Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Mart-Jan Reeuwijk


Nah, will only be done when they want to add the 19th effect...

Minutes in Valve time isn't anytime "soon".

https://developer.valvesoftware.com/wiki/Valve_Time



>
> From: doc 
>To: Half-Life dedicated Linux server mailing list 
> 
>Sent: Monday, 1 October 2012, 22:44
>Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
>ParticleEffectNames stringtable?
> 
>This will be hotfixed in minutes, fastest turnaround from bug to patch.
>
>On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose  wrote:
>
>> At the current moment, they can't add new unusual hat effects as it'd
>> overflow the stringtable we were talking about.  So... it has a direct
>> impact on potential future key sales. :P
>>
>>
>> On 10/1/2012 4:25 PM, Eli Witt wrote:
>>
>>> Are you kidding? Then they wouldn't be able to add more hats.
>>>
>>> On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen 
>>> wrote:
>>>
>>>  Valve seriously needs to remove the unneeded particle effects and all
 that
 shizzle, too bad we have to use 3rd party fixes for fixing this.
 Also, thanks!

  Date: Mon, 1 Oct 2012 15:52:28 -0400
> From: rbemr...@gmail.com
> To: hlds_linux@list.valvesoftware.**com
> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
>
 TF2 ParticleEffectNames stringtable?

> I attached the new version to this post:
> https://forums.alliedmods.net/**showpost.php?p=1810648&**postcount=60It's
> compiled from this Source:
> https://dl.dropbox.com/u/**99606/nomvm/nomvm2_source.zip
>  using a slightly
> modified Makefile from the SourceMod sample_ext extension.
>
> My addon-less system has 1006 particle effect names loaded.  On my Freak
> Fortress 2 server with this loaded, it has 970 particle effect names
>
 loaded.

> Still not ideal, but there aren't that many MvM particles in the
> stringtables dump, so a large gain wasn't expected.
>
> On 10/1/2012 3:33 PM, Michael Johansen wrote:
>
>> Oh nice, could you reply back on the mailinglist when you've done it?
>>
>>
>>  Date: Mon, 1 Oct 2012 15:32:02 -0400
>>> From: rbemr...@gmail.com
>>> To: h...@list.valvesoftware.com; 
>>> hlds_linux@list.valvesoftware.**com
>>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
>>>
>> from TF2 ParticleEffectNames stringtable?

> *sigh* I just checked the extension version in the console, and it's
>>> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
>>> I assume that a new Linux version was never compiled.
>>>
>>> Fine, I'll compile it myself and post it to the SourceMod thread; I
>>>
>> also

> pointed out that it's the wrong version over there.
>>>
>>> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
>>>
 Hi Ross,

 Check out 
 https://forums.alliedmods.net/**showthread.php?t=193515

 Thanks,
 Kyle.

 On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose >>> > wrote:

       On my stock TF2 server with addons directory, dumpstringtables
       says this:

       Table ParticleEffectNames
         1006/1024 items

       Meaning that maps and addons have a grand total of 18 particle
       effects they can use.

       It's not uncommon to see errors when loading custom maps
 because
       they use more than 18 particle effects.  Additionally, on maps
       that use more than 18 effects, clients tend to crash
 immediately
       after the map change, even on maps that previously worked fine
       (such as pl_cashworks).  Can this please be fixed, perhaps by
       removing the MvM particle names on non-MvM maps like we did
 with
       sounds?

       I'm also confused from this same log.  In my log, at the top, I
       see this:
       soundprecache: 7872/8192 (96% full)

       Then later down, I see this:
       Table soundprecache
         4064/8192 items

       One of these numbers has to be wrong.  Are the MvM sounds being
       removed from the precache post-server start?  If so, is it
       possible to use an SDK call to remove sounds from the precache?

>>>   I

>       can think of at lease one SourceMod plugin that could

>>> desperately

>       use this functionality.

       __**_
       To unsubscribe, edit your list preferenc

Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread doc
This will be hotfixed in minutes, fastest turnaround from bug to patch.

On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose  wrote:

> At the current moment, they can't add new unusual hat effects as it'd
> overflow the stringtable we were talking about.  So... it has a direct
> impact on potential future key sales. :P
>
>
> On 10/1/2012 4:25 PM, Eli Witt wrote:
>
>> Are you kidding? Then they wouldn't be able to add more hats.
>>
>> On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen 
>> wrote:
>>
>>  Valve seriously needs to remove the unneeded particle effects and all
>>> that
>>> shizzle, too bad we have to use 3rd party fixes for fixing this.
>>> Also, thanks!
>>>
>>>  Date: Mon, 1 Oct 2012 15:52:28 -0400
 From: rbemr...@gmail.com
 To: hlds_linux@list.valvesoftware.**com
 Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from

>>> TF2 ParticleEffectNames stringtable?
>>>
 I attached the new version to this post:
 https://forums.alliedmods.net/**showpost.php?p=1810648&**postcount=60It's
 compiled from this Source:
 https://dl.dropbox.com/u/**99606/nomvm/nomvm2_source.zip
  using a slightly
 modified Makefile from the SourceMod sample_ext extension.

 My addon-less system has 1006 particle effect names loaded.  On my Freak
 Fortress 2 server with this loaded, it has 970 particle effect names

>>> loaded.
>>>
 Still not ideal, but there aren't that many MvM particles in the
 stringtables dump, so a large gain wasn't expected.

 On 10/1/2012 3:33 PM, Michael Johansen wrote:

> Oh nice, could you reply back on the mailinglist when you've done it?
>
>
>  Date: Mon, 1 Oct 2012 15:32:02 -0400
>> From: rbemr...@gmail.com
>> To: h...@list.valvesoftware.com; 
>> hlds_linux@list.valvesoftware.**com
>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
>>
> from TF2 ParticleEffectNames stringtable?
>>>
 *sigh* I just checked the extension version in the console, and it's
>> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
>> I assume that a new Linux version was never compiled.
>>
>> Fine, I'll compile it myself and post it to the SourceMod thread; I
>>
> also
>>>
 pointed out that it's the wrong version over there.
>>
>> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
>>
>>> Hi Ross,
>>>
>>> Check out 
>>> https://forums.alliedmods.net/**showthread.php?t=193515
>>>
>>> Thanks,
>>> Kyle.
>>>
>>> On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose >> > wrote:
>>>
>>>   On my stock TF2 server with addons directory, dumpstringtables
>>>   says this:
>>>
>>>   Table ParticleEffectNames
>>> 1006/1024 items
>>>
>>>   Meaning that maps and addons have a grand total of 18 particle
>>>   effects they can use.
>>>
>>>   It's not uncommon to see errors when loading custom maps
>>> because
>>>   they use more than 18 particle effects.  Additionally, on maps
>>>   that use more than 18 effects, clients tend to crash
>>> immediately
>>>   after the map change, even on maps that previously worked fine
>>>   (such as pl_cashworks).  Can this please be fixed, perhaps by
>>>   removing the MvM particle names on non-MvM maps like we did
>>> with
>>>   sounds?
>>>
>>>   I'm also confused from this same log.  In my log, at the top, I
>>>   see this:
>>>   soundprecache: 7872/8192 (96% full)
>>>
>>>   Then later down, I see this:
>>>   Table soundprecache
>>> 4064/8192 items
>>>
>>>   One of these numbers has to be wrong.  Are the MvM sounds being
>>>   removed from the precache post-server start?  If so, is it
>>>   possible to use an SDK call to remove sounds from the precache?
>>>
>>   I
>>>
   can think of at lease one SourceMod plugin that could
>>>
>> desperately
>>>
   use this functionality.
>>>
>>>   __**_
>>>   To unsubscribe, edit your list preferences, or view the list
>>>   archives, please visit:
>>>   https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**
>>> hlds 
>>>
>>>
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list
>>>
>> archives, please visit:
>>>
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds

Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Made my day. 

> Date: Mon, 1 Oct 2012 16:29:22 -0400
> From: rbemr...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
> ParticleEffectNames stringtable?
> 
> At the current moment, they can't add new unusual hat effects as it'd 
> overflow the stringtable we were talking about.  So... it has a direct 
> impact on potential future key sales. :P
> 
> On 10/1/2012 4:25 PM, Eli Witt wrote:
> > Are you kidding? Then they wouldn't be able to add more hats.
> >
> > On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen  wrote:
> >
> >> Valve seriously needs to remove the unneeded particle effects and all that
> >> shizzle, too bad we have to use 3rd party fixes for fixing this.
> >> Also, thanks!
> >>
> >>> Date: Mon, 1 Oct 2012 15:52:28 -0400
> >>> From: rbemr...@gmail.com
> >>> To: hlds_linux@list.valvesoftware.com
> >>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
> >> TF2 ParticleEffectNames stringtable?
> >>> I attached the new version to this post:
> >>> https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's
> >>> compiled from this Source:
> >>> https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
> >>> modified Makefile from the SourceMod sample_ext extension.
> >>>
> >>> My addon-less system has 1006 particle effect names loaded.  On my Freak
> >>> Fortress 2 server with this loaded, it has 970 particle effect names
> >> loaded.
> >>> Still not ideal, but there aren't that many MvM particles in the
> >>> stringtables dump, so a large gain wasn't expected.
> >>>
> >>> On 10/1/2012 3:33 PM, Michael Johansen wrote:
>  Oh nice, could you reply back on the mailinglist when you've done it?
> 
> 
> > Date: Mon, 1 Oct 2012 15:32:02 -0400
> > From: rbemr...@gmail.com
> > To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
> >> from TF2 ParticleEffectNames stringtable?
> > *sigh* I just checked the extension version in the console, and it's
> > reporting the old NoMvM version, despite being from nomvm2_binary.zip.
> > I assume that a new Linux version was never compiled.
> >
> > Fine, I'll compile it myself and post it to the SourceMod thread; I
> >> also
> > pointed out that it's the wrong version over there.
> >
> > On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
> >> Hi Ross,
> >>
> >> Check out https://forums.alliedmods.net/showthread.php?t=193515
> >>
> >> Thanks,
> >> Kyle.
> >>
> >> On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose  >> > wrote:
> >>
> >>   On my stock TF2 server with addons directory, dumpstringtables
> >>   says this:
> >>
> >>   Table ParticleEffectNames
> >> 1006/1024 items
> >>
> >>   Meaning that maps and addons have a grand total of 18 particle
> >>   effects they can use.
> >>
> >>   It's not uncommon to see errors when loading custom maps because
> >>   they use more than 18 particle effects.  Additionally, on maps
> >>   that use more than 18 effects, clients tend to crash immediately
> >>   after the map change, even on maps that previously worked fine
> >>   (such as pl_cashworks).  Can this please be fixed, perhaps by
> >>   removing the MvM particle names on non-MvM maps like we did with
> >>   sounds?
> >>
> >>   I'm also confused from this same log.  In my log, at the top, I
> >>   see this:
> >>   soundprecache: 7872/8192 (96% full)
> >>
> >>   Then later down, I see this:
> >>   Table soundprecache
> >> 4064/8192 items
> >>
> >>   One of these numbers has to be wrong.  Are the MvM sounds being
> >>   removed from the precache post-server start?  If so, is it
> >>   possible to use an SDK call to remove sounds from the precache?
> >>   I
> >>   can think of at lease one SourceMod plugin that could
> >> desperately
> >>   use this functionality.
> >>
> >>   ___
> >>   To unsubscribe, edit your list preferences, or view the list
> >>   archives, please visit:
> >>   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >>
> >>
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>  _

Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ross Bemrose
At the current moment, they can't add new unusual hat effects as it'd 
overflow the stringtable we were talking about.  So... it has a direct 
impact on potential future key sales. :P


On 10/1/2012 4:25 PM, Eli Witt wrote:

Are you kidding? Then they wouldn't be able to add more hats.

On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen  wrote:


Valve seriously needs to remove the unneeded particle effects and all that
shizzle, too bad we have to use 3rd party fixes for fixing this.
Also, thanks!


Date: Mon, 1 Oct 2012 15:52:28 -0400
From: rbemr...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from

TF2 ParticleEffectNames stringtable?

I attached the new version to this post:
https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's
compiled from this Source:
https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
modified Makefile from the SourceMod sample_ext extension.

My addon-less system has 1006 particle effect names loaded.  On my Freak
Fortress 2 server with this loaded, it has 970 particle effect names

loaded.

Still not ideal, but there aren't that many MvM particles in the
stringtables dump, so a large gain wasn't expected.

On 10/1/2012 3:33 PM, Michael Johansen wrote:

Oh nice, could you reply back on the mailinglist when you've done it?



Date: Mon, 1 Oct 2012 15:32:02 -0400
From: rbemr...@gmail.com
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects

from TF2 ParticleEffectNames stringtable?

*sigh* I just checked the extension version in the console, and it's
reporting the old NoMvM version, despite being from nomvm2_binary.zip.
I assume that a new Linux version was never compiled.

Fine, I'll compile it myself and post it to the SourceMod thread; I

also

pointed out that it's the wrong version over there.

On 10/1/2012 3:21 PM, Kyle Sanderson wrote:

Hi Ross,

Check out https://forums.alliedmods.net/showthread.php?t=193515

Thanks,
Kyle.

On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose mailto:rbemr...@gmail.com>> wrote:

  On my stock TF2 server with addons directory, dumpstringtables
  says this:

  Table ParticleEffectNames
1006/1024 items

  Meaning that maps and addons have a grand total of 18 particle
  effects they can use.

  It's not uncommon to see errors when loading custom maps because
  they use more than 18 particle effects.  Additionally, on maps
  that use more than 18 effects, clients tend to crash immediately
  after the map change, even on maps that previously worked fine
  (such as pl_cashworks).  Can this please be fixed, perhaps by
  removing the MvM particle names on non-MvM maps like we did with
  sounds?

  I'm also confused from this same log.  In my log, at the top, I
  see this:
  soundprecache: 7872/8192 (96% full)

  Then later down, I see this:
  Table soundprecache
4064/8192 items

  One of these numbers has to be wrong.  Are the MvM sounds being
  removed from the precache post-server start?  If so, is it
  possible to use an SDK call to remove sounds from the precache?

  I

  can think of at lease one SourceMod plugin that could

desperately

  use this functionality.

  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




___
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archives, please visit:

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archives, please visit:

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___
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please visit:

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please visit:

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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Eli Witt
Are you kidding? Then they wouldn't be able to add more hats.

On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen  wrote:

>
> Valve seriously needs to remove the unneeded particle effects and all that
> shizzle, too bad we have to use 3rd party fixes for fixing this.
> Also, thanks!
>
> > Date: Mon, 1 Oct 2012 15:52:28 -0400
> > From: rbemr...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
> TF2 ParticleEffectNames stringtable?
> >
> > I attached the new version to this post:
> > https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's
> > compiled from this Source:
> > https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
> > modified Makefile from the SourceMod sample_ext extension.
> >
> > My addon-less system has 1006 particle effect names loaded.  On my Freak
> > Fortress 2 server with this loaded, it has 970 particle effect names
> loaded.
> >
> > Still not ideal, but there aren't that many MvM particles in the
> > stringtables dump, so a large gain wasn't expected.
> >
> > On 10/1/2012 3:33 PM, Michael Johansen wrote:
> > > Oh nice, could you reply back on the mailinglist when you've done it?
> > >
> > >
> > >> Date: Mon, 1 Oct 2012 15:32:02 -0400
> > >> From: rbemr...@gmail.com
> > >> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
> > >> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
> from TF2 ParticleEffectNames stringtable?
> > >>
> > >> *sigh* I just checked the extension version in the console, and it's
> > >> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
> > >> I assume that a new Linux version was never compiled.
> > >>
> > >> Fine, I'll compile it myself and post it to the SourceMod thread; I
> also
> > >> pointed out that it's the wrong version over there.
> > >>
> > >> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
> > >>> Hi Ross,
> > >>>
> > >>> Check out https://forums.alliedmods.net/showthread.php?t=193515
> > >>>
> > >>> Thanks,
> > >>> Kyle.
> > >>>
> > >>> On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose  > >>> > wrote:
> > >>>
> > >>>  On my stock TF2 server with addons directory, dumpstringtables
> > >>>  says this:
> > >>>
> > >>>  Table ParticleEffectNames
> > >>>1006/1024 items
> > >>>
> > >>>  Meaning that maps and addons have a grand total of 18 particle
> > >>>  effects they can use.
> > >>>
> > >>>  It's not uncommon to see errors when loading custom maps because
> > >>>  they use more than 18 particle effects.  Additionally, on maps
> > >>>  that use more than 18 effects, clients tend to crash immediately
> > >>>  after the map change, even on maps that previously worked fine
> > >>>  (such as pl_cashworks).  Can this please be fixed, perhaps by
> > >>>  removing the MvM particle names on non-MvM maps like we did with
> > >>>  sounds?
> > >>>
> > >>>  I'm also confused from this same log.  In my log, at the top, I
> > >>>  see this:
> > >>>  soundprecache: 7872/8192 (96% full)
> > >>>
> > >>>  Then later down, I see this:
> > >>>  Table soundprecache
> > >>>4064/8192 items
> > >>>
> > >>>  One of these numbers has to be wrong.  Are the MvM sounds being
> > >>>  removed from the precache post-server start?  If so, is it
> > >>>  possible to use an SDK call to remove sounds from the precache?
>  I
> > >>>  can think of at lease one SourceMod plugin that could
> desperately
> > >>>  use this functionality.
> > >>>
> > >>>  ___
> > >>>  To unsubscribe, edit your list preferences, or view the list
> > >>>  archives, please visit:
> > >>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >>>
> > >>>
> > >>>
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
___

Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Valve seriously needs to remove the unneeded particle effects and all that 
shizzle, too bad we have to use 3rd party fixes for fixing this.
Also, thanks!

> Date: Mon, 1 Oct 2012 15:52:28 -0400
> From: rbemr...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
> ParticleEffectNames stringtable?
> 
> I attached the new version to this post: 
> https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's 
> compiled from this Source: 
> https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly 
> modified Makefile from the SourceMod sample_ext extension.
> 
> My addon-less system has 1006 particle effect names loaded.  On my Freak 
> Fortress 2 server with this loaded, it has 970 particle effect names loaded.
> 
> Still not ideal, but there aren't that many MvM particles in the 
> stringtables dump, so a large gain wasn't expected.
> 
> On 10/1/2012 3:33 PM, Michael Johansen wrote:
> > Oh nice, could you reply back on the mailinglist when you've done it?
> >
> >
> >> Date: Mon, 1 Oct 2012 15:32:02 -0400
> >> From: rbemr...@gmail.com
> >> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
> >> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
> >> ParticleEffectNames stringtable?
> >>
> >> *sigh* I just checked the extension version in the console, and it's
> >> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
> >> I assume that a new Linux version was never compiled.
> >>
> >> Fine, I'll compile it myself and post it to the SourceMod thread; I also
> >> pointed out that it's the wrong version over there.
> >>
> >> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
> >>> Hi Ross,
> >>>
> >>> Check out https://forums.alliedmods.net/showthread.php?t=193515
> >>>
> >>> Thanks,
> >>> Kyle.
> >>>
> >>> On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose  >>> > wrote:
> >>>
> >>>  On my stock TF2 server with addons directory, dumpstringtables
> >>>  says this:
> >>>
> >>>  Table ParticleEffectNames
> >>>1006/1024 items
> >>>
> >>>  Meaning that maps and addons have a grand total of 18 particle
> >>>  effects they can use.
> >>>
> >>>  It's not uncommon to see errors when loading custom maps because
> >>>  they use more than 18 particle effects.  Additionally, on maps
> >>>  that use more than 18 effects, clients tend to crash immediately
> >>>  after the map change, even on maps that previously worked fine
> >>>  (such as pl_cashworks).  Can this please be fixed, perhaps by
> >>>  removing the MvM particle names on non-MvM maps like we did with
> >>>  sounds?
> >>>
> >>>  I'm also confused from this same log.  In my log, at the top, I
> >>>  see this:
> >>>  soundprecache: 7872/8192 (96% full)
> >>>
> >>>  Then later down, I see this:
> >>>  Table soundprecache
> >>>4064/8192 items
> >>>
> >>>  One of these numbers has to be wrong.  Are the MvM sounds being
> >>>  removed from the precache post-server start?  If so, is it
> >>>  possible to use an SDK call to remove sounds from the precache?  I
> >>>  can think of at lease one SourceMod plugin that could desperately
> >>>  use this functionality.
> >>>
> >>>  ___
> >>>  To unsubscribe, edit your list preferences, or view the list
> >>>  archives, please visit:
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> >>>
> >>>
> >>>
> >>> ___
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ryan Stecker
Whoops, sorry about the issues with the wrong linux version.

Not entirely sure what happened, but thanks for spotting that and
recompiling it!

On Mon, Oct 1, 2012 at 2:52 PM, Ross Bemrose  wrote:

> I attached the new version to this post: https://forums.alliedmods.net/**
> showpost.php?p=1810648&**postcount=60It's
>  compiled from this Source:
> https://dl.dropbox.com/u/**99606/nomvm/nomvm2_source.zip
>  using a slightly modified Makefile from the SourceMod sample_ext extension.
>
> My addon-less system has 1006 particle effect names loaded.  On my Freak
> Fortress 2 server with this loaded, it has 970 particle effect names loaded.
>
> Still not ideal, but there aren't that many MvM particles in the
> stringtables dump, so a large gain wasn't expected.
>
>
> On 10/1/2012 3:33 PM, Michael Johansen wrote:
>
>> Oh nice, could you reply back on the mailinglist when you've done it?
>>
>>
>>  Date: Mon, 1 Oct 2012 15:32:02 -0400
>>> From: rbemr...@gmail.com
>>> To: h...@list.valvesoftware.com; 
>>> hlds_linux@list.valvesoftware.**com
>>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
>>> TF2 ParticleEffectNames stringtable?
>>>
>>> *sigh* I just checked the extension version in the console, and it's
>>> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
>>> I assume that a new Linux version was never compiled.
>>>
>>> Fine, I'll compile it myself and post it to the SourceMod thread; I also
>>> pointed out that it's the wrong version over there.
>>>
>>> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
>>>
 Hi Ross,

 Check out 
 https://forums.alliedmods.net/**showthread.php?t=193515

 Thanks,
 Kyle.

 On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose >>> > wrote:

  On my stock TF2 server with addons directory, dumpstringtables
  says this:

  Table ParticleEffectNames
1006/1024 items

  Meaning that maps and addons have a grand total of 18 particle
  effects they can use.

  It's not uncommon to see errors when loading custom maps because
  they use more than 18 particle effects.  Additionally, on maps
  that use more than 18 effects, clients tend to crash immediately
  after the map change, even on maps that previously worked fine
  (such as pl_cashworks).  Can this please be fixed, perhaps by
  removing the MvM particle names on non-MvM maps like we did with
  sounds?

  I'm also confused from this same log.  In my log, at the top, I
  see this:
  soundprecache: 7872/8192 (96% full)

  Then later down, I see this:
  Table soundprecache
4064/8192 items

  One of these numbers has to be wrong.  Are the MvM sounds being
  removed from the precache post-server start?  If so, is it
  possible to use an SDK call to remove sounds from the precache?  I
  can think of at lease one SourceMod plugin that could desperately
  use this functionality.

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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ross Bemrose
I attached the new version to this post: 
https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's 
compiled from this Source: 
https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly 
modified Makefile from the SourceMod sample_ext extension.


My addon-less system has 1006 particle effect names loaded.  On my Freak 
Fortress 2 server with this loaded, it has 970 particle effect names loaded.


Still not ideal, but there aren't that many MvM particles in the 
stringtables dump, so a large gain wasn't expected.


On 10/1/2012 3:33 PM, Michael Johansen wrote:

Oh nice, could you reply back on the mailinglist when you've done it?



Date: Mon, 1 Oct 2012 15:32:02 -0400
From: rbemr...@gmail.com
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
ParticleEffectNames stringtable?

*sigh* I just checked the extension version in the console, and it's
reporting the old NoMvM version, despite being from nomvm2_binary.zip.
I assume that a new Linux version was never compiled.

Fine, I'll compile it myself and post it to the SourceMod thread; I also
pointed out that it's the wrong version over there.

On 10/1/2012 3:21 PM, Kyle Sanderson wrote:

Hi Ross,

Check out https://forums.alliedmods.net/showthread.php?t=193515

Thanks,
Kyle.

On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose mailto:rbemr...@gmail.com>> wrote:

 On my stock TF2 server with addons directory, dumpstringtables
 says this:

 Table ParticleEffectNames
   1006/1024 items

 Meaning that maps and addons have a grand total of 18 particle
 effects they can use.

 It's not uncommon to see errors when loading custom maps because
 they use more than 18 particle effects.  Additionally, on maps
 that use more than 18 effects, clients tend to crash immediately
 after the map change, even on maps that previously worked fine
 (such as pl_cashworks).  Can this please be fixed, perhaps by
 removing the MvM particle names on non-MvM maps like we did with
 sounds?

 I'm also confused from this same log.  In my log, at the top, I
 see this:
 soundprecache: 7872/8192 (96% full)

 Then later down, I see this:
 Table soundprecache
   4064/8192 items

 One of these numbers has to be wrong.  Are the MvM sounds being
 removed from the precache post-server start?  If so, is it
 possible to use an SDK call to remove sounds from the precache?  I
 can think of at lease one SourceMod plugin that could desperately
 use this functionality.

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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-01 Thread Marco Padovan
Those changes happens only when running the server as root, if you do
not run it as root those changes fails and the scheduler/priority is not
changed...

So if you do not run srcds_linux as root nothing changes... it's like
those lines where not there :S

Leaving all the benchmarks and hyphotesis out of the equation I'm just
asking for a way to disable such kind of "self priority changing", as a
bonus to my request I added that in mainly all the servers it does
nothing (as nearly nobody, untill now, run the servers as root), and
when it's able to do something it messes up with the system setup :/

Il 01/10/2012 17:12, dan ha scritto:
> Let's not wave hands. Do you have numbers? Is it quicker with the
> priority changes or not? If we assume Valve applied
> them for a reason you probably want to allow them (but not by running
> as root) If it's not
> quicker, then stop them but I wouldn't fret about overhead. 


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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Michael Johansen

Oh nice, could you reply back on the mailinglist when you've done it?


> Date: Mon, 1 Oct 2012 15:32:02 -0400
> From: rbemr...@gmail.com
> To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
> ParticleEffectNames stringtable?
> 
> *sigh* I just checked the extension version in the console, and it's 
> reporting the old NoMvM version, despite being from nomvm2_binary.zip.  
> I assume that a new Linux version was never compiled.
> 
> Fine, I'll compile it myself and post it to the SourceMod thread; I also 
> pointed out that it's the wrong version over there.
> 
> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
> > Hi Ross,
> >
> > Check out https://forums.alliedmods.net/showthread.php?t=193515
> >
> > Thanks,
> > Kyle.
> >
> > On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose  > > wrote:
> >
> > On my stock TF2 server with addons directory, dumpstringtables
> > says this:
> >
> > Table ParticleEffectNames
> >   1006/1024 items
> >
> > Meaning that maps and addons have a grand total of 18 particle
> > effects they can use.
> >
> > It's not uncommon to see errors when loading custom maps because
> > they use more than 18 particle effects.  Additionally, on maps
> > that use more than 18 effects, clients tend to crash immediately
> > after the map change, even on maps that previously worked fine
> > (such as pl_cashworks).  Can this please be fixed, perhaps by
> > removing the MvM particle names on non-MvM maps like we did with
> > sounds?
> >
> > I'm also confused from this same log.  In my log, at the top, I
> > see this:
> > soundprecache: 7872/8192 (96% full)
> >
> > Then later down, I see this:
> > Table soundprecache
> >   4064/8192 items
> >
> > One of these numbers has to be wrong.  Are the MvM sounds being
> > removed from the precache post-server start?  If so, is it
> > possible to use an SDK call to remove sounds from the precache?  I
> > can think of at lease one SourceMod plugin that could desperately
> > use this functionality.
> >
> > ___
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> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
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Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ross Bemrose
*sigh* I just checked the extension version in the console, and it's 
reporting the old NoMvM version, despite being from nomvm2_binary.zip.  
I assume that a new Linux version was never compiled.


Fine, I'll compile it myself and post it to the SourceMod thread; I also 
pointed out that it's the wrong version over there.


On 10/1/2012 3:21 PM, Kyle Sanderson wrote:

Hi Ross,

Check out https://forums.alliedmods.net/showthread.php?t=193515

Thanks,
Kyle.

On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose > wrote:


On my stock TF2 server with addons directory, dumpstringtables
says this:

Table ParticleEffectNames
  1006/1024 items

Meaning that maps and addons have a grand total of 18 particle
effects they can use.

It's not uncommon to see errors when loading custom maps because
they use more than 18 particle effects.  Additionally, on maps
that use more than 18 effects, clients tend to crash immediately
after the map change, even on maps that previously worked fine
(such as pl_cashworks).  Can this please be fixed, perhaps by
removing the MvM particle names on non-MvM maps like we did with
sounds?

I'm also confused from this same log.  In my log, at the top, I
see this:
soundprecache: 7872/8192 (96% full)

Then later down, I see this:
Table soundprecache
  4064/8192 items

One of these numbers has to be wrong.  Are the MvM sounds being
removed from the precache post-server start?  If so, is it
possible to use an SDK call to remove sounds from the precache?  I
can think of at lease one SourceMod plugin that could desperately
use this functionality.

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[hlds_linux] Remove unneeded particle effects from TF2 ParticleEffectNames stringtable?

2012-10-01 Thread Ross Bemrose

On my stock TF2 server with addons directory, dumpstringtables says this:

Table ParticleEffectNames
  1006/1024 items

Meaning that maps and addons have a grand total of 18 particle effects 
they can use.


It's not uncommon to see errors when loading custom maps because they 
use more than 18 particle effects.  Additionally, on maps that use more 
than 18 effects, clients tend to crash immediately after the map change, 
even on maps that previously worked fine (such as pl_cashworks).  Can 
this please be fixed, perhaps by removing the MvM particle names on 
non-MvM maps like we did with sounds?


I'm also confused from this same log.  In my log, at the top, I see this:
soundprecache: 7872/8192 (96% full)

Then later down, I see this:
Table soundprecache
  4064/8192 items

One of these numbers has to be wrong.  Are the MvM sounds being removed 
from the precache post-server start?  If so, is it possible to use an 
SDK call to remove sounds from the precache?  I can think of at lease 
one SourceMod plugin that could desperately use this functionality.


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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-01 Thread dan

On 01/10/2012 09:54, Marco Padovan wrote:

the problem is that in certain cases it is *LOWERING* it's own
priority... and more importantly *CHANGING* to a different scheduler...


And? You said running under root would have better performance - the 
implication being that these calls would succeed

in that scenario and hence what it's doing is, in fact, a good thing tm.

Now you're arguing that the changes it makes are in fact detrimental to 
the running of the game.


Either way, decide whether you want to allow the calls to succeed or 
not, and you have the option to change your system the game runs on

to that end.


setting something SCHED_RR could cause big troubles if your system is
not setup properly


You know what I'm going to say next, don't you?

Set it up properly then :)



additionally there's no reason at all to keep spending time and throwing
away resources in trying to change the scheduler and the priority as on
99.% of the systems that will fail and will result just in
losted CPU cycles


It'd be absolutely insignificant I'm sure of that.

Someone said "every map change" - that's not typically less than 30-40 
minute intervals, quite often more than that, at a

time when there's nothing particularly performance critical happening.

Let's face it, to kludge around the issue with sv_pure changing between 
servers, and possibly related to a crash at exit (that didn't really 
matter because it was at exit)
Valve added, I'm guessing, a call to reload_allmaterials or something 
completely lazy, slow and overkill like it. So the disconnect / map 
change cycle on the client is now
painfully and embarrassingly slow (at least I hope they are embarrassed. 
I would be. Even if my boss said I could write whatever code I thought 
most important I wouldn't use
that privilege to hide ugly kludges to workaround things nor to ignore 
bugs for months or years that I couldn't recreate)


So, feedback / rant aside, we all know that the whole game client hangs 
and is unresponsive on map change, server disconnect and so on.
This happened anyway at map change but is now worse than ever (and it's 
more noticeable when you put a 'cancel' button and the shift-tab interface
in there because obviously these are unresponsive too for a fair %age of 
the cycle)


Now you can't even disconnect from a server without having to wait for a 
few seconds thinking
"this Valve guy must have cribbed all the answers to the interview 
puzzles from his Uni pals"


Although, to be fair, Valve solved the performance issue the above 
created to anyone server hopping to find a good round by
getting rid of all their servers and / or configuring them so there are 
no rounds at all, let alone good ones.
Clever, in a way, I suppose, but it does feel like having the rug pulled 
from under your feet especially because pretty much
every 3rd party server has some screw up with it's configuration 
(usually relating to sv_minrate but some are more creative)


Thank goodness borderlands 2 came out :)

But, give them the benefit of the doubt, perhaps these pthread_ things 
are good. If they are called at map change be assured no one running the 
client cares what the server is doing
certainly not whether it makes an extra system call or two, whether it 
succeeds or not. They have their own performance issue - one that really 
is worth fixing properly.


If it creates these worker threads more often than that, I'd be amazed 
if there was any significant overhead added

to thread creation by it. But you can convince me.

Let's not wave hands. Do you have numbers? Is it quicker with the 
priority changes or not? If we assume Valve applied
them for a reason you probably want to allow them (but not by running as 
root) If it's not

quicker, then stop them but I wouldn't fret about overhead.

--
Dan

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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-01 Thread Marco Padovan
the problem is that in certain cases it is *LOWERING* it's own
priority... and more importantly *CHANGING* to a different scheduler...

setting something SCHED_RR could cause big troubles if your system is
not setup properly (starvation for anything else running with the usual
SCHED_OTHER) that's why doing such kind of radical changes should be up
the system or to external hands that have a wider view of that specific
server...

btw the problem is not whatever or not should I do... but whatever or
not should I be able to control what srcds_linux does by itself...

additionally there's no reason at all to keep spending time and throwing
away resources in trying to change the scheduler and the priority as on
99.% of the systems that will fail and will result just in
losted CPU cycles


Il 01/10/2012 08:58, dan ha scritto:
> On 30/09/2012 16:52, Marco Padovan wrote:
>> Il 30/09/2012 17:35, dan ha scritto:
>>> On 29/09/2012 18:37, Marco Padovan wrote:
 :D

 btw I hope someone from Valve will clarify about this behaviour so at
 least we can understand if making servers run as root "better but more
 expensive" is an intender behaviour
>>> No, running as root is obviously not intended for security reasons.
>> But it gives better performance out of the box as things are currently.
>> And you cannot argue on that.
>
> I can. Changing scheduling priority won't magically turbo boost the
> program running.
> It's only relative to other things running on the machine.
>
> (It seems from Tony's response they want some threads running at a
> different priority from the rest of the game)
>
> Given that most game servers are usually only running the game, I
> doubt it makes much difference to performance whether you run the game
> as root or not. If it does because of these pthread_ calls, I'm sure
> you don't need to run as root to allow them.
>
> Even with n copies of the game on a server, if they all set their
> priority to the same higher or lower priority it'll make no difference.
>
> Years ago kids in CS 101 would set their programs running with higher
> priority believing somehow the nice level was like a turbo boost. Of
> course, for the first few to try it, it appears to be just that -
> because they get more cpu cycles. Until every kid in the class does it
> and then they are all back to square one with their programs running
> just as fast as they would if they had left the priority at the default.
>
> So, if you've something running on your server that's hurting the
> performance of TF2, you'd be better stopping that process rather than
> running as root.
>
>
 and if there's a way around that to
 suppress this kind of "self changes tries" srcds_linux does :)
>>> This is obvious too, don't give the user that runs the game the
>>> privileges to  change priority
>> brilliant.
>>
>> what else should I expect from srcds_linux?
>> what's the point in doing hundreds of system calls to
>> sched_setscheduler() if it's expected to fail?
>> will we see it doing a 32mb precision PI calculation every map change in
>> future? should I deny access to some specific math function into the CPU
>> in such case?
>
> Well, you asked if there's "a way around that to suppress it". I told
> you how to easily workaround it.
> So your sarcasm isn't really fitting.
>
> If you want the call overhead removing, remove the library /  system
> calls so the process does nothing. But that seems overkill. Perhaps
> Valve will remove it, or justify it.
>
> (Did linux not come with source code anymore? People are telling me
> that Linux 2.6.12 cannot do this and that. It can do anything you want
> it to do and more. Making it not do something is no great task)
>
> I've even heard rumours they are getting it to run L4D2 :)
>

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