Re: [hlds_linux] Monitoring server fps
stats has fps in it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang Yong Sent: dinsdag 16 oktober 2012 7:09 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Monitoring server fps I'd like to monitor my servers to ensure that players are getting an optimal experience, at least in terms of the server CPU. Is there a server side value I could probe that would be the equivalent of the sv figure that shows up client side via net_graph 4? Or other ways to ensure that the server is not skipping too many frames? Thanks, yun ___ 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] Monitoring server fps
The `stats` command prints the current FPS. You could parse it from the command output and integrate it into something like munin, which would create some fancy graphics. There's already a plugin for it (http://css.setti.info/downloads/munin-srcds-plugin/), but I don't know if it still works. Cheers, Philipp 2012/10/16 Yun Huang Yong gumby_li...@mooh.org: I'd like to monitor my servers to ensure that players are getting an optimal experience, at least in terms of the server CPU. Is there a server side value I could probe that would be the equivalent of the sv figure that shows up client side via net_graph 4? Or other ways to ensure that the server is not skipping too many frames? Thanks, yun ___ 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] Monitoring server fps
Its working, but i dont know if it works with munin2.0 Peter Philipp Preß philipp.pr...@googlemail.com skrev: The `stats` command prints the current FPS. You could parse it from the command output and integrate it into something like munin, which would create some fancy graphics. There's already a plugin for it (http://css.setti.info/downloads/munin-srcds-plugin/), but I don't know if it still works. Cheers, Philipp 2012/10/16 Yun Huang Yong gumby_li...@mooh.org: I'd like to monitor my servers to ensure that players are getting an optimal experience, at least in terms of the server CPU. Is there a server side value I could probe that would be the equivalent of the sv figure that shows up client side via net_graph 4? Or other ways to ensure that the server is not skipping too many frames? Thanks, yun ___ 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 -- Skickat från min Android-telefon med K-9 E-post. Ursäkta min fåordighet. ___ 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] Monitoring server fps
Please share your results if you try it out. 2012/10/16 Peter Lindblom i...@teaterljud.se: Its working, but i dont know if it works with munin2.0 Peter Philipp Preß philipp.pr...@googlemail.com skrev: The `stats` command prints the current FPS. You could parse it from the command output and integrate it into something like munin, which would create some fancy graphics. There's already a plugin for it (http://css.setti.info/downloads/munin-srcds-plugin/), but I don't know if it still works. Cheers, Philipp 2012/10/16 Yun Huang Yong gumby_li...@mooh.org: I'd like to monitor my servers to ensure that players are getting an optimal experience, at least in terms of the server CPU. Is there a server side value I could probe that would be the equivalent of the sv figure that shows up client side via net_graph 4? Or other ways to ensure that the server is not skipping too many frames? Thanks, yun ___ 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 -- Skickat från min Android-telefon med K-9 E-post. Ursäkta min fåordighet. ___ 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
[hlds_linux] Method To Increase Server Traffic
Hello Fellow Server Hosts, I've been operating my own game servers for the past 7 years for my clans and gaming communities and the same thing keeps happening at random times; traffic dies. This can generally be attributed to hundreds or even thousands of other servers popping up (TF2 popularity after hats were added), server ip changing, hostname changing, vacation season, etc. This can be murder for game servers and hosts are left with a difficult decision. Keep hosting and try to build back the player base (which can take a long time and even be impossible at times) or just shut down their server. I came up with an solution to this and i wanted to offer it to all the other server hosts. On the CS:Go mailing list, someone mentioned a steam update notification service for server operators and i figured if they were allowed to post theirs, then this post shouldn't be a problem. My solution is a contest that rewards players who play on specific servers (eg. yours) by giving them a chance to win 2 prizes each month. It's currently 2 prizes of $50 USD sent via paypal), but as the player and server base grows, this will be increased as well as the number of prizes. Currently 32 multiplayer games (including all of Valve's titles except DOTA) are supported as well as every single mod these games can run. For example, all Arma 2 (DayZ, etc.), the whole Battlefield series, most of the Call of Duty series, Minecraft, Killing Floor and much more. You do not need to install any plugins on your server. You just need to provide your Game Name/Mod Name, Server IP, Server Port and Query Port (if applicable). If you're interested in taking advantage of this service, then see Server Operator page that provides further information at http://www.capturetheprize.com/server-op.php Thank you for your time. ___ 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] Server Reassigning Public IP - Dropping off master server List
Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix. Server details: :~$ uname -a Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010 x86_64 GNU/Linux :~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description:Ubuntu 10.10 Release:10.10 Codename: maverick I brought this issue up August 14 2012: http://www.mail-archive.com/**hlds_linux@list.valvesoftware.** com/msg68496.htmlhttp://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html and I know someone else has (just cant find the post). Fletcher please please fix this problem! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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_linuxhttps://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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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] Method To Increase Server Traffic
Rather than acting as a solution to almost any of the scenarios posed in the initial paragraph, the primary focus seems to me to be a way for the owner to make money and potentially fill their own servers should the service become popular enough. I'm not ruling out the possibility that the money is being put back in to the service (as described below), but that's not what I got out of my readthrough. Have you thought about setting up, say, a prize category for premium servers in order to help communities pay their bills incentivize paying for premium status? Furthermore, what happens to any money beyond whatever's required to break even? Would it be going back into the service for upgrades/better prizes/etc, or would you be keeping it? If the service both remains as is and the money is indeed pocketed, then I really only see it going down one of two main paths: 1. The service does quite well. You wind up with a lot of money each month, with a couple random players receiving a small portion of that. The culture of the servers registered become such that 1. *unregistered servers *will of course be unaffected, 2. *registered servers *will likely also see no change except as a last resort (eg. if no premium servers are available), and 3. *registered premium *servers will get a boost in greedy players who will likely hop to another premium server if they happen to be banned by any particular server. Idle players/servers may even show up, depending on the prize money and criteria. Heck, it happened with item drops. 2. The service fails, and nobody really gets anything out of it with the exception of whatever you receive each month from the few people who would continue to pay for their premium status and the small pool of potential prize winners. This would seem the more likely of the two. By the by, I'm assuming the update notification service you referred to is steamping.com - I don't really see the the connection between a free update notification service such as that and something like this? Anyone else have any thoughts on this? -Atreus ps. I reorganized some of this just before sending it. Although I believe I caught any issues with the flow or tone it may caused, if I missed anything, then I'd be glad to clarify. Either way, keep in mind that I certainly don't mean to come off as overly aggressive. On Oct 16, 2012 1:15 AM, PAL-18 pal...@ctpftw.com wrote: Hello Fellow Server Hosts, I've been operating my own game servers for the past 7 years for my clans and gaming communities and the same thing keeps happening at random times; traffic dies. This can generally be attributed to hundreds or even thousands of other servers popping up (TF2 popularity after hats were added), server ip changing, hostname changing, vacation season, etc. This can be murder for game servers and hosts are left with a difficult decision. Keep hosting and try to build back the player base (which can take a long time and even be impossible at times) or just shut down their server. I came up with an solution to this and i wanted to offer it to all the other server hosts. On the CS:Go mailing list, someone mentioned a steam update notification service for server operators and i figured if they were allowed to post theirs, then this post shouldn't be a problem. My solution is a contest that rewards players who play on specific servers (eg. yours) by giving them a chance to win 2 prizes each month. It's currently 2 prizes of $50 USD sent via paypal), but as the player and server base grows, this will be increased as well as the number of prizes. Currently 32 multiplayer games (including all of Valve's titles except DOTA) are supported as well as every single mod these games can run. For example, all Arma 2 (DayZ, etc.), the whole Battlefield series, most of the Call of Duty series, Minecraft, Killing Floor and much more. You do not need to install any plugins on your server. You just need to provide your Game Name/Mod Name, Server IP, Server Port and Query Port (if applicable). If you're interested in taking advantage of this service, then see Server Operator page that provides further information at http://www.capturetheprize.**com/server-op.phphttp://www.capturetheprize.com/server-op.php Thank you for your time. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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] lagg problem on ubuntu 12.04
Why can't you just leave the cmd- and updaterate alone? It seriously pisses me of when people think higher == better - the default settings of updating and sending 30 times per second are just fine. 2012/10/16 Pieter-bas Ronner i...@pbservers.nl: Well that wasn't the final solution. I found the problem in the bios. The energy saving was on. When i turn it off, no lagg problems. stable SV on 66.7 . I use now this config settings: // setting min and max rate's (bytes per second TO the client) sv_maxrate 6 sv_minrate 3 // setting min and max updaterate (number of updates per second TO the client) sv_maxupdaterate 67 sv_minupdaterate 33 // setting min and max cmdrate (number of updates per second FROM the client) sv_maxcmdrate 67 sv_mincmdrate 33 // setting limits for the interpolation on the client, x = over x updates there can be interpolation sv_client_max_interp_ratio 2 sv_client_min_interp_ratio 1 // personally have the min_interp on 2 as well. // set cl_predict on connected clients to 1 (only while connected) sv_client_predict 1 2012/10/10 Pieter-bas Ronner i...@pbservers.nl Well, i restart my server and the problem was resolved. 2012/10/10 wave thew...@thewaveserver.com Glad you got it sorted. Out of curiosity, did you find any particular config setting or addon that was causing the problem? On Wed, Oct 10, 2012 at 1:11 PM, Pieter-bas Ronner i...@pbservers.nl wrote: Thanks for helping me. My server is not lagging any more! thanks! PB 2012/9/28 [BT]Black V bt.bla...@gmail.com Also just for tidiness sake not actually really necessary. You could clean up that config a little. I.e. you've specified sv tags of all talk but lower in config you have sv_alltalk 0 set. Is it necessary to have sv_cheats specified when it's default and so on But this is off topic On 29/09/2012 7:17 AM, Calvin Judy c.j...@griffinrun.net wrote: The server fps drops will not be caused by rates, do you have any addons running? ie. Sourcemod (if so, what plugins) You can remove the fps_max command, it's locked to the tickrate. Also, since you're running the server at 66 tickrate you may want to try running Valve's defaults, remove the rate settings from your server.cfg and see how that works if you're getting player jitter in-game. The more you increase the rate values, and the larger the gap between minupdaterate/maxupdaterate the more inconsistency you're going to have. As much as I understand striving for better performance on srcds, Valve's default rate settings run quite well and you should only tweak them if the circumstances call for it. Also, can you monitor the srcds process while these fps drops are occuring. (You should be able to use top, and just see the cpu usage of srcds_linux) The fps drops (on net_graph 4, sv) is what is causing the lag, we need to find the source of the fps drops in order to solve that. - Original Message - From: Pieter-bas Ronner i...@pbservers.nl To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, September 28, 2012 2:41 PM Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04 Hello, First of all. Thank you all for helping and responding! Its look like that the config from wave resolves the issue. But i have now some hickups. The sv drops from 66 to 11, 7 or 5 for 2 second. (my connection: http://www.speedtest.net/**result/2208625001.png http://www.speedtest.net/result/2208625001.png ) I use now this config: fps_max 600 sv_minrate 3 sv_maxrate 10 sv_minupdaterate 30 sv_maxupdaterate 100 sv_mincmdrate 30 sv_maxcmdrate 100 Maybe i set the sv_mincmdrate and sv_minupdaterate to a higher value? Pieter-bas 2012/9/28 Calvin Judy c.j...@griffinrun.net We're going to need more information as to what you're saying is lag. Is the server's fps dropping into red at the time of the issues? (You can check this by using net_graph 4 and monitoring the sv variable) Have you verified the connection speed? 100mbps is more than enough to host one srcds instance. Also your minrate value is quite low, you could be attracting people who are naturally laggy due to their connection. _____ Level 3 Technician Griffin Networks LLC - Gaming Solutions - Original Message - From: Pieter-bas Ronner i...@pbservers.nl To: hlds_linux@list.**valvesoftwa**re.com http://valvesoftware.com hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, September 28, 2012 12:52 PM Subject: [hlds_linux] lagg problem on ubuntu 12.04 Hi members, I hope you can help me a little bit with my problem. I run man
Re: [hlds_linux] lagg problem on ubuntu 12.04
Also, prediction is enabled by default - if memory serves me right, you can't even disable it without sv_cheats beeing enabled in the newer source engine versions - why add it to server.cfg when it wouldn't even affect late loading clients? I'd also recommend setting minrate to something higher than 3 if you run a 24 or 32 player server (especially for stuff like mvm where you see shitload of players at once) 2012/10/16 Drogen Viech drogenvi...@googlemail.com: Why can't you just leave the cmd- and updaterate alone? It seriously pisses me of when people think higher == better - the default settings of updating and sending 30 times per second are just fine. 2012/10/16 Pieter-bas Ronner i...@pbservers.nl: Well that wasn't the final solution. I found the problem in the bios. The energy saving was on. When i turn it off, no lagg problems. stable SV on 66.7 . I use now this config settings: // setting min and max rate's (bytes per second TO the client) sv_maxrate 6 sv_minrate 3 // setting min and max updaterate (number of updates per second TO the client) sv_maxupdaterate 67 sv_minupdaterate 33 // setting min and max cmdrate (number of updates per second FROM the client) sv_maxcmdrate 67 sv_mincmdrate 33 // setting limits for the interpolation on the client, x = over x updates there can be interpolation sv_client_max_interp_ratio 2 sv_client_min_interp_ratio 1 // personally have the min_interp on 2 as well. // set cl_predict on connected clients to 1 (only while connected) sv_client_predict 1 2012/10/10 Pieter-bas Ronner i...@pbservers.nl Well, i restart my server and the problem was resolved. 2012/10/10 wave thew...@thewaveserver.com Glad you got it sorted. Out of curiosity, did you find any particular config setting or addon that was causing the problem? On Wed, Oct 10, 2012 at 1:11 PM, Pieter-bas Ronner i...@pbservers.nl wrote: Thanks for helping me. My server is not lagging any more! thanks! PB 2012/9/28 [BT]Black V bt.bla...@gmail.com Also just for tidiness sake not actually really necessary. You could clean up that config a little. I.e. you've specified sv tags of all talk but lower in config you have sv_alltalk 0 set. Is it necessary to have sv_cheats specified when it's default and so on But this is off topic On 29/09/2012 7:17 AM, Calvin Judy c.j...@griffinrun.net wrote: The server fps drops will not be caused by rates, do you have any addons running? ie. Sourcemod (if so, what plugins) You can remove the fps_max command, it's locked to the tickrate. Also, since you're running the server at 66 tickrate you may want to try running Valve's defaults, remove the rate settings from your server.cfg and see how that works if you're getting player jitter in-game. The more you increase the rate values, and the larger the gap between minupdaterate/maxupdaterate the more inconsistency you're going to have. As much as I understand striving for better performance on srcds, Valve's default rate settings run quite well and you should only tweak them if the circumstances call for it. Also, can you monitor the srcds process while these fps drops are occuring. (You should be able to use top, and just see the cpu usage of srcds_linux) The fps drops (on net_graph 4, sv) is what is causing the lag, we need to find the source of the fps drops in order to solve that. - Original Message - From: Pieter-bas Ronner i...@pbservers.nl To: Half-Life dedicated Linux server mailing list hlds_linux@list. ** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, September 28, 2012 2:41 PM Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04 Hello, First of all. Thank you all for helping and responding! Its look like that the config from wave resolves the issue. But i have now some hickups. The sv drops from 66 to 11, 7 or 5 for 2 second. (my connection: http://www.speedtest.net/**result/2208625001.png http://www.speedtest.net/result/2208625001.png ) I use now this config: fps_max 600 sv_minrate 3 sv_maxrate 10 sv_minupdaterate 30 sv_maxupdaterate 100 sv_mincmdrate 30 sv_maxcmdrate 100 Maybe i set the sv_mincmdrate and sv_minupdaterate to a higher value? Pieter-bas 2012/9/28 Calvin Judy c.j...@griffinrun.net We're going to need more information as to what you're saying is lag. Is the server's fps dropping into red at the time of the issues? (You can check this by using net_graph 4 and monitoring the sv variable) Have you verified the connection speed? 100mbps is more than enough to host one srcds instance. Also your minrate value is quite low, you could be attracting people who are naturally laggy due to their connection. _____ Level 3 Technician
Re: [hlds_linux] Monitoring server fps
Many thanks. I can't believe I had not come across the stats command before! Re: Munin, sorry I can't help with testing, I am using collectd. On 16/10/2012 5:57 PM, Erik-jan Riemers wrote: stats has fps in it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang Yong Sent: dinsdag 16 oktober 2012 7:09 To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Monitoring server fps I'd like to monitor my servers to ensure that players are getting an optimal experience, at least in terms of the server CPU. Is there a server side value I could probe that would be the equivalent of the sv figure that shows up client side via net_graph 4? Or other ways to ensure that the server is not skipping too many frames? Thanks, yun ___ 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] Server Reassigning Public IP - Dropping off master server List
I believe Valve have already acknowledged it as an issue in the past. It happens when the server loses connection to Steam, which causes it to switch transport protocols - and the UDP one doesn't respect the bind address. Other than block the problematic one, forcing it to toggle back to the other, there isn't really anything you can do. On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote: Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix. Server details: :~$ uname -a Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010 x86_64 GNU/Linux :~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description:Ubuntu 10.10 Release:10.10 Codename: maverick I brought this issue up August 14 2012: http://www.mail-archive.com/**hlds_linux@list.valvesoftware.** com/msg68496.htmlhttp://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html and I know someone else has (just cant find the post). Fletcher please please fix this problem! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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_linuxhttps://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 -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ 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] Method To Increase Server Traffic
Hello Jeff, Thanks for the constructive idea's. I actually haven't thought about that. But you make some really good points. When 10 more premium servers are registered, the 3rd prize tier will go live. The prize will also be $50 - but as the contest grows this will increase. Players that have 75% of their points coming from premium servers will be eligible for this premium server prize. Regards, PAL-18 ___ 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] Server Reassigning Public IP - Dropping off master server List
This is well know issue. When your machines IP is different from the gameservers IP and when your gameserver lost connection to steam. When gameserver is connecting to steam servers it sends machines main IP and not the attached server ip. The worst part is that when someone joins your server and you want to check game info on friends it shows the wrong ip and doasn't detect a gameserver where this person is playing. http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this issue. Only way to repair this is to restart gameserver. 2012/10/16 Asher Baker asher...@gmail.com I believe Valve have already acknowledged it as an issue in the past. It happens when the server loses connection to Steam, which causes it to switch transport protocols - and the UDP one doesn't respect the bind address. Other than block the problematic one, forcing it to toggle back to the other, there isn't really anything you can do. On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote: Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix. Server details: :~$ uname -a Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010 x86_64 GNU/Linux :~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description:Ubuntu 10.10 Release:10.10 Codename: maverick I brought this issue up August 14 2012: http://www.mail-archive.com/**hlds_linux@list.valvesoftware.** com/msg68496.html http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html and I know someone else has (just cant find the post). Fletcher please please fix this problem! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux 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 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] Server Reassigning Public IP - Dropping off master server List
As a slight correction, it's the TCP connection which doesn't respect the bind IP. The workaround is to block outgoing TCP connections on port 27017, this forces the server to use a UDP connection to steam. On Tue, Oct 16, 2012 at 10:34 AM, martin v velt...@gmail.com wrote: This is well know issue. When your machines IP is different from the gameservers IP and when your gameserver lost connection to steam. When gameserver is connecting to steam servers it sends machines main IP and not the attached server ip. The worst part is that when someone joins your server and you want to check game info on friends it shows the wrong ip and doasn't detect a gameserver where this person is playing. http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this issue. Only way to repair this is to restart gameserver. 2012/10/16 Asher Baker asher...@gmail.com I believe Valve have already acknowledged it as an issue in the past. It happens when the server loses connection to Steam, which causes it to switch transport protocols - and the UDP one doesn't respect the bind address. Other than block the problematic one, forcing it to toggle back to the other, there isn't really anything you can do. On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote: Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix. Server details: :~$ uname -a Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010 x86_64 GNU/Linux :~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description:Ubuntu 10.10 Release:10.10 Codename: maverick I brought this issue up August 14 2012: http://www.mail-archive.com/**hlds_linux@list.valvesoftware.** com/msg68496.html http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html and I know someone else has (just cant find the post). Fletcher please please fix this problem! __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your
Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List
Do you have the iptables rule to accomplish this. If this has no side effect to the users and forces it UDP every time. I'd be much happier to go this route as a resolution. Chris On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker voidedwea...@gmail.comwrote: As a slight correction, it's the TCP connection which doesn't respect the bind IP. The workaround is to block outgoing TCP connections on port 27017, this forces the server to use a UDP connection to steam. On Tue, Oct 16, 2012 at 10:34 AM, martin v velt...@gmail.com wrote: This is well know issue. When your machines IP is different from the gameservers IP and when your gameserver lost connection to steam. When gameserver is connecting to steam servers it sends machines main IP and not the attached server ip. The worst part is that when someone joins your server and you want to check game info on friends it shows the wrong ip and doasn't detect a gameserver where this person is playing. http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this issue. Only way to repair this is to restart gameserver. 2012/10/16 Asher Baker asher...@gmail.com I believe Valve have already acknowledged it as an issue in the past. It happens when the server loses connection to Steam, which causes it to switch transport protocols - and the UDP one doesn't respect the bind address. Other than block the problematic one, forcing it to toggle back to the other, there isn't really anything you can do. On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote: Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix. Server details: :~$ uname -a Linux ubuntu 2.6.35-22-server #35-Ubuntu SMP Sat Oct 16 22:02:33 UTC 2010 x86_64 GNU/Linux :~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description:Ubuntu 10.10 Release:10.10 Codename: maverick I brought this issue up August 14 2012: http://www.mail-archive.com/**hlds_linux@list.valvesoftware.** com/msg68496.html http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg68496.html and I know someone else has (just cant find the post). Fletcher please
Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List
Yup. iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT --reject-with icmp-port-unreachable Huge thanks to Ryan for his Windows rules (and discovering the solution). This statement seems to work fine for me. You can probably define it even more by specifying the process and or user. It's a shame no one at Valve sees this as a problem... We weren't listed for a while there. Thanks, Kyle. On Tue, Oct 16, 2012 at 8:41 AM, Chris Oryschak ch...@oryschak.com wrote: Do you have the iptables rule to accomplish this. If this has no side effect to the users and forces it UDP every time. I'd be much happier to go this route as a resolution. Chris On Tue, Oct 16, 2012 at 11:38 AM, Ryan Stecker voidedwea...@gmail.com wrote: As a slight correction, it's the TCP connection which doesn't respect the bind IP. The workaround is to block outgoing TCP connections on port 27017, this forces the server to use a UDP connection to steam. On Tue, Oct 16, 2012 at 10:34 AM, martin v velt...@gmail.com wrote: This is well know issue. When your machines IP is different from the gameservers IP and when your gameserver lost connection to steam. When gameserver is connecting to steam servers it sends machines main IP and not the attached server ip. The worst part is that when someone joins your server and you want to check game info on friends it shows the wrong ip and doasn't detect a gameserver where this person is playing. http://forums.alliedmods.net/showthread.php?t=183574 - my thread on this issue. Only way to repair this is to restart gameserver. 2012/10/16 Asher Baker asher...@gmail.com I believe Valve have already acknowledged it as an issue in the past. It happens when the server loses connection to Steam, which causes it to switch transport protocols - and the UDP one doesn't respect the bind address. Other than block the problematic one, forcing it to toggle back to the other, there isn't really anything you can do. On Tue, Oct 16, 2012 at 9:25 AM, Rudy Bleeker rblee...@gmail.com wrote: Have you tried setting ip this_servers_ip_address in the server specific config file? server6.cfg in this case. I do this and haven't seen this issue so far. On Tue, Oct 16, 2012 at 7:11 AM, Chris Oryschak ch...@oryschak.com wrote: Sorry forgot the mention my start line. I do use +ip and -port. Below is my startline: /usr/bin/screen -d -m -U -S rb6 /usr/bin/taskset -c 1 /home/XXX/srcds/railbait/orangebox/nemrun -threads 1 -timeout 3 -pidfile rb6.pid -console -game tf -maxplayers 32 -tickrate 66 +ip 142.54.178.234 -port 27015 +map pl_badwater +sv_pure 1 +servercfgfile server6.cfg -replay +mm_pluginsfile addons/metamod/metaplugins_6.ini +sm_basepath addons/sourcemod_6 -onbootcmd './bootnotify.sh 6' -debug -corefile 'cores/rb6_%Y%m%d%H%M%S.core' On Tue, Oct 16, 2012 at 1:07 AM, ics i...@ics-base.net wrote: You should use option +ip instead of -ip and assing -port. On the original post, you haven't got that specified on the startline. -ics 16.10.2012 7:33, Chris Oryschak kirjoitti: This has been a known issue for quite sometime. Myself along with other mailing list members have brought it up in the past. The past week it seems to of gotten a lot worse. Today alone i've had to fix the problem on two separate occasions. *The details:* I have a dedicated server with 4 IP address' assigned to it. Each server instance I run has it's own unique IP Address with the default port for each instance (27015) Now randomly the server will lose it's assigned IP address and reassign itself one of the other IP's that are available. The problem with this is the moment it occurs the server drops from the master server list. It's no longer visible on the internet. When type status in the console this is what I get, i've bolded/underlined the problem area: version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.234:27015 (public ip: 142.54.178.238)* account : logged in map : cp_dustbowl at: 0 x, 0 y, 0 z Another---**-- version : 1.2.3.3/22 5079 secure *udp/ip : 142.54.178.237:27015 (public ip: 142.54.178.238)* account : logged in map : plr_hightower at: 0 x, 0 y, 0 z I just finished fixing 4 servers on the same box with this bug/issue. It's starting to become quite annoying having servers drop off the master server list and require a server restart to fix. I get servers going from full to empty when this happens and it requires my intervention to fix.
Re: [hlds_linux] Method To Increase Server Traffic
Go fuck yourself. This is valve srds mailing list not a fucking free space for ads. Fuck you and fuck next 10 generations of your family. Wysłane z iPhone'a Dnia 16 paź 2012 o godz. 16:44 PAL-18 pal...@ctpftw.com napisał(a): Hello Jeff, Thanks for the constructive idea's. I actually haven't thought about that. But you make some really good points. When 10 more premium servers are registered, the 3rd prize tier will go live. The prize will also be $50 - but as the contest grows this will increase. Players that have 75% of their points coming from premium servers will be eligible for this premium server prize. Regards, PAL-18 ___ 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] Method To Increase Server Traffic
Okay, chill.. please. This is a mailing list and not a sexual predator. On 10/16/2012 7:43 PM, Marcin Lis wrote: Go fuck yourself. This is valve srds mailing list not a fucking free space for ads. Fuck you and fuck next 10 generations of your family. Wysłane z iPhone'a Dnia 16 paź 2012 o godz. 16:44 PAL-18 pal...@ctpftw.com napisał(a): Hello Jeff, Thanks for the constructive idea's. I actually haven't thought about that. But you make some really good points. When 10 more premium servers are registered, the 3rd prize tier will go live. The prize will also be $50 - but as the contest grows this will increase. Players that have 75% of their points coming from premium servers will be eligible for this premium server prize. Regards, PAL-18 ___ 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] Method To Increase Server Traffic
So I am going to make some points for other server owners, admins, and players who are thinking about this. First off this really isn't going to benefit most of you unless you fork over the $5. Those servers get X2 points meaning that you would need someone on your server to place twice as long to get roughly the same points. It is just starting so don't think this is going to be an instant boost to your servers, rather this might do nothing for your servers at the moment as most players haven't even heard of this and they need to be signed up to make points. So in actuality this will help people whom pay and harm people who don't. Lets say you tell your small and humble community hey guys go sign up here they of course do as you are offering free stuff, not really, but once they do they look and realize why the hell am I playing on low beat small and humble community over here when I could play on Big Fancy Community over here who has X2 points. Thus the servers who fork over $5 get a benefit leaving your community dead. My only fix for this would be to sign up and not tell anyone, which isn't great either as no one really wins at that point. Too make it even more leaned towards Prem. players with 75% or more on a Prem. server get a 3rd prize. http://www.ds-ent.com/ is the Sales-Marketing Company that has only one current system, Capture the Prize. Capture The Prize is the one who really wins. Lets say they give out two $50 prizes, that is $100 in total. Well, simply 20 Prem. servers will pay for that. Ads, and anything else goes into their pockets. Meaning more and more you lose they win. Yes once they add another $50 it will be $50 more but it is covered by the 10 new Prem. Servers, so no loss to them. Idle Servers FTW! Yes, make an account and throw it on an idle server with Capture the Prize and You win, not the server that actually has players on it You can even do multiple accounts. :D If not the above it wouldn't be too hard to make a script joining a server, then going to the next server every 30 minutes making you look alive when not. Too many Supported games, this means that really not only are you competing against tf2, but AA3, Arma2, BF3, .. [more] ...and... [more] ...and... [more] Thus making it even less likely to win. You might as well go buy a lottery ticket. Valid by Valve? Yes this is a really serious question, what if Valve states this is not acceptable practice, then your server goes down too? More work you admins as you will now have to make sure that your server is also properly talking to Capture the Prize. Bad players here we come? Yes, I do think that you may get a sudden flood of players on your server, and many could be well, horrid. Sign up field, unsecured :O, this is horrid, most of the information they are asking can be easily used to hack into an account and take it over, let alone a hacker going in and destroying their database and walking off with all that information. (unconfirmed, so we aren't saying Capture the Prize is just a bunch of hackers.) 13 year olds won't be able to participate, well there goes half the gamers. 1) Solutions they present Every 3 hours if you are still playing, you must also reactivate your server token (by doing the server activation process again). if you do not, then the server will be deactivated and you will not gain any more points (until you activate the server again).(http://support.capturetheprize.com/index.php?r=faq/viewid=1) This seems great, but really you can build things to answer this as well. Long story short, this helps Prem. communities, is prone to hackers / cheaters, and really isn't that cheap. ##About me, I run (Gaming-Servers.net) So, I'm not an idiot, I run 18 Game servers and after looking into this, it might actually harm my servers. :\ Forum post so you reference, post, point to, state is a lie, or completely ignore. https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam On 10/16/2012 1:14 AM, PAL-18 wrote: Hello Fellow Server Hosts, I've been operating my own game servers for the past 7 years for my clans and gaming communities and the same thing keeps happening at random times; traffic dies. This can generally be attributed to hundreds or even thousands of other servers popping up (TF2 popularity after hats were added), server ip changing, hostname changing, vacation season, etc. This can be murder for game servers and hosts are left with a difficult decision. Keep hosting and try to build back the player base (which can take a long time and even be impossible at times) or just shut down their server. I came up with an solution to this and i wanted to offer it to all the other server hosts. On the CS:Go mailing list, someone mentioned a steam update notification service for server operators and i figured if they were allowed to post theirs, then this post shouldn't be a problem.
Re: [hlds_linux] Method To Increase Server Traffic
I had tried to remain a bit more neutral and speculative than negative last night until I read through things in more depth. Having now done so, I can comfortably second the majority of what Cameron wrote here. Seems like bad news, and a money grab at that (ie. he conveniently forgot to answer the q's related to where the money goes :'v). The subject is pretty misleading, or, at the very least, quite an exaggeration. I also noticed that, apparently, if there aren't at least 100 unique players in a month, the prize doesn't scale down--it disppears. That's why there have been no prizes since that first month. And, as of just now, they're 2/3 through their current cycle with only 1/3 the players required for a prize of any sort to be given out. For what it's worth, judging by the servers pages, no servers have bought premium yet (aside from their auto-listed ones), nor are there any listed sponsors. So...as of now, it's basically just a great place to throw away $5/mo per server of yours. On Oct 16, 2012 9:02 PM, Cameron Munroe cmun...@cameronmunroe.com wrote: So I am going to make some points for other server owners, admins, and players who are thinking about this. First off this really isn't going to benefit most of you unless you fork over the $5. Those servers get X2 points meaning that you would need someone on your server to place twice as long to get roughly the same points. It is just starting so don't think this is going to be an instant boost to your servers, rather this might do nothing for your servers at the moment as most players haven't even heard of this and they need to be signed up to make points. So in actuality this will help people whom pay and harm people who don't. Lets say you tell your small and humble community hey guys go sign up here they of course do as you are offering free stuff, not really, but once they do they look and realize why the hell am I playing on low beat small and humble community over here when I could play on Big Fancy Community over here who has X2 points. Thus the servers who fork over $5 get a benefit leaving your community dead. My only fix for this would be to sign up and not tell anyone, which isn't great either as no one really wins at that point. Too make it even more leaned towards Prem. players with 75% or more on a Prem. server get a 3rd prize. http://www.ds-ent.com/ is the Sales-Marketing Company that has only one current system, Capture the Prize. Capture The Prize is the one who really wins. Lets say they give out two $50 prizes, that is $100 in total. Well, simply 20 Prem. servers will pay for that. Ads, and anything else goes into their pockets. Meaning more and more you lose they win. Yes once they add another $50 it will be $50 more but it is covered by the 10 new Prem. Servers, so no loss to them. Idle Servers FTW! Yes, make an account and throw it on an idle server with Capture the Prize and You win, not the server that actually has players on it You can even do multiple accounts. :D If not the above it wouldn't be too hard to make a script joining a server, then going to the next server every 30 minutes making you look alive when not. Too many Supported games, this means that really not only are you competing against tf2, but AA3, Arma2, BF3, .. [more] ...and... [more] ...and... [more] Thus making it even less likely to win. You might as well go buy a lottery ticket. Valid by Valve? Yes this is a really serious question, what if Valve states this is not acceptable practice, then your server goes down too? More work you admins as you will now have to make sure that your server is also properly talking to Capture the Prize. Bad players here we come? Yes, I do think that you may get a sudden flood of players on your server, and many could be well, horrid. Sign up field, unsecured :O, this is horrid, most of the information they are asking can be easily used to hack into an account and take it over, let alone a hacker going in and destroying their database and walking off with all that information. (unconfirmed, so we aren't saying Capture the Prize is just a bunch of hackers.) 13 year olds won't be able to participate, well there goes half the gamers. 1) Solutions they present Every 3 hours if you are still playing, you must also reactivate your server token (by doing the server activation process again). if you do not, then the server will be deactivated and you will not gain any more points (until you activate the server again).( http://support.**capturetheprize.com/index.php?**r=faq/viewid=1http://support.capturetheprize.com/index.php?r=faq/viewid=1 ) This seems great, but really you can build things to answer this as well. Long story short, this helps Prem. communities, is prone to hackers / cheaters, and really isn't that cheap. ##About me, I run (Gaming-Servers.net) So, I'm not an idiot, I run 18 Game servers and after looking into this, it might
Re: [hlds_linux] Method To Increase Server Traffic
I'll address all your valid points: The Premium/Standard server packages are not set in stone. I'll rework them to make it more fair. Once a larger player/server base has joined, i'll increase the prize amount and add more prizes. As for the idlers cheating. This has been alleviated via a 3 hour expiration. Every 3 hours you must refresh your server activation or else it expires and you dont gain anymore points. Money earned through premium servers and advertisements will be put back into the contest in the form of better prizes and more prizes. But i have to at least cover my expenses and make a living. So it might take a little while to get to that point, but eventually it will happen. The issue about the too many games. Again, the more players and servers there are, the more prizes will be available. Also, its not like a normal lottery where everyone has the same odds. The more points you have, the higher your odds of winning. Plenty of gaming communities have been running contests for years and Valve has never cracked down on them. Why would they start now? You dont have to worry about your server talking to our server. We're using the same query used by sites like Game-Monitor, GameTracker, HLSW, HLStatsX, etc. The registration form and support website will be getting an SSL certificate as soon as possible. But do you realize that your city/state/country information is fully visible to anyone who looks up your IP. For legal reasons, those under 13 cannot join the contest. I would allow it if i could, but its illegal. ___ 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] Method To Increase Server Traffic
It's my priority for this contest to be as fair to the players and servers as possible (within reason). What do you think about the following change to the Premium/Standard packages: The $5 premium fee will be removed. All servers start out as a standard server (+1 point). When a server refers 50 players (who've activated their account and provided steamid), that server automatically get's upgraded to premium and stays premium indefinitely. Like? Don't Like? Have a suggestion? ___ 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] Method To Increase Server Traffic
I'll respond to what I can, as I can't respond to things that have not been set in stone. :) As for the idlers cheating. This has been alleviated via a 3 hour expiration. Every 3 hours you must refresh your server activation or else it expires and you don't gain anymore points. Then you will be having issues where players are kicked from the que every 3 hours, which isn't bad. Though this may partially fix the issue with idlers, someone like me can right a script to about anything and auto log back into that system. Might want to add a re-captcha. Money earned through premium servers and advertisements will be put back into the contest in the form of better prizes and more prizes. But i have to at least cover my expenses and make a living. So it might take a little while to get to that point, but eventually it will happen. We aren't stating that some of it can't get be used to further the growth of your company, rather we are stating to increase the prizes once you have the ability too. The issue about the too many games. Again, the more players and servers there are, the more prizes will be available. Also, its not like a normal lottery where everyone has the same odds. The more points you have, the higher your odds of winning. So what I am stating here is that I could make many accounts and Idle therefore getting me weapons, and I high chance to win. Plenty of gaming communities have been running contests for years and Valve has never cracked down on them. Why would they start now? This isn't like a community run thing, this is a prize for anyone hosting your token. I can compare it to pinion's setup, but rather have you checked with Valve, though I due admit they are elusive. The registration form and support website will be getting an SSL certificate as soon as possible. But do you realize that your city/state/country information is fully visible to anyone who looks up your IP. Yes, but it isn't exact. This is rather broad and is more of point of yeah it is close to here, and not your house address. For legal reasons, those under 13 cannot join the contest. I would allow it if i could, but its illegal. Yes, but sadly the fact is that they are a base of players on game servers now. In my opinion they are probably 25% of the players. Forum post so you reference, post, point to, state is a lie, or completely ignore. https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam On 10/16/2012 9:58 PM, PAL-18 wrote: I'll address all your valid points: The Premium/Standard server packages are not set in stone. I'll rework them to make it more fair. Once a larger player/server base has joined, i'll increase the prize amount and add more prizes. As for the idlers cheating. This has been alleviated via a 3 hour expiration. Every 3 hours you must refresh your server activation or else it expires and you dont gain anymore points. Money earned through premium servers and advertisements will be put back into the contest in the form of better prizes and more prizes. But i have to at least cover my expenses and make a living. So it might take a little while to get to that point, but eventually it will happen. The issue about the too many games. Again, the more players and servers there are, the more prizes will be available. Also, its not like a normal lottery where everyone has the same odds. The more points you have, the higher your odds of winning. Plenty of gaming communities have been running contests for years and Valve has never cracked down on them. Why would they start now? You dont have to worry about your server talking to our server. We're using the same query used by sites like Game-Monitor, GameTracker, HLSW, HLStatsX, etc. The registration form and support website will be getting an SSL certificate as soon as possible. But do you realize that your city/state/country information is fully visible to anyone who looks up your IP. For legal reasons, those under 13 cannot join the contest. I would allow it if i could, but its illegal. ___ 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] Method To Increase Server Traffic
Already have a captcha in place for server activation (Google Recaptcha). It was always my plan to have kick ass prizes. In fact the very first prize i launched with was $500 (for each prize), but only 6 people played and it wasnt feasible for a prize that big for 6 people so i lowered it to $50 for each winner. But there will be better prizes, mark my word. And not just cash, i plan on doing computer hardware (high end video card), etc. As for the idle issue. Yes there are issues but I have some hidden things in place to make it harder to cheat. Most of the players under 13 are the bane of server operators. Aside from having high pitch whiny voices, they usually break the most rules (as least from what ive seen on my Garrys Mod Servers). So from a server admin perspective, its a good thing they aren't allowed to participate. ___ 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] Method To Increase Server Traffic
Oh and i made a mistake a few replies ago. It's not a lottery. It's a contest because contestants dont have to buy entry into the contest. ___ 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] Method To Increase Server Traffic
Most of the players under 13 are the bane of server operators. Aside from having high pitch whiny voices, they usually break the most rules (as least from what ive seen on my Garrys Mod Servers). So from a server admin perspective, its a good thing they aren't allowed to participate. You wouldn't take them so they came here, to my servers. It was always my plan to have kick ass prizes. In fact the very first prize i launched with was $500 (for each prize), but only 6 people played and it wasnt feasible for a prize that big for 6 people so i lowered it to $50 for each winner. But there will be better prizes, mark my word. And not just cash, i plan on doing computer hardware (high end video card), etc. Pinion was able to pull off the fact that they could award the server owners when one of there players also one, is it possible for you? The items are great, but still the fact is now about getting a bunch of cats and hearding them to the sign in or it will never get off the floor, and yes they are cats. Forum post so you reference, post, point to, state is a lie, or completely ignore. https://www.town-assembly.com/index.php?p=/discussion/42/capture-the-prize-a-scam On 10/16/2012 10:36 PM, PAL-18 wrote: Already have a captcha in place for server activation (Google Recaptcha). It was always my plan to have kick ass prizes. In fact the very first prize i launched with was $500 (for each prize), but only 6 people played and it wasnt feasible for a prize that big for 6 people so i lowered it to $50 for each winner. But there will be better prizes, mark my word. And not just cash, i plan on doing computer hardware (high end video card), etc. As for the idle issue. Yes there are issues but I have some hidden things in place to make it harder to cheat. Most of the players under 13 are the bane of server operators. Aside from having high pitch whiny voices, they usually break the most rules (as least from what ive seen on my Garrys Mod Servers). So from a server admin perspective, its a good thing they aren't allowed to participate. ___ 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