Re: [hlds_linux] The built-in TF2 voting system

2011-07-12 Thread Peter Reinhold

On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake wrote:
How would that work with another dedicated box hosting an irc 
network?


This could be pretty handy for our admins if we're able to do it
without having to setup a new irc server on our gaming box.


Works perfect, this is what we do, run an ircd on another box, and have 
our servers connect to it using sourceirc (which is a breeze to install 
and setup), and away we go.


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] The built-in TF2 voting system

2011-07-12 Thread Prithu Parker
You simply need to stream logs from your game servers (using logaddress 
functionality) to whatever form of IRC client you setup (it can be an 
mIRC client, it could be a PHP IRC client, Ruby, etc).


On 12/07/2011 5:07 PM, Peter Reinhold wrote:

On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake wrote:

How would that work with another dedicated box hosting an irc network?

This could be pretty handy for our admins if we're able to do it
without having to setup a new irc server on our gaming box.


Works perfect, this is what we do, run an ircd on another box, and 
have our servers connect to it using sourceirc (which is a breeze to 
install and setup), and away we go.


___
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] The built-in TF2 voting system

2011-07-12 Thread Eric Riemers
You still need all your admins to be on irc too. Even though we have plenty
admins, not all of them are there.

On Tue, 12 Jul 2011 09:07:17 +0200, Peter Reinhold
peter_va...@reinhold.dk
wrote:
 On Mon, 11 Jul 2011 14:01:54 -0700, Sir Jake wrote:
 How would that work with another dedicated box hosting an irc 
 network?

 This could be pretty handy for our admins if we're able to do it
 without having to setup a new irc server on our gaming box.
 
 Works perfect, this is what we do, run an ircd on another box, and have 
 our servers connect to it using sourceirc (which is a breeze to install 
 and setup), and away we go.
 
 ___
 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 servers staying empty

2011-07-12 Thread Jay Singh

I agree with RDDT TF2 completely. While it may take time and effort to get a 
community going, the fact of the matter is now that Valve has set up hundreds 
(I want to say thousands) of quick play servers, populating a TF2 server is as 
hard as it was before the Uber update. Honestly, you guys over at Valve should 
think twice before you try to screw over the community. 
If you guys over at Valve think that matching random players into a TF2 server 
will give them the best experience, then you're wrong. Servers that have 
regulars are what gives players the best TF2 experience. Befriending each 
other, making rivals, cooperating as a team. You can't do that with random 
players on your quick play servers. 
If you guys over at Valve insist on making all these quick play servers, then 
fine. But here's a really awesome request that will benefit the both of us. 
Make it so that players can only play on your quick play servers for a maximum 
of x hours. After that, have them match up with community made servers. 
 Date: Mon, 11 Jul 2011 20:54:56 -0400
 From: invaderam...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 servers staying empty
 
 Well, I think that is merely an effect of there being too few players and
 too many servers. Of course Valve is going to put their own servers on
 preference, because they're the ones controlling them. Server admins SHOULD
 be ditching their servers if they're going to sit empty. It takes time and
 effort to get a community going. These last few weeks have just been really
 easy on unpopular servers because of the huge influx of new players. I'm
 shutting down my server due to lack of use. I don't have the time or
 patience to try to get a community going, and quickplay isn't helping
 enough.
 
 On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:
 
  Fletcher,
 
  Your post reinforces the single complaint I have with regards to this
  matchmaking system. What is the point of us server admins configuring our
  servers to rank optimally in the matchmaking system, and adding them to the
  system, for them to be beaten out by Valve servers? Ever since Valve's
  servers came back online my server has remained dead - matchmaking will
  throw one, maybe two players per day my way, and this isn't just me - this
  is across the board. Once popular servers that I visited have nowhere near
  the traffic they used to. A decent server isn't cheap to host and maintain,
  and I could easily see server admins ditching their servers if they're just
  going to sit empty. Just look at the TF2 Server Feedback forums.
 
  I realize that you would want new players to start out on Valve servers,
  and
  I respect that, but in my experience the TF2 community is a great one and
   will help new players no matter where they play.
 ___
 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 servers staying empty

2011-07-12 Thread E3pO
Or better yet. Have it start off on valves quickplay servers for the first
game they play. Any other quickplays go to community made servers. Then you
can slowly start getting rid of the valve quickplay servers as less people
need to be introduced to the game over time.

On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote:


 I agree with RDDT TF2 completely. While it may take time and effort to get
 a community going, the fact of the matter is now that Valve has set up
 hundreds (I want to say thousands) of quick play servers, populating a TF2
 server is as hard as it was before the Uber update. Honestly, you guys over
 at Valve should think twice before you try to screw over the community.
 If you guys over at Valve think that matching random players into a TF2
 server will give them the best experience, then you're wrong. Servers that
 have regulars are what gives players the best TF2 experience. Befriending
 each other, making rivals, cooperating as a team. You can't do that with
 random players on your quick play servers.
 If you guys over at Valve insist on making all these quick play servers,
 then fine. But here's a really awesome request that will benefit the both of
 us. Make it so that players can only play on your quick play servers for a
 maximum of x hours. After that, have them match up with community made
 servers.
  Date: Mon, 11 Jul 2011 20:54:56 -0400
  From: invaderam...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TF2 servers staying empty
 
  Well, I think that is merely an effect of there being too few players and
  too many servers. Of course Valve is going to put their own servers on
  preference, because they're the ones controlling them. Server admins
 SHOULD
  be ditching their servers if they're going to sit empty. It takes time
 and
  effort to get a community going. These last few weeks have just been
 really
  easy on unpopular servers because of the huge influx of new players. I'm
  shutting down my server due to lack of use. I don't have the time or
  patience to try to get a community going, and quickplay isn't helping
  enough.
 
  On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:
 
   Fletcher,
  
   Your post reinforces the single complaint I have with regards to this
   matchmaking system. What is the point of us server admins configuring
 our
   servers to rank optimally in the matchmaking system, and adding them to
 the
   system, for them to be beaten out by Valve servers? Ever since Valve's
   servers came back online my server has remained dead - matchmaking will
   throw one, maybe two players per day my way, and this isn't just me -
 this
   is across the board. Once popular servers that I visited have nowhere
 near
   the traffic they used to. A decent server isn't cheap to host and
 maintain,
   and I could easily see server admins ditching their servers if they're
 just
   going to sit empty. Just look at the TF2 Server Feedback forums.
  
   I realize that you would want new players to start out on Valve
 servers,
   and
   I respect that, but in my experience the TF2 community is a great one
 and
will help new players no matter where they play.
  ___
  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 servers staying empty

2011-07-12 Thread Saint K .
One thing I wonder. Why are VALVe servers per definition better then ours 
according to VALVe's current policies?

Are the VALVe servers being administrated at all for example? We work around 
the clock keeping things nice and clean, I'd argue communities prolly provide a 
better gaming experience then VALVe's servers (unless they are also heavily 
administrated).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [e...@wmclan.net]
Sent: 12 July 2011 11:57
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

Or better yet. Have it start off on valves quickplay servers for the first
game they play. Any other quickplays go to community made servers. Then you
can slowly start getting rid of the valve quickplay servers as less people
need to be introduced to the game over time.

On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote:


 I agree with RDDT TF2 completely. While it may take time and effort to get
 a community going, the fact of the matter is now that Valve has set up
 hundreds (I want to say thousands) of quick play servers, populating a TF2
 server is as hard as it was before the Uber update. Honestly, you guys over
 at Valve should think twice before you try to screw over the community.
 If you guys over at Valve think that matching random players into a TF2
 server will give them the best experience, then you're wrong. Servers that
 have regulars are what gives players the best TF2 experience. Befriending
 each other, making rivals, cooperating as a team. You can't do that with
 random players on your quick play servers.
 If you guys over at Valve insist on making all these quick play servers,
 then fine. But here's a really awesome request that will benefit the both of
 us. Make it so that players can only play on your quick play servers for a
 maximum of x hours. After that, have them match up with community made
 servers.
  Date: Mon, 11 Jul 2011 20:54:56 -0400
  From: invaderam...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TF2 servers staying empty
 
  Well, I think that is merely an effect of there being too few players and
  too many servers. Of course Valve is going to put their own servers on
  preference, because they're the ones controlling them. Server admins
 SHOULD
  be ditching their servers if they're going to sit empty. It takes time
 and
  effort to get a community going. These last few weeks have just been
 really
  easy on unpopular servers because of the huge influx of new players. I'm
  shutting down my server due to lack of use. I don't have the time or
  patience to try to get a community going, and quickplay isn't helping
  enough.
 
  On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:
 
   Fletcher,
  
   Your post reinforces the single complaint I have with regards to this
   matchmaking system. What is the point of us server admins configuring
 our
   servers to rank optimally in the matchmaking system, and adding them to
 the
   system, for them to be beaten out by Valve servers? Ever since Valve's
   servers came back online my server has remained dead - matchmaking will
   throw one, maybe two players per day my way, and this isn't just me -
 this
   is across the board. Once popular servers that I visited have nowhere
 near
   the traffic they used to. A decent server isn't cheap to host and
 maintain,
   and I could easily see server admins ditching their servers if they're
 just
   going to sit empty. Just look at the TF2 Server Feedback forums.
  
   I realize that you would want new players to start out on Valve
 servers,
   and
   I respect that, but in my experience the TF2 community is a great one
 and
will help new players no matter where they play.
  ___
  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 servers staying empty

2011-07-12 Thread Emil Larsson
With the amount of servers with their own wacky set of nonstandard gameplay
modifiyng mods, such as premium, roll the dice, etc, I actually
understand why the system bias towards Valve servers. Same reason why
quickplay only works on the standard set of maps. I know people who used to
play on 24/7 2fort servers cause they didn't know better.

Our servers still fill up with quickplay players time to time, just that the
newbie rush is now over. Which was to be expected (although i'm glad to see
that TF2 is beating counter-strike and CoD ;) ).

On Tue, Jul 12, 2011 at 11:57 AM, Saint K. sai...@specialattack.net wrote:

 One thing I wonder. Why are VALVe servers per definition better then ours
 according to VALVe's current policies?

 Are the VALVe servers being administrated at all for example? We work
 around the clock keeping things nice and clean, I'd argue communities prolly
 provide a better gaming experience then VALVe's servers (unless they are
 also heavily administrated).

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [
 e...@wmclan.net]
 Sent: 12 July 2011 11:57
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty

 Or better yet. Have it start off on valves quickplay servers for the first
 game they play. Any other quickplays go to community made servers. Then you
 can slowly start getting rid of the valve quickplay servers as less people
 need to be introduced to the game over time.

 On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote:

 
  I agree with RDDT TF2 completely. While it may take time and effort to
 get
  a community going, the fact of the matter is now that Valve has set up
  hundreds (I want to say thousands) of quick play servers, populating a
 TF2
  server is as hard as it was before the Uber update. Honestly, you guys
 over
  at Valve should think twice before you try to screw over the community.
  If you guys over at Valve think that matching random players into a TF2
  server will give them the best experience, then you're wrong. Servers
 that
  have regulars are what gives players the best TF2 experience. Befriending
  each other, making rivals, cooperating as a team. You can't do that with
  random players on your quick play servers.
  If you guys over at Valve insist on making all these quick play servers,
  then fine. But here's a really awesome request that will benefit the both
 of
  us. Make it so that players can only play on your quick play servers for
 a
  maximum of x hours. After that, have them match up with community made
  servers.
   Date: Mon, 11 Jul 2011 20:54:56 -0400
   From: invaderam...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] TF2 servers staying empty
  
   Well, I think that is merely an effect of there being too few players
 and
   too many servers. Of course Valve is going to put their own servers on
   preference, because they're the ones controlling them. Server admins
  SHOULD
   be ditching their servers if they're going to sit empty. It takes time
  and
   effort to get a community going. These last few weeks have just been
  really
   easy on unpopular servers because of the huge influx of new players.
 I'm
   shutting down my server due to lack of use. I don't have the time or
   patience to try to get a community going, and quickplay isn't helping
   enough.
  
   On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:
  
Fletcher,
   
Your post reinforces the single complaint I have with regards to this
matchmaking system. What is the point of us server admins configuring
  our
servers to rank optimally in the matchmaking system, and adding them
 to
  the
system, for them to be beaten out by Valve servers? Ever since
 Valve's
servers came back online my server has remained dead - matchmaking
 will
throw one, maybe two players per day my way, and this isn't just me -
  this
is across the board. Once popular servers that I visited have nowhere
  near
the traffic they used to. A decent server isn't cheap to host and
  maintain,
and I could easily see server admins ditching their servers if
 they're
  just
going to sit empty. Just look at the TF2 Server Feedback forums.
   
I realize that you would want new players to start out on Valve
  servers,
and
I respect that, but in my experience the TF2 community is a great one
  and
 will help new players no matter where they play.
   ___
   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:
  

Re: [hlds_linux] TF2 servers staying empty

2011-07-12 Thread Peter Reinhold

On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:

With the amount of servers with their own wacky set of nonstandard 
gameplay

modifiyng mods, such as premium, roll the dice, etc, I actually
understand why the system bias towards Valve servers. Same reason why


This!

As a new, and even as a regular player, entering servers with 
completely arbitrary and gamebreaking rules can be a bit of a shock.


I dont mind matchmaking trending towards Valves servers, the people 
that stay are eventually going to crave more of their servers, and will 
look for a well-moderated community based one.


And ofcourse, if there are 10 servers for every 24 players, some will 
be empty, thats just simple math. :)



/Peter


___
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 servers staying empty

2011-07-12 Thread Saint K .
Alright that seems fair. Forgot for a second there that a lot of server hosters 
like to completely rig the servers with the most ridiculous plugins.


Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold 
[peter_va...@reinhold.dk]
Sent: 12 July 2011 13:15
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 servers staying empty

On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:

 With the amount of servers with their own wacky set of nonstandard
 gameplay
 modifiyng mods, such as premium, roll the dice, etc, I actually
 understand why the system bias towards Valve servers. Same reason why

This!

As a new, and even as a regular player, entering servers with
completely arbitrary and gamebreaking rules can be a bit of a shock.

I dont mind matchmaking trending towards Valves servers, the people
that stay are eventually going to crave more of their servers, and will
look for a well-moderated community based one.

And ofcourse, if there are 10 servers for every 24 players, some will
be empty, thats just simple math. :)


/Peter


___
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 servers staying empty

2011-07-12 Thread Jay Singh

Are you two forgetting that Valve can simply remove these servers from the 
quick play pool? The two reasons are no excuse for having Valve set up hundreds 
of quick play servers and not providing the REAL experience TF2 players should 
be getting. 

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 12 Jul 2011 13:17:24 +0200
 Subject: Re: [hlds_linux] TF2 servers staying empty
 
 Alright that seems fair. Forgot for a second there that a lot of server 
 hosters like to completely rig the servers with the most ridiculous plugins.
 
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold 
 [peter_va...@reinhold.dk]
 Sent: 12 July 2011 13:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty
 
 On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:
 
  With the amount of servers with their own wacky set of nonstandard
  gameplay
  modifiyng mods, such as premium, roll the dice, etc, I actually
  understand why the system bias towards Valve servers. Same reason why
 
 This!
 
 As a new, and even as a regular player, entering servers with
 completely arbitrary and gamebreaking rules can be a bit of a shock.
 
 I dont mind matchmaking trending towards Valves servers, the people
 that stay are eventually going to crave more of their servers, and will
 look for a well-moderated community based one.
 
 And ofcourse, if there are 10 servers for every 24 players, some will
 be empty, thats just simple math. :)
 
 
 /Peter
 
 
 ___
 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 servers staying empty

2011-07-12 Thread Saint K .
No, not forgetting. Just interested in the discussion. I can't care otherwise 
about the VALVe servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Singh 
[singh...@live.com]
Sent: 12 July 2011 13:57
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 servers staying empty

Are you two forgetting that Valve can simply remove these servers from the 
quick play pool? The two reasons are no excuse for having Valve set up hundreds 
of quick play servers and not providing the REAL experience TF2 players should 
be getting.

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 12 Jul 2011 13:17:24 +0200
 Subject: Re: [hlds_linux] TF2 servers staying empty

 Alright that seems fair. Forgot for a second there that a lot of server 
 hosters like to completely rig the servers with the most ridiculous plugins.


 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold 
 [peter_va...@reinhold.dk]
 Sent: 12 July 2011 13:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty

 On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:

  With the amount of servers with their own wacky set of nonstandard
  gameplay
  modifiyng mods, such as premium, roll the dice, etc, I actually
  understand why the system bias towards Valve servers. Same reason why

 This!

 As a new, and even as a regular player, entering servers with
 completely arbitrary and gamebreaking rules can be a bit of a shock.

 I dont mind matchmaking trending towards Valves servers, the people
 that stay are eventually going to crave more of their servers, and will
 look for a well-moderated community based one.

 And ofcourse, if there are 10 servers for every 24 players, some will
 be empty, thats just simple math. :)


 /Peter


 ___
 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 servers staying empty

2011-07-12 Thread Eric Riemers

Well i actually have a prophunt server thats been full since the f2p, just
because people have plugins also doesn't mean that players dont like it.
Also got 2 saxton servers, and they are full too. Dont forget that valve
actually pushed out a update so that prophunt could work proper again, so i
assume they dont mind those type of servers. And ofcourse, the majority of
the servers are vanilla or close to vanilla, so those few out of place
might be actually nice for some players, they can always try there luck
again.

On Tue, 12 Jul 2011 07:57:01 -0400, Jay Singh singh...@live.com wrote:
 Are you two forgetting that Valve can simply remove these servers from
the
 quick play pool? The two reasons are no excuse for having Valve set up
 hundreds of quick play servers and not providing the REAL experience TF2
 players should be getting. 
 
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 12 Jul 2011 13:17:24 +0200
 Subject: Re: [hlds_linux] TF2 servers staying empty
 
 Alright that seems fair. Forgot for a second there that a lot of server
 hosters like to completely rig the servers with the most ridiculous
 plugins.
 
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
 [peter_va...@reinhold.dk]
 Sent: 12 July 2011 13:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty
 
 On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:
 
  With the amount of servers with their own wacky set of nonstandard
  gameplay
  modifiyng mods, such as premium, roll the dice, etc, I actually
  understand why the system bias towards Valve servers. Same reason why
 
 This!
 
 As a new, and even as a regular player, entering servers with
 completely arbitrary and gamebreaking rules can be a bit of a shock.
 
 I dont mind matchmaking trending towards Valves servers, the people
 that stay are eventually going to crave more of their servers, and will
 look for a well-moderated community based one.
 
 And ofcourse, if there are 10 servers for every 24 players, some will
 be empty, thats just simple math. :)
 
 
 /Peter
 
 
 ___
 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 servers staying empty

2011-07-12 Thread Ryan Morrison
This is where the matchmaking system should kick in - massively downward
trend those servers until they get a bad rating, and let those servers do
their thing while more vanilla servers take on the player count.

On Tue, Jul 12, 2011 at 7:17 AM, Saint K. sai...@specialattack.net wrote:

 Alright that seems fair. Forgot for a second there that a lot of server
 hosters like to completely rig the servers with the most ridiculous plugins.


 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [
 peter_va...@reinhold.dk]
 Sent: 12 July 2011 13:15
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty

 On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:

  With the amount of servers with their own wacky set of nonstandard
  gameplay
  modifiyng mods, such as premium, roll the dice, etc, I actually
  understand why the system bias towards Valve servers. Same reason why

 This!

 As a new, and even as a regular player, entering servers with
 completely arbitrary and gamebreaking rules can be a bit of a shock.

 I dont mind matchmaking trending towards Valves servers, the people
 that stay are eventually going to crave more of their servers, and will
 look for a well-moderated community based one.

 And ofcourse, if there are 10 servers for every 24 players, some will
 be empty, thats just simple math. :)


 /Peter


 ___
 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 servers staying empty

2011-07-12 Thread daniel jokiaho
Perhaps they have uber vac at those servers ;-)

But seriously. How many valve servers do they have?
On 12 Jul 2011 11:02, Saint K. sai...@specialattack.net wrote:
 One thing I wonder. Why are VALVe servers per definition better then ours
according to VALVe's current policies?

 Are the VALVe servers being administrated at all for example? We work
around the clock keeping things nice and clean, I'd argue communities prolly
provide a better gaming experience then VALVe's servers (unless they are
also heavily administrated).

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO [
e...@wmclan.net]
 Sent: 12 July 2011 11:57
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 servers staying empty

 Or better yet. Have it start off on valves quickplay servers for the first
 game they play. Any other quickplays go to community made servers. Then
you
 can slowly start getting rid of the valve quickplay servers as less people
 need to be introduced to the game over time.

 On Tue, Jul 12, 2011 at 5:28 AM, Jay Singh singh...@live.com wrote:


 I agree with RDDT TF2 completely. While it may take time and effort to
get
 a community going, the fact of the matter is now that Valve has set up
 hundreds (I want to say thousands) of quick play servers, populating a
TF2
 server is as hard as it was before the Uber update. Honestly, you guys
over
 at Valve should think twice before you try to screw over the community.
 If you guys over at Valve think that matching random players into a TF2
 server will give them the best experience, then you're wrong. Servers
that
 have regulars are what gives players the best TF2 experience. Befriending
 each other, making rivals, cooperating as a team. You can't do that with
 random players on your quick play servers.
 If you guys over at Valve insist on making all these quick play servers,
 then fine. But here's a really awesome request that will benefit the both
of
 us. Make it so that players can only play on your quick play servers for
a
 maximum of x hours. After that, have them match up with community made
 servers.
  Date: Mon, 11 Jul 2011 20:54:56 -0400
  From: invaderam...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] TF2 servers staying empty
 
  Well, I think that is merely an effect of there being too few players
and
  too many servers. Of course Valve is going to put their own servers on
  preference, because they're the ones controlling them. Server admins
 SHOULD
  be ditching their servers if they're going to sit empty. It takes time
 and
  effort to get a community going. These last few weeks have just been
 really
  easy on unpopular servers because of the huge influx of new players.
I'm
  shutting down my server due to lack of use. I don't have the time or
  patience to try to get a community going, and quickplay isn't helping
  enough.
 
  On Mon, Jul 11, 2011 at 7:21 PM, RDDT TF2 rddt...@gmail.com wrote:
 
   Fletcher,
  
   Your post reinforces the single complaint I have with regards to this
   matchmaking system. What is the point of us server admins configuring
 our
   servers to rank optimally in the matchmaking system, and adding them
to
 the
   system, for them to be beaten out by Valve servers? Ever since
Valve's
   servers came back online my server has remained dead - matchmaking
will
   throw one, maybe two players per day my way, and this isn't just me -
 this
   is across the board. Once popular servers that I visited have nowhere
 near
   the traffic they used to. A decent server isn't cheap to host and
 maintain,
   and I could easily see server admins ditching their servers if
they're
 just
   going to sit empty. Just look at the TF2 Server Feedback forums.
  
   I realize that you would want new players to start out on Valve
 servers,
   and
   I respect that, but in my experience the TF2 community is a great one
 and
   will help new players no matter where they play.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:

Re: [hlds_linux] TF2 servers staying empty

2011-07-12 Thread AnAkIn .
Valve servers are full of cheaters. They've been posted on various cheat
sites as there are no admins, so anyone can cheat without risking a server
ban.

2011/7/12 Ryan Morrison rddt...@gmail.com

 This is where the matchmaking system should kick in - massively downward
 trend those servers until they get a bad rating, and let those servers do
 their thing while more vanilla servers take on the player count.

 On Tue, Jul 12, 2011 at 7:17 AM, Saint K. sai...@specialattack.net
 wrote:

  Alright that seems fair. Forgot for a second there that a lot of server
  hosters like to completely rig the servers with the most ridiculous
 plugins.
 
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com [
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold [
  peter_va...@reinhold.dk]
  Sent: 12 July 2011 13:15
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] TF2 servers staying empty
 
  On Tue, 12 Jul 2011 12:36:54 +0200, Emil Larsson wrote:
 
   With the amount of servers with their own wacky set of nonstandard
   gameplay
   modifiyng mods, such as premium, roll the dice, etc, I actually
   understand why the system bias towards Valve servers. Same reason why
 
  This!
 
  As a new, and even as a regular player, entering servers with
  completely arbitrary and gamebreaking rules can be a bit of a shock.
 
  I dont mind matchmaking trending towards Valves servers, the people
  that stay are eventually going to crave more of their servers, and will
  look for a well-moderated community based one.
 
  And ofcourse, if there are 10 servers for every 24 players, some will
  be empty, thats just simple math. :)
 
 
  /Peter
 
 
  ___
  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




-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-12 Thread doc
I've been running a 24 man Vanilla server since late 09 and what I've
learned through this server (and my many other servers) is there is no
shortcut to a great community. Recently we've turned on Quickplay and
I'm having second thoughts about it just because my server is now
filled 100% of the time, hard to find a slot!

We also have a fair amount of (good) custom maps on our server, and we
also run a weekly event (Alpha Test Tuesdays), to test new custom maps
people are working on (and we let anyone test free of charge!). Sure
during the times we are on a custom map the server may not fill up as
readily - but that's when having a good community comes into play. Put
up a steam group for your server, and actually invite people you see
coming back now and again. Over the last year or so we now have enough
people in our group to keep the server ready to go all hours of the
day (mostly).

Also it's a broken record but TF2 is designed for 24 players, so
with the glut of new servers I can see it might be harder to fill up a
server that has increased_maxplayers, especially on de_jeepathon2k or
whatever custom map you're playing.


What I'd like to know about the quickplay system is how the grading
goes. I know I can see how well we're trending, but are there any
plans in the pipeline to have more server reporting tools re:
quickplay, available? I'd like to see how I rate with other servers,
how much further we have in CRUSHING THE COMPETITION IN FUN.

On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote:

 Very good points, another thing that would be wonderful to see is having the 
 score board it self support 32 players not sure why this was not put in years 
 ago.

 As many people here have said 24 slot servers just fail after any type of 
 roll or map change as sometimes half the server can leave in just a few 
 minutes and then it just dies off.  I noticed this a lot when we tried our 
 servers with only 24 slots.

 Date: Tue, 12 Jul 2011 01:32:19 +0300
 From: i...@ics-base.net
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] A few more TF2 quickplay answers

 I see a slight problem in one thing. While the custom map is on, any
 custom map, unless your server is extremely popular at any time of the
 day, it will lead to drop of players aka lack of players. Not everyone
 wants to play custom maps or download a new one because they still have
 slow connections, some of them. Situation regarding people's online
 connections has improved in past years but thats still the case for some.

 But anyway, as the quickplay does not drive traffic to these servers
 that do not run particular maps on, it's an issue at late time of the
 day and early on when the servers are just filling up. This isn't a
 major issue right now, but after couple of months, it could be. At this
 point, either the server has to change through configs to run regular
 maps or stay empty untill more people are getting into their games.
 Would you join to empty server, from which you need to download a map to
 play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive
 example. Got 2 servers running custom maps, the one that is very popular
 and the other that is not as popular as the other. Also i have 2
 quickplay enhanced ones that fill up first and stay populated last.
 (now that things have actually little quite since the first peak when it
 was 24/7 full for all).

 So the ones that run custom maps, empty first and get filled up a bit
 later as soon as map changes to some quickplay supported than the ones
 that are running settings that quickplay is wanting (unless the regulars
 play late, like friday, saturday). If you see where i'm going, it's
 pretty frustrating to change mapcycle so that you get traffic driving
 in, despite how much reputation the server has. 6 000 000 reputation is
 more than enough but it still doesn't make me any happy, no matter how
 much there is if the players aren't getting in as long as there are
 custom maps at certain time of the day.

 This is not a huge issue now but quickplay makes people wanting to have
 run basic maps to get their servers filled. So who will want to run
 custom maps, no matter how good they are if that results to empty
 servers. It's pointless to make every community map official too. I know
 this quickplay is there to make people more happy as some people run
 pretty bad server mods and such but how about adding some options to it.
 Like into the quickplay search window. Allow custom maps and Allow
 more than 24 slot servers. It's more harder to get 24 slot server
 running custom maps to stay populated than 30-32. I know over 24 slot
 isn't exactly preferred but what can you do. People want what they want.
 Quickplay is great to fill up servers but i'd like to see that only as
 addition to existing way - if you have basic regular players on a
 server, it gets filled but quickplay could be used to fill up the rest
 of the slots. It works 

Re: [hlds_linux] TF2 servers staying empty

2011-07-12 Thread Harry Strongburg
On Tue, Jul 12, 2011 at 11:57:46AM +0200, Saint K. wrote:
 One thing I wonder. Why are VALVe servers per definition better then 
 ours according to VALVe's current policies?

I don't know. I get terrible quality when connected to Valve's 
servers. I'd make an assumption and say it's because of them having 
Replay enabled, but I don't know. Server FPS varies a ton on the Valve 
servers, and often a 1~2 second lag spike (I assume Replay-caused as 
well). I tried both iad- and fra-, got the same results on both.

In comparison, I have tried many community servers, and they all have 
ran smoothly (except for one that I think was overloaded).

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-12 Thread Ryan Morrison
I'd love to know how your server is filling. Quick play is enabled on mine
but it will never see players. I believe Valve has servers in New York which
I'm losing out to (mine is in New Jersey).

On Tue, Jul 12, 2011 at 2:51 PM, doc drga...@gmail.com wrote:

 I've been running a 24 man Vanilla server since late 09 and what I've
 learned through this server (and my many other servers) is there is no
 shortcut to a great community. Recently we've turned on Quickplay and
 I'm having second thoughts about it just because my server is now
 filled 100% of the time, hard to find a slot!

 We also have a fair amount of (good) custom maps on our server, and we
 also run a weekly event (Alpha Test Tuesdays), to test new custom maps
 people are working on (and we let anyone test free of charge!). Sure
 during the times we are on a custom map the server may not fill up as
 readily - but that's when having a good community comes into play. Put
 up a steam group for your server, and actually invite people you see
 coming back now and again. Over the last year or so we now have enough
 people in our group to keep the server ready to go all hours of the
 day (mostly).

 Also it's a broken record but TF2 is designed for 24 players, so
 with the glut of new servers I can see it might be harder to fill up a
 server that has increased_maxplayers, especially on de_jeepathon2k or
 whatever custom map you're playing.


 What I'd like to know about the quickplay system is how the grading
 goes. I know I can see how well we're trending, but are there any
 plans in the pipeline to have more server reporting tools re:
 quickplay, available? I'd like to see how I rate with other servers,
 how much further we have in CRUSHING THE COMPETITION IN FUN.

 On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote:
 
  Very good points, another thing that would be wonderful to see is having
 the score board it self support 32 players not sure why this was not put in
 years ago.
 
  As many people here have said 24 slot servers just fail after any type of
 roll or map change as sometimes half the server can leave in just a few
 minutes and then it just dies off.  I noticed this a lot when we tried our
 servers with only 24 slots.
 
  Date: Tue, 12 Jul 2011 01:32:19 +0300
  From: i...@ics-base.net
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] A few more TF2 quickplay answers
 
  I see a slight problem in one thing. While the custom map is on, any
  custom map, unless your server is extremely popular at any time of the
  day, it will lead to drop of players aka lack of players. Not everyone
  wants to play custom maps or download a new one because they still have
  slow connections, some of them. Situation regarding people's online
  connections has improved in past years but thats still the case for
 some.
 
  But anyway, as the quickplay does not drive traffic to these servers
  that do not run particular maps on, it's an issue at late time of the
  day and early on when the servers are just filling up. This isn't a
  major issue right now, but after couple of months, it could be. At this
  point, either the server has to change through configs to run regular
  maps or stay empty untill more people are getting into their games.
  Would you join to empty server, from which you need to download a map to
  play or a cp_dustbowl with 22/24 players on? I'll give an comprehensive
  example. Got 2 servers running custom maps, the one that is very popular
  and the other that is not as popular as the other. Also i have 2
  quickplay enhanced ones that fill up first and stay populated last.
  (now that things have actually little quite since the first peak when it
  was 24/7 full for all).
 
  So the ones that run custom maps, empty first and get filled up a bit
  later as soon as map changes to some quickplay supported than the ones
  that are running settings that quickplay is wanting (unless the regulars
  play late, like friday, saturday). If you see where i'm going, it's
  pretty frustrating to change mapcycle so that you get traffic driving
  in, despite how much reputation the server has. 6 000 000 reputation is
  more than enough but it still doesn't make me any happy, no matter how
  much there is if the players aren't getting in as long as there are
  custom maps at certain time of the day.
 
  This is not a huge issue now but quickplay makes people wanting to have
  run basic maps to get their servers filled. So who will want to run
  custom maps, no matter how good they are if that results to empty
  servers. It's pointless to make every community map official too. I know
  this quickplay is there to make people more happy as some people run
  pretty bad server mods and such but how about adding some options to it.
  Like into the quickplay search window. Allow custom maps and Allow
  more than 24 slot servers. It's more harder to get 24 slot server
  running custom maps to stay populated than 30-32. I 

[hlds_linux] My Server keeps crashing non stop.

2011-07-12 Thread E3pO
I've had a pretty stable server going for some time now and have play tested
every single map to insure no maps are causing crashes. The server is
usually pretty full until it crashes resulting in an admin having to restart
the server manually. I tried setting up a PHP script with
shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can
execute the script but will not execute the screen for some reason. This
means that last night while i was sleeping and it crashed with 19 players in
it nobody was able to play for 8 hours until i woke up and found it was
down. It would be nice if there was a better way to tell players that the
server crashed instead of just having them disconnect. This server stopped
without a clean goodbye which probably means it has crashed or the network
is down. Click here to retry or get a notification when it is back up.

The last few lines in the console are:

rcon from 65.18.168.205:58386: command status
rcon from 65.18.168.205:58386: command 
sv_visiblemaxplayers = -1
 - Overrides the max players reported to prospective clients
rcon from 65.18.168.205:58386: command sv_visiblemaxplayers
PreMinidumpCallback: updating dump comment

and DEBUG.LOG:
--
CRASH: Tue Jul 12 17:19:40 EDT 2011
Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port
27015 +map surf_supersurf_v2 +maxplayers 32
[New Thread 25761]
[New Thread 25768]
[New Thread 25778]
[New Thread 25771]
[New Thread 25742]
[New Thread 25807]
[New Thread 25741]
[New Thread 25770]
[New Thread 25769]
[New Thread 25804]
#0  0x00811602 in ?? ()
No symbol table info available.
eax0xf0 240
ecx0x0 0
edx0x2 2
ebx0xafbafacc -1346700596
esp0xafad9d20 0xafad9d20
ebp0xafad9d58 0xafad9d58
esi0x0 0
edi0x0 0
eip0x811602 0x811602
eflags 0x10202 [ IF RF ]
cs 0x73 115
ss 0x7b 123
ds 0x7b 123
es 0x7b 123
fs 0x0 0
gs 0x33 51
End of Source crash report
--


I've tried removing plugins from sourcemod that might be the culprit but
still no luck.. It's crashed with just me walking around in the server so
it's totally random. Nothing has changed from the last few days of 100%
uptime other then changing sm_cvar mp_waitingforplayers_time 0 which
shouldn't cause a crash..
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] My Server keeps crashing non stop.

2011-07-12 Thread Tony Paloma
Any chance you can get a full stack trace? Also, have you tried removing all
plugins (not just the sourcemod plugins as you've done)? Try renaming the
addons folder to something else to disable them all and then try again.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Tuesday, July 12, 2011 2:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] My Server keeps crashing non stop.

I've had a pretty stable server going for some time now and have play tested
every single map to insure no maps are causing crashes. The server is
usually pretty full until it crashes resulting in an admin having to restart
the server manually. I tried setting up a PHP script with
shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can
execute the script but will not execute the screen for some reason. This
means that last night while i was sleeping and it crashed with 19 players in
it nobody was able to play for 8 hours until i woke up and found it was
down. It would be nice if there was a better way to tell players that the
server crashed instead of just having them disconnect. This server stopped
without a clean goodbye which probably means it has crashed or the network
is down. Click here to retry or get a notification when it is back up.

The last few lines in the console are:

rcon from 65.18.168.205:58386: command status
rcon from 65.18.168.205:58386: command 
sv_visiblemaxplayers = -1
 - Overrides the max players reported to prospective clients rcon from
65.18.168.205:58386: command sv_visiblemaxplayers
PreMinidumpCallback: updating dump comment

and DEBUG.LOG:
--
CRASH: Tue Jul 12 17:19:40 EDT 2011
Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port
27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread
25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread
25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread
25804]
#0  0x00811602 in ?? ()
No symbol table info available.
eax0xf0 240
ecx0x0 0
edx0x2 2
ebx0xafbafacc -1346700596
esp0xafad9d20 0xafad9d20
ebp0xafad9d58 0xafad9d58
esi0x0 0
edi0x0 0
eip0x811602 0x811602
eflags 0x10202 [ IF RF ]
cs 0x73 115
ss 0x7b 123
ds 0x7b 123
es 0x7b 123
fs 0x0 0
gs 0x33 51
End of Source crash report
--


I've tried removing plugins from sourcemod that might be the culprit but
still no luck.. It's crashed with just me walking around in the server so
it's totally random. Nothing has changed from the last few days of 100%
uptime other then changing sm_cvar mp_waitingforplayers_time 0 which
shouldn't cause a crash..
___
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] My Server keeps crashing non stop.

2011-07-12 Thread Sazpaimon
To specify, run thread apply all bt in gdb and see what you get. 
Thread 0 is always useless in core dumps.

On 7/12/2011 5:32 PM, Tony Paloma wrote:

Any chance you can get a full stack trace? Also, have you tried removing all
plugins (not just the sourcemod plugins as you've done)? Try renaming the
addons folder to something else to disable them all and then try again.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Tuesday, July 12, 2011 2:18 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] My Server keeps crashing non stop.

I've had a pretty stable server going for some time now and have play tested
every single map to insure no maps are causing crashes. The server is
usually pretty full until it crashes resulting in an admin having to restart
the server manually. I tried setting up a PHP script with
shell_exec(/home/srcds/srcds_new_surf/orangebox/server.sh); and it can
execute the script but will not execute the screen for some reason. This
means that last night while i was sleeping and it crashed with 19 players in
it nobody was able to play for 8 hours until i woke up and found it was
down. It would be nice if there was a better way to tell players that the
server crashed instead of just having them disconnect. This server stopped
without a clean goodbye which probably means it has crashed or the network
is down. Click here to retry or get a notification when it is back up.

The last few lines in the console are:

rcon from 65.18.168.205:58386: command status
rcon from 65.18.168.205:58386: command 
sv_visiblemaxplayers = -1
  - Overrides the max players reported to prospective clients rcon from
65.18.168.205:58386: command sv_visiblemaxplayers
PreMinidumpCallback: updating dump comment

and DEBUG.LOG:
--
CRASH: Tue Jul 12 17:19:40 EDT 2011
Start Line: ./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port
27015 +map surf_supersurf_v2 +maxplayers 32 [New Thread 25761] [New Thread
25768] [New Thread 25778] [New Thread 25771] [New Thread 25742] [New Thread
25807] [New Thread 25741] [New Thread 25770] [New Thread 25769] [New Thread
25804]
#0  0x00811602 in ?? ()
No symbol table info available.
eax0xf0 240
ecx0x0 0
edx0x2 2
ebx0xafbafacc -1346700596
esp0xafad9d20 0xafad9d20
ebp0xafad9d58 0xafad9d58
esi0x0 0
edi0x0 0
eip0x811602 0x811602
eflags 0x10202 [ IF RF ]
cs 0x73 115
ss 0x7b 123
ds 0x7b 123
es 0x7b 123
fs 0x0 0
gs 0x33 51
End of Source crash report
--


I've tried removing plugins from sourcemod that might be the culprit but
still no luck.. It's crashed with just me walking around in the server so
it's totally random. Nothing has changed from the last few days of 100%
uptime other then changing sm_cvar mp_waitingforplayers_time 0 which
shouldn't cause a crash..
___
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] Server Crashing

2011-07-12 Thread Juan Camilo Daza Devia
Plaease helpme..

Sometimes chrashea the server and displays this errors!  Because that
happens, if my dedicated server is good capacity, or how I can fix it, sorry
for my English.

./hlds_run: line 321: 10329 Segmentation fault  (core dumped)
 $HL_CMD
 ./hlds_run: line 207: gdb: command not found




 email debug.log to li...@valvesoftware.com
 BFD: Warning: /home/juan/lss/131/27015/core.16989 is truncated: expected
 core file size = 55148544, found: 2056192.
 Cannot access memory at address 0xf7f420c0
 Cannot access memory at address 0xffa6dc90
 /home/juan/lss/131/27015/debug.cmds:3: Error in sourced command file:
 Cannot access memory at address 0xf7f420c0
 email debug.log to li...@valvesoftware.com


Is posible fix my problem???

-- 
JuAnK
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] A few more TF2 quickplay answers

2011-07-12 Thread doc
Like I stated before this server has been running since late 09. In that
time we have held weekly events and have made a real effort to invite people
who are fun to play with and will bring in others who are like minded.

There are no shortcuts to having a popular server and while quickplay helps,
what helps even more is having a solid admin team or a group of friends or
regulars  willing to sit in the server during its slow days.

One of our weekly Events is friday night frags and it's a time where we play
the stock popular maps of team fortress 2, nothing else changes from any of
the other day but we put out a group events and we all make an effort to be
there at the same time. Having a good community goes a very very long way
insuring a popular and fun server, unfortunately like I said there are no
shortcuts to this. At least that I found out!
On Jul 12, 2011 1:36 PM, Ryan Morrison rddt...@gmail.com wrote:
 I'd love to know how your server is filling. Quick play is enabled on mine
 but it will never see players. I believe Valve has servers in New York
which
 I'm losing out to (mine is in New Jersey).

 On Tue, Jul 12, 2011 at 2:51 PM, doc drga...@gmail.com wrote:

 I've been running a 24 man Vanilla server since late 09 and what I've
 learned through this server (and my many other servers) is there is no
 shortcut to a great community. Recently we've turned on Quickplay and
 I'm having second thoughts about it just because my server is now
 filled 100% of the time, hard to find a slot!

 We also have a fair amount of (good) custom maps on our server, and we
 also run a weekly event (Alpha Test Tuesdays), to test new custom maps
 people are working on (and we let anyone test free of charge!). Sure
 during the times we are on a custom map the server may not fill up as
 readily - but that's when having a good community comes into play. Put
 up a steam group for your server, and actually invite people you see
 coming back now and again. Over the last year or so we now have enough
 people in our group to keep the server ready to go all hours of the
 day (mostly).

 Also it's a broken record but TF2 is designed for 24 players, so
 with the glut of new servers I can see it might be harder to fill up a
 server that has increased_maxplayers, especially on de_jeepathon2k or
 whatever custom map you're playing.


 What I'd like to know about the quickplay system is how the grading
 goes. I know I can see how well we're trending, but are there any
 plans in the pipeline to have more server reporting tools re:
 quickplay, available? I'd like to see how I rate with other servers,
 how much further we have in CRUSHING THE COMPETITION IN FUN.

 On Mon, Jul 11, 2011 at 3:53 PM, Sir Jake can_kic...@hotmail.com wrote:
 
  Very good points, another thing that would be wonderful to see is
having
 the score board it self support 32 players not sure why this was not put
in
 years ago.
 
  As many people here have said 24 slot servers just fail after any type
of
 roll or map change as sometimes half the server can leave in just a few
 minutes and then it just dies off. I noticed this a lot when we tried our
 servers with only 24 slots.
 
  Date: Tue, 12 Jul 2011 01:32:19 +0300
  From: i...@ics-base.net
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] A few more TF2 quickplay answers
 
  I see a slight problem in one thing. While the custom map is on, any
  custom map, unless your server is extremely popular at any time of the
  day, it will lead to drop of players aka lack of players. Not everyone
  wants to play custom maps or download a new one because they still
have
  slow connections, some of them. Situation regarding people's online
  connections has improved in past years but thats still the case for
 some.
 
  But anyway, as the quickplay does not drive traffic to these servers
  that do not run particular maps on, it's an issue at late time of the
  day and early on when the servers are just filling up. This isn't a
  major issue right now, but after couple of months, it could be. At
this
  point, either the server has to change through configs to run regular
  maps or stay empty untill more people are getting into their games.
  Would you join to empty server, from which you need to download a map
to
  play or a cp_dustbowl with 22/24 players on? I'll give an
comprehensive
  example. Got 2 servers running custom maps, the one that is very
popular
  and the other that is not as popular as the other. Also i have 2
  quickplay enhanced ones that fill up first and stay populated last.
  (now that things have actually little quite since the first peak when
it
  was 24/7 full for all).
 
  So the ones that run custom maps, empty first and get filled up a bit
  later as soon as map changes to some quickplay supported than the ones
  that are running settings that quickplay is wanting (unless the
regulars
  play late, like friday, saturday). If you see where i'm going, it's
  pretty frustrating to change