Re: [hlds_linux] Now 500FPS max after update

2011-06-27 Thread John
Hmm, it does appear to be only processing on every other frame, so FPS 
is halved.


Valve, please consider reverting this, or adding a command-line option 
to override it. Many providers sell servers based on FPS rate.


-John

On 6/27/2011 10:57 PM, Никита Булаев [Nikita Bulaev] wrote:

Confirm:
===
console:>  fps_max
"fps_max" = "1000" ( def. "300" )
  - Frame rate limiter

console:>  stats
CPU In  Out Uptime  Users   FPS Players
0.000.000.000   0  454.66   0
===

Valve, are you kidding??

2011/6/28:

Message: 2
Date: Tue, 28 Jun 2011 14:30:56 +1000
From: prithu
To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Message-ID:<4e095900.90...@iinet.net.au>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

This update has caused all of our server's FPS to sit at half the amount
it would usually sit at (~480 instead of ~1000). Is anyone else
experiencing this?







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Re: [hlds_linux] Now 500FPS max after update

2011-06-27 Thread michael.koeb...@giga-hosting.biz

Yes, same on my side.

Can't say if this one is bad right now. Since orangebox update we used 
to set our fps around the tickrate - give it a try :-)


Only bad thing in my eyes currently is that there is no information from 
valve why the limited the framerate.

___

Am 28.06.2011 07:57, schrieb Никита Булаев [Nikita Bulaev]:

Confirm:
===
console:>  fps_max
"fps_max" = "1000" ( def. "300" )
  - Frame rate limiter

console:>  stats
CPU In  Out Uptime  Users   FPS Players
0.000.000.000   0  454.66   0
===

Valve, are you kidding??

2011/6/28:

Message: 2
Date: Tue, 28 Jun 2011 14:30:56 +1000
From: prithu
To: Half-Life dedicated Linux server mailing list

Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Message-ID:<4e095900.90...@iinet.net.au>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

This update has caused all of our server's FPS to sit at half the amount
it would usually sit at (~480 instead of ~1000). Is anyone else
experiencing this?







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[hlds_linux] Now 500FPS max after update

2011-06-27 Thread Никита Булаев [Nikita Bulaev]
Confirm:
===
console:> fps_max
"fps_max" = "1000" ( def. "300" )
 - Frame rate limiter

console:> stats
CPU In  Out Uptime  Users   FPS Players
0.000.000.000   0  454.66   0
===

Valve, are you kidding??

2011/6/28  :
> Message: 2
> Date: Tue, 28 Jun 2011 14:30:56 +1000
> From: prithu 
> To: Half-Life dedicated Linux server mailing list
>        
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
>        of Defeat: Source and Half-Life 2: Deathmatch Updates Released
> Message-ID: <4e095900.90...@iinet.net.au>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> This update has caused all of our server's FPS to sit at half the amount
> it would usually sit at (~480 instead of ~1000). Is anyone else
> experiencing this?
>



-- 
С уважением
и пожеланием хорошего настроения,

Никита Булаев

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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread ics
Yes, went from 500 to 250 by default and wont increase. What kind of fix 
this is? Not all of us had that 50% cpu idle usage issue.


-ics

28.6.2011 8:36, Kyle Sanderson kirjoitti:

I was in the middle of testing when this update was pushed. I'm
noticing the exact same thing (even with all the hacks).

I hope this wasn't the required for all engines "fix"...
Kyle.

On Mon, Jun 27, 2011 at 9:30 PM, prithu  wrote:

This update has caused all of our server's FPS to sit at half the amount it
would usually sit at (~480 instead of ~1000). Is anyone else experiencing
this?

On 28/06/2011 10:34 AM, Jason Ruymen wrote:

Required updates to Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
the whitelist for Medieval mode
- Added a server console message when a player is sent to the server via
the matchmaking system
- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when
playing
- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used in
crafting recipes
- Fixed a problem with clients seeing the incorrect vote options after
changing servers
- Fixed the backpack image for the Schadenfreude not being disabled when
using paint
- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Kyle Sanderson
I was in the middle of testing when this update was pushed. I'm
noticing the exact same thing (even with all the hacks).

I hope this wasn't the required for all engines "fix"...
Kyle.

On Mon, Jun 27, 2011 at 9:30 PM, prithu  wrote:
> This update has caused all of our server's FPS to sit at half the amount it
> would usually sit at (~480 instead of ~1000). Is anyone else experiencing
> this?
>
> On 28/06/2011 10:34 AM, Jason Ruymen wrote:
>>
>> Required updates to Team Fortress 2, Counter-Strike: Source, Day of
>> Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
>> changes include:
>>
>> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>> - Reduced CPU usage for idle servers
>>
>> Team Fortress 2
>> - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
>> the whitelist for Medieval mode
>> - Added a server console message when a player is sent to the server via
>> the matchmaking system
>> - Fixed the cl_gameserver_list output
>> - Fixed the Quick-Fix showing the fire overlay when running in DX8
>> - Fixed a problem with team paints not being displayed properly when
>> playing
>> - Fixed a display problem with Hatless hats
>> - Fixed a problem that prevented the new Scout items from being used in
>> crafting recipes
>> - Fixed a problem with clients seeing the incorrect vote options after
>> changing servers
>> - Fixed the backpack image for the Schadenfreude not being disabled when
>> using paint
>> - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
>> - Updated the taunt items to be nameable
>> - Updated the localization files
>>
>> Jason
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread clad iron
i do see a difference in fps also.

00:49:45 "fps_max" = "950" ( def. "300" )
>   - Frame rate limiter
> 00:49:50 stats
> 00:49:50 CPU   InOut   Uptime  Users   FPSPlayers
>   0.00  0.00  0.00   1 0  255.81   0
>


On Tue, Jun 28, 2011 at 12:37 AM, Andres Pozos  wrote:

> Hi:
> Im not answering your question, but having more than 70 fps in orangebox is
> a waste of cpu.
> Best regards
>
>  This update has caused all of our server's FPS to sit at half the amount
>> it would usually sit at (~480 instead of ~1000). Is anyone else experiencing
>> this?
>>
>> On 28/06/2011 10:34 AM, Jason Ruymen wrote:
>>
>>> Required updates to Team Fortress 2, Counter-Strike: Source, Day of
>>> Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
>>> changes include:
>>>
>>> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>>> - Reduced CPU usage for idle servers
>>>
>>> Team Fortress 2
>>> - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
>>> the whitelist for Medieval mode
>>> - Added a server console message when a player is sent to the server via
>>> the matchmaking system
>>> - Fixed the cl_gameserver_list output
>>> - Fixed the Quick-Fix showing the fire overlay when running in DX8
>>> - Fixed a problem with team paints not being displayed properly when
>>> playing
>>> - Fixed a display problem with Hatless hats
>>> - Fixed a problem that prevented the new Scout items from being used in
>>> crafting recipes
>>> - Fixed a problem with clients seeing the incorrect vote options after
>>> changing servers
>>> - Fixed the backpack image for the Schadenfreude not being disabled when
>>> using paint
>>> - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
>>> - Updated the taunt items to be nameable
>>> - Updated the localization files
>>>
>>> Jason
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>>
>>>
>>
>> __**_
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>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>
>>
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Andres Pozos

Hi:
Im not answering your question, but having more than 70 fps in orangebox 
is a waste of cpu.

Best regards
This update has caused all of our server's FPS to sit at half the 
amount it would usually sit at (~480 instead of ~1000). Is anyone else 
experiencing this?


On 28/06/2011 10:34 AM, Jason Ruymen wrote:
Required updates to Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch are now available.  The 
specific changes include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the 
Mantreads to the whitelist for Medieval mode
- Added a server console message when a player is sent to the server 
via the matchmaking system

- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when 
playing

- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used 
in crafting recipes
- Fixed a problem with clients seeing the incorrect vote options 
after changing servers
- Fixed the backpack image for the Schadenfreude not being disabled 
when using paint

- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread prithu
This update has caused all of our server's FPS to sit at half the amount 
it would usually sit at (~480 instead of ~1000). Is anyone else 
experiencing this?


On 28/06/2011 10:34 AM, Jason Ruymen wrote:

Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  The specific changes 
include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the 
whitelist for Medieval mode
- Added a server console message when a player is sent to the server via the 
matchmaking system
- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when playing
- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used in 
crafting recipes
- Fixed a problem with clients seeing the incorrect vote options after changing 
servers
- Fixed the backpack image for the Schadenfreude not being disabled when using 
paint
- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread clad iron
i can agree on the long update times.
5 servers, over 30 min's

On Mon, Jun 27, 2011 at 9:56 PM, Milton Ngan wrote:

> I am working on the mailing list issue. The problem is that the spam
> filters are eating up lots of CPU on the VM. I will be moving off the spam
> filtering onto a different box that can better handle the job.
>
> Over the past year we have added more than 200Gbps of bandwidth, and we are
> constantly rolling out more content server to increase our capacity. You can
> take a look at how much bandwidth was used today on this page.
>
> http://store.steampowered.com/stats/content/
>
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Monday, June 27, 2011 6:01 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] Messages arriving 20 minutes late?
>
> Is anyone else noticing that messages from this mailing list are now
> arriving something like 20 minutes after they're sent?
>
> Also, are there any plans on Valve's part to increase Steam download
> servers' capacity?  This latest TF2 should be tiny, but neither my
> servers or client have been able to update in the last 20 minutes.
>
> --
> R. Bemrose
> OCRTF2 Admin
>
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Tony Paloma
No problem. And in case you missed it, the plugin update is out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Monday, June 27, 2011 7:06 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Thanks a bunch.

> From: drunkenf...@hotmail.com
> To: hlds_linux@list.valvesoftware.com
> Date: Mon, 27 Jun 2011 18:57:39 -0700
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> Hey Jay,
> 
> You're running the SourceOP plugin, right? It's a new issue with 
> today's update. I'll be fixing the problem in the plugin such that it 
> doesn't occur in future updates either.
> 
> Thanks,
> Tony
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay 
> Singh
> Sent: Monday, June 27, 2011 6:29 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day 
> of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> 
> Neither I or anyone can connect to my servers. It says connection 
> failed after four retries. Is anyone else getting this problem?
> 
> > From: jas...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Date: Tue, 28 Jun 2011 00:34:30 +
> > Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day 
> > of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> > 
> > Required updates to Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch are now available.  The 
> specific changes include:
> > 
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Reduced CPU usage for idle servers
> > 
> > Team Fortress 2
> > - Added the Splendid Screen, Ali Baba's Wee Booties, and the 
> > Mantreads to
> the whitelist for Medieval mode
> > - Added a server console message when a player is sent to the server 
> > via
> the matchmaking system
> > - Fixed the cl_gameserver_list output
> > - Fixed the Quick-Fix showing the fire overlay when running in DX8
> > - Fixed a problem with team paints not being displayed properly when
> playing
> > - Fixed a display problem with Hatless hats
> > - Fixed a problem that prevented the new Scout items from being used 
> > in
> crafting recipes
> > - Fixed a problem with clients seeing the incorrect vote options 
> > after
> changing servers
> > - Fixed the backpack image for the Schadenfreude not being disabled 
> > when
> using paint
> > - Updated the Planeswalker Goggles to not hide the Scout's 
> > hat/headset
> > - Updated the taunt items to be nameable
> > - Updated the localization files
> > 
> > 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:
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> 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Jay Singh

Thanks a bunch.

> From: drunkenf...@hotmail.com
> To: hlds_linux@list.valvesoftware.com
> Date: Mon, 27 Jun 2011 18:57:39 -0700
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,Day of 
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> Hey Jay,
> 
> You're running the SourceOP plugin, right? It's a new issue with today's
> update. I'll be fixing the problem in the plugin such that it doesn't occur
> in future updates either.
> 
> Thanks,
> Tony
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
> Sent: Monday, June 27, 2011 6:29 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> 
> Neither I or anyone can connect to my servers. It says connection failed
> after four retries. Is anyone else getting this problem?
> 
> > From: jas...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Date: Tue, 28 Jun 2011 00:34:30 +
> > Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> > 
> > Required updates to Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
> changes include:
> > 
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Reduced CPU usage for idle servers
> > 
> > Team Fortress 2
> > - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
> the whitelist for Medieval mode
> > - Added a server console message when a player is sent to the server via
> the matchmaking system
> > - Fixed the cl_gameserver_list output
> > - Fixed the Quick-Fix showing the fire overlay when running in DX8
> > - Fixed a problem with team paints not being displayed properly when
> playing
> > - Fixed a display problem with Hatless hats
> > - Fixed a problem that prevented the new Scout items from being used in
> crafting recipes
> > - Fixed a problem with clients seeing the incorrect vote options after
> changing servers
> > - Fixed the backpack image for the Schadenfreude not being disabled when
> using paint
> > - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
> > - Updated the taunt items to be nameable
> > - Updated the localization files
> > 
> > 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:
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> 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Tony Paloma
Hey Jay,

You're running the SourceOP plugin, right? It's a new issue with today's
update. I'll be fixing the problem in the plugin such that it doesn't occur
in future updates either.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh
Sent: Monday, June 27, 2011 6:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released


Neither I or anyone can connect to my servers. It says connection failed
after four retries. Is anyone else getting this problem?

> From: jas...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
> Date: Tue, 28 Jun 2011 00:34:30 +
> Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch Updates Released
> 
> Required updates to Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
changes include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Reduced CPU usage for idle servers
> 
> Team Fortress 2
> - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
the whitelist for Medieval mode
> - Added a server console message when a player is sent to the server via
the matchmaking system
> - Fixed the cl_gameserver_list output
> - Fixed the Quick-Fix showing the fire overlay when running in DX8
> - Fixed a problem with team paints not being displayed properly when
playing
> - Fixed a display problem with Hatless hats
> - Fixed a problem that prevented the new Scout items from being used in
crafting recipes
> - Fixed a problem with clients seeing the incorrect vote options after
changing servers
> - Fixed the backpack image for the Schadenfreude not being disabled when
using paint
> - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
> - Updated the taunt items to be nameable
> - Updated the localization files
> 
> Jason
> 
> 
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Milton Ngan
I am working on the mailing list issue. The problem is that the spam filters 
are eating up lots of CPU on the VM. I will be moving off the spam filtering 
onto a different box that can better handle the job.

Over the past year we have added more than 200Gbps of bandwidth, and we are 
constantly rolling out more content server to increase our capacity. You can 
take a look at how much bandwidth was used today on this page. 

http://store.steampowered.com/stats/content/




-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Monday, June 27, 2011 6:01 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Messages arriving 20 minutes late?

Is anyone else noticing that messages from this mailing list are now 
arriving something like 20 minutes after they're sent?

Also, are there any plans on Valve's part to increase Steam download 
servers' capacity?  This latest TF2 should be tiny, but neither my 
servers or client have been able to update in the last 20 minutes.

--
R. Bemrose
OCRTF2 Admin

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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Jesse Molina


Confirmed.  Seems to depend on time of day.



Ross Bemrose wrote:

Is anyone else noticing that messages from this mailing list are now
arriving something like 20 minutes after they're sent?

Also, are there any plans on Valve's part to increase Steam download
servers' capacity? This latest TF2 should be tiny, but neither my
servers or client have been able to update in the last 20 minutes.

--
R. Bemrose
OCRTF2 Admin

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Re: [hlds_linux] TF2 Update Released

2011-06-27 Thread Jesse Molina


Network design improvement opportunity here.  They probably have 
different traffic types of requiring different levels of SLA using the 
same transit system.


Also, since the traffic is mostly outbound for updates, this is 
something that they could control with QoS.


Valve need a network engineer?  I'm the net-eng for the the largest 
supercomputer cluster in the state of Arizona and I want to move to 
Seattle.  =)




Kyle Sanderson wrote:

The List, just like Steam, went down for roughly a half an hour after
the update was pushed.

Thanks for the change log though!

On Mon, Jun 27, 2011 at 5:43 PM, Jeff Sugar  wrote:

I don't see a mail for it yet, so here's the changelog:

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
and Half-Life 2: Deathmatch have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*

   - Reduced CPU usage for idle servers


*Team Fortress 2*

   - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
   the whitelist for Medieval mode
   - Added a server console message when a player is sent to the server via
   the matchmaking system
   - Fixed the cl_gameserver_list output
   - Fixed the Quick-Fix showing the fire overlay when running in DX8
   - Fixed a problem with team paints not being displayed properly when
   playing
   - Fixed a display problem with Hatless hats
   - Fixed a problem that prevented the new Scout items from being used in
   crafting recipes
   - Fixed a problem with clients seeing the incorrect vote options after
   changing servers
   - Fixed the backpack image for the Schadenfreude not being disabled when
   using paint
   - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
   - Updated the taunt items to be nameable
   - Updated the localization files
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Josh Stratton
I assume it's via the massive list (however big it is). They're only able to
send out X amount every minute and I was included in getting it late today.
This is speculation though so they could just be slow today.

On Mon, Jun 27, 2011 at 6:01 PM, Ross Bemrose  wrote:

> Is anyone else noticing that messages from this mailing list are now
> arriving something like 20 minutes after they're sent?
>
> Also, are there any plans on Valve's part to increase Steam download
> servers' capacity?  This latest TF2 should be tiny, but neither my servers
> or client have been able to update in the last 20 minutes.
>
> --
> R. Bemrose
> OCRTF2 Admin
>
> __**_
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread J M
Yes, to both of the things you said. It took way too long for my servers to
finally update.

On Mon, Jun 27, 2011 at 9:01 PM, Ross Bemrose  wrote:

> Is anyone else noticing that messages from this mailing list are now
> arriving something like 20 minutes after they're sent?
>
> Also, are there any plans on Valve's part to increase Steam download
> servers' capacity?  This latest TF2 should be tiny, but neither my servers
> or client have been able to update in the last 20 minutes.
>
> --
> R. Bemrose
> OCRTF2 Admin
>
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Re: [hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Sir Jake

Got the email about 5-10 minutes after our servers seen the update was out.

Only took about 8 minutes for our auto update to get everything done for us.
Then again if there was more content servers it could have been up within a 
minute.
  
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Jay Singh

Neither I or anyone can connect to my servers. It says connection failed after 
four retries. Is anyone else getting this problem?

> From: jas...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
> hlds_annou...@list.valvesoftware.com
> Date: Tue, 28 Jun 2011 00:34:30 +
> Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
> Source and Half-Life 2: Deathmatch Updates Released
> 
> Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
> Source and Half-Life 2: Deathmatch are now available.  The specific changes 
> include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Reduced CPU usage for idle servers
> 
> Team Fortress 2
> - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the 
> whitelist for Medieval mode
> - Added a server console message when a player is sent to the server via the 
> matchmaking system
> - Fixed the cl_gameserver_list output
> - Fixed the Quick-Fix showing the fire overlay when running in DX8
> - Fixed a problem with team paints not being displayed properly when playing
> - Fixed a display problem with Hatless hats
> - Fixed a problem that prevented the new Scout items from being used in 
> crafting recipes
> - Fixed a problem with clients seeing the incorrect vote options after 
> changing servers
> - Fixed the backpack image for the Schadenfreude not being disabled when 
> using paint
> - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
> - Updated the taunt items to be nameable
> - Updated the localization files
> 
> Jason
> 
> 
> ___
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> visit:
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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread Jesse Molina


"htop" is a really good process manager available on Linux (BSD too, I 
think).  Install it and try it out.  Remember to run as sudo/root if 
manipulating processes that your user does not own.


htop would make tracking down your lost process pretty easy, and 
somewhat graphical too.  It has a nice help menu down at the bottom of 
the screen.


Otherwise, do what the other guys here said, using ps and grep.

If you run your server in a screen or tmux window, then you can just 
kill the entire session and that'll do it.  I've had to resort to such 
things because the srcds_linux binary tends to misbehave when told to 
"quit", per my recent mails on this list.  This is helpful when you 
can't trust the contents of the PID file because of the process 
restarting itself.




Daniel Nilsson wrote:

If i dont se server if i use top or htop.

I dont know it´s pid. It is invisible but running.

//Me

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Re: [hlds_linux] TF2 Update Released

2011-06-27 Thread Josh Stratton
Well, thank goodness we can rename taunts now since that made it to the top
of the list of things to do. Since we're on beyond pointless updates now, I
would love to see HOUWAR owners get something that has been promised for 6
months now? Wait, it's been over 7. At least we're setting our priorities
straight and not fixing the biggest complaints since the SPUF has been
flooding lately with request to rename their taunts.

On Mon, Jun 27, 2011 at 5:43 PM, Jeff Sugar  wrote:

> I don't see a mail for it yet, so here's the changelog:
>
> Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
> and Half-Life 2: Deathmatch have been released. The updates will be applied
> automatically when your Steam client is restarted. The major changes
> include:
>
> *Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*
>
>   - Reduced CPU usage for idle servers
>
>
> *Team Fortress 2*
>
>   - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
>   the whitelist for Medieval mode
>   - Added a server console message when a player is sent to the server via
>   the matchmaking system
>   - Fixed the cl_gameserver_list output
>   - Fixed the Quick-Fix showing the fire overlay when running in DX8
>   - Fixed a problem with team paints not being displayed properly when
>   playing
>   - Fixed a display problem with Hatless hats
>   - Fixed a problem that prevented the new Scout items from being used in
>   crafting recipes
>   - Fixed a problem with clients seeing the incorrect vote options after
>   changing servers
>   - Fixed the backpack image for the Schadenfreude not being disabled when
>   using paint
>   - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
>   - Updated the taunt items to be nameable
>   - Updated the localization files
> ___
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> please visit:
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Re: [hlds_linux] TF2 Update Released

2011-06-27 Thread Kyle Sanderson
The List, just like Steam, went down for roughly a half an hour after
the update was pushed.

Thanks for the change log though!

On Mon, Jun 27, 2011 at 5:43 PM, Jeff Sugar  wrote:
> I don't see a mail for it yet, so here's the changelog:
>
> Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
> and Half-Life 2: Deathmatch have been released. The updates will be applied
> automatically when your Steam client is restarted. The major changes
> include:
>
> *Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*
>
>   - Reduced CPU usage for idle servers
>
>
> *Team Fortress 2*
>
>   - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
>   the whitelist for Medieval mode
>   - Added a server console message when a player is sent to the server via
>   the matchmaking system
>   - Fixed the cl_gameserver_list output
>   - Fixed the Quick-Fix showing the fire overlay when running in DX8
>   - Fixed a problem with team paints not being displayed properly when
>   playing
>   - Fixed a display problem with Hatless hats
>   - Fixed a problem that prevented the new Scout items from being used in
>   crafting recipes
>   - Fixed a problem with clients seeing the incorrect vote options after
>   changing servers
>   - Fixed the backpack image for the Schadenfreude not being disabled when
>   using paint
>   - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
>   - Updated the taunt items to be nameable
>   - Updated the localization files
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> visit:
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[hlds_linux] Messages arriving 20 minutes late?

2011-06-27 Thread Ross Bemrose
Is anyone else noticing that messages from this mailing list are now 
arriving something like 20 minutes after they're sent?


Also, are there any plans on Valve's part to increase Steam download 
servers' capacity?  This latest TF2 should be tiny, but neither my 
servers or client have been able to update in the last 20 minutes.


--
R. Bemrose
OCRTF2 Admin

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[hlds_linux] TF2 Update Released

2011-06-27 Thread Jeff Sugar
I don't see a mail for it yet, so here's the changelog:

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
and Half-Life 2: Deathmatch have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:

*Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)*

   - Reduced CPU usage for idle servers


*Team Fortress 2*

   - Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to
   the whitelist for Medieval mode
   - Added a server console message when a player is sent to the server via
   the matchmaking system
   - Fixed the cl_gameserver_list output
   - Fixed the Quick-Fix showing the fire overlay when running in DX8
   - Fixed a problem with team paints not being displayed properly when
   playing
   - Fixed a display problem with Hatless hats
   - Fixed a problem that prevented the new Scout items from being used in
   crafting recipes
   - Fixed a problem with clients seeing the incorrect vote options after
   changing servers
   - Fixed the backpack image for the Schadenfreude not being disabled when
   using paint
   - Updated the Planeswalker Goggles to not hide the Scout's hat/headset
   - Updated the taunt items to be nameable
   - Updated the localization files
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[hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Jason Ruymen
Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  The specific changes 
include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the Mantreads to the 
whitelist for Medieval mode
- Added a server console message when a player is sent to the server via the 
matchmaking system
- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when playing
- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used in 
crafting recipes
- Fixed a problem with clients seeing the incorrect vote options after changing 
servers
- Fixed the backpack image for the Schadenfreude not being disabled when using 
paint
- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread daniel jokiaho
tack enemy
On 27 Jun 2011 21:56, "Svensk Ljud & Ljus Produktion" 
wrote:
> use
>
> ps awwux|grep srcds
>
> then you get a list of all srcds servers and childprocesses with theirs
> startline as well :)
>
> Peter
> Sweden
>
> Daniel Nilsson skrev 2011-06-27 18:22:
>> If i dont se server if i use top or htop.
>>
>> I dont know it´s pid. It is invisible but running.
>>
>> //Me
>>
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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread Svensk Ljud & Ljus Produktion

use

ps awwux|grep srcds

then you get a list of all srcds servers and childprocesses with theirs 
startline as well  :)


Peter
Sweden

Daniel Nilsson skrev 2011-06-27 18:22:

If i dont se server if i use top or htop.

I dont know it´s pid. It is invisible but running.

//Me

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[hlds_linux] l4d2 update

2011-06-27 Thread Eric Riemers
A nice, at the peak of prime time, 100k tf2 users and all steam servers not
available..

 snip 

Content: Updates to Left 4 Dead 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major changes
include:

Left 4 Dead 2

Updated Cold Stream Beta campaign
Known Bug - No audio for radio. Use the radio twice to activate the
finale.




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Re: [hlds_linux] VAC down?

2011-06-27 Thread Eric Riemers
Well its happening again.. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: zondag 26 juni 2011 22:05
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] VAC down?

Hi,

I can't get one of our servers to connect to VAC and the items stuff. It
keeps telling me the server lost connection to the items server.

Anyone else experiencing issues, or know a workaround?

Cheers,
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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread Max Pierson
On linux, I use 'ps aux | grep srcds' which is similar to what Carl wrote.
-ef is used more on unix boxen, but still works in linux. It just doesnt
give as much info as 'aux'.

max

On Mon, Jun 27, 2011 at 11:22 AM, Daniel Nilsson
wrote:

> If i dont se server if i use top or htop.
>
> I dont know it´s pid. It is invisible but running.
>
> //Me
>
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Re: [hlds_linux] Some server issues

2011-06-27 Thread localhost
We are seeing a significant pause at the end of rounds, but it seems to 
be connected to the replay system (presumably doing sync or cleanup 
work)


On Mon, 27 Jun 2011 12:53:38 -0400, Tom Grant wrote:
Mine was hanging for a few seconds on round ends. I figure that has 
to do
with the 700+ users who have connected since last restart. Obviously 
a
restart fixed that. And obviously I'm not too used to having a 
populated

server for a few days straight!

I haven't seen anything mid rounds.

On Mon, Jun 27, 2011 at 12:20 PM, Saint K.  
wrote:



Hi,

We're having some server issues where all servers seem to hang for a 
few
seconds and then continue like nothing was wrong. Now I wonder if 
this is
something local on our machine, or if it has anything to do with the 
steam

backend being overloaded.

Anyone else noticing similar issues?

Saint K.
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Re: [hlds_linux] Replay on CSS?

2011-06-27 Thread Christoffer Pedersen
I have fixed the problem, i had to remove my +ip statement...

/Chris

On Jun 27, 2011, at 6:31 PM, Christoffer Pedersen wrote:

> Hey there, im trying to setup a CS:S server on Windows 2k8R2, but i have run 
> into a problem. Everytime i start the server it says "Couldn't allocate any 
> replay IP port". I have tried to look up the problem on google but no luck 
> there... Another srcds-guy i know told me that there's even no replay feature 
> in CS:S yet.
> 
> What's going on here? I have tried to use some commands like "+replay_enable 
> 0, replay_port x" but they are "unknown commands"...
> 
> /Chris
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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-27 Thread localhost
We found L4D2 (with this new clock optimisation) used less CPU than 
L4D1 (without it).


However, currently TF2 servers are using greater CPU than it used to 
REGARDLESS OF THIS SETTING.


Note that the only downside of leaving this at default (ie not set) is 
that the server will take a few seconds longer to start up.  Setting it 
to an explicit number just means you have to differ your scripts for 
every box, and remember to change them when if your CPU changes.


On Mon, 27 Jun 2011 09:24:46 -0700, bottige...@gmail.com wrote:

What is the performance penalty if I disable this benchmark?

On Mon, Jun 27, 2011 at 4:06 AM, Fug1t1v3  wrote:

just put in the end of .bashrc for every user you start servers with
-
Best regards,

Fug1t1v3
Onlyskill.eu - Game Servers Hosting
CSS Servers Administrator
Game Hosting Tehnical Administrator
mail: f...@onlyskill.eu



On 27 June 2011 12:24, Svensk Ljud & Ljus Produktion 
wrote:



Thanks sir !
I will take a look at rewrite all start scripts then, ill guess its 
would
be suffient to execute "export RDTSC_FREQUENCY=2400.0" once 
when the

server-machine is started.

And running the srcds at "fps_max 0" or 1000 is reducing the 
cpu-usage then

server is empty, but it not optimal for our server settings.

Peter
Sweden

 Milton Ngan skrev 2011-06-27 05:31:

 You need to set this in your environment before you launch the 
game


export RDTSC_FREQUENCY=2400.0
./srcds_run -game tf 

This will bypass the benchmark. But each machine may be different. 
This is
benchmark is part of the real time clock optimization that we had 
added into

the L4D dedicated server.

M.



-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:


hlds_linux-bounces@**list.valvesoftware.com]
On Behalf Of Svensk Ljud&  Ljus Produktion
Sent: Sunday, June 26, 2011 3:39 PM
To: 
hlds_linux@list.valvesoftware.**com
Subject: [hlds_linux] This new Benchmark - how to set and 
recommendations

would be nice.

Ive just had some time to read the logs to find the 
RDTSC_FREQUENCY and

it was rather easy.

[code]
/HLDS installation up to date
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this 
benchmark,
set the environment variable RDTSC_FREQUENCY to 2400.00 on 
this

system. This value is dependent upon the CPU clock speed and
architecture and should be determined separately for each server. 
The

use of this mechanism for timing can be disabled by setting
RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system/
[/code]

In this case should I add this to server.cfg or ?
[code]
/RDTSC_FREQUENCY 2400.00/
[/code]

But how is the recommendations to make the servers to use the 
cpu:usage

as before the update ?

It would be nice to hear some info from the dev.team or someone 
close :)


Peter
Sweden

--**--**


Ps. my previus post

/We have machines with both Debian and Fedora srcds-servers 
running and

all is showing high spu usage.
Its both TF2 and DoD:S running on them and we monitor all with 
munin.


This is a pic from a debian 64-bit server with 4 cores Xeon 
running 2

dods servers.

http://url.dayofdefeat.se/**pics/cpu-week-Ferm.png
uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 
14

13:41:19 CEST 2010 x86_64 GNU/Linux

This is a pic from a Fedora server running 1 dods + 2 TF2 servers 
on 4

cores.

http://url.dayofdefeat.se/**pics/cpu-week-Trelle.png
uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 
2010

i686 i686 i386 GNU/Linux

I do hope its possible to find the problem.

Peter
Sweden /
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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-27 Thread daniel jokiaho
why disable. If restart do it when server is low on players. At night.
On 27 Jun 2011 17:48, "bottige...@gmail.com"  wrote:
> What is the performance penalty if I disable this benchmark?
>
> On Mon, Jun 27, 2011 at 4:06 AM, Fug1t1v3  wrote:
>> just put in the end of .bashrc for every user you start servers with
>> -
>> Best regards,
>>
>> Fug1t1v3
>> Onlyskill.eu - Game Servers Hosting
>> CSS Servers Administrator
>> Game Hosting Tehnical Administrator
>> mail: f...@onlyskill.eu
>>
>>
>>
>> On 27 June 2011 12:24, Svensk Ljud & Ljus Produktion wrote:
>>
>>> Thanks sir !
>>> I will take a look at rewrite all start scripts then, ill guess its
would
>>> be suffient to execute "export RDTSC_FREQUENCY=2400.0" once when the
>>> server-machine is started.
>>>
>>> And running the srcds at "fps_max 0" or 1000 is reducing the cpu-usage
then
>>> server is empty, but it not optimal for our server settings.
>>>
>>> Peter
>>> Sweden
>>>
>>>  Milton Ngan skrev 2011-06-27 05:31:
>>>
>>>  You need to set this in your environment before you launch the game

 export RDTSC_FREQUENCY=2400.0
 ./srcds_run -game tf 

 This will bypass the benchmark. But each machine may be different. This
is
 benchmark is part of the real time clock optimization that we had added
into
 the L4D dedicated server.

 M.



 -Original Message-
 From: hlds_linux-bounces@list.**valvesoftware.com<
hlds_linux-boun...@list.valvesoftware.com>[mailto:
 hlds_linux-bounces@**list.valvesoftware.com<
hlds_linux-boun...@list.valvesoftware.com>]
 On Behalf Of Svensk Ljud&  Ljus Produktion
 Sent: Sunday, June 26, 2011 3:39 PM
 To: hlds_linux@list.valvesoftware.**com<
hlds_linux@list.valvesoftware.com>
 Subject: [hlds_linux] This new Benchmark - how to set and
recommendations
 would be nice.

 Ive just had some time to read the logs to find the RDTSC_FREQUENCY and
 it was rather easy.

 [code]
 /HLDS installation up to date
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark,
 set the environment variable RDTSC_FREQUENCY to 2400.00 on this
 system. This value is dependent upon the CPU clock speed and
 architecture and should be determined separately for each server. The
 use of this mechanism for timing can be disabled by setting
 RDTSC_FREQUENCY to 'disabled'.
 Using breakpad minidump system/
 [/code]

 In this case should I add this to server.cfg or ?
 [code]
 /RDTSC_FREQUENCY 2400.00/
 [/code]

 But how is the recommendations to make the servers to use the cpu:usage
 as before the update ?

 It would be nice to hear some info from the dev.team or someone close
:)

 Peter
 Sweden

 --**--**
 

 Ps. my previus post

 /We have machines with both Debian and Fedora srcds-servers running and
 all is showing high spu usage.
 Its both TF2 and DoD:S running on them and we monitor all with munin.

 This is a pic from a debian 64-bit server with 4 cores Xeon running 2
 dods servers.
 http://url.dayofdefeat.se/**pics/cpu-week-Ferm.png<
http://url.dayofdefeat.se/pics/cpu-week-Ferm.png>
 uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14
 13:41:19 CEST 2010 x86_64 GNU/Linux

 This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4
 cores.
 http://url.dayofdefeat.se/**pics/cpu-week-Trelle.png<
http://url.dayofdefeat.se/pics/cpu-week-Trelle.png>
 uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010
 i686 i686 i386 GNU/Linux

 I do hope its possible to find the problem.

 Peter
 Sweden /
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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread Carl

ps -ef | grep srcds

On 6/27/2011 12:22 PM, Daniel Nilsson wrote:

If i dont se server if i use top or htop.

I dont know it´s pid. It is invisible but running.

//Me

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Re: [hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread James Botting
Have you tries using 'ps x' to output all running processes?

On 27 Jun 2011, at 17:48, Daniel Nilsson  wrote:

> If i dont se server if i use top or htop.
>
> I dont know it´s pid. It is invisible but running.
>
> //Me
>
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Re: [hlds_linux] TF2 Ghosting Players

2011-06-27 Thread Marc.B
Actually, the query protocol and the console status are reporting
different informations. Ghost are not in the console status.

After investigation, here what I found and posted already in the CSS
Ghost thread:
We have a for example a 18 slots servers with 8 real player and 10 ghosts.
Both HLSW and CSS Ingame Server Browser report 18 players online and
if you try to join, you get "server is full".
Now, making a "status" in server console report only 8 players, and if
you make a "connect" in console using the server ip, you can join the
server.

There are several topics talking about this issue on the communities
forums. It's seems to be related to the steam master server, and one
of the reported solution would be to change sv_master_legacy_mode and
add a master server ip manually (I haven't test this yet). But even if
this would fix the problem, I guess we need a patch as most people
will never even hear about this.

Marc.

On Sat, Jun 25, 2011 at 10:41 PM, ics  wrote:
> I suspect that once server has 1 slot free and couple of players connect at
> the same time, the other receives a message that the server is full and the
> other gets in. If someone disconnects at exactly the same timeframe as these
> 2 connected, there will be a ghost player born.
>
> I have 6 ghost players on 24 slot server right now but not at the 30
> slotters i have, at all. They won't show up in server status reply but will
> effectively be on the server. So the server thinks there are players, which
> it has already dropped but those nonexistant players are stuck in a limbo.
>
> I assume you all who have this issue, have reserved slots in use or atleast
> hidden ones (or even 24 slot server or smaller?).  It's quite common to
> happen on such servers.
>
> -ics
>
> 25.6.2011 22:13, J M kirjoitti:
>>
>>  Yes, I sent an email to Robin, and I think they know of the problem, but
>> they don't know how to replicate it. If anyone knows how to reliably make
>> it
>> happen to their server, send someone on the TF2 team an email about it.
>>
>> A server restart is the only thing that fixes them.
>> Some threads with more info:
>> http://forums.steampowered.com/forums/showthread.php?t=1949658
>> http://forums.alliedmods.net/showthread.php?t=160090
>>
>> On Sat, Jun 25, 2011 at 11:12 AM, Chris Oryschak
>>  wrote:
>>
>>> Is anyone else experiencing ghosting players on their servers again?
>>>
>>> I just had to restart both my servers, I had 5 ghosts on my 24man and
>>> 1ghost
>>> on my 32 man.
>>>
>>>
>>>
>>> Chris
>>>
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Re: [hlds_linux] Some server issues

2011-06-27 Thread Tom Grant
Mine was hanging for a few seconds on round ends. I figure that has to do
with the 700+ users who have connected since last restart. Obviously a
restart fixed that. And obviously I'm not too used to having a populated
server for a few days straight!

I haven't seen anything mid rounds.

On Mon, Jun 27, 2011 at 12:20 PM, Saint K.  wrote:

> Hi,
>
> We're having some server issues where all servers seem to hang for a few
> seconds and then continue like nothing was wrong. Now I wonder if this is
> something local on our machine, or if it has anything to do with the steam
> backend being overloaded.
>
> Anyone else noticing similar issues?
>
> Saint K.
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-- 
AksumkA.com 
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Re: [hlds_linux] Ghoting on CSS

2011-06-27 Thread Marc.B
After investigation, here are more information.
We have a for example a 18 slots servers with 8 real player and 10 ghosts.
Both HLSW and CSS Ingame Server Browser report 18 players online and
if you try to join, you get "server is full".
Now, making a "status" in server console report only 8 players, and if
you make a "connect" in console using the server ip, you can join the
server.

There are several topics talking about this issue on the communities
forums. It's seems to be related to the steam master server, and one
of the reported solution would be to change sv_master_legacy_mode and
add a master server ip manually (I haven't test this yet). But even if
this would fix the problem, I guess we need a patch as most people
will never even hear about this.

Marc.

2011/6/27 Marc.B :
> We some of our customers that are reporting the same problem.
>
> Cheers,
>
> Marc
>
> 2011/6/26 Eli Witt :
>> We had 4 of them on one of our NFO servers yesterday, no TV enabled, replays
>> disabled for now, too.
>>
>> On Sun, Jun 26, 2011 at 8:30 AM,  wrote:
>>
>>> I have 6 ghost players  on my 30 slot server now, no TV.
>>>
>>> -Oryginalna wiadomość- From: molnár lászló
>>> Sent: Sunday, June 26, 2011 12:05 AM
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: [hlds_linux] Ghoting on CSS
>>>
>>>
>>> It's easy to reproduce the ghost players on CSS server. Just enable the
>>> TV and connect to it, press cancel and repeat it.Someone hade managed to
>>> make the server show 52/12 whit this method. ps: thanks for all of the IP
>>> tables tips, it's working :) Greets
>>> __**_
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Re: [hlds_linux] Ghoting on CSS

2011-06-27 Thread Marc.B
We some of our customers that are reporting the same problem.

Cheers,

Marc

2011/6/26 Eli Witt :
> We had 4 of them on one of our NFO servers yesterday, no TV enabled, replays
> disabled for now, too.
>
> On Sun, Jun 26, 2011 at 8:30 AM,  wrote:
>
>> I have 6 ghost players  on my 30 slot server now, no TV.
>>
>> -Oryginalna wiadomość- From: molnár lászló
>> Sent: Sunday, June 26, 2011 12:05 AM
>> To: hlds_linux@list.valvesoftware.**com
>> Subject: [hlds_linux] Ghoting on CSS
>>
>>
>> It's easy to reproduce the ghost players on CSS server. Just enable the
>> TV and connect to it, press cancel and repeat it.Someone hade managed to
>> make the server show 52/12 whit this method. ps: thanks for all of the IP
>> tables tips, it's working :) Greets
>> __**_
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[hlds_linux] Replay on CSS?

2011-06-27 Thread Christoffer Pedersen
Hey there, im trying to setup a CS:S server on Windows 2k8R2, but i have run 
into a problem. Everytime i start the server it says "Couldn't allocate any 
replay IP port". I have tried to look up the problem on google but no luck 
there... Another srcds-guy i know told me that there's even no replay feature 
in CS:S yet.

What's going on here? I have tried to use some commands like "+replay_enable 0, 
replay_port x" but they are "unknown commands"...

/Chris
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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-27 Thread bottige...@gmail.com
What is the performance penalty if I disable this benchmark?

On Mon, Jun 27, 2011 at 4:06 AM, Fug1t1v3  wrote:
> just put in the end of .bashrc for every user you start servers with
> -
> Best regards,
>
> Fug1t1v3
> Onlyskill.eu - Game Servers Hosting
> CSS Servers Administrator
> Game Hosting Tehnical Administrator
> mail: f...@onlyskill.eu
>
>
>
> On 27 June 2011 12:24, Svensk Ljud & Ljus Produktion 
> wrote:
>
>> Thanks sir !
>> I will take a look at rewrite all start scripts then, ill guess its would
>> be suffient to execute "export RDTSC_FREQUENCY=2400.0" once when the
>> server-machine is started.
>>
>> And running the srcds at "fps_max 0" or 1000 is reducing the cpu-usage then
>> server is empty, but it not optimal for our server settings.
>>
>> Peter
>> Sweden
>>
>>  Milton Ngan skrev 2011-06-27 05:31:
>>
>>  You need to set this in your environment before you launch the game
>>>
>>> export RDTSC_FREQUENCY=2400.0
>>> ./srcds_run -game tf 
>>>
>>> This will bypass the benchmark. But each machine may be different. This is
>>> benchmark is part of the real time clock optimization that we had added into
>>> the L4D dedicated server.
>>>
>>> M.
>>>
>>>
>>>
>>> -Original Message-
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>>> hlds_linux-bounces@**list.valvesoftware.com]
>>> On Behalf Of Svensk Ljud&  Ljus Produktion
>>> Sent: Sunday, June 26, 2011 3:39 PM
>>> To: hlds_linux@list.valvesoftware.**com
>>> Subject: [hlds_linux] This new Benchmark - how to set and recommendations
>>> would be nice.
>>>
>>> Ive just had some time to read the logs to find the RDTSC_FREQUENCY and
>>> it was rather easy.
>>>
>>> [code]
>>> /HLDS installation up to date
>>> Running a benchmark to measure system clock frequency...
>>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>>> set the environment variable RDTSC_FREQUENCY to 2400.00 on this
>>> system. This value is dependent upon the CPU clock speed and
>>> architecture and should be determined separately for each server. The
>>> use of this mechanism for timing can be disabled by setting
>>> RDTSC_FREQUENCY to 'disabled'.
>>> Using breakpad minidump system/
>>> [/code]
>>>
>>> In this case should I add this to server.cfg or ?
>>> [code]
>>> /RDTSC_FREQUENCY 2400.00/
>>> [/code]
>>>
>>> But how is the recommendations to make the servers to use the cpu:usage
>>> as before the update ?
>>>
>>> It would be nice to hear some info from the dev.team or someone close :)
>>>
>>> Peter
>>> Sweden
>>>
>>> --**--**
>>> 
>>>
>>> Ps. my previus post
>>>
>>> /We have machines with both Debian and Fedora srcds-servers running and
>>> all is showing high spu usage.
>>> Its both TF2 and DoD:S running on them and we monitor all with munin.
>>>
>>> This is a pic from a debian 64-bit server with 4 cores Xeon running 2
>>> dods servers.
>>> http://url.dayofdefeat.se/**pics/cpu-week-Ferm.png
>>> uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14
>>> 13:41:19 CEST 2010 x86_64 GNU/Linux
>>>
>>> This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4
>>> cores.
>>> http://url.dayofdefeat.se/**pics/cpu-week-Trelle.png
>>> uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010
>>> i686 i686 i386 GNU/Linux
>>>
>>> I do hope its possible to find the problem.
>>>
>>> Peter
>>> Sweden /
>>> __**_
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>>> please visit:
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>>>
>>>
>>
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[hlds_linux] Some server issues

2011-06-27 Thread Saint K .
Hi,

We're having some server issues where all servers seem to hang for a few 
seconds and then continue like nothing was wrong. Now I wonder if this is 
something local on our machine, or if it has anything to do with the steam 
backend being overloaded.

Anyone else noticing similar issues?

Saint K.
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[hlds_linux] How do i stop server that comes into a loop

2011-06-27 Thread Daniel Nilsson

If i dont se server if i use top or htop.

I dont know it´s pid. It is invisible but running.

//Me

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Re: [hlds_linux] Vehicle issue

2011-06-27 Thread Christoffer Pedersen
I can't believe it, Ryan, a "usual" user fixed the problem for Valve. This 
really shows something about them...

Thanks a lot!

/Chris

On Jun 27, 2011, at 3:40 PM, James Puckett wrote:

> Thanks alot Ryan.
> 
> On Mon, Jun 27, 2011 at 5:45 AM, Bernhard Kaszt  wrote:
> 
>> Can Valve please implement this vphysics.so fix, (either use a newer GCC or
>> different settings) for compiling vphysics.so.
>> This vehicle crash has been annoying us since more than a half year (since
>> orangebox for hl2dm came out).
>> 
>> Thank you :)
>> 
>> 
>> On 27.06.2011 00:46, Ryan Kistner wrote:
>> 
>>> It turns out that movdqa was a GP fault because the address wasn't 16
>>> byte aligned. All I had to do was patch it to movdqu (unaligned) and
>>> it just works, so that fourth crash was probably the uninitialized
>>> memory.
>>> 
>>> Here is the patched vphysics.so: http://dl.dropbox.com/u/**
>>> 759758/vphysics.zip 
>>> 
>>> This is likely a GCC bug: http://gcc.gnu.org/bugzilla/**
>>> show_bug.cgi?id=32951 
>>> 
>>> On Sun, Jun 26, 2011 at 12:40 AM, Ryan Kistner
>>> wrote:
>>> 
 I took a bit of time to look into some of the vphysics crashes. I've
 posted my findings in the same thread,
 http://www.facepunch.com/**threads/1089190-Niggles-V2-**
 while-true-do-annoygarry%28%**29-end?p=30715476&viewfull=1#**
 post30715476
 
 These are the vphysics crashes I am seeing: http://privatepaste.com/**
 4b6d7c901f 
 
 Two new instructions appear in vphysics that seem to be causing the
 segfault (as well as any issues that exist elsewhere but I can't
 reach:)
 CVehicleController::**CVehicleController()
 0003C9A0 pxorxmm0, xmm0
 0003C9A4 movdqa  xmmword ptr [ecx+300h], xmm0
 
 I'm not certain what the issue is with vphysics, perhaps the new
 versions of vphysics are compiled with a strange version of GCC.
 
 On Fri, Jun 24, 2011 at 5:07 AM, James Puckett
   wrote:
 
> Its been a long time, where have you been valve?
> 
> On Thu, Jun 23, 2011 at 11:07 PM, Christoffer Pedersen
> wrote:
> 
> But making a unfinished product isn't the right way to go.
>> 
>> /Chris
>> 
>> Sent from my iPhone 4
>> 
>> Den 24/06/2011 kl. 02.03 skrev tom n:
>> 
>> I would be willing to bet that most everyone knows steam from the
>>> modern
>>> warfare game,cstrike source or left for dead. We (or maybe mostly me)
>>> remember half-life because I am older. While half life  and it's
>>> 
>> relatives
>> 
>>> are great games, the masses are too young to know about Valve's
>>> 
>> beginnings.
>> 
>>> They are too busy hacking up bins for more slicker,smarter,and faster
>>> 
>> games.
>> 
>>> Sooner or later we have to trade our model T for a new mustang.
>>> 
>>> 
>>> On Thu, Jun 23, 2011 at 6:06 AM, Drogen Viech<
>>> 
>> drogenvi...@googlemail.com>**wrote:
>> 
>>> I'd also love to see the weld issue fixed on linux srcds :(
 This may help a bit ->
 
 
 http://www.facepunch.com/**threads/986675-Niggles?p=**
>> 29754797&viewfull=1#**post29754797
>> 
>>> 2011/6/23 Christoffer Pedersen:
 
> Whopsy, i made have been too fast there..
> 
> It seems to me that they have forgotten everything about hl2.
> (making
> 
 portal 2, l4d1&2, hats for tf2,and the ob update for css).
 
> The only hl2 related update that they have done the last 2-3-4
> years,
> 
 is
>> 
>>> to port it to the ob engine, which they also did with css.
 
> It's time to wake up Valve, mostly EVERYONE knows you because of
> 
 hl/hl2!
>> 
>>> /Chris
> 
> Sent from my iPhone 4
> 
> Den 23/06/2011 kl. 01.05 skrev Alexander Olofsson:
> 
> The issue exists in everything source based, including mods and
>> HL2:
>> 
> DM.
>> 
>>> It's not a garry issue, it's a Valve issue.
>> 
>> 
>> --
>> //Alexander "Ace" Olofsson
>> __**_
>> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> 
> please visit:
 
> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>> 
> __**_
> To uns

Re: [hlds_linux] Vehicle issue

2011-06-27 Thread James Puckett
Thanks alot Ryan.

On Mon, Jun 27, 2011 at 5:45 AM, Bernhard Kaszt  wrote:

> Can Valve please implement this vphysics.so fix, (either use a newer GCC or
> different settings) for compiling vphysics.so.
> This vehicle crash has been annoying us since more than a half year (since
> orangebox for hl2dm came out).
>
> Thank you :)
>
>
> On 27.06.2011 00:46, Ryan Kistner wrote:
>
>> It turns out that movdqa was a GP fault because the address wasn't 16
>> byte aligned. All I had to do was patch it to movdqu (unaligned) and
>> it just works, so that fourth crash was probably the uninitialized
>> memory.
>>
>> Here is the patched vphysics.so: http://dl.dropbox.com/u/**
>> 759758/vphysics.zip 
>>
>> This is likely a GCC bug: http://gcc.gnu.org/bugzilla/**
>> show_bug.cgi?id=32951 
>>
>> On Sun, Jun 26, 2011 at 12:40 AM, Ryan Kistner
>>  wrote:
>>
>>> I took a bit of time to look into some of the vphysics crashes. I've
>>> posted my findings in the same thread,
>>> http://www.facepunch.com/**threads/1089190-Niggles-V2-**
>>> while-true-do-annoygarry%28%**29-end?p=30715476&viewfull=1#**
>>> post30715476
>>>
>>> These are the vphysics crashes I am seeing: http://privatepaste.com/**
>>> 4b6d7c901f 
>>>
>>> Two new instructions appear in vphysics that seem to be causing the
>>> segfault (as well as any issues that exist elsewhere but I can't
>>> reach:)
>>> CVehicleController::**CVehicleController()
>>> 0003C9A0 pxorxmm0, xmm0
>>> 0003C9A4 movdqa  xmmword ptr [ecx+300h], xmm0
>>>
>>> I'm not certain what the issue is with vphysics, perhaps the new
>>> versions of vphysics are compiled with a strange version of GCC.
>>>
>>> On Fri, Jun 24, 2011 at 5:07 AM, James Puckett
>>>   wrote:
>>>
 Its been a long time, where have you been valve?

 On Thu, Jun 23, 2011 at 11:07 PM, Christoffer Pedersen
  wrote:

  But making a unfinished product isn't the right way to go.
>
> /Chris
>
> Sent from my iPhone 4
>
> Den 24/06/2011 kl. 02.03 skrev tom n:
>
>  I would be willing to bet that most everyone knows steam from the
>> modern
>> warfare game,cstrike source or left for dead. We (or maybe mostly me)
>> remember half-life because I am older. While half life  and it's
>>
> relatives
>
>> are great games, the masses are too young to know about Valve's
>>
> beginnings.
>
>> They are too busy hacking up bins for more slicker,smarter,and faster
>>
> games.
>
>> Sooner or later we have to trade our model T for a new mustang.
>>
>>
>> On Thu, Jun 23, 2011 at 6:06 AM, Drogen Viech<
>>
> drogenvi...@googlemail.com>**wrote:
>
>> I'd also love to see the weld issue fixed on linux srcds :(
>>> This may help a bit ->
>>>
>>>
>>>  http://www.facepunch.com/**threads/986675-Niggles?p=**
> 29754797&viewfull=1#**post29754797
>
>> 2011/6/23 Christoffer Pedersen:
>>>
 Whopsy, i made have been too fast there..

 It seems to me that they have forgotten everything about hl2.
 (making

>>> portal 2, l4d1&2, hats for tf2,and the ob update for css).
>>>
 The only hl2 related update that they have done the last 2-3-4
 years,

>>> is
>
>> to port it to the ob engine, which they also did with css.
>>>
 It's time to wake up Valve, mostly EVERYONE knows you because of

>>> hl/hl2!
>
>> /Chris

 Sent from my iPhone 4

 Den 23/06/2011 kl. 01.05 skrev Alexander Olofsson:

  The issue exists in everything source based, including mods and
> HL2:
>
 DM.
>
>> It's not a garry issue, it's a Valve issue.
>
>
> --
> //Alexander "Ace" Olofsson
> __**_
> 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 l

Re: [hlds_linux] Vehicle issue

2011-06-27 Thread Bernhard Kaszt
Can Valve please implement this vphysics.so fix, (either use a newer GCC 
or different settings) for compiling vphysics.so.
This vehicle crash has been annoying us since more than a half year 
(since orangebox for hl2dm came out).


Thank you :)

On 27.06.2011 00:46, Ryan Kistner wrote:

It turns out that movdqa was a GP fault because the address wasn't 16
byte aligned. All I had to do was patch it to movdqu (unaligned) and
it just works, so that fourth crash was probably the uninitialized
memory.

Here is the patched vphysics.so: http://dl.dropbox.com/u/759758/vphysics.zip

This is likely a GCC bug: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=32951

On Sun, Jun 26, 2011 at 12:40 AM, Ryan Kistner  wrote:

I took a bit of time to look into some of the vphysics crashes. I've
posted my findings in the same thread,
http://www.facepunch.com/threads/1089190-Niggles-V2-while-true-do-annoygarry%28%29-end?p=30715476&viewfull=1#post30715476

These are the vphysics crashes I am seeing: http://privatepaste.com/4b6d7c901f

Two new instructions appear in vphysics that seem to be causing the
segfault (as well as any issues that exist elsewhere but I can't
reach:)
CVehicleController::CVehicleController()
0003C9A0 pxorxmm0, xmm0
0003C9A4 movdqa  xmmword ptr [ecx+300h], xmm0

I'm not certain what the issue is with vphysics, perhaps the new
versions of vphysics are compiled with a strange version of GCC.

On Fri, Jun 24, 2011 at 5:07 AM, James Puckett
  wrote:

Its been a long time, where have you been valve?

On Thu, Jun 23, 2011 at 11:07 PM, Christoffer Pedersen  wrote:


But making a unfinished product isn't the right way to go.

/Chris

Sent from my iPhone 4

Den 24/06/2011 kl. 02.03 skrev tom n:


I would be willing to bet that most everyone knows steam from the modern
warfare game,cstrike source or left for dead. We (or maybe mostly me)
remember half-life because I am older. While half life  and it's

relatives

are great games, the masses are too young to know about Valve's

beginnings.

They are too busy hacking up bins for more slicker,smarter,and faster

games.

Sooner or later we have to trade our model T for a new mustang.


On Thu, Jun 23, 2011 at 6:06 AM, Drogen Viech<

drogenvi...@googlemail.com>wrote:

I'd also love to see the weld issue fixed on linux srcds :(
This may help a bit ->



http://www.facepunch.com/threads/986675-Niggles?p=29754797&viewfull=1#post29754797

2011/6/23 Christoffer Pedersen:

Whopsy, i made have been too fast there..

It seems to me that they have forgotten everything about hl2. (making

portal 2, l4d1&2, hats for tf2,and the ob update for css).

The only hl2 related update that they have done the last 2-3-4 years,

is

to port it to the ob engine, which they also did with css.

It's time to wake up Valve, mostly EVERYONE knows you because of

hl/hl2!

/Chris

Sent from my iPhone 4

Den 23/06/2011 kl. 01.05 skrev Alexander Olofsson:


The issue exists in everything source based, including mods and HL2:

DM.

It's not a garry issue, it's a Valve issue.


--
//Alexander "Ace" Olofsson
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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-27 Thread Fug1t1v3
just put in the end of .bashrc for every user you start servers with
-
Best regards,

Fug1t1v3
Onlyskill.eu - Game Servers Hosting
CSS Servers Administrator
Game Hosting Tehnical Administrator
mail: f...@onlyskill.eu



On 27 June 2011 12:24, Svensk Ljud & Ljus Produktion wrote:

> Thanks sir !
> I will take a look at rewrite all start scripts then, ill guess its would
> be suffient to execute "export RDTSC_FREQUENCY=2400.0" once when the
> server-machine is started.
>
> And running the srcds at "fps_max 0" or 1000 is reducing the cpu-usage then
> server is empty, but it not optimal for our server settings.
>
> Peter
> Sweden
>
>  Milton Ngan skrev 2011-06-27 05:31:
>
>  You need to set this in your environment before you launch the game
>>
>> export RDTSC_FREQUENCY=2400.0
>> ./srcds_run -game tf 
>>
>> This will bypass the benchmark. But each machine may be different. This is
>> benchmark is part of the real time clock optimization that we had added into
>> the L4D dedicated server.
>>
>> M.
>>
>>
>>
>> -Original Message-
>> From: 
>> hlds_linux-bounces@list.**valvesoftware.com[mailto:
>> hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of Svensk Ljud&  Ljus Produktion
>> Sent: Sunday, June 26, 2011 3:39 PM
>> To: hlds_linux@list.valvesoftware.**com
>> Subject: [hlds_linux] This new Benchmark - how to set and recommendations
>> would be nice.
>>
>> Ive just had some time to read the logs to find the RDTSC_FREQUENCY and
>> it was rather easy.
>>
>> [code]
>> /HLDS installation up to date
>> Running a benchmark to measure system clock frequency...
>> Finished RDTSC test. To prevent the startup delay from this benchmark,
>> set the environment variable RDTSC_FREQUENCY to 2400.00 on this
>> system. This value is dependent upon the CPU clock speed and
>> architecture and should be determined separately for each server. The
>> use of this mechanism for timing can be disabled by setting
>> RDTSC_FREQUENCY to 'disabled'.
>> Using breakpad minidump system/
>> [/code]
>>
>> In this case should I add this to server.cfg or ?
>> [code]
>> /RDTSC_FREQUENCY 2400.00/
>> [/code]
>>
>> But how is the recommendations to make the servers to use the cpu:usage
>> as before the update ?
>>
>> It would be nice to hear some info from the dev.team or someone close :)
>>
>> Peter
>> Sweden
>>
>> --**--**
>> 
>>
>> Ps. my previus post
>>
>> /We have machines with both Debian and Fedora srcds-servers running and
>> all is showing high spu usage.
>> Its both TF2 and DoD:S running on them and we monitor all with munin.
>>
>> This is a pic from a debian 64-bit server with 4 cores Xeon running 2
>> dods servers.
>> http://url.dayofdefeat.se/**pics/cpu-week-Ferm.png
>> uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14
>> 13:41:19 CEST 2010 x86_64 GNU/Linux
>>
>> This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4
>> cores.
>> http://url.dayofdefeat.se/**pics/cpu-week-Trelle.png
>> uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010
>> i686 i686 i386 GNU/Linux
>>
>> I do hope its possible to find the problem.
>>
>> Peter
>> Sweden /
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
>>
>>
>>
>
> __**_
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Re: [hlds_linux] This new Benchmark - how to set and recommendations would be nice.

2011-06-27 Thread Svensk Ljud & Ljus Produktion

Thanks sir !
I will take a look at rewrite all start scripts then, ill guess its 
would be suffient to execute "export RDTSC_FREQUENCY=2400.0" once 
when the server-machine is started.


And running the srcds at "fps_max 0" or 1000 is reducing the cpu-usage 
then server is empty, but it not optimal for our server settings.


Peter
Sweden

 Milton Ngan skrev 2011-06-27 05:31:

You need to set this in your environment before you launch the game

export RDTSC_FREQUENCY=2400.0
./srcds_run -game tf 

This will bypass the benchmark. But each machine may be different. This is 
benchmark is part of the real time clock optimization that we had added into 
the L4D dedicated server.

M.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud&  
Ljus Produktion
Sent: Sunday, June 26, 2011 3:39 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] This new Benchmark - how to set and recommendations would 
be nice.

Ive just had some time to read the logs to find the RDTSC_FREQUENCY and
it was rather easy.

[code]
/HLDS installation up to date
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup delay from this benchmark,
set the environment variable RDTSC_FREQUENCY to 2400.00 on this
system. This value is dependent upon the CPU clock speed and
architecture and should be determined separately for each server. The
use of this mechanism for timing can be disabled by setting
RDTSC_FREQUENCY to 'disabled'.
Using breakpad minidump system/
[/code]

In this case should I add this to server.cfg or ?
[code]
/RDTSC_FREQUENCY 2400.00/
[/code]

But how is the recommendations to make the servers to use the cpu:usage
as before the update ?

It would be nice to hear some info from the dev.team or someone close :)

Peter
Sweden



Ps. my previus post

/We have machines with both Debian and Fedora srcds-servers running and
all is showing high spu usage.
Its both TF2 and DoD:S running on them and we monitor all with munin.

This is a pic from a debian 64-bit server with 4 cores Xeon running 2
dods servers.
http://url.dayofdefeat.se/pics/cpu-week-Ferm.png
uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14
13:41:19 CEST 2010 x86_64 GNU/Linux

This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4
cores.
http://url.dayofdefeat.se/pics/cpu-week-Trelle.png
uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010
i686 i686 i386 GNU/Linux

I do hope its possible to find the problem.

Peter
Sweden /
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