Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?
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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- 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?
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?
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?
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). ___ 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] newer xeon / i7 cpus: turbo mode enabled or disabled?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] newer xeon / i7 cpus: turbo mode enabled or disabled?
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 ___ 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] Connection timing out on a L4D2 dedicated server
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Couple of things!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Couple of things!
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. ___ 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] Connection timing out on a L4D2 dedicated server
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 ___ 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] Connection timing out on a L4D2 dedicated server
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 ___ 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] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Couple of things!
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. ___ 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] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
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. ___ 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] 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 ___ 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] Team Fortress 2 Update Released
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. ___ 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] nemrun failing to auto-update my server
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
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. ___ 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] 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. -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
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 ___ 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] Team Fortress 2 Update Released
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 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 ___ 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] TF2 server multi-threaded support
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. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server multi-threaded support
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
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
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server multi-threaded support
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
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 ___ 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] Team Fortress 2 Update Released
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 ___ 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] Team Fortress 2 Update Released
+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 ___ 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