Re: [hlds_linux] Zombie player slots?
208.64.202.144:27017 (A Valve server afaik) has a negative Ghost Slot, if this helps. The current test case (That I know of), cannot cause this. On Tue, Jul 5, 2011 at 4:46 PM, Kyle Sanderson kyle.l...@gmail.com wrote: Hi Fletch, If I can recall correctly from before, it's to do with clients timing out during a certain phase in the connection process. My guess is that it's either a kick for having a hacked client, or for VAC. I should probably note crafting our own A2S_INFO replies work. If anyone's interested in a short term fix, check out the now very polluted thread on AM. https://forums.alliedmods.net/showthread.php?t=134373 Kyle. On Tue, Jul 5, 2011 at 11:04 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: Help! Can you please describe exactly what happened when you saw the zombie players in a bit more detail? Do you have any logs from that period? Have you observed any patterns in the types of players that leave zombie slots behind? Do you have any theories as to what triggers the bug? I want the player count to always be accurate. And I really want to get this bug fixed. Any help you can provide is greatly appreciated. Thanks, - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] MPI possibility with srcds?
Hi there, Im currently doing a little lab with MPICH2 (Linux clustering). The cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All commands are run from the master node, using mpiexec. Does anyone here knows if srcds can run on this? Ive already tried to run the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the steam-file is extracted, but unfortunately, it's not. Any help or suggestions are appreciated. /Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] MPI possibility with srcds?
Srcds cant run on multiple cores and U want to run in cluster calculations ? :) Not a chance :D Hi there, Im currently doing a little lab with MPICH2 (Linux clustering). The cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All commands are run from the master node, using mpiexec. Does anyone here knows if srcds can run on this? Ive already tried to run the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the steam-file is extracted, but unfortunately, it's not. Any help or suggestions are appreciated. /Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Server Trend
Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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 Trend
Some mails ago someone from valve wrote that they are still working on the balance where to send the player when he is using matchmaking. So my guess is they are still playing around and you get a worse rate than before. Also they wrote that more valve server are up which are most likely are prefered over yours. This and that many players just tried out tf2 and now turned their back to it can be your reasons. Am 14.07.2011 11:30, schrieb steve grout: Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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] MPI possibility with srcds?
I already know that srcds isn't multithreaded, and this cluster does not only do calculations, the idea about the whole thing is that the master node can handle out the work to CPU's on the slave nodes, that will then do the work. :) So... If we had 10 servers, and 4 slave nodes, it would give each slave node 2 servers, and balance the last 2 servers between the slave nodes. /Chris Srcds cant run on multiple cores and U want to run in cluster calculations ? :) Not a chance :D Hi there, Im currently doing a little lab with MPICH2 (Linux clustering). The cluster consists of 5 IBM Servers, 4 slave nodes and 1 master node. All commands are run from the master node, using mpiexec. Does anyone here knows if srcds can run on this? Ive already tried to run the hldsupdatetool.bin through mpiexec. It runs fine, and tells that the steam-file is extracted, but unfortunately, it's not. Any help or suggestions are appreciated. /Chris ___ 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 Trend
Since the cvar was introduced, my 3 older servers have been downward fast and the new one has been slightly upward. Only if yours are empty, then there might be something wrong. -ics - Alkuperäinen viesti - Some mails ago someone from valve wrote that they are still working on the balance where to send the player when he is using matchmaking. So my guess is they are still playing around and you get a worse rate than before. Also they wrote that more valve server are up which are most likely are prefered over yours. This and that many players just tried out tf2 and now turned their back to it can be your reasons. Am 14.07.2011 11:30, schrieb steve grout: Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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] Half-Life 1 engine beta update released
Oki, verry nice. More info about buybug. Its says something about replacing something in autobuy.txt for the exploit to work. http://translate.google.com/translate?js=nprev=_thl=svie=UTF-8layout=2eotf=1sl=autotl=enu=http%3A%2F%2Ffpteam-cheats.com%2Fboard%2Fshowthread.php%3Ft%3D43191 And, maybe you could block HLbrute somehow? rcon hacker, its not a big problem, but if you dont use a good rcon maybe they can hack it will HLbrute. http://www.hotstrike.kiev.ua/uploads/posts/2011-03/1299837827_1299700622_nati-hlbrute.jpg THX! :) From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Date: Thu, 14 Jul 2011 05:48:20 + Subject: Re: [hlds_linux] Half-Life 1 engine beta update released This crash is fixed is you opt into the hlds beta, and will soon be fixed in the public release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of C Szabo Sent: Wednesday, July 13, 2011 4:47 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Half-Life 1 engine beta update released bind TAB +showscores;cl_setautobuy fuck 123456789012345678901234567890 12 This crashes the servers. From: alf...@valvesoftware.com To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com Date: Wed, 13 Jul 2011 21:47:25 + Subject: Re: [hlds_linux] Half-Life 1 engine beta update released Seems like there are no problems with this update so I expect we will set it to be the public version soon, if you haven't already tested this update with your server do so now or forever hold your peace. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 11, 2011 4:04 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds] Half-Life 1 engine beta update released We have released an update to the beta, run the hldsupdatetool with - beta hlbeta to get this update. Changes for this update are: - Changed sv_filetransfermaxsize to 1mbyte by default - Disallow the dlfile command if the server is configured with a sv_downloadurl The dlfile command is used internally by the engine to allow users to download custom maps using the in-game channel, unfortunately the processing for large files is done inline and can stall the server. Re- architecting this is beyond the scope for HL1 so the solution would be to use the sv_downloadurl feature if you want to host custom content (or increase the sv_filetransfermaxsize cvar but risk your server FPS stuttering). - Alfred -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Thursday, July 07, 2011 6:20 PM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Half-Life 1 engine beta update released We have released a beta update for Half-Life 1 engine based games (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this update run the hldsupdatetool with -beta hlbeta on the command line. This update continues on some exploit fixes we have already shipped within this beta. Changes: - Added sv_filetransfermaxsize cvar to limit the size of a file a server will try to send to a client, by default 10mbytes. - Prevented halflife.wad from being downloaded from a server (fixes server hang/stall). There is also a couple client side fixes, if you run your Steam client with -beta hlbeta on its command line and run Half-Life games you will have some fixes that prevent server redirection. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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
Re: [hlds_linux] Server Trend
One thing is for sure. The system does require a bit of serious debugging fixing. Our main issue, servers dropping off the Quickplay system. Currently I have 5 overloaded servers, and 2 sitting empty not being picked up by the Quickplay system. After several restarts and tries, it seems to rejoin the system and fills up in a matter of minutes. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net] Sent: 14 July 2011 12:53 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server Trend Since the cvar was introduced, my 3 older servers have been downward fast and the new one has been slightly upward. Only if yours are empty, then there might be something wrong. -ics - Alkuperäinen viesti - Some mails ago someone from valve wrote that they are still working on the balance where to send the player when he is using matchmaking. So my guess is they are still playing around and you get a worse rate than before. Also they wrote that more valve server are up which are most likely are prefered over yours. This and that many players just tried out tf2 and now turned their back to it can be your reasons. Am 14.07.2011 11:30, schrieb steve grout: Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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] Server Trend
thanks guys, i know they said that they are still working on the system, i just wondered if i'd missed an email. We are also getting our servers dropping off from the system but like you said Saint, a few kicks up the bum and they seem to re-join. Thanks again all On 14/07/2011 12:05, Saint K. wrote: One thing is for sure. The system does require a bit of serious debugging fixing. Our main issue, servers dropping off the Quickplay system. Currently I have 5 overloaded servers, and 2 sitting empty not being picked up by the Quickplay system. After several restarts and tries, it seems to rejoin the system and fills up in a matter of minutes. Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net] Sent: 14 July 2011 12:53 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server Trend Since the cvar was introduced, my 3 older servers have been downward fast and the new one has been slightly upward. Only if yours are empty, then there might be something wrong. -ics - Alkuperäinen viesti - Some mails ago someone from valve wrote that they are still working on the balance where to send the player when he is using matchmaking. So my guess is they are still playing around and you get a worse rate than before. Also they wrote that more valve server are up which are most likely are prefered over yours. This and that many players just tried out tf2 and now turned their back to it can be your reasons. Am 14.07.2011 11:30, schrieb steve grout: Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] My Server keeps crashing non stop.
i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 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 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafb10acc -1347351860 esp0xafa3ad20 0xafa3ad20 ebp0xafa3ad58 0xafa3ad58 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 -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt Thread 11 (Thread 31279): #0 0xb7706430 in ?? () Cannot access memory at address 0xab83de4c Thread 10 (Thread 31208): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf99c210 Thread 9 (Thread 31243): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf251214 Thread 8 (Thread 31209): #0 0xb7706430 in ?? () Cannot access memory at address 0xb6f84214 Thread 7 (Thread 4419): #0 0xb7706430 in ?? () Cannot access memory at address 0xad38c2f0 Thread 6 (Thread 31241): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf453214 Thread 5 (Thread 2449): #0 0xb7706430 in ?? () Cannot access memory at address 0xae38e0f4 Thread 4 (Thread 31244): ---Type return to continue, or q return to quit--- #0 0xb7706430 in ?? () Cannot access memory at address 0xaf150214 Thread 3 (Thread
Re: [hlds_linux] My Server keeps crashing non stop.
grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 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 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafb10acc -1347351860 esp0xafa3ad20 0xafa3ad20 ebp0xafa3ad58 0xafa3ad58 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 -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt Thread 11 (Thread 31279): #0 0xb7706430 in ?? () Cannot access memory at address 0xab83de4c Thread 10 (Thread 31208): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf99c210 Thread 9 (Thread 31243): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf251214 Thread 8 (Thread 31209): #0 0xb7706430 in ?? () Cannot access memory at address 0xb6f84214 Thread 7 (Thread 4419): #0 0xb7706430 in ?? () Cannot access memory at address 0xad38c2f0 Thread 6 (Thread 31241): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf453214 Thread 5 (Thread 2449): #0 0xb7706430 in ?? () Cannot access memory at address 0xae38e0f4 Thread 4 (Thread 31244): ---Type return to
Re: [hlds_linux] TF2 sv_pure conflicts
Agreed but currently I rather run sv_pure 0 than annoying players by pure kicks for files they probably haven't touched at all or are allowed to modify like the .cfg files. Worst thing is that a pure kick will also bring up the Add the server to your blacklist? window. 2011/7/14 h...@gmx.com Yes, I also have this problem. sv_pure 1 is a must have because otherwise some players may use custom sounds for cloak and uncloak actions. Hilarious, in a month 12 kicks had as cause the spy_cloak.wav file, while 82 were caused by other files, like demoman.cfg, motd_entries.txt, mani_logo.vmt, heavyweapons.cfg etc... - Original Message - From: Daniel G Sent: 07/14/11 01:11 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 sv_pure conflicts Hi, I've noticed some problems with a TF2 server running sv_pure 1. If I play on others server running sv_pure 1 then diconnect and connect to my server which is also running sv_pure 1 I'll get disconnected with the following message: Disconnect: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg. File must be removed to play on this server. If I set sv_pure_kick_clients to 0 I'll get the following warnings in my console Warning: Pure server: client has loaded extra file [GAME]\cfg\autoexec.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\pyro.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\motd_entries.txt. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\server_blacklist.txt. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [GAME]\cfg\myconf.cfg. File must be removed to play on this server. Warning: Pure server: client has loaded extra file [MOD]\cfg\config.cfg. File must be removed to play on this server. Also I'm using a welcome sound + mapvote sound, both get downloaded again but will result in a corrupted file. The only way to join my server again is by restarting TF2. Is anyone else having this problems? ___ 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] Half-Life 1 engine beta update released
Hello A small question: when somebody ingame goes to spectators, and than goes back to one of the team, he looses his money, is this intended behavior, or bug? Tested on clean server, even no metamod installed Seems like there are no problems with this update so I expect we will set it to be the public version soon, if you haven't already tested this update with your server do so now or forever hold your peace. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 11, 2011 4:04 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds] Half-Life 1 engine beta update released We have released an update to the beta, run the hldsupdatetool with - beta hlbeta to get this update. Changes for this update are: - Changed sv_filetransfermaxsize to 1mbyte by default - Disallow the dlfile command if the server is configured with a sv_downloadurl The dlfile command is used internally by the engine to allow users to download custom maps using the in-game channel, unfortunately the processing for large files is done inline and can stall the server. Re- architecting this is beyond the scope for HL1 so the solution would be to use the sv_downloadurl feature if you want to host custom content (or increase the sv_filetransfermaxsize cvar but risk your server FPS stuttering). - Alfred -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Thursday, July 07, 2011 6:20 PM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Half-Life 1 engine beta update released We have released a beta update for Half-Life 1 engine based games (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this update run the hldsupdatetool with -beta hlbeta on the command line. This update continues on some exploit fixes we have already shipped within this beta. Changes: - Added sv_filetransfermaxsize cvar to limit the size of a file a server will try to send to a client, by default 10mbytes. - Prevented halflife.wad from being downloaded from a server (fixes server hang/stall). There is also a couple client side fixes, if you run your Steam client with -beta hlbeta on its command line and run Half-Life games you will have some fixes that prevent server redirection. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- С уважением, px mailto:p...@i.kiev.ua ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 engine beta update released
It's intentional so then people can't go spec-team to gain money for joining. Kind regards, *Saul Rennison* 2011/7/14 px p...@i.kiev.ua Hello A small question: when somebody ingame goes to spectators, and than goes back to one of the team, he looses his money, is this intended behavior, or bug? Tested on clean server, even no metamod installed Seems like there are no problems with this update so I expect we will set it to be the public version soon, if you haven't already tested this update with your server do so now or forever hold your peace. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, July 11, 2011 4:04 PM To: 'h...@list.valvesoftware.com'; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: Re: [hlds] Half-Life 1 engine beta update released We have released an update to the beta, run the hldsupdatetool with - beta hlbeta to get this update. Changes for this update are: - Changed sv_filetransfermaxsize to 1mbyte by default - Disallow the dlfile command if the server is configured with a sv_downloadurl The dlfile command is used internally by the engine to allow users to download custom maps using the in-game channel, unfortunately the processing for large files is done inline and can stall the server. Re- architecting this is beyond the scope for HL1 so the solution would be to use the sv_downloadurl feature if you want to host custom content (or increase the sv_filetransfermaxsize cvar but risk your server FPS stuttering). - Alfred -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Thursday, July 07, 2011 6:20 PM To: Half-Life dedicated Linux server mailing list; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Half-Life 1 engine beta update released We have released a beta update for Half-Life 1 engine based games (Half-Life, Counter-Strike 1.6, Day of Defeat, etc). To grab this update run the hldsupdatetool with -beta hlbeta on the command line. This update continues on some exploit fixes we have already shipped within this beta. Changes: - Added sv_filetransfermaxsize cvar to limit the size of a file a server will try to send to a client, by default 10mbytes. - Prevented halflife.wad from being downloaded from a server (fixes server hang/stall). There is also a couple client side fixes, if you run your Steam client with -beta hlbeta on its command line and run Half-Life games you will have some fixes that prevent server redirection. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- С уважением, px mailto:p...@i.kiev.ua ___ 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 Trend
If your trend is measuring your rank against other servers, you can't be going upwards forever. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of steve grout Sent: Thursday, July 14, 2011 2:31 AM To: Half-Life dedicated Win32 server mailing list; 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Server Trend Our main community server has been almost constantly full since the matchmaking/F2P release so i would like to thank who ever thought up that idea at Valve.. now to the point.. Since registering our main community server our trend has always been 'good' standing Trend: slightly upwards. It's been this way for weeks but today i noticed that our standing is still 'good' but the Trend is 'downwards fast'. We've changed nothing on our server at all over this time and like i have mentioned it's been constantly full. Anyone got any ideas as to why this might be? Thanks for your time ___ 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
I've been watching this free players thing for couple of weeks now on actual servers. If Valve aims to keep these new players within their servers first, that's completely, 100%, absolutely just fine with me. But the game needs to teach on the fly, not with coaching, tutorial or training. It needs to tell hints for the new players like you can extinguish teammates with right click when the player plays puro or You can use the ubercharge with rightclick while the player plays medic and also you shouldn't take engineer on CTF maps as there already is 2 in the team! or Don't pick scout because half of the team plays it already. I mean seriously, after 2 weeks ,they are still dumb as bricks. -ics 13.7.2011 18:30, Ryan Morrison kirjoitti: Independent server admins can create and maintain a great server atmosphere. Valve servers don't track stats and aren't administrated. On Wed, Jul 13, 2011 at 5:17 AM, Jesse Molinaje...@opendreams.net wrote: Just something for thought here... Invert the question. What's the motivation for independent server admins to configure their systems to rank optimally in the matchmaking system, so that they beat out the Valve servers? RDDT TF2 wrote: 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? -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608 # Web = http://www.opendreams.net/**jesse/http://www.opendreams.net/jesse/ __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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] My Server keeps crashing non stop.
Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: Motherboard physical id: 0 *-memory description: System memory physical id: 0 size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: -0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote: grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 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 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax0xf0 240 ecx0x0 0 edx0x2 2 ebx0xafb10acc -1347351860 esp0xafa3ad20 0xafa3ad20 ebp0xafa3ad58 0xafa3ad58 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 -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt
Re: [hlds_linux] My Server keeps crashing non stop.
Edit the script used for starting the server and add ulimit -c 2097152 (without quotes). Then wait for another crash, use thread apply all bt again... - Original Message - From: E3pO Sent: 07/14/11 09:54 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: Motherboard physical id: 0 *-memory description: System memory physical id: 0 size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: -0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote: grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 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 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax 0xf0 240 ecx 0x0 0 edx 0x2 2 ebx 0xafb10acc -1347351860 esp 0xafa3ad20 0xafa3ad20 ebp 0xafa3ad58 0xafa3ad58 esi 0x0 0 edi 0x0 0 eip 0x811602 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 -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message-From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PMTo: Half-Life dedicated Linux server mailing listSubject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hoursandthen just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashedall the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote:
Re: [hlds_linux] My Server keeps crashing non stop.
how and how long did you test your momorys in that box? On 14 Jul 2011 20:07, E3pO e...@wmclan.net wrote: Ubuntu 10.04 LTS description: Computer width: 32 bits *-core description: Motherboard physical id: 0 *-memory description: System memory physical id: 0 size: 2003MiB *-cpu product: Intel(R) Pentium(R) 4 CPU 3.20GHz vendor: Intel Corp. physical id: 1 bus info: cpu@0 version: 15.6.4 serial: -0F64---- size: 3200MHz capacity: 3200MHz width: 64 bits Just crashed again, :'( On Thu, Jul 14, 2011 at 7:49 AM, clad iron cladi...@gmail.com wrote: grr typo' CPU is 2 of them at 3.06gig each. On Thu, Jul 14, 2011 at 7:47 AM, clad iron cladi...@gmail.com wrote: i have seen this on a Ubuntu server. it's happened 3 times with in about 3 weeks. Ram is fine. Each time i was messing with it,i was working on the relay stuff. ( thats not saying that the relay was the issue) 6 gig ram 2 - 3.6gig Xeon CPU 32bit Ubuntu 10 Is yours 32bit ? On Thu, Jul 14, 2011 at 12:26 AM, E3pO e...@wmclan.net wrote: Memory is fine, i ran memory tests before setting up the server. That shouldn't be the issue, :\. Just crashed again.. -- CRASH: Thu Jul 14 00:35:20 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 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] #0 0x00811602 in ?? () No symbol table info available. eax 0xf0 240 ecx 0x0 0 edx 0x2 2 ebx 0xafb10acc -1347351860 esp 0xafa3ad20 0xafa3ad20 ebp 0xafa3ad58 0xafa3ad58 esi 0x0 0 edi 0x0 0 eip 0x811602 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 -- (gdb) core core BFD: Warning: /home/srcds/srcds_new_surf/orangebox/core is truncated: expected core file size = 496525312, found: 1040384. [New Thread 8713] [New Thread 8716] [New Thread 8723] [New Thread 8726] [New Thread 8749] [New Thread 8711] [New Thread 8717] [New Thread 8714] [New Thread 8715] [New Thread 8712] [New Thread 8724] Failed to read a valid object file image from memory. Core was generated by `./srcds_linux -debug -console -game tf +ip 65.18.168.205 +port 27015 +map surf_'. Program terminated with signal 11, Segmentation fault. #0 0x00811602 in ?? () (gdb) thread apply all bt Thread 11 (Thread 8724): #0 0xb77a5430 in ?? () Cannot access memory at address 0xab8d6e4c Thread 10 (Thread 8712): #0 0xb77a5430 in ?? () Cannot access memory at address 0xb7023214 Thread 9 (Thread 8715): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf3f1214 Thread 8 (Thread 8714): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf4f2214 Thread 7 (Thread 8717): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf1ef214 Thread 6 (Thread 8711): #0 0xb77a5430 in ?? () Cannot access memory at address 0xafa3b210 Thread 5 (Thread 8749): #0 0xb77a5430 in ?? () Cannot access memory at address 0xae4270f4 Thread 4 (Thread 8726): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaab35084 Thread 3 (Thread 8723): #0 0xb77a5430 in ?? () Cannot access memory at address 0xad4252f0 Thread 2 (Thread 8716): #0 0xb77a5430 in ?? () Cannot access memory at address 0xaf2f0214 Thread 1 (Thread 8713): #0 0x00811602 in ?? () Cannot access memory at address 0xafa3ad20 (gdb) It would be great if someone can help me out with this. It's really killing the players... filling up to the top and then only having 20 or so come back. On Wed, Jul 13, 2011 at 7:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Hardware problem? Run a memory testing tool and let it go all day. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO Sent: Wednesday, July 13, 2011 4:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] My Server keeps crashing non stop. Still is crashing randomly. It fills up to 32\32 and for hours and hours and then just crashes. Weirdly enough the last crash actually didn't crash the server.. It crashed all the clients in the server? every single person. On Wed, Jul 13, 2011 at 3:10 AM, E3pO e...@wmclan.net wrote: (gdb) thread apply all bt Thread 11 (Thread 31279): #0 0xb7706430 in ?? () Cannot access memory at address 0xab83de4c Thread 10 (Thread 31208): #0 0xb7706430 in ?? () Cannot access memory at address 0xaf99c210 Thread 9
Re: [hlds_linux] TF2 servers staying empty
They have had 2 weeks. We have had years. Imagine coming to TF2 for the first time and you dont' have 9 classes with 3 weapons each to learn, you have 9 classes each with 3 to 5 loadouts, each having the possibility to VASTLY change how you play the class. During beta there was only a handful of maps (that was one of the gripes I remember, so few maps), so learning them all as they were added wasn't much of an issue. In making TF2 completely free you eliminate the credit-card problem of a lot of potential players: either they don't have a credit card (or more likely, Mom won't buy the game for them). By eliminating this problem you introduce a wide variety of players to the TF2 userbase, people who remember TFC, people who played Quake, people who were born after Half-Life 2 was made. Just think about that last one for a moment and feel terrible. I'd love to see more teaching in TF2 but the game is harder to recommend to new players just because if they don't want to learn a bunch of mechanics or caveats then they are kind of out of luck - TF2 is fun in part because of the controlled chaos the battlefield can feel like it has certain days. A lot of good teaching comes from the players themselves though, if you run a fun server and have people that like to use their mics (I run an All-talk server so that helps in making it feel more casual), then just get on the mic and let them know rightclick helpimonfire rightclickrightclick and after enough time they will catch on. The new players are good and bad - in one respect hunting spies has never been easier (remember when we would decloak RIGHT behind someone, mashing M1 to stab at the earliest convenience?), but getting a coordinated push has gotten much more difficult. Team Fortress 2 is a very team-based game, a lone wolf can only do so much. This means any skill disparity on your team is felt in full - but do not lament, for not ALL new players are terrible unteachable messes. On Thu, Jul 14, 2011 at 11:36 AM, ics i...@ics-base.net wrote: I mean seriously, after 2 weeks ,they are still dumb as bricks. ___ 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
I ment to say 3 weeks but 3 became 2 in earlier post. You really don't have to lecture me or teach me how they learn. Fact is that there is too much to learn and the game teaches too little. It was back in the days much easier and more boring in the first place. This game has too much to do for new players. That was my point. Onscreen messages on certain events (only for new players and through option for others too) would teach a lot more than few hints on map load or someone talking to mic. I play with new people mostly because they need to learn and the old farts on the same old maps are just not something that i want to see. New folks bring new things and there isn't always a sentry, tele, heavymedic waiting on fixed position. However, after watching these new folks for some time, they need more help. Something that i cannot give. Language barrier is bad enough for some, others just can't take the hint. Others don't even want to learn, they are just there to troll out. PS: using sv_alltalk 1 is counter-productive for successfull teamplay. -ics 14.7.2011 23:07, doc kirjoitti: They have had 2 weeks. We have had years. Imagine coming to TF2 for the first time and you dont' have 9 classes with 3 weapons each to learn, you have 9 classes each with 3 to 5 loadouts, each having the possibility to VASTLY change how you play the class. During beta there was only a handful of maps (that was one of the gripes I remember, so few maps), so learning them all as they were added wasn't much of an issue. In making TF2 completely free you eliminate the credit-card problem of a lot of potential players: either they don't have a credit card (or more likely, Mom won't buy the game for them). By eliminating this problem you introduce a wide variety of players to the TF2 userbase, people who remember TFC, people who played Quake, people who were born after Half-Life 2 was made. Just think about that last one for a moment and feel terrible. I'd love to see more teaching in TF2 but the game is harder to recommend to new players just because if they don't want to learn a bunch of mechanics or caveats then they are kind of out of luck - TF2 is fun in part because of the controlled chaos the battlefield can feel like it has certain days. A lot of good teaching comes from the players themselves though, if you run a fun server and have people that like to use their mics (I run an All-talk server so that helps in making it feel more casual), then just get on the mic and let them know rightclick helpimonfire rightclickrightclick and after enough time they will catch on. The new players are good and bad - in one respect hunting spies has never been easier (remember when we would decloak RIGHT behind someone, mashing M1 to stab at the earliest convenience?), but getting a coordinated push has gotten much more difficult. Team Fortress 2 is a very team-based game, a lone wolf can only do so much. This means any skill disparity on your team is felt in full - but do not lament, for not ALL new players are terrible unteachable messes. On Thu, Jul 14, 2011 at 11:36 AM, icsi...@ics-base.net wrote: I mean seriously, after 2 weeks ,they are still dumb as bricks. ___ 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
I want to say this, do you know how hard it is to setup a community and get a server populated? You people act as if its your right to have a populated server from the second you start it. It takes time, maybe if some of you newcomers actually bothered to play the game, make friends and gradually grow a steady population you would have a decent community. Hosting a server and putting no effort into it gets you nowhere you idiots. On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote: I ment to say 3 weeks but 3 became 2 in earlier post. You really don't have to lecture me or teach me how they learn. Fact is that there is too much to learn and the game teaches too little. It was back in the days much easier and more boring in the first place. This game has too much to do for new players. That was my point. Onscreen messages on certain events (only for new players and through option for others too) would teach a lot more than few hints on map load or someone talking to mic. I play with new people mostly because they need to learn and the old farts on the same old maps are just not something that i want to see. New folks bring new things and there isn't always a sentry, tele, heavymedic waiting on fixed position. However, after watching these new folks for some time, they need more help. Something that i cannot give. Language barrier is bad enough for some, others just can't take the hint. Others don't even want to learn, they are just there to troll out. PS: using sv_alltalk 1 is counter-productive for successfull teamplay. -ics 14.7.2011 23:07, doc kirjoitti: They have had 2 weeks. We have had years. Imagine coming to TF2 for the first time and you dont' have 9 classes with 3 weapons each to learn, you have 9 classes each with 3 to 5 loadouts, each having the possibility to VASTLY change how you play the class. During beta there was only a handful of maps (that was one of the gripes I remember, so few maps), so learning them all as they were added wasn't much of an issue. In making TF2 completely free you eliminate the credit-card problem of a lot of potential players: either they don't have a credit card (or more likely, Mom won't buy the game for them). By eliminating this problem you introduce a wide variety of players to the TF2 userbase, people who remember TFC, people who played Quake, people who were born after Half-Life 2 was made. Just think about that last one for a moment and feel terrible. I'd love to see more teaching in TF2 but the game is harder to recommend to new players just because if they don't want to learn a bunch of mechanics or caveats then they are kind of out of luck - TF2 is fun in part because of the controlled chaos the battlefield can feel like it has certain days. A lot of good teaching comes from the players themselves though, if you run a fun server and have people that like to use their mics (I run an All-talk server so that helps in making it feel more casual), then just get on the mic and let them know rightclick helpimonfire rightclickrightclick and after enough time they will catch on. The new players are good and bad - in one respect hunting spies has never been easier (remember when we would decloak RIGHT behind someone, mashing M1 to stab at the earliest convenience?), but getting a coordinated push has gotten much more difficult. Team Fortress 2 is a very team-based game, a lone wolf can only do so much. This means any skill disparity on your team is felt in full - but do not lament, for not ALL new players are terrible unteachable messes. On Thu, Jul 14, 2011 at 11:36 AM, icsi...@ics-base.net wrote: I mean seriously, after 2 weeks ,they are still dumb as bricks. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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_linuxhttp://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
I think the QuickPlay system is quite new and I find it a little harsh to criticize Valve for giving us a new way to gain extra players, even if it's not optimal at this point. However, I totally agree with others that it suck that so many new players are reaching Valve servers instead of ours. I don't think it sucks because we don't want to put any effort into it, I think it sucks exactly because we put so much effort into running our servers and trying to build communities. It's not cool to be in competition with Valve. We all know how hard it can be to run a dedicated server. Between the bugs, the random updates and the players complaining of latency, spikes or having to stop playing to moderate players and create a good environment, I think most people on this lists are putting plenty of effort into creating a fun place to play. Why couldn't we enjoy our effort a little more by having an easier access to a pool of new players. QuickPlay certainly isn't a substitute to working hard but it could be a nice validation of our own effort, it could make our work easier, which is always a good thing. Speaking of making things easier. Wouldn't it be a good time for Valve to release a Vanilla switch and let all those new players learn the game the way it used to be before moving on to all the unlocks and all the new stuff? I can't imagine how complex the game must be to new players now. -- Ravnox On Thu, 14 Jul 2011 15:55:34 -0700 James Puckett jamesrichardpuck...@gmail.com wrote: I want to say this, do you know how hard it is to setup a community and get a server populated? You people act as if its your right to have a populated server from the second you start it. It takes time, maybe if some of you newcomers actually bothered to play the game, make friends and gradually grow a steady population you would have a decent community. Hosting a server and putting no effort into it gets you nowhere you idiots. On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote: I ment to say 3 weeks but 3 became 2 in earlier post. You really don't have to lecture me or teach me how they learn. Fact is that there is too much to learn and the game teaches too little. It was back in the days much easier and more boring in the first place. This game has too much to do for new players. That was my point. Onscreen messages on certain events (only for new players and through option for others too) would teach a lot more than few hints on map load or someone talking to mic. I play with new people mostly because they need to learn and the old farts on the same old maps are just not something that i want to see. New folks bring new things and there isn't always a sentry, tele, heavymedic waiting on fixed position. However, after watching these new folks for some time, they need more help. Something that i cannot give. Language barrier is bad enough for some, others just can't take the hint. Others don't even want to learn, they are just there to troll out. PS: using sv_alltalk 1 is counter-productive for successfull teamplay. -ics ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 engine beta update released
On Sat, Jul 9, 2011 at 10:28 PM, AnAkIn . anakin...@gmail.com wrote: Is anything going to be done about the thousands fake servers that I can find in the server browser instead of the real ones? I live in France and can't find any french servers anymore, all I see are cracked and fake servers from eastern europe/russia. I have to use some sites such as game-monitor.com to find real servers. Best regards, AnAkIn, Alfred, could you respond a bit on this issue? Are you going to do something about fake servers? Master server is full of nothing but fake servers these days. Amer ___ 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
I would like to see quickplay support tags. Join servers with these tags: surf, alltalk, bunnyhop etc. That way they can quick play the stuff they like! On Thu, Jul 14, 2011 at 11:24 PM, rav...@arkanox.net wrote: I think the QuickPlay system is quite new and I find it a little harsh to criticize Valve for giving us a new way to gain extra players, even if it's not optimal at this point. However, I totally agree with others that it suck that so many new players are reaching Valve servers instead of ours. I don't think it sucks because we don't want to put any effort into it, I think it sucks exactly because we put so much effort into running our servers and trying to build communities. It's not cool to be in competition with Valve. We all know how hard it can be to run a dedicated server. Between the bugs, the random updates and the players complaining of latency, spikes or having to stop playing to moderate players and create a good environment, I think most people on this lists are putting plenty of effort into creating a fun place to play. Why couldn't we enjoy our effort a little more by having an easier access to a pool of new players. QuickPlay certainly isn't a substitute to working hard but it could be a nice validation of our own effort, it could make our work easier, which is always a good thing. Speaking of making things easier. Wouldn't it be a good time for Valve to release a Vanilla switch and let all those new players learn the game the way it used to be before moving on to all the unlocks and all the new stuff? I can't imagine how complex the game must be to new players now. -- Ravnox On Thu, 14 Jul 2011 15:55:34 -0700 James Puckett jamesrichardpuck...@gmail.com wrote: I want to say this, do you know how hard it is to setup a community and get a server populated? You people act as if its your right to have a populated server from the second you start it. It takes time, maybe if some of you newcomers actually bothered to play the game, make friends and gradually grow a steady population you would have a decent community. Hosting a server and putting no effort into it gets you nowhere you idiots. On Thu, Jul 14, 2011 at 2:05 PM, ics i...@ics-base.net wrote: I ment to say 3 weeks but 3 became 2 in earlier post. You really don't have to lecture me or teach me how they learn. Fact is that there is too much to learn and the game teaches too little. It was back in the days much easier and more boring in the first place. This game has too much to do for new players. That was my point. Onscreen messages on certain events (only for new players and through option for others too) would teach a lot more than few hints on map load or someone talking to mic. I play with new people mostly because they need to learn and the old farts on the same old maps are just not something that i want to see. New folks bring new things and there isn't always a sentry, tele, heavymedic waiting on fixed position. However, after watching these new folks for some time, they need more help. Something that i cannot give. Language barrier is bad enough for some, others just can't take the hint. Others don't even want to learn, they are just there to troll out. PS: using sv_alltalk 1 is counter-productive for successfull teamplay. -ics ___ 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