Re: [hlds_linux] Monitoring server fps

2012-10-16 Thread Erik-jan Riemers
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

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Re: [hlds_linux] Monitoring server fps

2012-10-16 Thread Philipp Preß
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

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Re: [hlds_linux] Monitoring server fps

2012-10-16 Thread Peter Lindblom
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

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Re: [hlds_linux] Monitoring server fps

2012-10-16 Thread Philipp Preß
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

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[hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread PAL-18

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.

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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Rudy Bleeker
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!
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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Jeff Sugar
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.

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Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-10-16 Thread Drogen Viech
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

2012-10-16 Thread Drogen Viech
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

2012-10-16 Thread Yun Huang Yong
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


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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Asher Baker
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!
 __**_
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 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



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   - Floyd Dell

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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread PAL-18

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

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Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread martin v
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:
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 **com/cgi-bin/mailman/listinfo/**hlds_linux
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
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 please visit:
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  --

Re: [hlds_linux] Server Reassigning Public IP - Dropping off master server List

2012-10-16 Thread Ryan Stecker
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

2012-10-16 Thread Chris Oryschak
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

2012-10-16 Thread Kyle Sanderson
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

2012-10-16 Thread Marcin Lis
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
 
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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe

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

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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe
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

2012-10-16 Thread Jeff Sugar
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

2012-10-16 Thread PAL-18

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.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread PAL-18
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?

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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe
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.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread PAL-18

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.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread PAL-18

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.


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Re: [hlds_linux] Method To Increase Server Traffic

2012-10-16 Thread Cameron Munroe


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.


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