. If you are not the
 intended recipent, please contact the sender. Please then delete the email
 and do not disclose the contents to anyone.

 Any views or opinions presented in this email or its attachments are solely
 those of the author and not necessarily represent those of INX-Gaming
 Limited

 -Original Message-
 From: Oliver Warburton o...@inx-gaming.co.uk
 Sender: hlds_linux-boun...@list.valvesoftware.com
 Date: Thu, 2 Sep 2010 23:42:03
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Reply-To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 This is why we love Valve. Constant updates, improvements, and
 community interaction.

 EA  Activision take note.

 Oliver Warburton
 Managing Director
 INX-Network LTD

 INX-Gaming.com
 www.inx-gaming.com

 tel: 01733 687699

 Twitter: http://twitter.com/seoshrink
 Facebook: http://www.facebook.com/seoshrink

 Add me on Linked in- http://uk.linkedin.com/pub/oliver-warburton/9/568/ba9

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 On 2 Sep 2010, at 23:05, Jason Ruymen wrote:

  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed a server crash caused by spamming the server with invalid
  rcon passwords.
 
  Team Fortress 2:
  - Fixed a bug in the Steamworks internal stats reporting.
 
  Jason
 
 
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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Steven Hartland

If you disable multithreading then runs just fine, its the multithreading
that currently causes the cpu issue.

   Regards
   Steve

- Original Message - 
From: f7 f0rkz h...@f0rkznet.net

To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Friday, September 03, 2010 12:05 AM
Subject: Re: [hlds_linux] TF2 server multi-threaded support



I am bumping this thread.  This needs to happen.  The game is getting bigger
and bigger and the engine hasn't shown for the growth.

32 man servers are running like shit even if you have a great server.




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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Kyle Sanderson
Try 64 man servers f0rkz, it is an absolute Nightmare.

The situation has gotten exponentially worse since the OB swap for CS:S.
That, and over the years I've watched the TF2 servers on the box draw more
and more CPU. This would be a welcomed change provided a beta was rolled
out. I've thrown a test server up for every CS:S beta to see where I've
stood. This has saved me from days/hours of downtime figuring out why
plugins no longer work, and I haven't seen a bad CS:S server update since
this was implemented. There's always room for optimization, if we're forced
to use  ld_preload or even MM:S plugins in an effort to combat excessive CPU
usage... There is obviously lot that can be done that has not been already.
What happened to the 64bit server binaries? They were rolled out for a
while, then discontinued. Even if it would be *Valve Time*. I'm almost
certain that everyone would love a heads up that at least something is in
the works.

Some might say that I'm a dreamer, but I'm not the only one.
Kyle.

On Thu, Sep 2, 2010 at 4:05 PM, f7 f0rkz h...@f0rkznet.net wrote:

 I am bumping this thread.  This needs to happen.  The game is getting
 bigger
 and bigger and the engine hasn't shown for the growth.

 32 man servers are running like shit even if you have a great server.

 -f0rkz

 On Tue, Jan 5, 2010 at 2:13 AM, 1nsane 1nsane...@gmail.com wrote:

  I thought they are working on LFD3? Or perhaps concept art for EP3.
  On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! ad...@topnotchclan.com
  wrote:
 
   Perhaps in CS2 they will add all of this support or to whatever they
 are
   working on...
  
   On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma drunkenf...@hotmail.com
   wrote:
  
Yes, exactly. Multithreading or not, I'm not going to have spare CPU
cycles.
I'd rather any multithreading effort be instead directed to improving
performance (Why does a 32 players server suck so much more than 24?
  Can
   it
be improved?).
   
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, January 04, 2010 4:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support
   
That might work if some other process wasn't using the other cores.
 If
   all
cores are maxed out, multithreading the code gains nothing. But if
 one
server is maxed and the others are not such that there are extra
 cycles
   on
the other cores to spread around, you could get some improved
  performance
for the maxed out server. It really depends on how many cores and how
   many
servers and what the expected load is for them.
   
Or in other words, multithreading the code will help unless all cores
  are
maxed out. And if you are running with all cores maxed out, you
  probably
have some serious lag going on somewhere.
   
PS - If it's a 2GHz dual core, then it has 2GHz of clock to play
 with.
Multithreading it would give it another 2GHz to play with assuming no
  one
else was eating up cpu cycles - in theory. In practice, a lot of the
  code
probably couldn't be multithreaded, and just adding a second thread
   doesn't
always give you that much benefit. Wait a bit, the 8 core consumer
 cpus
   are
just around the corner. Then we can get some serious parallelism. It
   would
be nice to write code knowing you have a half dozen cores to play
 with
   :-)
   
   
   
- Original Message -
From: Shane Arnold clontar...@iinet.net.au
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Monday, January 04, 2010 4:07 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support
   
   
 But it's at capacity on one core.

 The process chews clocks, so if you had a Dual Core 2Ghz it's
  currently
 only got 1000Mhz of clock to play with, whereas if it were
   multithreaded
 it could spread the load over both cores, meaning it now has
 2000Mhz
  to
 play with and can manage it's load much better than just thrashing
  the
 one core.

 On 5/01/2010 7:55 AM, Tony Paloma wrote:
 It's not like saying I don't want a 2000MHz CPU because I'm not
   gaining
 any
 CPU power out of threading. It's just spreading the workload
 around.

 My point was, right now my CPU is at capacity and adding threading
   into
 the
 mix will not help.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Ook
 Sent: Monday, January 04, 2010 3:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server multi-threaded support

 If multi-threaded code takes 100% of two cores, then it probably
  lags
bad
 with just one core. It's like saying 

Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz

On Thu, Sep 2, 2010 at 8:01 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Try 64 man servers f0rkz, it is an absolute Nightmare.

 The situation has gotten exponentially worse since the OB swap for CS:S.
 That, and over the years I've watched the TF2 servers on the box draw more
 and more CPU. This would be a welcomed change provided a beta was rolled
 out. I've thrown a test server up for every CS:S beta to see where I've
 stood. This has saved me from days/hours of downtime figuring out why
 plugins no longer work, and I haven't seen a bad CS:S server update since
 this was implemented. There's always room for optimization, if we're forced
 to use  ld_preload or even MM:S plugins in an effort to combat excessive
 CPU
 usage... There is obviously lot that can be done that has not been already.
 What happened to the 64bit server binaries? They were rolled out for a
 while, then discontinued. Even if it would be *Valve Time*. I'm almost
 certain that everyone would love a heads up that at least something is in
 the works.

 Some might say that I'm a dreamer, but I'm not the only one.
 Kyle.

 On Thu, Sep 2, 2010 at 4:05 PM, f7 f0rkz h...@f0rkznet.net wrote:

  I am bumping this thread.  This needs to happen.  The game is getting
  bigger
  and bigger and the engine hasn't shown for the growth.
 
  32 man servers are running like shit even if you have a great server.
 
  -f0rkz
 
  On Tue, Jan 5, 2010 at 2:13 AM, 1nsane 1nsane...@gmail.com wrote:
 
   I thought they are working on LFD3? Or perhaps concept art for EP3.
   On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! 
 ad...@topnotchclan.com
   wrote:
  
Perhaps in CS2 they will add all of this support or to whatever they
  are
working on...
   
On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma drunkenf...@hotmail.com
 
wrote:
   
 Yes, exactly. Multithreading or not, I'm not going to have spare
 CPU
 cycles.
 I'd rather any multithreading effort be instead directed to
 improving
 performance (Why does a 32 players server suck so much more than
 24?
   Can
it
 be improved?).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Ook
 Sent: Monday, January 04, 2010 4:41 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 server multi-threaded support

 That might work if some other process wasn't using the other cores.
  If
all
 cores are maxed out, multithreading the code gains nothing. But if
  one
 server is maxed and the others are not such that there are extra
  cycles
on
 the other cores to spread around, you could get some improved
   performance
 for the maxed out server. It really depends on how many cores and
 how
many
 servers and what the expected load is for them.

 Or in other words, multithreading the code will help unless all
 cores
   are
 maxed out. And if you are running with all cores maxed out, you
   probably
 have some serious lag going on somewhere.

 PS - If it's a 2GHz dual core, then it has 2GHz of clock to play
  with.
 Multithreading it would give it another 2GHz to play with assuming
 no
   one
 else was eating up cpu cycles - in theory. In practice, a lot of
 the
   code
 probably couldn't be multithreaded, and just adding a second thread
doesn't
 always give you that much benefit. Wait a bit, the 8 core consumer
  cpus
are
 just around the corner. Then we can get some serious parallelism.
 It
would
 be nice to write code knowing you have a half dozen cores to play
  with
:-)



 - Original Message -
 From: Shane Arnold clontar...@iinet.net.au
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, January 04, 2010 4:07 PM
 Subject: Re: [hlds_linux] TF2 server multi-threaded support


  But it's at capacity on one core.
 
  The process chews clocks, so if you had a Dual Core 2Ghz it's
   currently
  only got 1000Mhz of clock to play with, whereas if it were
multithreaded
  it could spread the load over both cores, meaning it now has
  2000Mhz
   to
  play with and can manage it's load much better than just
 thrashing
   the
  one core.
 
  On 5/01/2010 7:55 AM, Tony Paloma wrote:
  It's not like saying I don't want a 2000MHz CPU because I'm not
gaining
  any
  CPU power out of threading. It's just spreading the workload
  around.
 
  My point was, right now my CPU is at capacity and adding
 threading
into

Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Gary Stanley

At 08:16 PM 9/2/2010, f7 f0rkz wrote:

Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz



From a design point of view, I think it will be difficult to 
implement multithreaded gameserver code that is fully threaded 
(dispatcher threads) without adding more complexity and expensive 
userland locking. I think inter-thread latency may be the reason for 
it not being fully implimented.


Personally, the older games are far more superior in terms of 
'performance' because they are


- Lightweight
- Small
- Easy to maintain

Look at quake 3. It's old, over 10 years. The engine is simple and 
efficient and doesn't involve alot of expensive operations inside. 
You can run about 20+ 64 player quake 3 servers on modern hardware 
and not even suck up a large amount of CPU.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Gary Stanley

At 08:16 PM 9/2/2010, f7 f0rkz wrote:

Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz



From a design point of view, I think it will be difficult to 
implement multithreaded gameserver code that is fully threaded 
(dispatcher threads) without adding more complexity and expensive 
userland locking. I think inter-thread latency may be the reason for 
it not being fully implimented.


Personally, the older games are far more superior in terms of 
'performance' because they are


- Lightweight
- Small
- Easy to maintain

Look at quake 3. It's old, over 10 years. The engine is simple and 
efficient and doesn't involve alot of expensive operations inside. 
You can run about 20+ 64 player quake 3 servers on modern hardware 
and not even suck up a large amount of CPU.






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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Peter Kieser
 Every time Valve releases an update, I get a MasterRequestRestart but 
hlds never restarts itself and updates. Is there any remedy for this?


MasterRequestRestart
Your server will be restarted on map change.
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
Your server will be restarted on map change.


-Peter

A required update to Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Engine (CS:S, DoD:S, TF2):
- Fixed a server crash caused by spamming the server with invalid rcon 
passwords.

Team Fortress 2:
- Fixed a bug in the Steamworks internal stats reporting.

Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Kyle Sanderson
There's a work around using the SourceMod Extension SteamTools
http://forums.alliedmods.net/showthread.php?t=129763

Cheers,
Kyle.

On Thu, Sep 2, 2010 at 7:21 PM, Peter Kieser pe...@wingless.org wrote:

  Every time Valve releases an update, I get a MasterRequestRestart but hlds
 never restarts itself and updates. Is there any remedy for this?

 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.


 -Peter

 A required update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon
 passwords.

 Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.

 Jason


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Re: [hlds_linux] Team Fortress 2 Update Released

2010-09-02 Thread Alon Gubkin
+1, I'd like to have fix for this too.

On Fri, Sep 3, 2010 at 5:21 AM, Peter Kieser pe...@wingless.org wrote:
  Every time Valve releases an update, I get a MasterRequestRestart but hlds
 never restarts itself and updates. Is there any remedy for this?

 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.
 MasterRequestRestart
 Your server will be restarted on map change.
 Your server will be restarted on map change.


 -Peter

 A required update to Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon
 passwords.

 Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.

 Jason


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