Re: [hlds_linux] SteamPipe and multiple servers

2013-03-01 Thread Valentin G.
Letting one of the slaves update will make them override symlinks of single
files, destroying the binary and .vpk symlinks for example. That's why we
only update the master and have a script automatically symlinking singular
files (namely .vpk for go/tf2 and .wad for 1.6).


On Fri, Mar 1, 2013 at 8:49 PM, Erik-jan Riemers  wrote:

> For the ones that do run from 1 main base dir, how does the update work
> then? Do you just update the "base dir" which is used for everything?
> Or do you let first come first serve one of the instances handle it? (and
> if
> you do, same applies for above) does that work without upsetting anything?
> (as 2 update at the same time perhaps?)
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of edman747
> Sent: donderdag 21 februari 2013 17:45
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] SteamPipe and multiple servers
>
> I use +servercfgfile for multiple servers running out of the One install
> directory.
> Yes, it works very well.
>
> bash scripts manage the start/restart of servers that crash or freeze.
> Each server has its own profiles/server-config-file.cfg
>
> +servercfgfile is updated once for each server.
>
> hlserver/a-game-server/profiles/server-number-xx
> next game server
>
> Thank You,
>
> On Thu, Feb 21, 2013 at 12:36 AM, Paweł Jastrzębski 
> wrote:
> >
> >
> > Symlinks are not so bad but I personally use UnionFS mounts in my
> > multiserver environment.
> >
> > W dniu 2013-02-21 0:10, Yun Huang Yong
> > napisał(a):
> >
> >> Oooh, many thanks. I will rejiggle this with the
> > SteamPipe changes :)
> >>
> >> FWIW I don't have multiple copies of SM - the
> > addons/sourcemod_* dirs
> >> are all internally symlinked to a single
> > instance of SM. Otherwise
> >> upgrading would be a royal PITA.
> >>
> >> WRT
> > Andre Müller - there's some 50,000+ game files, symlinking the
> >> addons
> > is much simpler, though it requires more config. Not that I'm
> >>
> > symlinking anything by hand but why do it when the configs allow you
> > to
> >
> >> customise...
> >>
> >> Re: SteamCMD, many of the emails sent in the past
> > 24 hours are covered
> >> by
> > https://developer.valvesoftware.com/wiki/SteamCMD [2], specifically
> > the
> >
> >> "Automating SteamCMD" section.
> >>
> >> On 21/02/2013 9:54 AM, Asher
> > Baker wrote:
> >>
> >>> You don't need to use mm_pluginsfile or have separate
> > SM binaries, just using sm_basepath to load distinct SM "content" and
> > sharing the binaries (as you are with MM:S anyway) will work just fine
> > (just make sure you keep them in-sync version wise). On Wed, Feb 20,
> > 2013 at 10:01 PM, Yun Huang Yong  wrote:
> >>>
> 
> > I solve this by doing: ./srcds_run +ip ${IP} -game tf +exec
> > autoexec_${SERVER}.cfg +mm_pluginsfile
> > addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
> > addons/sourcemod_${SERVER} +map $map Fake autoexec per server by
> > forcing it to +exec at startup. autoexec_.cfg sets sv_logsdir
> > to logs_ +mm_pluginsfile contains
> > addons/sourcemod_/bin/sourcemod_mm +sm_basepath gives each
> > server its own addons/sourcemod_ dir Shared configs from SM
> > plugins that end up in cfg/sourcemod/ can be a minor problem. Overall
> > it works well enough IME. Better than having N copies of the game!
> > I've seen some folks use union filesystems to achieve a similar
> > outcome. On
> > 21/02/2013 8:28 AM, Ross Bemrose wrote:
> 
> > TF2 already has the
> > +servercfgfile option to change the server's config file, just not its
> > autoexec.cfg. Running from a single install isn't recommended because
> > they share the logs and cfg directories. cfg is still an issue because
> > map-specific configs and SourceMod plugin configs are stored there. On
> > 2/20/2013 4:19 PM, Steven Haigh wrote:
> >
> >> Hi guys, I'm
> > wondering if SteamPipe will have the ability to have a single install
> > of
> > TF2 run multiple servers just by specifying a different config file?
> > At the moment, the only way I've managed to stop hlds tripping over
> > itself is to have a complete install per server instance - but this is
> > highly inefficient Something like: ./hlds --config
> > ~/configs/server-1.cfg ./hlds --config ~/configs/server-2.cfg This
> > would make running multiple servers on the same system *MUCH* more
> > admin friendly Especially if they updated automatically without
> > tripping over themselves
> >
> > ___ To unsubscribe, edit
> > your list preferences, or view the list archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > [1]
>  ___ To unsubscribe,
> > edit your list preferences, or view the list archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > [1]
> >>> 

Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread David Fountain
It should. I know go and the new 1.6 both have it. Restarts it on crash

SavSin
On Mar 1, 2013 1:06 PM, "Scipizoa"  wrote:

> Ok  i figured out what it was, it was the autoupdate flag,   i guess
> steamcmd doesn't support it
>
> On 3/1/2013 4:01 PM, David Fountain wrote:
>
>> That should work fine Bro. Make sv_pure 0 though they have been having
>> issues. Working on fixing it.
>>
>> Also in all of the messages I haven't seen any new command line
>> configuration.
>>
>> SavSin
>> On Mar 1, 2013 12:58 PM, "Scipizoa"  wrote:
>>
>>  for srcds its:
>>>
>>> screen ./srcds_run -console -game tf -autoupdate -port * -ip *
>>> +map * +maxplayers 32
>>>
>>> dunno what todo for steamcmd.
>>>
>>> I starred out some things because i didn't want to deal with getting
>>> people mad at me for advertising  xD
>>>
>>>
>>> On 3/1/2013 3:50 PM, David Fountain wrote:
>>>
>>>  What is your current cmd line

 SavSin
 On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:

   Ok   I've scowered the net relentlessly and assume those who have
 cs:go

> servers already know this,  anyone know  how the tf2 beta steamcmd
> startup
> command differs from the srcds startup line??  I noticed srcds_run was
> present in the steamcmds install so i tried using my old startup line
> but
>it  doesn't work?
>
> so whats the new format?
>
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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread Dirk D
Steamcmd does support autoupdate but as the error states when using
-autoupdate ("ERROR: -autoupdate requires -steam_dir and
-steamcmd_script.") you need to also specify -steam_dir and
-steamcmd_script on the command line.

E.g.: srcds_run -console -game tf -autoupdate -steam_dir
/home/example/steamcmddir -steamcmd_script
/home/example/steamcmddir/our_tf2_update_script +map cp_dustbowl
+maxplayers 32


On Fri, Mar 1, 2013 at 10:05 PM, Scipizoa  wrote:

> Ok  i figured out what it was, it was the autoupdate flag,   i guess
> steamcmd doesn't support it
>
>
> On 3/1/2013 4:01 PM, David Fountain wrote:
>
>> That should work fine Bro. Make sv_pure 0 though they have been having
>> issues. Working on fixing it.
>>
>> Also in all of the messages I haven't seen any new command line
>> configuration.
>>
>> SavSin
>> On Mar 1, 2013 12:58 PM, "Scipizoa"  wrote:
>>
>>  for srcds its:
>>>
>>> screen ./srcds_run -console -game tf -autoupdate -port * -ip *
>>> +map * +maxplayers 32
>>>
>>> dunno what todo for steamcmd.
>>>
>>> I starred out some things because i didn't want to deal with getting
>>> people mad at me for advertising  xD
>>>
>>>
>>> On 3/1/2013 3:50 PM, David Fountain wrote:
>>>
>>>  What is your current cmd line

 SavSin
 On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:

   Ok   I've scowered the net relentlessly and assume those who have
 cs:go

> servers already know this,  anyone know  how the tf2 beta steamcmd
> startup
> command differs from the srcds startup line??  I noticed srcds_run was
> present in the steamcmds install so i tried using my old startup line
> but
>it  doesn't work?
>
> so whats the new format?
>
> __**_
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> please visit:
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> >
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 please visit:
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 >


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>>> >
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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread Scipizoa
Ok  i figured out what it was, it was the autoupdate flag,   i guess 
steamcmd doesn't support it


On 3/1/2013 4:01 PM, David Fountain wrote:

That should work fine Bro. Make sv_pure 0 though they have been having
issues. Working on fixing it.

Also in all of the messages I haven't seen any new command line
configuration.

SavSin
On Mar 1, 2013 12:58 PM, "Scipizoa"  wrote:


for srcds its:

screen ./srcds_run -console -game tf -autoupdate -port * -ip *
+map * +maxplayers 32

dunno what todo for steamcmd.

I starred out some things because i didn't want to deal with getting
people mad at me for advertising  xD


On 3/1/2013 3:50 PM, David Fountain wrote:


What is your current cmd line

SavSin
On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:

  Ok   I've scowered the net relentlessly and assume those who have cs:go

servers already know this,  anyone know  how the tf2 beta steamcmd
startup
command differs from the srcds startup line??  I noticed srcds_run was
present in the steamcmds install so i tried using my old startup line
but
   it  doesn't work?

so whats the new format?

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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread David Fountain
That should work fine Bro. Make sv_pure 0 though they have been having
issues. Working on fixing it.

Also in all of the messages I haven't seen any new command line
configuration.

SavSin
On Mar 1, 2013 12:58 PM, "Scipizoa"  wrote:

> for srcds its:
>
> screen ./srcds_run -console -game tf -autoupdate -port * -ip *
> +map * +maxplayers 32
>
> dunno what todo for steamcmd.
>
> I starred out some things because i didn't want to deal with getting
> people mad at me for advertising  xD
>
>
> On 3/1/2013 3:50 PM, David Fountain wrote:
>
>> What is your current cmd line
>>
>> SavSin
>> On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:
>>
>>  Ok   I've scowered the net relentlessly and assume those who have cs:go
>>> servers already know this,  anyone know  how the tf2 beta steamcmd
>>> startup
>>> command differs from the srcds startup line??  I noticed srcds_run was
>>> present in the steamcmds install so i tried using my old startup line
>>> but
>>>   it  doesn't work?
>>>
>>> so whats the new format?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>> >
>>>
>>>  __**_
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>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
>>
>
>
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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread Scipizoa

for srcds its:

screen ./srcds_run -console -game tf -autoupdate -port * -ip * 
+map * +maxplayers 32


dunno what todo for steamcmd.

I starred out some things because i didn't want to deal with getting 
people mad at me for advertising  xD



On 3/1/2013 3:50 PM, David Fountain wrote:

What is your current cmd line

SavSin
On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:


Ok   I've scowered the net relentlessly and assume those who have cs:go
servers already know this,  anyone know  how the tf2 beta steamcmd startup
command differs from the srcds startup line??  I noticed srcds_run was
present in the steamcmds install so i tried using my old startup line   but
  it  doesn't work?

so whats the new format?

__**_
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please visit:
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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread David Fountain
What is your current cmd line

SavSin
On Mar 1, 2013 12:46 PM, "Scipizoa"  wrote:

> Ok   I've scowered the net relentlessly and assume those who have cs:go
> servers already know this,  anyone know  how the tf2 beta steamcmd startup
> command differs from the srcds startup line??  I noticed srcds_run was
> present in the steamcmds install so i tried using my old startup line   but
>  it  doesn't work?
>
> so whats the new format?
>
> __**_
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> please visit:
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[hlds_linux] tf2beta startup command?

2013-03-01 Thread Scipizoa
Ok   I've scowered the net relentlessly and assume those who have cs:go 
servers already know this,  anyone know  how the tf2 beta steamcmd 
startup command differs from the srcds startup line??  I noticed 
srcds_run was present in the steamcmds install so i tried using my old 
startup line   but  it  doesn't work?


so whats the new format?

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Re: [hlds_linux] SteamPipe and multiple servers

2013-03-01 Thread Erik-jan Riemers
For the ones that do run from 1 main base dir, how does the update work
then? Do you just update the "base dir" which is used for everything?
Or do you let first come first serve one of the instances handle it? (and if
you do, same applies for above) does that work without upsetting anything?
(as 2 update at the same time perhaps?)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of edman747
Sent: donderdag 21 februari 2013 17:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] SteamPipe and multiple servers

I use +servercfgfile for multiple servers running out of the One install
directory.
Yes, it works very well.

bash scripts manage the start/restart of servers that crash or freeze.
Each server has its own profiles/server-config-file.cfg

+servercfgfile is updated once for each server.

hlserver/a-game-server/profiles/server-number-xx
next game server

Thank You,

On Thu, Feb 21, 2013 at 12:36 AM, Paweł Jastrzębski 
wrote:
>
>
> Symlinks are not so bad but I personally use UnionFS mounts in my
> multiserver environment.
>
> W dniu 2013-02-21 0:10, Yun Huang Yong
> napisał(a):
>
>> Oooh, many thanks. I will rejiggle this with the
> SteamPipe changes :)
>>
>> FWIW I don't have multiple copies of SM - the
> addons/sourcemod_* dirs
>> are all internally symlinked to a single
> instance of SM. Otherwise
>> upgrading would be a royal PITA.
>>
>> WRT
> Andre Müller - there's some 50,000+ game files, symlinking the
>> addons
> is much simpler, though it requires more config. Not that I'm
>>
> symlinking anything by hand but why do it when the configs allow you
> to
>
>> customise...
>>
>> Re: SteamCMD, many of the emails sent in the past
> 24 hours are covered
>> by
> https://developer.valvesoftware.com/wiki/SteamCMD [2], specifically
> the
>
>> "Automating SteamCMD" section.
>>
>> On 21/02/2013 9:54 AM, Asher
> Baker wrote:
>>
>>> You don't need to use mm_pluginsfile or have separate
> SM binaries, just using sm_basepath to load distinct SM "content" and
> sharing the binaries (as you are with MM:S anyway) will work just fine
> (just make sure you keep them in-sync version wise). On Wed, Feb 20,
> 2013 at 10:01 PM, Yun Huang Yong  wrote:
>>>

> I solve this by doing: ./srcds_run +ip ${IP} -game tf +exec
> autoexec_${SERVER}.cfg +mm_pluginsfile
> addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
> addons/sourcemod_${SERVER} +map $map Fake autoexec per server by
> forcing it to +exec at startup. autoexec_.cfg sets sv_logsdir
> to logs_ +mm_pluginsfile contains
> addons/sourcemod_/bin/sourcemod_mm +sm_basepath gives each
> server its own addons/sourcemod_ dir Shared configs from SM
> plugins that end up in cfg/sourcemod/ can be a minor problem. Overall
> it works well enough IME. Better than having N copies of the game!
> I've seen some folks use union filesystems to achieve a similar
> outcome. On
> 21/02/2013 8:28 AM, Ross Bemrose wrote:

> TF2 already has the
> +servercfgfile option to change the server's config file, just not its
> autoexec.cfg. Running from a single install isn't recommended because
> they share the logs and cfg directories. cfg is still an issue because
> map-specific configs and SourceMod plugin configs are stored there. On
> 2/20/2013 4:19 PM, Steven Haigh wrote:
>
>> Hi guys, I'm
> wondering if SteamPipe will have the ability to have a single install
> of
> TF2 run multiple servers just by specifying a different config file?
> At the moment, the only way I've managed to stop hlds tripping over
> itself is to have a complete install per server instance - but this is
> highly inefficient Something like: ./hlds --config
> ~/configs/server-1.cfg ./hlds --config ~/configs/server-2.cfg This
> would make running multiple servers on the same system *MUCH* more
> admin friendly Especially if they updated automatically without
> tripping over themselves
>
> ___ To unsubscribe, edit
> your list preferences, or view the list archives, please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> [1]
 ___ To unsubscribe,
> edit your list preferences, or view the list archives, please visit:
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> [1]
>>> ___ To unsubscribe,
> edit your list preferences, or view the list archives, please visit:
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>>
>
>> ___
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>
> --
>
> Paweł _"AcidWeb"_ Jastrzębski
>
> XMPP: paw...@vulturis.eu
>
> GG:
> 6821657
>
>
> Links:
> --
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Re: [hlds_linux] Tf2 beta: please make steamcmd able to convert old servers

2013-03-01 Thread Gordon Reynolds
Frank: They stated TF2 will be the last game the finish "porting" over to
the new system, and because of the size of the install base and the
complexity of the game files themselves, this isn't a date set in stone.
I'm sure once they finish ironing out all the problems (last patch reduced
the size of the installation by 7.5GB!) they will release a more firm date.


On Thu, Feb 28, 2013 at 6:53 PM, Frank  wrote:

> Be nice to have a date of when this is coming out.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> DontWannaName!
> Sent: Thursday, February 28, 2013 9:46 PM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Tf2 beta: please make steamcmd able to convert
> old
> servers
>
> My suggestion: delete everything but cfg addons maps and motd map
> cycle/list
> then update with steamcmd?
>
> Sent from my iPhone 5
>
> On Feb 28, 2013, at 6:35 PM, Marco Padovan  wrote:
>
> > Hi,
> >
> > Is there any possibility to see something similar to the clients
> > conversion taking place for servers too?
> >
> > Or at least ok for a full redownload but please have steamcmd remove
> > old unused files and move mods/maps/whatever was not vanilla to the
> > right new places?
> >
> > Thank you,
> > Best regards
> > ___
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-- 
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Re: [hlds_linux] Q about Steampipe TF2beta

2013-03-01 Thread AnAkIn
I had the same steamclient.so error, but the server would work just fine.


2013/3/1 Svensk Ljud & Ljus Produktion 

> Hi
>
> We have set up a tf2beta server for testing so we can switch to steampipe
> version when its launched.
>
> I would like to know if the error in pic one is just bogus and should be
> ignored or not?
>
> ./steamclient.so
> with error:
> /home//steamklient.so: cannot open shared object file: No such file or
> directory
> http://url.dayofdefeat.se/**pics/steampipe-start1.jpg
>
> When the server was up again then it did print out that it was outdated.
> http://url.dayofdefeat.se/**pics/steampipe-start1-error.**jpg
>
> Then I did this:
>
> ./steamcmd.sh
>
> it downloaded a lot..
>
> login anonymous
> force_install_dir mytf2dir
> app_update 229830
>
> but the last exited with a error and I did kill the server and started it
> again with screen similar to the std tf2, but it still complain about it
> being outdated??
>
> Anyone knowing what I made wrong ? or are all outdated?
>
> Peter
> Sweden
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[hlds_linux] Q about Steampipe TF2beta

2013-03-01 Thread Svensk Ljud & Ljus Produktion

Hi

We have set up a tf2beta server for testing so we can switch to 
steampipe version when its launched.


I would like to know if the error in pic one is just bogus and should be 
ignored or not?


./steamclient.so
with error:
/home//steamklient.so: cannot open shared object file: No such file 
or directory

http://url.dayofdefeat.se/pics/steampipe-start1.jpg

When the server was up again then it did print out that it was outdated.
http://url.dayofdefeat.se/pics/steampipe-start1-error.jpg

Then I did this:

./steamcmd.sh

it downloaded a lot..

login anonymous
force_install_dir mytf2dir
app_update 229830

but the last exited with a error and I did kill the server and started 
it again with screen similar to the std tf2, but it still complain about 
it being outdated??


Anyone knowing what I made wrong ? or are all outdated?

Peter
Sweden
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Re: [hlds_linux] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread AnAkIn
That Steam support page is very inaccurate and was not written by Valve.
Most of the information here has never been correct.
You should set sv_maxupdaterate and sv_maxcmdrate to 66, not 67. Not sure
that's going to sole your issue though.


2013/3/1 Denis Eliseev 

> This is very old page, with too bad config for current internet speeds and
> for current hardware. Also, on Orangebox engine FPS limited to 66, etc etc
> etc...
> sv_maxcmdrate/updaterate 13 is the best? 60 only for LAN? LOL.
>
> 01.03.2013, 13:14, "David Hurren" :
> > Try having a read of this :
> > https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
> >
> > Some of your values are overkill!
> >
> > On 1 March 2013 08:32, Supreet  wrote:
> >
> >>  Could anyone help me with this please. I know the cause of choke and I
> have
> >>  done lots of reading on server rates etc. Can Valve actually recommend
> a
> >>  server configuration for 32 man servers. I have confirmed with my host
> that
> >>  it is not a network issue. Everything runs great. It's not a CPU issue
> >>  either. Server are running on E3-1230 3.2 GHz because it happens when
> the
> >>  server has about 20 people in it as well.
> >>
> >>  These are my current configs. Some of them are just overboard like my
> >>  minrate but I get enough bandwidth and speed to be able to get that.
> >>
> >>  sv_minrate 10
> >>  sv_maxrate 20
> >>  sv_max_queries_sec 3
> >>  sv_max_queries_sec_global 10
> >>  sv_maxupdaterate 67
> >>  sv_minupdaterate 40
> >>  sv_maxcmdrate 67
> >>  sv_mincmdrate 60
> >>  net_maxcleartime 0
> >>  net_splitpacket_maxrate 100
> >>
> >>  I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to
> 66 as
> >>  well so in and out on all clients would be synced up. So I toned the
> >>  minimum rate down to 40 and I still saw that rubberband lag on my
> >>  net_graph. It lasts for literally a split second. Happens every 10-20
> >>  minutes. The server is running on a SSD as well. Could this be a HDD
> issue?
> >>
> >>  Any help from Valve as to what suggested server rates for 32 man
> servers
> >>  would be great since the documentation hasn't really been very specific
> >>  after the forced 66 tickrate and fps update. I also have +fps_max
> 66.66 on
> >>  the command line as well - don't know if that helps
> >>  relieve unnecessary load off the CPU or not but do it anyway.
> >>
> >>  Server run GREAT. No lag at all when the servers full. No body
> complains
> >>  except when it rubberbands like that.
> >>  ___
> >>  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] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread Denis Eliseev
This is very old page, with too bad config for current internet speeds and for 
current hardware. Also, on Orangebox engine FPS limited to 66, etc etc etc...
sv_maxcmdrate/updaterate 13 is the best? 60 only for LAN? LOL.

01.03.2013, 13:14, "David Hurren" :
> Try having a read of this :
> https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
>
> Some of your values are overkill!
>
> On 1 March 2013 08:32, Supreet  wrote:
>
>>  Could anyone help me with this please. I know the cause of choke and I have
>>  done lots of reading on server rates etc. Can Valve actually recommend a
>>  server configuration for 32 man servers. I have confirmed with my host that
>>  it is not a network issue. Everything runs great. It's not a CPU issue
>>  either. Server are running on E3-1230 3.2 GHz because it happens when the
>>  server has about 20 people in it as well.
>>
>>  These are my current configs. Some of them are just overboard like my
>>  minrate but I get enough bandwidth and speed to be able to get that.
>>
>>  sv_minrate 10
>>  sv_maxrate 20
>>  sv_max_queries_sec 3
>>  sv_max_queries_sec_global 10
>>  sv_maxupdaterate 67
>>  sv_minupdaterate 40
>>  sv_maxcmdrate 67
>>  sv_mincmdrate 60
>>  net_maxcleartime 0
>>  net_splitpacket_maxrate 100
>>
>>  I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to 66 as
>>  well so in and out on all clients would be synced up. So I toned the
>>  minimum rate down to 40 and I still saw that rubberband lag on my
>>  net_graph. It lasts for literally a split second. Happens every 10-20
>>  minutes. The server is running on a SSD as well. Could this be a HDD issue?
>>
>>  Any help from Valve as to what suggested server rates for 32 man servers
>>  would be great since the documentation hasn't really been very specific
>>  after the forced 66 tickrate and fps update. I also have +fps_max 66.66 on
>>  the command line as well - don't know if that helps
>>  relieve unnecessary load off the CPU or not but do it anyway.
>>
>>  Server run GREAT. No lag at all when the servers full. No body complains
>>  except when it rubberbands like that.
>>  ___
>>  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] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread Denis Eliseev
Which operating system? You sent this to Win mailing list too... Also, which 
game you running?
Also.. You have enough bandwidth, but sv_minrate is minimum for ONE client, not 
ALL, so try to set minrate to 2 or 3. Also, try remove you 
net_splitpacket_maxrate and use default value.

01.03.2013, 12:33, "Supreet" :
> Could anyone help me with this please. I know the cause of choke and I have
> done lots of reading on server rates etc. Can Valve actually recommend a
> server configuration for 32 man servers. I have confirmed with my host that
> it is not a network issue. Everything runs great. It's not a CPU issue
> either. Server are running on E3-1230 3.2 GHz because it happens when the
> server has about 20 people in it as well.
>
> These are my current configs. Some of them are just overboard like my
> minrate but I get enough bandwidth and speed to be able to get that.
>
> sv_minrate 10
> sv_maxrate 20
> sv_max_queries_sec 3
> sv_max_queries_sec_global 10
> sv_maxupdaterate 67
> sv_minupdaterate 40
> sv_maxcmdrate 67
> sv_mincmdrate 60
> net_maxcleartime 0
> net_splitpacket_maxrate 100
>
> I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to 66 as
> well so in and out on all clients would be synced up. So I toned the
> minimum rate down to 40 and I still saw that rubberband lag on my
> net_graph. It lasts for literally a split second. Happens every 10-20
> minutes. The server is running on a SSD as well. Could this be a HDD issue?
>
> Any help from Valve as to what suggested server rates for 32 man servers
> would be great since the documentation hasn't really been very specific
> after the forced 66 tickrate and fps update. I also have +fps_max 66.66 on
> the command line as well - don't know if that helps
> relieve unnecessary load off the CPU or not but do it anyway.
>
> Server run GREAT. No lag at all when the servers full. No body complains
> except when it rubberbands like that.
> ___
> 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] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread David Hurren
Try having a read of this :
https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162

Some of your values are overkill!


On 1 March 2013 08:32, Supreet  wrote:

> Could anyone help me with this please. I know the cause of choke and I have
> done lots of reading on server rates etc. Can Valve actually recommend a
> server configuration for 32 man servers. I have confirmed with my host that
> it is not a network issue. Everything runs great. It's not a CPU issue
> either. Server are running on E3-1230 3.2 GHz because it happens when the
> server has about 20 people in it as well.
>
> These are my current configs. Some of them are just overboard like my
> minrate but I get enough bandwidth and speed to be able to get that.
>
> sv_minrate 10
> sv_maxrate 20
> sv_max_queries_sec 3
> sv_max_queries_sec_global 10
> sv_maxupdaterate 67
> sv_minupdaterate 40
> sv_maxcmdrate 67
> sv_mincmdrate 60
> net_maxcleartime 0
> net_splitpacket_maxrate 100
>
> I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to 66 as
> well so in and out on all clients would be synced up. So I toned the
> minimum rate down to 40 and I still saw that rubberband lag on my
> net_graph. It lasts for literally a split second. Happens every 10-20
> minutes. The server is running on a SSD as well. Could this be a HDD issue?
>
> Any help from Valve as to what suggested server rates for 32 man servers
> would be great since the documentation hasn't really been very specific
> after the forced 66 tickrate and fps update. I also have +fps_max 66.66 on
> the command line as well - don't know if that helps
> relieve unnecessary load off the CPU or not but do it anyway.
>
> Server run GREAT. No lag at all when the servers full. No body complains
> except when it rubberbands like that.
> ___
> 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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[hlds_linux] All players experiencing Loss (Rubberband Lag)

2013-03-01 Thread Supreet
Could anyone help me with this please. I know the cause of choke and I have
done lots of reading on server rates etc. Can Valve actually recommend a
server configuration for 32 man servers. I have confirmed with my host that
it is not a network issue. Everything runs great. It's not a CPU issue
either. Server are running on E3-1230 3.2 GHz because it happens when the
server has about 20 people in it as well.

These are my current configs. Some of them are just overboard like my
minrate but I get enough bandwidth and speed to be able to get that.

sv_minrate 10
sv_maxrate 20
sv_max_queries_sec 3
sv_max_queries_sec_global 10
sv_maxupdaterate 67
sv_minupdaterate 40
sv_maxcmdrate 67
sv_mincmdrate 60
net_maxcleartime 0
net_splitpacket_maxrate 100

I was previously forcing sv_minupdaterate to 66 and sv_mincmdrate to 66 as
well so in and out on all clients would be synced up. So I toned the
minimum rate down to 40 and I still saw that rubberband lag on my
net_graph. It lasts for literally a split second. Happens every 10-20
minutes. The server is running on a SSD as well. Could this be a HDD issue?

Any help from Valve as to what suggested server rates for 32 man servers
would be great since the documentation hasn't really been very specific
after the forced 66 tickrate and fps update. I also have +fps_max 66.66 on
the command line as well - don't know if that helps
relieve unnecessary load off the CPU or not but do it anyway.

Server run GREAT. No lag at all when the servers full. No body complains
except when it rubberbands like that.
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