Re: [hlds_linux] (no subject)

2012-11-01 Thread Benedict Glover

okay then

> Date: Thu, 1 Nov 2012 20:32:29 -0600
> From: zellers.shi...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] (no subject)
> 
> *h*elp
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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Frank
Watch your console - what happens is clients are getting this error and
can't join.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] "Server info data overflow"

Thus valve has made the server do more. I haven't had on any of my Linux
servers and I run 19 of them.

Sent from my android device.



-Original Message-
From: Frank 
To: 'Half-Life dedicated Linux server mailing list'

Sent: Thu, 01 Nov 2012 7:31 PM
Subject: Re: [hlds_linux] "Server info data overflow"

Yeah I would say it would be but not when its two servers and it happened
right after this halloween update came out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] "Server info data overflow"

Most likely a misconfigured server.

Sent from my android device.



-Original Message-
From: Frank 
To: Half-Life dedicated Linux server mailing list

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Cameron Munroe
Thus valve has made the server do more. I haven't had on any of my Linux 
servers and I run 19 of them.

Sent from my android device.



-Original Message-
From: Frank 
To: 'Half-Life dedicated Linux server mailing list' 

Sent: Thu, 01 Nov 2012 7:31 PM
Subject: Re: [hlds_linux] "Server info data overflow"

Yeah I would say it would be but not when its two servers and it happened
right after this halloween update came out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] "Server info data overflow"

Most likely a misconfigured server.

Sent from my android device.



-Original Message-
From: Frank 
To: Half-Life dedicated Linux server mailing list

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Frank
Yeah I would say it would be but not when its two servers and it happened
right after this halloween update came out.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Thursday, November 01, 2012 10:37 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] "Server info data overflow"

Most likely a misconfigured server.

Sent from my android device.



-Original Message-
From: Frank 
To: Half-Life dedicated Linux server mailing list

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] "Server info data overflow"

2012-11-01 Thread Cameron Munroe
Most likely a misconfigured server.

Sent from my android device.



-Original Message-
From: Frank 
To: Half-Life dedicated Linux server mailing list 

Sent: Thu, 01 Nov 2012 6:57 PM
Subject: [hlds_linux] "Server info data overflow"

What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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[hlds_linux] "Server info data overflow"

2012-11-01 Thread Frank
What is the reason for this - its only happening on my Linux servers I have
to reset the map. I've not seen one single answer from Valve yet.

 

disconnected (reason "Server info data overflow")

 

 

This is the error 

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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Yun Huang Yong
The way I see it player killing during Merasmus & Monoculus serves no 
purpose except to deny other players their achievement & hats.  Maybe 
Valve intended it this way to make them progressively harder to get 
(players may start off co-operating but as each player gets their hats & 
achievements they will start to deny others).


But in practice it creates an incredible amount of rage amongst the 
players.  As a community server operator I want the players who join my 
servers to have fun, not leave them in a fit of rage.


So within a few hours of standing up 3 new Halloween servers we started 
banning everyone who killed during the boss fights, or on Skull/Loot 
Island.  Players actually thank us for this, and it established a 
culture on the servers of co-operation.  Even when there were no admins 
around I saw players apologising to each other for accidental PKing 
during boss fights.


We kept the banhammer flying until the Halloween Boss Player Kill Block 
plugin was created.


Half the problem I suspect is in the matchmaking.

For players who already have all the achievements, Merasmus and 
Monoculus serve as nothing but an irritating grind (after the first 30 
kills).  They pause the KOTH timer and you're basically killing them 
just to get them off the map so the game can continue, or wait for them 
to timeout and disappear.


For players who don't have all the achievements... they're still being 
matchmade into servers full of people who do -- who aren't going to help 
to kill the bosses, and if they do, they'll kill you on Skull/Loot 
island anyway just for the lulz.


On 2/11/2012 7:07 AM, ics wrote:

My concern goes to the regulars who play on a server and try to get it
while the random joiners go on and kill everyone despite everybody
saying don't do it, just for this one round. If not nearly everyone
isn't participating, killing it without a lot of huntsman snipers is too
hard to achieve.

I have 1200+ new players each day on stats during halloween now and a
lot of them i never see (which is perfectly fine) but i just wanted some
method to keep the most of the server inline so that no admin is needed
to keep the players on tight rope and they can get the achievement and
that hat.

Valve already made it so easy to get that gift so i don't understand why
the boss killing couldn't be made easier too.

-ics

1.11.2012 21:58, doc kirjoitti:

This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't
seem
to be a huge issue about killing the boss and getting into the book.
There
will always be cases of people greifing and such but if it's that
problematic then they will find another server to get their hat.

If a user is only on your server because you happen to be on that map,
and
they -only- want the hat, and decide to leave because they cannot get a
hat... I'm going to be a negative nancy and just say you probably aren't
going to make a regular repeat customer out of them anyways. And if you
uber everyone on the island then what is to stop pyros from airblasting
people off? Or what is to stop people from body blocking and physically
preventing you from moving past? You start going down a slope that isn't
worth traversing during such a short holiday event.


On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:


Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:


For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:


Can we please get a cvar to disable killing during Merasmus on

halloween

event map, but allow all other times? I'm getting tired of people

killing

everyone who try to kill Merasmus and then laugh about it while the

rest

get off the server without the hat that they so badly wanted. There's

still

a lot of people who haven't managed to kill him not even once as every

time

someone kills them either before they enter the book or at the island.

Yes, it's supposed to be fun but it isn't for these guys. I can't be
around watching and helping others all the time, nor can any of the
40+
admins. So can you please add a cvar like

sv_halloween_boss_kill_disable

1

that would make people not being able to kill anyone except Merasmus

while

he's active on the map and once on the island, making people ubered

like

after exiting it (so no one kills anyone). Make it just an option that
server owners can toggle on or off. Wouldn't hurt anyone and would
help
some people. There is still time before the event ends.

Thanks.

-ics

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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Joseph Love
On the plus side, even if a big company won't run into adoption issues, a lot 
of big companies are already preparing for it.

Comcast, for example, has managed to bring support for it to 50% of it's 
network, and plans to bring support to the remaining 50% by mid-2013.  On the 
flip side, I cannot seem to get my datacenter providers nor my workplace's 
internet provider to even tell me how their IPv6 adoption is coming.  But 
that's what tunnelbroker is for, right?

I'd in agreement, though.  I'd love to see the software support it.

-Joe

On Nov 1, 2012, at 5:11 PM, doc wrote:

> Well IPv4 is going away, but it's hard to call it "imminent" because so few
> people actually understand how the internet works. I don't think we'll see
> any real IPv6 traction until one of the big companies DOES run into a
> problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*
> 
> 
> *If and only if I get a cool IPv6 hat for TF2 of course.
> 
> 
> On Thu, Nov 1, 2012 at 2:56 PM, Cameron Munroe 
> wrote:
> 
>> Yes in Europe. I tried to talk about this issue in January but everyone
>> blew me off stating ipv4 will be here for a long time.
>> 
>> Sent from my android device.
>> 
>> 
>> 
>> -Original Message-
>> From: Maavrik 
>> To: Half-Life dedicated Linux server mailing list <
>> hlds_linux@list.valvesoftware.com>
>> Sent: Thu, 01 Nov 2012 2:46 PM
>> Subject: Re: [hlds_linux] IPv6 support
>> 
>> Not to sound urgent, but I remember reading somewhere about the last block
>> of IPv4 addresses being allocated.
>> 
>> Sure we still have time but not much time is left.
>> 
>> *Sent from my phone, please excuse any typos
>> 
>> -Original Message-
>> From: Kyle Sanderson
>> Sent: 01/11/2012 12:15 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] IPv6 support
>> 
>> Milton started last year on ipv6 internally, no idea about games. I'd
>> expect ipv6 to be supported by Steam before any games get it.
>> 
>> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html
>> 
>> Thanks,
>> Kyle.
>> 
>> 
>> On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:
>> 
>>> Give it time lads, it's only a 12 year old protocol :)
>>> On 2/11/2012 7:37 AM, "Cameron Munroe" 
>> wrote:
>>> 
 This discussion started nearly a year ago and still no answer.
 
 Sent from my android device.
 
 
 
 -Original Message-
 From: "Andre Müller" 
 To: Half-Life dedicated Linux server mailing list <
 hlds_linux@list.valvesoftware.com>
 Sent: Thu, 01 Nov 2012 11:29 AM
 Subject: [hlds_linux] IPv6 support
 
 Subject says everything. When do we get IPv6 support for the srcds?
 
 Andre Müller
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
We should already be there, I have my fastdl server on IPv6 and already 
see lots of people downloading with it. Not only that, but IPv6 is 
coming like it or not, better to be prepared rather then not.



On 11/1/2012 3:11 PM, doc wrote:

Well IPv4 is going away, but it's hard to call it "imminent" because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*


*If and only if I get a cool IPv6 hat for TF2 of course.


On Thu, Nov 1, 2012 at 2:56 PM, Cameron Munroe wrote:


Yes in Europe. I tried to talk about this issue in January but everyone
blew me off stating ipv4 will be here for a long time.

Sent from my android device.



-Original Message-
From: Maavrik 
To: Half-Life dedicated Linux server mailing list <
hlds_linux@list.valvesoftware.com>
Sent: Thu, 01 Nov 2012 2:46 PM
Subject: Re: [hlds_linux] IPv6 support

Not to sound urgent, but I remember reading somewhere about the last block
of IPv4 addresses being allocated.

Sure we still have time but not much time is left.

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:


Give it time lads, it's only a 12 year old protocol :)
On 2/11/2012 7:37 AM, "Cameron Munroe" 

wrote:

This discussion started nearly a year ago and still no answer.

Sent from my android device.



-Original Message-
From: "Andre Müller" 
To: Half-Life dedicated Linux server mailing list <
hlds_linux@list.valvesoftware.com>
Sent: Thu, 01 Nov 2012 11:29 AM
Subject: [hlds_linux] IPv6 support

Subject says everything. When do we get IPv6 support for the srcds?

Andre Müller
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread doc
Well IPv4 is going away, but it's hard to call it "imminent" because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*


*If and only if I get a cool IPv6 hat for TF2 of course.


On Thu, Nov 1, 2012 at 2:56 PM, Cameron Munroe wrote:

> Yes in Europe. I tried to talk about this issue in January but everyone
> blew me off stating ipv4 will be here for a long time.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: Maavrik 
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> Sent: Thu, 01 Nov 2012 2:46 PM
> Subject: Re: [hlds_linux] IPv6 support
>
> Not to sound urgent, but I remember reading somewhere about the last block
> of IPv4 addresses being allocated.
>
> Sure we still have time but not much time is left.
>
> *Sent from my phone, please excuse any typos
>
> -Original Message-
> From: Kyle Sanderson
> Sent: 01/11/2012 12:15 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] IPv6 support
>
> Milton started last year on ipv6 internally, no idea about games. I'd
> expect ipv6 to be supported by Steam before any games get it.
>
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html
>
> Thanks,
> Kyle.
>
>
> On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:
>
> > Give it time lads, it's only a 12 year old protocol :)
> > On 2/11/2012 7:37 AM, "Cameron Munroe" 
> wrote:
> >
> > > This discussion started nearly a year ago and still no answer.
> > >
> > > Sent from my android device.
> > >
> > >
> > >
> > > -Original Message-
> > > From: "Andre Müller" 
> > > To: Half-Life dedicated Linux server mailing list <
> > > hlds_linux@list.valvesoftware.com>
> > > Sent: Thu, 01 Nov 2012 11:29 AM
> > > Subject: [hlds_linux] IPv6 support
> > >
> > > Subject says everything. When do we get IPv6 support for the srcds?
> > >
> > > Andre Müller
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
Yes in Europe. I tried to talk about this issue in January but everyone blew me 
off stating ipv4 will be here for a long time.

Sent from my android device.



-Original Message-
From: Maavrik 
To: Half-Life dedicated Linux server mailing list 

Sent: Thu, 01 Nov 2012 2:46 PM
Subject: Re: [hlds_linux] IPv6 support

Not to sound urgent, but I remember reading somewhere about the last block of 
IPv4 addresses being allocated. 

Sure we still have time but not much time is left. 

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:

> Give it time lads, it's only a 12 year old protocol :)
> On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:
>
> > This discussion started nearly a year ago and still no answer.
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: "Andre Müller" 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thu, 01 Nov 2012 11:29 AM
> > Subject: [hlds_linux] IPv6 support
> >
> > Subject says everything. When do we get IPv6 support for the srcds?
> >
> > Andre Müller
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > ___
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> > please visit:
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> >
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Maavrik
Not to sound urgent, but I remember reading somewhere about the last block of 
IPv4 addresses being allocated. 

Sure we still have time but not much time is left. 

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:

> Give it time lads, it's only a 12 year old protocol :)
> On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:
>
> > This discussion started nearly a year ago and still no answer.
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: "Andre Müller" 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thu, 01 Nov 2012 11:29 AM
> > Subject: [hlds_linux] IPv6 support
> >
> > Subject says everything. When do we get IPv6 support for the srcds?
> >
> > Andre Müller
> > ___
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> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Maavrik
Not to sound urgent, but I remember reading somewhere about the last block of 
IPv4 addresses being allocated. 

Sure we still have time but not much time is left. 

*Sent from my phone, please excuse any typos

-Original Message-
From: Kyle Sanderson
Sent: 01/11/2012 12:15 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 support

Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:

> Give it time lads, it's only a 12 year old protocol :)
> On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:
>
> > This discussion started nearly a year ago and still no answer.
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: "Andre Müller" 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thu, 01 Nov 2012 11:29 AM
> > Subject: [hlds_linux] IPv6 support
> >
> > Subject says everything. When do we get IPv6 support for the srcds?
> >
> > Andre Müller
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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Re: [hlds_linux] Lag?

2012-11-01 Thread Saint K .
I played a game on one of the machines earlier, a brand new machine previously 
doing fine, and at the time of playing was pretty much nothing but hosting the 
game of 8 players I was with, we still had these lag/freezes.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 01 November 2012 20:07
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag?

Htop shows one server process having 2 threads that each chew  20-60% of
cpu at the same time on a single server. This causes a peak that makes
the server lag due to it eating it's own cpu out. I'm assuming this is
the cause for everyone else too who is seeing lag. This only affects one
gameserver of mine and the more cores you have, the less you will notice
it. Most of my servers are fine, no lagging but this one does peak randomly.

-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:
> Let me also say that this doesn't just appear to be network lag only.
> Something else seems to be going on.
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread ics

But that ruins gameplay when the boss is not around.

I know there is no perfect solution, but the suggestiones here were usefull.

-ics

1.11.2012 22:33, Erik-jan Riemers kirjoitti:

Not the best sollution.. but you can always just force everyone in 1 team
color. All still works, then it is just all against him without people
being able to kill.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David
Staudt
Sent: donderdag 1 november 2012 21:21
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Add option for disallowing killing during
Merasmus spawn

It is a game play mechanic decision that unfortunately results in a large
amount of rancor and recrimination among the players (as a player I've
avoided koth_lakeside_event for this reason.)  TF2 otherwise is brilliant
in sidestepping these kinds of friction-causing griefing opportunities.
Hoping the SourceMod plugin suffices for now, and probably represents the
best path for any immediate near-term resolution.

[DS]

On 11/01/2012 03:07 PM, ics wrote:

My concern goes to the regulars who play on a server and try to get it
while the random joiners go on and kill everyone despite everybody
saying don't do it, just for this one round. If not nearly everyone
isn't participating, killing it without a lot of huntsman snipers is
too hard to achieve.

I have 1200+ new players each day on stats during halloween now and a
lot of them i never see (which is perfectly fine) but i just wanted
some method to keep the most of the server inline so that no admin is
needed to keep the players on tight rope and they can get the
achievement and that hat.

Valve already made it so easy to get that gift so i don't understand
why the boss killing couldn't be made easier too.

-ics

1.11.2012 21:58, doc kirjoitti:

This doesn't seem important enough to warrant adding a cvar and
disabling killing and such. This is all anecdotal but on my server
there doesn't seem to be a huge issue about killing the boss and
getting into the book.
There
will always be cases of people greifing and such but if it's that
problematic then they will find another server to get their hat.

If a user is only on your server because you happen to be on that
map, and they -only- want the hat, and decide to leave because they
cannot get a hat... I'm going to be a negative nancy and just say you
probably aren't going to make a regular repeat customer out of them
anyways. And if you uber everyone on the island then what is to stop
pyros from airblasting people off? Or what is to stop people from
body blocking and physically preventing you from moving past? You
start going down a slope that isn't worth traversing during such a
short holiday event.


On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:


Someone on my server suggested we do something similar but we
didn't. We figured this would be considered abuse of the halloween
system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:


For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it

is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:


Can we please get a cvar to disable killing during Merasmus on

halloween

event map, but allow all other times? I'm getting tired of people

killing

everyone who try to kill Merasmus and then laugh about it while
the

rest

get off the server without the hat that they so badly wanted.
There's

still

a lot of people who haven't managed to kill him not even once as
every

time

someone kills them either before they enter the book or at the
island.

Yes, it's supposed to be fun but it isn't for these guys. I can't
be around watching and helping others all the time, nor can any of
the 40+ admins. So can you please add a cvar like

sv_halloween_boss_kill_disable

1

that would make people not being able to kill anyone except
Merasmus

while

he's active on the map and once on the island, making people
ubered

like

after exiting it (so no one kills anyone). Make it just an option
that server owners can toggle on or off. Wouldn't hurt anyone and
would help some people. There is still time before the event ends.

Thanks.

-ics

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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Erik-jan Riemers
Not the best sollution.. but you can always just force everyone in 1 team
color. All still works, then it is just all against him without people
being able to kill.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David
Staudt
Sent: donderdag 1 november 2012 21:21
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Add option for disallowing killing during
Merasmus spawn

It is a game play mechanic decision that unfortunately results in a large
amount of rancor and recrimination among the players (as a player I've
avoided koth_lakeside_event for this reason.)  TF2 otherwise is brilliant
in sidestepping these kinds of friction-causing griefing opportunities.
Hoping the SourceMod plugin suffices for now, and probably represents the
best path for any immediate near-term resolution.

[DS]

On 11/01/2012 03:07 PM, ics wrote:
> My concern goes to the regulars who play on a server and try to get it
> while the random joiners go on and kill everyone despite everybody
> saying don't do it, just for this one round. If not nearly everyone
> isn't participating, killing it without a lot of huntsman snipers is
> too hard to achieve.
>
> I have 1200+ new players each day on stats during halloween now and a
> lot of them i never see (which is perfectly fine) but i just wanted
> some method to keep the most of the server inline so that no admin is
> needed to keep the players on tight rope and they can get the
> achievement and that hat.
>
> Valve already made it so easy to get that gift so i don't understand
> why the boss killing couldn't be made easier too.
>
> -ics
>
> 1.11.2012 21:58, doc kirjoitti:
>> This doesn't seem important enough to warrant adding a cvar and
>> disabling killing and such. This is all anecdotal but on my server
>> there doesn't seem to be a huge issue about killing the boss and
>> getting into the book.
>> There
>> will always be cases of people greifing and such but if it's that
>> problematic then they will find another server to get their hat.
>>
>> If a user is only on your server because you happen to be on that
>> map, and they -only- want the hat, and decide to leave because they
>> cannot get a hat... I'm going to be a negative nancy and just say you
>> probably aren't going to make a regular repeat customer out of them
>> anyways. And if you uber everyone on the island then what is to stop
>> pyros from airblasting people off? Or what is to stop people from
>> body blocking and physically preventing you from moving past? You
>> start going down a slope that isn't worth traversing during such a
>> short holiday event.
>>
>>
>> On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:
>>
>>> Someone on my server suggested we do something similar but we
>>> didn't. We figured this would be considered abuse of the halloween
>>> system.
>>>
>>> What's Valve position on this matter?
>>>
>>> On 1 November 2012 17:37, Chris Oryschak  wrote:
>>>
 For the time being there is this sourcemod plugin:

 https://forums.alliedmods.net/showthread.php?t=199390

 I haven't had the chance to try it so can't comment on how good it
is.


 -Chris

 On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:

> Can we please get a cvar to disable killing during Merasmus on
>>> halloween
> event map, but allow all other times? I'm getting tired of people
>>> killing
> everyone who try to kill Merasmus and then laugh about it while
> the
>>> rest
> get off the server without the hat that they so badly wanted.
> There's
 still
> a lot of people who haven't managed to kill him not even once as
> every
 time
> someone kills them either before they enter the book or at the
> island.
>
> Yes, it's supposed to be fun but it isn't for these guys. I can't
> be around watching and helping others all the time, nor can any of
> the 40+ admins. So can you please add a cvar like
>>> sv_halloween_boss_kill_disable
 1
> that would make people not being able to kill anyone except
> Merasmus
 while
> he's active on the map and once on the island, making people
> ubered
>>> like
> after exiting it (so no one kills anyone). Make it just an option
> that server owners can toggle on or off. Wouldn't hurt anyone and
> would help some people. There is still time before the event ends.
>
> Thanks.
>
> -ics
>
> __**_
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> https://list.valvesoftware.
>>> **com/cgi-bin/mailman/listinfo/**hlds_linux<
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread David Staudt
It is a game play mechanic decision that unfortunately results in a
large amount of rancor and recrimination among the players (as a player
I've avoided koth_lakeside_event for this reason.)  TF2 otherwise is
brilliant in sidestepping these kinds of friction-causing griefing
opportunities.  Hoping the SourceMod plugin suffices for now, and
probably represents the best path for any immediate near-term resolution.

[DS]

On 11/01/2012 03:07 PM, ics wrote:
> My concern goes to the regulars who play on a server and try to get it
> while the random joiners go on and kill everyone despite everybody
> saying don't do it, just for this one round. If not nearly everyone
> isn't participating, killing it without a lot of huntsman snipers is
> too hard to achieve.
>
> I have 1200+ new players each day on stats during halloween now and a
> lot of them i never see (which is perfectly fine) but i just wanted
> some method to keep the most of the server inline so that no admin is
> needed to keep the players on tight rope and they can get the
> achievement and that hat.
>
> Valve already made it so easy to get that gift so i don't understand
> why the boss killing couldn't be made easier too.
>
> -ics
>
> 1.11.2012 21:58, doc kirjoitti:
>> This doesn't seem important enough to warrant adding a cvar and
>> disabling
>> killing and such. This is all anecdotal but on my server there
>> doesn't seem
>> to be a huge issue about killing the boss and getting into the book.
>> There
>> will always be cases of people greifing and such but if it's that
>> problematic then they will find another server to get their hat.
>>
>> If a user is only on your server because you happen to be on that
>> map, and
>> they -only- want the hat, and decide to leave because they cannot get a
>> hat... I'm going to be a negative nancy and just say you probably aren't
>> going to make a regular repeat customer out of them anyways. And if you
>> uber everyone on the island then what is to stop pyros from airblasting
>> people off? Or what is to stop people from body blocking and physically
>> preventing you from moving past? You start going down a slope that isn't
>> worth traversing during such a short holiday event.
>>
>>
>> On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:
>>
>>> Someone on my server suggested we do something similar but we
>>> didn't. We
>>> figured this would be considered abuse of the halloween system.
>>>
>>> What's Valve position on this matter?
>>>
>>> On 1 November 2012 17:37, Chris Oryschak  wrote:
>>>
 For the time being there is this sourcemod plugin:

 https://forums.alliedmods.net/showthread.php?t=199390

 I haven't had the chance to try it so can't comment on how good it is.


 -Chris

 On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:

> Can we please get a cvar to disable killing during Merasmus on
>>> halloween
> event map, but allow all other times? I'm getting tired of people
>>> killing
> everyone who try to kill Merasmus and then laugh about it while the
>>> rest
> get off the server without the hat that they so badly wanted. There's
 still
> a lot of people who haven't managed to kill him not even once as
> every
 time
> someone kills them either before they enter the book or at the
> island.
>
> Yes, it's supposed to be fun but it isn't for these guys. I can't be
> around watching and helping others all the time, nor can any of
> the 40+
> admins. So can you please add a cvar like
>>> sv_halloween_boss_kill_disable
 1
> that would make people not being able to kill anyone except Merasmus
 while
> he's active on the map and once on the island, making people ubered
>>> like
> after exiting it (so no one kills anyone). Make it just an option
> that
> server owners can toggle on or off. Wouldn't hurt anyone and would
> help
> some people. There is still time before the event ends.
>
> Thanks.
>
> -ics
>
> __**_
> 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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>>> please visit:
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>>>
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>> archives, please visit:
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>
>
> _

Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread ics
My concern goes to the regulars who play on a server and try to get it 
while the random joiners go on and kill everyone despite everybody 
saying don't do it, just for this one round. If not nearly everyone 
isn't participating, killing it without a lot of huntsman snipers is too 
hard to achieve.


I have 1200+ new players each day on stats during halloween now and a 
lot of them i never see (which is perfectly fine) but i just wanted some 
method to keep the most of the server inline so that no admin is needed 
to keep the players on tight rope and they can get the achievement and 
that hat.


Valve already made it so easy to get that gift so i don't understand why 
the boss killing couldn't be made easier too.


-ics

1.11.2012 21:58, doc kirjoitti:

This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't seem
to be a huge issue about killing the boss and getting into the book. There
will always be cases of people greifing and such but if it's that
problematic then they will find another server to get their hat.

If a user is only on your server because you happen to be on that map, and
they -only- want the hat, and decide to leave because they cannot get a
hat... I'm going to be a negative nancy and just say you probably aren't
going to make a regular repeat customer out of them anyways. And if you
uber everyone on the island then what is to stop pyros from airblasting
people off? Or what is to stop people from body blocking and physically
preventing you from moving past? You start going down a slope that isn't
worth traversing during such a short holiday event.


On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:


Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:


For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:


Can we please get a cvar to disable killing during Merasmus on

halloween

event map, but allow all other times? I'm getting tired of people

killing

everyone who try to kill Merasmus and then laugh about it while the

rest

get off the server without the hat that they so badly wanted. There's

still

a lot of people who haven't managed to kill him not even once as every

time

someone kills them either before they enter the book or at the island.

Yes, it's supposed to be fun but it isn't for these guys. I can't be
around watching and helping others all the time, nor can any of the 40+
admins. So can you please add a cvar like

sv_halloween_boss_kill_disable

1

that would make people not being able to kill anyone except Merasmus

while

he's active on the map and once on the island, making people ubered

like

after exiting it (so no one kills anyone). Make it just an option that
server owners can toggle on or off. Wouldn't hurt anyone and would help
some people. There is still time before the event ends.

Thanks.

-ics

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Re: [hlds_linux] Lag?

2012-11-01 Thread ics
No -threads option currently in use. I've tried -threads 1 and -threads 
3 in the past but didn't see any positive effects.


-ics

1.11.2012 21:53, Chris Oryschak kirjoitti:

Interesting! (sorry to semi hijack this thread).

I'll defiantly have to try this out.  My dedicated server with 8 cores has
each srcds instance (8 servers on it) bound to a core each.  My
understanding was that they would overlap onto the same core and tax that
cpu core if they wern't taskset'd to a core each.

Do you run your server(s) with -threads 3 ?

On Thu, Nov 1, 2012 at 3:45 PM, ics  wrote:


No, i've found they run better without doing so. It's just this one
particular gameserver that is causing spikes, no others and they are
identical when it comes to configs.

-ics

1.11.2012 21:42, Chris Oryschak kirjoitti:


Shouldn't you bind each srcds instance to its own core if you are running
more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:

  Htop shows one server process having 2 threads that each chew  20-60% of

cpu at the same time on a single server. This causes a peak that makes
the
server lag due to it eating it's own cpu out. I'm assuming this is the
cause for everyone else too who is seeing lag. *This only affects one

gameserver of mine and the more cores you have, the less you will notice
it.
* Most of my servers are fine, no lagging but this one does peak
randomly.

-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:

   Let me also say that this doesn't just appear to be network lag only.


Something else seems to be going on.
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread doc
This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't seem
to be a huge issue about killing the boss and getting into the book. There
will always be cases of people greifing and such but if it's that
problematic then they will find another server to get their hat.

If a user is only on your server because you happen to be on that map, and
they -only- want the hat, and decide to leave because they cannot get a
hat... I'm going to be a negative nancy and just say you probably aren't
going to make a regular repeat customer out of them anyways. And if you
uber everyone on the island then what is to stop pyros from airblasting
people off? Or what is to stop people from body blocking and physically
preventing you from moving past? You start going down a slope that isn't
worth traversing during such a short holiday event.


On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:

> Someone on my server suggested we do something similar but we didn't. We
> figured this would be considered abuse of the halloween system.
>
> What's Valve position on this matter?
>
> On 1 November 2012 17:37, Chris Oryschak  wrote:
>
> > For the time being there is this sourcemod plugin:
> >
> > https://forums.alliedmods.net/showthread.php?t=199390
> >
> > I haven't had the chance to try it so can't comment on how good it is.
> >
> >
> > -Chris
> >
> > On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:
> >
> > > Can we please get a cvar to disable killing during Merasmus on
> halloween
> > > event map, but allow all other times? I'm getting tired of people
> killing
> > > everyone who try to kill Merasmus and then laugh about it while the
> rest
> > > get off the server without the hat that they so badly wanted. There's
> > still
> > > a lot of people who haven't managed to kill him not even once as every
> > time
> > > someone kills them either before they enter the book or at the island.
> > >
> > > Yes, it's supposed to be fun but it isn't for these guys. I can't be
> > > around watching and helping others all the time, nor can any of the 40+
> > > admins. So can you please add a cvar like
> sv_halloween_boss_kill_disable
> > 1
> > > that would make people not being able to kill anyone except Merasmus
> > while
> > > he's active on the map and once on the island, making people ubered
> like
> > > after exiting it (so no one kills anyone). Make it just an option that
> > > server owners can toggle on or off. Wouldn't hurt anyone and would help
> > > some people. There is still time before the event ends.
> > >
> > > Thanks.
> > >
> > > -ics
> > >
> > > __**_
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> > > please visit:
> > > https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
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Re: [hlds_linux] Lag?

2012-11-01 Thread ics
Previously i was experiencing the same issue but that's long ago. I 
haven't had the servers tied to single core like for a year.


-ics

1.11.2012 21:51, Russell Smith kirjoitti:
I set the core affinity for all of my srcds instances when the 
Pyromania update hit and I was having a lot of CPU spike issues.  It 
seemed to exacerbate the problem.


On 11/1/2012 12:45 PM, ics wrote:
No, i've found they run better without doing so. It's just this one 
particular gameserver that is causing spikes, no others and they are 
identical when it comes to configs.


-ics

1.11.2012 21:42, Chris Oryschak kirjoitti:
Shouldn't you bind each srcds instance to its own core if you are 
running

more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:

Htop shows one server process having 2 threads that each chew  
20-60% of
cpu at the same time on a single server. This causes a peak that 
makes the

server lag due to it eating it's own cpu out. I'm assuming this is the
cause for everyone else too who is seeing lag. *This only affects one
gameserver of mine and the more cores you have, the less you will 
notice it.
* Most of my servers are fine, no lagging but this one does peak 
randomly.


-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:

  Let me also say that this doesn't just appear to be network lag 
only.

Something else seems to be going on.
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Erik-jan Riemers
If it was abuse they would have made it like mann-up, there are plugins
that make him glow too. But if you are on a pub, that normally doesn't
help much either :)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
Sent: donderdag 1 november 2012 20:49
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Add option for disallowing killing during
Merasmus spawn

Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:

> For the time being there is this sourcemod plugin:
>
> https://forums.alliedmods.net/showthread.php?t=199390
>
> I haven't had the chance to try it so can't comment on how good it is.
>
>
> -Chris
>
> On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:
>
> > Can we please get a cvar to disable killing during Merasmus on
> > halloween event map, but allow all other times? I'm getting tired of
> > people killing everyone who try to kill Merasmus and then laugh
> > about it while the rest get off the server without the hat that they
> > so badly wanted. There's
> still
> > a lot of people who haven't managed to kill him not even once as
> > every
> time
> > someone kills them either before they enter the book or at the island.
> >
> > Yes, it's supposed to be fun but it isn't for these guys. I can't be
> > around watching and helping others all the time, nor can any of the
> > 40+ admins. So can you please add a cvar like
> > sv_halloween_boss_kill_disable
> 1
> > that would make people not being able to kill anyone except Merasmus
> while
> > he's active on the map and once on the island, making people ubered
> > like after exiting it (so no one kills anyone). Make it just an
> > option that server owners can toggle on or off. Wouldn't hurt anyone
> > and would help some people. There is still time before the event ends.
> >
> > Thanks.
> >
> > -ics
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_lin
> > ux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
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Re: [hlds_linux] Lag?

2012-11-01 Thread Chris Oryschak
Interesting! (sorry to semi hijack this thread).

I'll defiantly have to try this out.  My dedicated server with 8 cores has
each srcds instance (8 servers on it) bound to a core each.  My
understanding was that they would overlap onto the same core and tax that
cpu core if they wern't taskset'd to a core each.

Do you run your server(s) with -threads 3 ?

On Thu, Nov 1, 2012 at 3:45 PM, ics  wrote:

> No, i've found they run better without doing so. It's just this one
> particular gameserver that is causing spikes, no others and they are
> identical when it comes to configs.
>
> -ics
>
> 1.11.2012 21:42, Chris Oryschak kirjoitti:
>
>> Shouldn't you bind each srcds instance to its own core if you are running
>> more than 1 server on a box?
>>
>> On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:
>>
>>  Htop shows one server process having 2 threads that each chew  20-60% of
>>> cpu at the same time on a single server. This causes a peak that makes
>>> the
>>> server lag due to it eating it's own cpu out. I'm assuming this is the
>>> cause for everyone else too who is seeing lag. *This only affects one
>>>
>>> gameserver of mine and the more cores you have, the less you will notice
>>> it.
>>> * Most of my servers are fine, no lagging but this one does peak
>>> randomly.
>>>
>>> -ics
>>>
>>> 1.11.2012 14:48, Essay Tew Phaun kirjoitti:
>>>
>>>   Let me also say that this doesn't just appear to be network lag only.
>>>
 Something else seems to be going on.
 ___

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 please visit:
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 >


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Re: [hlds_linux] Lag?

2012-11-01 Thread gameadmin
I find that instead of a not-always-noticeable small twitch when it jumps 
cores, setting affinity causes a periodic significant spike instead. Mind you, 
we haven't retested since, and this was over a year ago

Chris Oryschak  wrote:

>Shouldn't you bind each srcds instance to its own core if you are
>running
>more than 1 server on a box?
>
>On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:
>
>> Htop shows one server process having 2 threads that each chew  20-60%
>of
>> cpu at the same time on a single server. This causes a peak that
>makes the
>> server lag due to it eating it's own cpu out. I'm assuming this is
>the
>> cause for everyone else too who is seeing lag. *This only affects one
>> gameserver of mine and the more cores you have, the less you will
>notice it.
>> * Most of my servers are fine, no lagging but this one does peak
>randomly.
>>
>> -ics
>>
>> 1.11.2012 14:48, Essay Tew Phaun kirjoitti:
>>
>>  Let me also say that this doesn't just appear to be network lag
>only.
>>> Something else seems to be going on.
>>> __**_
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>>> please visit:
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Re: [hlds_linux] Lag?

2012-11-01 Thread Russell Smith
I set the core affinity for all of my srcds instances when the Pyromania 
update hit and I was having a lot of CPU spike issues.  It seemed to 
exacerbate the problem.


On 11/1/2012 12:45 PM, ics wrote:
No, i've found they run better without doing so. It's just this one 
particular gameserver that is causing spikes, no others and they are 
identical when it comes to configs.


-ics

1.11.2012 21:42, Chris Oryschak kirjoitti:
Shouldn't you bind each srcds instance to its own core if you are 
running

more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:

Htop shows one server process having 2 threads that each chew  
20-60% of
cpu at the same time on a single server. This causes a peak that 
makes the

server lag due to it eating it's own cpu out. I'm assuming this is the
cause for everyone else too who is seeing lag. *This only affects one
gameserver of mine and the more cores you have, the less you will 
notice it.
* Most of my servers are fine, no lagging but this one does peak 
randomly.


-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:

  Let me also say that this doesn't just appear to be network lag only.

Something else seems to be going on.
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread pilger
Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:

> For the time being there is this sourcemod plugin:
>
> https://forums.alliedmods.net/showthread.php?t=199390
>
> I haven't had the chance to try it so can't comment on how good it is.
>
>
> -Chris
>
> On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:
>
> > Can we please get a cvar to disable killing during Merasmus on halloween
> > event map, but allow all other times? I'm getting tired of people killing
> > everyone who try to kill Merasmus and then laugh about it while the rest
> > get off the server without the hat that they so badly wanted. There's
> still
> > a lot of people who haven't managed to kill him not even once as every
> time
> > someone kills them either before they enter the book or at the island.
> >
> > Yes, it's supposed to be fun but it isn't for these guys. I can't be
> > around watching and helping others all the time, nor can any of the 40+
> > admins. So can you please add a cvar like sv_halloween_boss_kill_disable
> 1
> > that would make people not being able to kill anyone except Merasmus
> while
> > he's active on the map and once on the island, making people ubered like
> > after exiting it (so no one kills anyone). Make it just an option that
> > server owners can toggle on or off. Wouldn't hurt anyone and would help
> > some people. There is still time before the event ends.
> >
> > Thanks.
> >
> > -ics
> >
> > __**_
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> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
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Re: [hlds_linux] Lag?

2012-11-01 Thread ics
No, i've found they run better without doing so. It's just this one 
particular gameserver that is causing spikes, no others and they are 
identical when it comes to configs.


-ics

1.11.2012 21:42, Chris Oryschak kirjoitti:

Shouldn't you bind each srcds instance to its own core if you are running
more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:


Htop shows one server process having 2 threads that each chew  20-60% of
cpu at the same time on a single server. This causes a peak that makes the
server lag due to it eating it's own cpu out. I'm assuming this is the
cause for everyone else too who is seeing lag. *This only affects one
gameserver of mine and the more cores you have, the less you will notice it.
* Most of my servers are fine, no lagging but this one does peak randomly.

-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:

  Let me also say that this doesn't just appear to be network lag only.

Something else seems to be going on.
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Re: [hlds_linux] Lag?

2012-11-01 Thread Chris Oryschak
Shouldn't you bind each srcds instance to its own core if you are running
more than 1 server on a box?

On Thu, Nov 1, 2012 at 3:07 PM, ics  wrote:

> Htop shows one server process having 2 threads that each chew  20-60% of
> cpu at the same time on a single server. This causes a peak that makes the
> server lag due to it eating it's own cpu out. I'm assuming this is the
> cause for everyone else too who is seeing lag. *This only affects one
> gameserver of mine and the more cores you have, the less you will notice it.
> * Most of my servers are fine, no lagging but this one does peak randomly.
>
> -ics
>
> 1.11.2012 14:48, Essay Tew Phaun kirjoitti:
>
>  Let me also say that this doesn't just appear to be network lag only.
>> Something else seems to be going on.
>> __**_
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Re: [hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Chris Oryschak
For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:

> Can we please get a cvar to disable killing during Merasmus on halloween
> event map, but allow all other times? I'm getting tired of people killing
> everyone who try to kill Merasmus and then laugh about it while the rest
> get off the server without the hat that they so badly wanted. There's still
> a lot of people who haven't managed to kill him not even once as every time
> someone kills them either before they enter the book or at the island.
>
> Yes, it's supposed to be fun but it isn't for these guys. I can't be
> around watching and helping others all the time, nor can any of the 40+
> admins. So can you please add a cvar like sv_halloween_boss_kill_disable 1
> that would make people not being able to kill anyone except Merasmus while
> he's active on the map and once on the island, making people ubered like
> after exiting it (so no one kills anyone). Make it just an option that
> server owners can toggle on or off. Wouldn't hurt anyone and would help
> some people. There is still time before the event ends.
>
> Thanks.
>
> -ics
>
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> please visit:
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[hlds_linux] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread ics
Can we please get a cvar to disable killing during Merasmus on halloween 
event map, but allow all other times? I'm getting tired of people 
killing everyone who try to kill Merasmus and then laugh about it while 
the rest get off the server without the hat that they so badly wanted. 
There's still a lot of people who haven't managed to kill him not even 
once as every time someone kills them either before they enter the book 
or at the island.


Yes, it's supposed to be fun but it isn't for these guys. I can't be 
around watching and helping others all the time, nor can any of the 40+ 
admins. So can you please add a cvar like sv_halloween_boss_kill_disable 
1 that would make people not being able to kill anyone except Merasmus 
while he's active on the map and once on the island, making people 
ubered like after exiting it (so no one kills anyone). Make it just an 
option that server owners can toggle on or off. Wouldn't hurt anyone and 
would help some people. There is still time before the event ends.


Thanks.

-ics

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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Kyle Sanderson
Milton started last year on ipv6 internally, no idea about games. I'd
expect ipv6 to be supported by Steam before any games get it.

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg60901.html

Thanks,
Kyle.


On Thu, Nov 1, 2012 at 11:41 AM, [BT]Black V  wrote:

> Give it time lads, it's only a 12 year old protocol :)
> On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:
>
> > This discussion started nearly a year ago and still no answer.
> >
> > Sent from my android device.
> >
> >
> >
> > -Original Message-
> > From: "Andre Müller" 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thu, 01 Nov 2012 11:29 AM
> > Subject: [hlds_linux] IPv6 support
> >
> > Subject says everything. When do we get IPv6 support for the srcds?
> >
> > Andre Müller
> > ___
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Re: [hlds_linux] Lag?

2012-11-01 Thread ics
Htop shows one server process having 2 threads that each chew  20-60% of 
cpu at the same time on a single server. This causes a peak that makes 
the server lag due to it eating it's own cpu out. I'm assuming this is 
the cause for everyone else too who is seeing lag. This only affects one 
gameserver of mine and the more cores you have, the less you will notice 
it. Most of my servers are fine, no lagging but this one does peak randomly.


-ics

1.11.2012 14:48, Essay Tew Phaun kirjoitti:

Let me also say that this doesn't just appear to be network lag only.
Something else seems to be going on.
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Re: [hlds_linux] GOTV: The memory leak just got bigger

2012-11-01 Thread Jan Faika

Same here...

Jan Faika

Dne 1.11.2012 17:52, Rodrigo Peña napsal(a):

Hi,

With the launch of GOTV I saw a srcds instance using >3000MB RAM, and 
a message spamming the console:


CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)


Is anybody experiencing the same issues?

Thanks


-Rodrigo

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Re: [hlds_linux] IPv6 support

2012-11-01 Thread [BT]Black V
Give it time lads, it's only a 12 year old protocol :)
On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:

> This discussion started nearly a year ago and still no answer.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: "Andre Müller" 
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> Sent: Thu, 01 Nov 2012 11:29 AM
> Subject: [hlds_linux] IPv6 support
>
> Subject says everything. When do we get IPv6 support for the srcds?
>
> Andre Müller
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Re: [hlds_linux] IPv6 support

2012-11-01 Thread Cameron Munroe
This discussion started nearly a year ago and still no answer.

Sent from my android device.



-Original Message-
From: "Andre Müller" 
To: Half-Life dedicated Linux server mailing list 

Sent: Thu, 01 Nov 2012 11:29 AM
Subject: [hlds_linux] IPv6 support

Subject says everything. When do we get IPv6 support for the srcds?

Andre Müller
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[hlds_linux] IPv6 support

2012-11-01 Thread Andre Müller
Subject says everything. When do we get IPv6 support for the srcds?

Andre Müller
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[hlds_linux] GOTV: The memory leak just got bigger

2012-11-01 Thread Rodrigo Peña

Hi,

With the launch of GOTV I saw a srcds instance using >3000MB RAM, and a 
message spamming the console:


CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)


Is anybody experiencing the same issues?

Thanks


-Rodrigo

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Re: [hlds_linux] Lag?

2012-11-01 Thread Essay Tew Phaun
Let me also say that this doesn't just appear to be network lag only.
Something else seems to be going on.
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Re: [hlds_linux] [hlds] SRCDS not honoring -steamport parameter any more?

2012-11-01 Thread Jesse Molina


Note that I am a Linux-only server admin.  I know nothing about the 
Windows variant.  Sorry, I forget to look at which mailing list I am 
talking to.  My info may not be applicable to yourself.


One thing to note on the Linux side is that the srcds_run script, unless 
-norestart is specified, will auto-restart the server over and over 
again if -strictportbind is specified and if a conflict is detected. 
That is probably not desirable.


Thus, it may be wise to build your own script to replace srcds_run or 
just call srcds_linux directly, with the right environment.




Roman Hatsiev wrote:

Many thanks for the strictportbind hint, I wasn't aware of that one.

On Nov 1, 2012 2:18 AM, "Jesse Molina" mailto:je...@opendreams.net>> wrote:


This bug has existed for at least the last three years, probably
more. I don't know if it ever worked right.

Whatever port you assign for -steamport will not be used.  Instead,
it will be n+1.

Here is a real example taken from a TF2 server on GNU/Linux...

Process command arguments:
./srcds_linux -game tf -ip x.x.x.x +clientport 27017 +hostport 27117
+tv_port 27217 -steamport 26017 +replay_port 27417 -strictportbind
-pidfile /path/to/my/server.pid -maxplayers 25 +map cp_dustbowl

Now, here is what lsof said is actually in use:

lsof -i 4 -n -a -p $GAMESERVPID
COMMAND PID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
srcds_lin 18039 hlds7u  IPv4 1132076712  0t0  UDP x.x.x.x:27117
srcds_lin 18039 hlds8u  IPv4 1132076713  0t0  UDP x.x.x.x:27017
srcds_lin 18039 hlds9u  IPv4 1132076714  0t0  UDP x.x.x.x:27217
srcds_lin 18039 hlds   10u  IPv4 1132076715  0t0  TCP
x.x.x.x:27117 (LISTEN)
srcds_lin 18039 hlds   11u  IPv4 1367389900  0t0  TCP x.x.x.x:26018



My command specified "-steamport 26017", but 26018 is actually in use.



My solution for this is to simply space out all servers by odd
numbers when running multiple servers on the same IP.  So, I've got
a server at 2xx13, 2xx15, 2xx17, 2xx19, etc

Also note the use of "-strictportbind" above.  This feature was
added at my request by Valve, who graciously answered my call to do
so.  By default, the srcds application happily tramples on ports and
just assigns itself whatever the heck it pleases to have.  When
-strictportbind is used, in theory, the app is supposed to exit with
an error, as any sane and reasonable daemon would.

For verification, I nmap my own host and diff the output against the
previous output and get mailed if differences are found.  That way I
know if anything is gone amiss.



Roman Hatsiev wrote:

These are clientport and tv_port. For some reason srcds uses
steamport+1
instead of steamport.

On Oct 31, 2012 8:48 AM, "Weasel" mailto:wea...@weaselslair.com>
__>> wrote:

 I have been using these parameters in the command-line for some
 time, to explicitly specify what ports to use for the game
and for
 Steam communication:

 +port 29016
 -steamport 29116

 Those ports are explicitly open on by firewall, etc.

 While troubleshooting some other issues (that I think are
 un-related), I noticed these errors in the logs:

 WARNING: Port 27005 was unavailable - bound to port 27006
instead
 WARNING: Port 27020 was unavailable - bound to port 27021
instead

 What are those ports all about?
 Is it not using the -steamport parameter?
 or is this yet more communication of some other form?

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# Mail = je...@opendreams.net 
# Cell = 1-602-323-7608



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Re: [hlds_linux] Lag?

2012-11-01 Thread Peter Reinhold

On 31.10.2012 21:54, Saint K. wrote:


Anyone else experiencing a great deal of lag on their servers after
the last update?


Yes, its been posted about earlier, and I think acknowledged by Eric as 
well, so hoping for that the next update will at least lessen the 
impact.


It is pretty noticeable, and even regulers have been asking about it 
now. (Not just your random come-through-getting-owned-blame-the-lag 
players)



/Peter

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