Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server Program

2011-08-08 Thread Andres Pozos
I sent 2 emails and i didnt receive any answer.  Shoulnt we at least 
receive a we are full ,sorry?


Best regards

you're spam.

On Thu, Aug 4, 2011 at 7:06 AM, Mart-Jan Reeuwijkmreeu...@yahoo.comwrote:


By now it IS spam.




From: James Puckettjamesrichardpuck...@gmail.com
To: Half-Life dedicated Linux server mailing list

hlds_linux@list.valvesoftware.com

Sent: Thursday, 4 August 2011, 15:29
Subject: Re: [hlds_linux] Upcoming Red Orchestra 2 Beta and Ranked Server

Program

no, I thought ya might look like spam

On Thu, Aug 4, 2011 at 6:26 AM, Harry Strongburgharry.h...@harry.lu
wrote:


On Thu, Aug 04, 2011 at 06:08:23AM -0700, James Puckett wrote:

Why are you going off topic?

No reason, just thought it was funny how it looks like you tried to
agree with yourself and botched up at changing the From header.

Question was answered anyways,

As we are firming up our plans, it looks like for the beta we'll
probably just release the beta server files over HLDS and anyone can
host a server if they want to.

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Re: [hlds_linux] HLDS BETA Problem

2011-08-07 Thread Andres Pozos

Theres an amxmodx plugin called fixautouy that fix it.

Solution is - Don't use beta releases :-)


Pozdrawiam.
Kamil Tlak

Dnia 2011-08-07 o godz. 19:01 thi...@siegnet.com napisał(a):


I need to use HLDS beta release due to the autobuy exploit
But when map changes the voice dont work for any player in any map 
before

restarting the server.

Anyone know a solution?

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Re: [hlds_linux] Distro Flavor?

2011-07-27 Thread Andres Pozos

As far as i remember valve use slackware.

Our community has had an interesting journey with CentOS.  We would
not recommend it, but it can be done.  We now have 6 24-slot TF2
servers quite smoothly now on a socket C32 six-core.  If we ever have
a new build, we're going to try a different distro.

Good things have been said about debian and debian-based distros (Ubuntu).


Date: Tue, 26 Jul 2011 20:18:28 -0700
From: m33crobad...@m33crob.com
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Distro Flavor?
Message-ID:
cap1hckdkdpmij0isupk+mixaxw7ekxn4va+2ry4mrdgas8w...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

Hello Everyone,

Out of curiousity, I was wondering what distro Valve uses. I would also be
interested in hearing what everyone else is using and their thoughts about
running srcds on those distros. ?Thanks!

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Re: [hlds_linux] cpu on i7 920

2011-07-26 Thread Andres Pozos

More than 80% cpu usage = lag spikes

Everyone thanks a lot for your feedback regarding this issue.

I went into the datacenter today and had another good look at the BIOS 
settings. In the end I did a full BIOS reset and re-programmed all the options.

Servers now run at a rock solid 250FPS at around 80-90% CPU load per 24max 
server per core (acceptable).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud  Ljus 
Produktion [i...@teaterljud.se]
Sent: 25 July 2011 17:00
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

To get a true picture on the cpu load you have to monitor both the
machines cpu-usage by core, and the srcds instances usage of cpu.
This can be monitored by munin.
Offcource it can also monitor fps, no.off players, uptime and the
network traffic on the nic by port.
But dont forget to monitor the memory usage on the machine.
Its a easy way to find errors.

Peter
Sweden



Eric Riemers skrev 2011-07-25 15:04:

I only have issues on the box with the 32 slots server, and since tf2 is
build for 24 i dont think there will be any performance increases in this
area. The 24 slots sit around 60/70% and i've got no complaints from there
(except for the few that always complain)

Also if you have hlxce running or similar you can usually see your
serverside fps too, not that this matters that much but if you see drops
below 66 it could be cpu, at least a reference point to look at if people
complain about lag.

Still running an older distro of debian on that box though, perhaps a
upgrade would do some good i presume too.

On Mon, 25 Jul 2011 14:05:10 +0200, Saint K.sai...@specialattack.net
wrote:

Hi,

My concern is not really to have more servers on there (although it be

nice

if possible), but I'd like to get at least 66+fps stable per server per
core, and having some load left to have replay etc enabled, as we had to
kill that as well to get things running on the edge of normal.

I've also tried assigning it per core, but never found clear bennifits to
do so. The keeping one core free is just the thought process, leaves some
room for other processes to peak (if required).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org [gamead...@127001.org]
Sent: 25 July 2011 13:56
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] cpu on i7 920

Regardless of CPU usage you're going to struggle running more servers

than

that.

The thing is, it's not that the servers use a lot of CPU*, it's just that
when they need it, they need it _NOW_, or else they miss their window

and

the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading (if

LA

number of threads your server has) even when the CPU load isn't showing

100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds or
so...
but if I pinned them to a core, they'd lag for a split-second around

every

30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 25 July 2011 12:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I could live with that, at least knowing a reason why my 3000,- euro
hardware can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of James Botting
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of
your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es   wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage

in

a core with more than 25 slots, i tested it on many linux distros,

many

kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so

everything

is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option -

If

this is disabled, the overall load is slightly lower (as it is now).

I'd 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Andres Pozos
Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in 
a core with more than 25 slots, i tested it on many linux distros, many 
kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so everything is 
inserted in the correct slots. I've recently also updated the BIOS versions to 
be sure.

One thing I notice, at the memory settings is a snooping option - If this is 
disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I can't find 
anything software wise, it's the logical next thing to look at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G networking,
but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by Tyan.
That can slow things down sometimes but I would not expect that to cause
such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it runs.
Use the same OS and versions you are using on your server and then start
twiddling.  You only need about a 2Mbps upstream rate for a 24-player
server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them was
put there by system developers specifically just to slow things down,
like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure realtime
patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.

I really have no idea what I'm talking about.  I've only been messing
with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with the
150-limiting jumpers on by default.



Saint K. wrote:

Hi,

I am getting these values returned, not entirely sure what I am looking at;

mrblonde:~# ethtool -k eth0
Offload parameters for eth0:
rx-checksumming: on
tx-checksumming: on
scatter-gather: on
tcp-segmentation-offload: off
udp-fragmentation-offload: off
generic-segmentation-offload: on
generic-receive-offload: off
large-receive-offload: off
ntuple-filters: off
receive-hashing: off


Does this appear to be good? I've checked the chipset specs and it supports 
checksum offloading.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
[and...@thirdlife.org]
Sent: 25 July 2011 10:36
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

I wouldn't expect problems with.  But I happily admit to being no expert.

Try ethtool -kinterface   and see what's what?

A

On 25/07/2011 08:42, Saint K. wrote:

The servers are build on Tyan Tempest i5400 motherboards, based on
the Intel 5400B chipset platform, the Gbit nic's used on this board
are Intel 82563EB chips.

I've never really figured the load could be related to the networking
chip as our throughput tests never really show any issues when tested
(with all sorts of packet sizes, tcp/udp)

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
920

Maybe the issue is the network hardware? HLDS is very network
intensive.

I believe that some cards support checksum offloading and some
don't.

A

On 25/07/2011 07:28, Saint K. wrote:

What I am still not getting is that our Xeon E5420's are doing
like 70-80% load on a single core for 24 players, and our Xeon
E5410's 90%+, where you say your older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when
running gameservers on them?

Ours surely should perform much better then that?

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
Half-Life dedicated Linux server mailing list Subject: Re:
[hlds_linux] cpu on i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same
time. TF2 causes the active 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Andres Pozos
Knowing that each new cpu generation have more cores and less cpu cycles 
its pointless to keep using a engine that doesnt support multicore.
I forgot to mention that some of the default maps are also pretty cpu 
itensive comparing to the others. Hoodoo, Frontier, Thundermountain, 
Hydro. There's couple of examples. Propably this is due to all of them 
having very large open areas within them like let's say, gold rush, 
dustbowl, etc narrow maps. It also depends on what effects the maps 
use and how they are built. Difference between dustbowl and hoodoo cpu 
usage can be 5-10% or even more.


-ics

25.7.2011 14:56, gamead...@127001.org kirjoitti:
Regardless of CPU usage you're going to struggle running more servers 
than

that.

The thing is, it's not that the servers use a lot of CPU*, it's just 
that
when they need it, they need it _NOW_, or else they miss their 
window and

the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading 
(if LA

number of threads your server has) even when the CPU load isn't showing

100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds 
or so...
but if I pinned them to a core, they'd lag for a split-second around 
every

30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 25 July 2011 12:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I could live with that, at least knowing a reason why my 3000,- euro
hardware can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of James Botting
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of
your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage

in

a core with more than 25 slots, i tested it on many linux distros,

many

kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so

everything

is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option -

If

this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to

look

at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G

networking,

but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by

Tyan.

That can slow things down sometimes but I would not expect that to

cause

such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it

runs.

Use the same OS and versions you are using on your server and then

start

twiddling.  You only need about a 2Mbps upstream rate for a 24-

player

server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them

was

put there by system developers specifically just to slow things

down,

like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure

realtime

patches I found, enabling weird sysctrl parameters, and buying a

Bigfoot

gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

I really have no idea what I'm talking about.  I've only been

messing

with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with

the

150-limiting jumpers on by default.



Saint K. wrote:

Hi,


Re: [hlds_linux] upcoming orange box framerate changes

2011-07-21 Thread Andres Pozos
As far as i know, tickrate 100 only take more cpu usage, so if the 
client wants tickrate 100(no matter if theres no difference) they have 
to pay for extra cpu.



You've been providing tickrate 100 offer for years in TF2 while it wasn't
possible and you have never refunded any of your customers AFAIK.

2011/7/21 Thiesson Johannjoh...@verygames.net


Hello,

For your information, with our lib preloading we are still able to get
around 10K FPS at the moment.

As GSP, we DO worry about the future updates that could break the high FPS
offers.
And in the case of we cannot provide high FPS anymore, we would adapt the
offers/refund our customers.

Cheers...

--
Thiesson Johann
VeryGames

2011/7/21 AnAkIn .anakin...@gmail.com


Don't worry about the GSPs. You can keep selling 1+ FPS servers while
it's already limited to 500. See here:
http://www.verygames.net/product/8/DediGames/DediGames_PRO

2011/7/21 Sir Jakecan_kic...@hotmail.com


This is good for everyone, feel bad for a few of the host's out there.


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--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] orangebox cpu usage

2011-07-20 Thread Andres Pozos
Problems start with more than 22 players, Its pointless to use a full 
dedicated for just 1 server.

As a side note, I performed an experiment where I put two 24 player
quickplay servers up on a P4 with 2 gigs of RAM, and there was no
problems running it and the gameplay didn't have any noticeable
latency. So, food for thought.

2011/7/19 Björn Rohlénbjorn.roh...@gmail.com:

And in this case, one really CAN question why this is so. I remember when
moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I
had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full
and packed with action, that ONE cpu would chew up ~85% cpu. Now, source is
based on the old quake-sources (they call it quake 1.5 since they got them
between ID did quake 1 and 2) and SURE, they've made all these nifty
improvments, such as directx support and what not ON THE CLIENT, but the
serverside seems to be from the RQ-era. There is NO justification for moving
around a bunch of clients on the same .bsp-format, doing the same work with
LESS entities compared to an hopelessly old infrastructure and eat 8 times
the amount of resources.

And getting worse with each release.

-The G

On Tue, Jul 19, 2011 at 11:54 PM, Kyle Sandersonkyle.l...@gmail.comwrote:


We've all in the same boat. There's not much you can do without
Valve's assistance, no one seems interested in helping. Both Movement
and Registration have gone to hell since the EP1 -  OB swap. I'm
constantly getting stuck in walls, Hitboxes are not lining up with
models. We're running on a E3-1270 (3.4ghz) with Turbo enabled. We can
get around 50 players before things get pretty sketchy. Performance
wise we're just about evened up with EP1 (Which was running on a
Q9550).

It's nice that it was ported to OB... It's absolute crap that the
useless cruft that existed in EP1 was ported to OB.
Kyle.

On Tue, Jul 19, 2011 at 2:36 PM, Evaldashlds_li...@evagames.eu  wrote:

X3220 is a 4 core CPU. First one of the quad core versions.
OrangeBox utilize only one core, so basically you are using
only 2.4GHz of all available. Try using the 100Hz kernel.

  On Wed, 20 Jul 2011 00:27:07 +0300, Andres Pozosjavato...@yahoo.es
wrote:


Hi:
Since the source engine migration to orangebox las year i noticed that
with each update the engine take more and more resources. A server with

more

than 20 slots take ALL resources availables.

My server:
Intel(R) Xeon(R) CPU   X3220  @ 2.40GHz 8 cores
8GB RAM

Cpu(s): 90.4%us,  0.4%sy,  0.0%ni, 82.7%id,  1.3%wa,  0.0%hi,  0.2%si,
  0.0%st
Mem:   8146960k total,  8034680k used,   112280k free,   143980k buffers
Swap:  6258680k total,0k used,  6258680k free,  3473732k cached

Tried with Vanilla Centos 5,6, Debian 5 many different servers and all
have same problem. fps_max is limited to 70 but seems that isnt helping.

Is just me or theres any way to fix cpu usage?

Best regards

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--


Evaldas,
EVAgames community
www.evagames.eu

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Re: [hlds_linux] upcoming orange box framerate changes

2011-07-20 Thread Andres Pozos

any changes related to cpu usage? Even fps_max 70 take all my resources.

Hi all, a heads up to TF2 and CS:S server operators -

A near-future update (not necessarily the next one) will change the way that 
framerate is handled in the dedicated server. All users, especially those with 
very low pings, should receive a smoother gameplay experience with less jitter 
and more consistent-feeling latency.

Another effect of these changes is that all Orange Box (TF2, CS:S, etc) 
dedicated servers will run with a locked framerate, similar to L4D/L4D2. The 
fps_max convar will not have any effect on servers. (It remains as a client 
option since limiting your FPS can reduce GPU heat and overall power 
consumption.)

Although we don't normally give notice before updates, this is a potentially disruptive 
change for the server rental market, so those who currently charge premiums for 
higher framerates should probably start considering their options now.

Henry G.
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[hlds_linux] orangebox cpu usage

2011-07-19 Thread Andres Pozos



Hi:
Since the source engine migration to orangebox las year i noticed that 
with each update the engine take more and more resources. A server 
with more than 20 slots take ALL resources availables.


My server:
Intel(R) Xeon(R) CPU   X3220  @ 2.40GHz 8 cores
8GB RAM

Cpu(s): 90.4%us,  0.4%sy,  0.0%ni, 82.7%id,  1.3%wa,  0.0%hi,  
0.2%si,  0.0%st

Mem:   8146960k total,  8034680k used,   112280k free,   143980k buffers
Swap:  6258680k total,0k used,  6258680k free,  3473732k cached

Tried with Vanilla Centos 5,6, Debian 5 many different servers and all 
have same problem. fps_max is limited to 70 but seems that isnt helping.


Is just me or theres any way to fix cpu usage?

Best regards



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[hlds_linux] orangebox cpu usage

2011-07-19 Thread Andres Pozos

Hi:
Since the source engine migration to orangebox las year i noticed that 
with each update the engine take more and more resources. A server with 
more than 20 slots take ALL resources availables.


My server:
Intel(R) Xeon(R) CPU   X3220  @ 2.40GHz 8 cores
8GB RAM

Cpu(s): 90.4%us,  0.4%sy,  0.0%ni, 82.7%id,  1.3%wa,  0.0%hi,  0.2%si,  
0.0%st

Mem:   8146960k total,  8034680k used,   112280k free,   143980k buffers
Swap:  6258680k total,0k used,  6258680k free,  3473732k cached

Tried with Vanilla Centos 5,6, Debian 5 many different servers and all 
have same problem. fps_max is limited to 70 but seems that isnt helping.


Is just me or theres any way to fix cpu usage?

Best regards

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Re: [hlds_linux] cs source server crashing

2011-07-04 Thread Andres Pozos
you have to replace vphysics.so 
http://tf2.ian-justman.com/fixes/vphysics.so 
http://tf2.ian-justman.com/fixes/

Same here.

clean install -  crash
my default install -  crash
different install with mods -  crash

but ONLY with a quit.
I don't have any crash on mapchange neither on connects, only with a quit.

On Mon, Jul 4, 2011 at 11:45 AM, Kacper Nowakkno...@gameranger.pl  wrote:

After updating steam all source servers crashed. I`ve noticed that +port is
now -port, but after fixing this parameter servers crash when someone
connects:


   VAC secure mode is activated.
*Client kadzbi connected (193.59.121.100:6489).
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110704091751_1.dmp
success = yes
response:  CrashID=bp-2a705d2d-5221-4586-9905-a4bb82110704
*
Add -debug to the ./srcds_run command line to generate a debug.log to help
wit
h solving this problem
Mon Jul  4 09:17:52 CEST 2011: Server restart in 10 seconds
Updating server using Steam.
Checking bootstrapper version ...


How to fix it ? I`ve tried reinstalling server, running on separate machine,
nothing helps. Server has simple config, no plugins. Seams like a valve bug.

Regards,
KN
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-06-27 Thread Andres Pozos

Hi:
Im not answering your question, but having more than 70 fps in orangebox 
is a waste of cpu.

Best regards
This update has caused all of our server's FPS to sit at half the 
amount it would usually sit at (~480 instead of ~1000). Is anyone else 
experiencing this?


On 28/06/2011 10:34 AM, Jason Ruymen wrote:
Required updates to Team Fortress 2, Counter-Strike: Source, Day of 
Defeat: Source and Half-Life 2: Deathmatch are now available.  The 
specific changes include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Reduced CPU usage for idle servers

Team Fortress 2
- Added the Splendid Screen, Ali Baba's Wee Booties, and the 
Mantreads to the whitelist for Medieval mode
- Added a server console message when a player is sent to the server 
via the matchmaking system

- Fixed the cl_gameserver_list output
- Fixed the Quick-Fix showing the fire overlay when running in DX8
- Fixed a problem with team paints not being displayed properly when 
playing

- Fixed a display problem with Hatless hats
- Fixed a problem that prevented the new Scout items from being used 
in crafting recipes
- Fixed a problem with clients seeing the incorrect vote options 
after changing servers
- Fixed the backpack image for the Schadenfreude not being disabled 
when using paint

- Updated the Planeswalker Goggles to not hide the Scout's hat/headset
- Updated the taunt items to be nameable
- Updated the localization files

Jason


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Re: [hlds_linux] IP Tables rules against DDOS attacts

2011-06-25 Thread Andres Pozos

Hi:
For 0 size udp flood you only need 
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9 
(dont know if work with last update)


And for rcon exploits, block the tcp query port, for example: IPTABLES 
-A INPUT -p tcp --dport 27015-j DROP


Best regards

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Re: [hlds_linux] Brink server doesn't download

2011-05-11 Thread Andres Pozos
 Sill no linux files and had no problem to download for windows and 
create a dedicated server.

Are the linux files out yet for the dedicated servers?
When I looked on their site it said they would try to have the files ready for 
linux on release day but not sure if they got that done.




Date: Wed, 11 May 2011 15:52:40 +0200
From: i...@ronny-schedel.de
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Brink server doesn't download

Hello,

I try to download the Brink server files with the current steam updater,
but it doesn't work. The download does not start, instead, I see the list
with all available games. Brink is listed under third party installations,
the option to download is listed as brink. But, it does not work.

Any workaround for this problem?

Best regards

Ronny Schedel


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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-06 Thread Andres Pozos

 It's a critical bug and i have seen minor bugs fixed faster..

Here's a testing idea:
Update a testing client and server
Play a round
???
Profit!?


2011/5/6 Andre Müllergbs.dead...@googlemail.com


This fix blocks only the clientcommand kill, explode, jointeam and spectate

Here is another fix with the sourcecode:
http://forums.alliedmods.net/showthread.php?t=156406

2011/5/6 Ronny Schedeli...@ronny-schedel.de:

Please give us more details how the fix is working. Not everyone is
running Sourcemod.


KAC 1.2.1.8 emergency patch released.

This update to KAC fixes 5/5/2011 crashes with kill, spectate, team
switching.

Manual download URL:
http://www.kigenac.com/KACSM/1.2/kigen-ac-pub.smx

Auto-update only checks every 4 hours. So anyone wishing for immediate
effect is advised to download this update and install it manually.

On Fri, May 6, 2011 at 12:39 AM, Sir Jakecan_kic...@hotmail.com

wrote:

This did make me sad panda.

three 32 slot servers watcing them crash every 2 minutes. :(


From: kyle.l...@gmail.com
Date: Thu, 5 May 2011 22:35:45 -0700
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day
of Defeat: Source and Half-Life 2: Deathmatch Updates Released

So CSS is broken. (Suicide and the server/client will crash).
Anyone else in the same boat?

I really want to try this testing in production thing, it seems to
really be catching on.

On Thu, May 5, 2011 at 9:42 PM, Netshroudnetshr...@gmail.com

wrote:

.dem I think

On Fri, May 6, 2011 at 2:24 PM, Jeff Sugarjeffsu...@gmail.com

wrote:

I'm trying to setup the replays right now, and I'm stuck on

whitelisting

the
filetypes that people can download, as I don't know the replays'

filetypes.

I got the rest to report no errors, but until I do this, people

can't

actually grab them. I'd like to say .rep or something, but I

don't

want

to
just guess


On Thu, May 5, 2011 at 8:39 PM, jimbomcbjimbo...@gmail.com

wrote:

A few example replay cfg files have been created, check

replay_*.cfg

under cfg folder.

On 6 May 2011 04:35, Chris Oryschakch...@oryschak.com  wrote:

Anyone know the command to enable replays on the server?

Chris

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf

Of

Jason

Ruymen

Sent: Thursday, May 05, 2011 10:38 PM
To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life

dedicated

Win32 server mailing list';

'hlds_annou...@list.valvesoftware.com'

Subject: [hlds_linux] Team Fortress 2, Counter-Strike: Source,

Day of

Defeat: Source and Half-Life 2: Deathmatch Updates Released

Required updates for Team Fortress 2, Counter-Strike: Source,

Day of

Defeat:

Source and Half-Life 2: Deathmatch are now available.  The

specific

changes

include:


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

- Fixed an OpenGL crash for Mac players

- Fixed several crashes related to Alt-Tab in fullscreen mode

on

Windows

- Fixed client crash caused by invalid mesh

- Updated shared interfaces to support the new Replay feature

in

TF2



Counter-Strike: Source

- Updated the localization files



Team Fortress 2

- Added the Replay feature:

  http://www.teamfortress.com/replayupdate

  - Known issue with blurry Mac replay rendering will be fixed

in

the

next

update

- Launched the First Annual Saxxy Awards:
http://www.teamfortress.com/saxxyawards

- Added 8 new Replay achievements

- Added 10 new hats

- Added The Director's Vision, an item that provides you with a

new

taunt

- Fixed a problem with certain equippable items rendering

incorrectly

on

the

loadout screen

- Fixed a problem causing the Mann Co. store previews to render

incorrectly

- Crafted items will now remember/display who crafted them

- Added a reward for the early crafters of new items

- Added a new style to the  Aperture Labs Hard Hat

- Added a new style to the Blighted Beak

- Fixed bugs with the refurbish items interface so that some

properties

will

no longer be un-removable under certain circumstances

- Fixed the briefcase not being drawn on players when it's

being

carried

in

CTF maps

- Fixed the Gloves of Running Urgently not using the correct

skin in

the

character loadout screen

- Fixed the Kritzkrieg not drawing the correct model in the

character

loadout screen

- Fixed the Horseless Headless Horsemann displaying the burning

material

in

DirectX8

- Fixed the Aperture Labs Hard Hat displaying the burning

material in

DirectX8

- Fixed removing the burning/jarated conditions on players who

are

being

critboosted by a Medic using the Kritzkrieg

- Added Mad Milk to the conditions that are cleared when

players

are

made

invulnerable by a Medic with an ÜberCharge

- For web developers: added tool and capability information to

the

IEconItems_440/GetSchema Web API

Jason

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[hlds_linux] problems with VAC auth server

2011-04-26 Thread Andres Pozos

 Hi:
Since a few days ago im having problems to auth wth VAC servers, i have 
to reset my servers a few times to get VAC auth. Its just me or its global?


Best regards

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Re: [hlds_linux] Mandatory TF2 update coming

2011-04-18 Thread Andres Pozos
 Also OPTIONALS for css and dods isnt it? Because i can update them but 
seems they arent mandatory.

We're getting ready to release a mandatory update for TF2 this afternoon. This 
is just a heads-up that it's coming.

-Eric


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Re: [hlds_linux] orangebox exploit

2011-04-12 Thread Andres Pozos

 Hi:
With tcp blocked and still having lot of crashes.
Heres the core dump just in case someone want to take a look:
http://www.megaupload.com/?d=7OSG5FW6
Best regards



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[hlds_linux] New old exploit is back

2011-04-10 Thread Andres Pozos

 Hi:
Since yesterday im having problems with hlds public servers, the server 
doesnt crash its just stop responding so it seems an old exploit is back .


More info and fix:
http://forums.alliedmods.net/showthread.php?t=154422
http://forums.alliedmods.net/showthread.php?t=129450

Please valve fix it ASAP.

Best regards

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Re: [hlds_linux] orangebox exploit

2011-03-21 Thread Andres Pozos

 Still having problems with another orangebox exploit:

Log example:
Flooded with :

14:52:33.609202 IP x.tde.net.25019  xx.xxx.xx.27115: S 
4271149929:4271149929(0) win 8192 mss 1452,nop,nop,sackOK


All of the with the same win size (8192)
Any advice without having to block dinamic ips?


Best regards

Andres Pozos wrote:

Theres an old exploit used to lag orangebox servers sending packets
with size 0 that can be fixed with 
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9.
But since a week or so, im not only getting lag, im getting CRASHES
in my server and seems its the same exploit:

Example of flood:

19:44:03.747611 IP xxx.dynamicIP.rima-tde.net.58723  xxx.xxx: UDP, length 0

Without ddosfixer, it used to lag the server but now it also crash.
The only way i manage  to fix it was blocking the ip but its a
dinamic ip so its not a solution. Any advice?

You can also filter by packet size with udp using iptables.

iptables -A INPUT -p udp -m length --length 8 -j DROP

(which should drop all udp packets with a zero length payload).  IF you
have a NAT to your server then you may need this on the FORWARD chain
instead).



Note we pass --length 8 to account for the mandatory udp header fields.
(UDP headers have 4 fields, each sixteen bits long or 8 bytes).

Regards

D.

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Re: [hlds_linux] Lag spikes

2011-03-17 Thread Andres Pozos

 Last orangebox update(there was some hidden)?

No problems on any game for us on linux. No complaints from players and we 
don't see any spikes but there are some cs1.6 servers on next rack by other 
customers that suffer issues. This looks pretty random.

-ics

- Alkuperäinen viesti -

For what its worth, my server population has been whining about lag for a
while now (though I haven't been able to get on and see for myself due to
time constants).
I've still been hearing complaints in the last day, though again I
haven't been able to get on myself.

My servers run on windows by the way.


On Wed, Mar 16, 2011 at 4:33 PM, Saint K.sai...@specialattack.net
wrote:


We're still experiencing massive problems.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of RTL-Servers |
Lee Sent: 16 March 2011 20:30
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag spikes

Hello,

I'm guessing there's been no update to this and everyones still seeing
these issues ?

Kind Regards
Lee Gardiner
RTL-Servers

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Re: [hlds_linux] Server not showing on steam list

2011-03-17 Thread Andres Pozos

 Hi:
A few montsh ago i had those problems with my hlds games not showing in 
steam(in fact lot of countries not just mine). I sent an email to Alfred 
Reynolds with some of my server ips and he answered that it was a 
firewall problem in their backend server and they fixed it.


Best regards

Most of us are having trouble with 1.6 servers.

-Original Message-
From: John
Sent: Thursday, March 17, 2011 10:49 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not showing on steam list




This may be a no-brainer, but you guys are running the latest Goldsrc
beta, right? With the beta, I have not seen master list problems, on
either Linux or Windows.

If you're not, run the update tool again with -hlbeta on the end.

The beta also addresses some vulnerabilities. I don't know why Valve
hasn't made it the default version yet, since the latest one has been
out since July, from the looks of it.

-John

On 3/17/2011 9:15 AM, Jacob Juul wrote:

My windows shows up on the list fine, some of them dont... wth..


From: m-thor...@msn.com
To: mar...@cybergamesbrasil.com; hlds_linux@list.valvesoftware.com
Date: Wed, 16 Mar 2011 05:20:57 -0700
Subject: Re: [hlds_linux] Server not showing on steam list

Yes, I see this also. Windows servers show Linux do not.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon
Almeida | CGBR
Sent: Tuesday, March 15, 2011 11:18 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Server not showing on steam list

Clad,
What game are you talking about?
With Counter-Strike 1.6 I noticed the inverse, windows servers get showed
and Linux don’t.



-Mensagem original-
De: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Em nome de clad iron
Enviada em: quarta-feira, 16 de março de 2011 01:43
Para: Half-Life dedicated Linux server mailing list
Assunto: Re: [hlds_linux] Server not showing on steam list

actully i see what your saying. all our windows servers are not showing, but
our linux are.

OS related... ?

On Wed, Mar 16, 2011 at 12:29 AM, Markm-thor...@msn.com   wrote:


Just the opposite, if I update it won't show up ever again. The older
version works just fine.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Tuesday, March 15, 2011 9:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not showing on steam list

Keep in mind, if there is a update, the server will not show in the master
server until the server is updated.

Could possibly some of you guy just not have your servers fully updated ?


On Tue, Mar 15, 2011 at 11:01 PM, Markm-thor...@msn.com   wrote:


I've had the same problem since forever, I have to run this version of

DMC

dedicated Linux servers to get them to show in the list.

Protocol version 48
Exe version 1.1.2.3/Stdio (dmc)
Exe build: 15:58:06 Jun 15 2009 (4617)

This is a bug that Valve needs to fix

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon
Almeida | CGBR
Sent: Tuesday, March 15, 2011 4:20 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Server not showing on steam list

I guess that I have same problem with CS 1.6 servers.
A few servers appears on the list, a lot of others doesn't appear, even
they're in the same machine ip. I tried everthing that I know, disabling
firewall, testing all sort of builds, no 3rd party plugins, all sort of
parameters, sv_region 255, analyzing traceroutes to the masterservers

(all

fine), adding other masterservers ip's by setmaster add, they just don't
appear on the list. Except sometimes a few randomly do appear.






-Mensagem original-
De: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Em nome de Tony

Paloma

Enviada em: terça-feira, 15 de março de 2011 19:56
Para: 'Half-Life dedicated Linux server mailing list'
Assunto: Re: [hlds_linux] Server not showing on steam list

If everything is working properly, the server should appear in the list
within seconds of it finishing loading.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk
Ljud
   Ljus Produktion
Sent: Tuesday, March 15, 2011 3:27 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server not showing on steam list

The best thing to get it working is to just start the server, let it be
until tomorrow - then its in the list.
Dont start and stop the server all the time, then it wont be listed.

Good Luck !

Peter

-Ursprungligt meddelande-
From: Jacob Juul
Sent: Tuesday, March 15, 2011 10:27 PM
To: 

Re: [hlds_linux] Lag spikes

2011-03-16 Thread Andres Pozos

 So its already fixed or still pending?

There is a synchronous call to Steam to locate the error reporting server. The 
error reporting server went AWOL so the call to Steam got blocked. We are 
looking into how we can avoid this in future. This call may not even be 
necessary any more since we have moved to breakpad for crash reporting.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, March 15, 2011 2:21 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

Hey Milton,

Do you have any more details in regards to the problem? I'm troubled by the
fact that there is any synchronous networking in srcds/steamclient. Fixing
some servers on your backend isn't going to magically remove any synchronous
waiting unless I am misunderstanding something.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Tuesday, March 15, 2011 2:12 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

We have identified the problem. The server at fault should be fixed.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon
Almeida | CGBR
Sent: Tuesday, March 15, 2011 1:49 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Lag spikes

Sorry for last dupe email.
I just wanted to say that I host some cs 1.6 servers whose already get
-insecure because they use another anticheat tool and even they have same
lag spikes problem.
Maybe would be better to try -nomaster parameter. Btw I did not try yet.

Marlon Almeida @ CGBR


Try To disable VAC, put -insecure start command line


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Re: [hlds_linux] Lag spikes

2011-03-16 Thread Andres Pozos
 Can someone upload a hlsw graph showing spikes to compare mine? I can 
see them clearly in any orangebox game(like 1-2 seconds lag each x 
minutes) but not in hlds.


http://img831.imageshack.us/img831/4637/spikeka.jpg


I thought I was alone.

On Wed, Mar 16, 2011 at 1:33 PM, Saint K.sai...@specialattack.net  wrote:

We're still experiencing massive problems.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of RTL-Servers | 
Lee
Sent: 16 March 2011 20:30
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Lag spikes

Hello,

I'm guessing there's been no update to this and everyones still seeing these 
issues ?

Kind Regards
Lee Gardiner
RTL-Servers

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Re: [hlds_linux] Lag spikes (VALVe...?)

2011-03-15 Thread Andres Pozos

 Yes, orangebox and 1.6. I think any valve game

Looks like it's happening here in Brazil as well. Customers are complaining
a lot, then it's also affecting counter-strike 1.6 servers. Could anybody
confirm if experiencing the same with CS 1.6?


- Marlon Almeida @ CGBR




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Re: [hlds_linux] Lag spikes

2011-03-14 Thread Andres Pozos

 same here, i can see the spikes even in hlsw. All clients are complaining

I live in Sweden and we have the SAME problem since yesterday. I heard others 
with same problem too here in Sweden.


From: drunkenf...@hotmail.com
To: hlds_linux@list.valvesoftware.com
Date: Mon, 14 Mar 2011 14:49:52 -0700
Subject: Re: [hlds_linux] Lag spikes

Yes, I think it's a Steam problem. See the No steam login [sic] thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Anthony
Stoyanov
Sent: Monday, March 14, 2011 2:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Lag spikes

Hey,

For a couple of hours now (15-16) there are strange lag spikes in my
servers. Every 5-6-7 minutes, server (  players) freeze for 1-4 seconds.
2 machine -  2 different providers -  same problem. The machines are fine,
no flood, ping's fine. My only logical explanation is that they're all
connected to steam and that's causing the spikes.

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Re: [hlds_linux] orangebox exploit (Andres Pozos)

2011-03-11 Thread Andres Pozos

 yes, thats exactly what i did

does this not work?
iptables -I INPUT -p udp -m length --length 0 -j DROP

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[hlds_linux] orangebox exploit

2011-03-10 Thread Andres Pozos

 Hi:
Theres an old exploit used to lag orangebox servers sending packets with 
size 0 that can be fixed with 
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9. 
But since a week or so, im not only getting lag, im getting CRASHES in 
my server and seems its the same exploit:


Example of flood:

19:44:03.747611 IP xxx.dynamicIP.rima-tde.net.58723  xxx.xxx: UDP, length 0

Without ddosfixer, it used to lag the server but now it also crash. The 
only way i manage  to fix it was blocking the ip but its a dinamic ip so 
its not a solution. Any advice?


Best regards


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Re: [hlds_linux] orangebox exploit

2011-03-10 Thread Andres Pozos

 yes, i finished blocking zero size udp packets in my firewall, thx a lot

Here are a couple of the topics that completely cover this exploit:
http://forums.srcds.com/viewtopic/11645
http://forums.srcds.com/viewtopic/12516/
https://forums.alliedmods.net/showthread.php?t=87794

There's this rather dated wiki page for other 'WillNotFix' exploits
with SRCDS: http://wiki.alliedmods.net/SRCDS_Hardening

Cheers,
Kyle.


On Thu, Mar 10, 2011 at 11:05 AM, Andres Pozosjavato...@yahoo.es  wrote:

  Hi:
Theres an old exploit used to lag orangebox servers sending packets with
size 0 that can be fixed with
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9.
But since a week or so, im not only getting lag, im getting CRASHES in my
server and seems its the same exploit:

Example of flood:

19:44:03.747611 IP xxx.dynamicIP.rima-tde.net.58723  xxx.xxx: UDP, length 0

Without ddosfixer, it used to lag the server but now it also crash. The only
way i manage  to fix it was blocking the ip but its a dinamic ip so its not
a solution. Any advice?

Best regards


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[hlds_linux] 1000 fps debian 6 squeeze

2011-02-15 Thread Andres Pozos

 Hi:
I have been running hlds servers for years with debian stable kernel 
recompiled with 1000hz reaching 1000 fps with small oscilations (kernel 
2.6.26). But since the last os upgrade(squeeze) im unable to reach 1000 
fps with the stock kernel(2.6.32), modded as i used to do, im getting 
like 9xx fps , 1000 fps not a single time. Its like theres a cap in the 
kernel to reach 1000.


Any advices?

Best regards

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Re: [hlds_linux] 1000 fps debian 6 squeeze

2011-02-15 Thread Andres Pozos

 Im talking about hlds not srcds

Hack around in libc to make nanosleep()/usleep()/sleep() just do a return
and change to tickless kernel with highres timers -- volia, 1.000.000fps and
100% cpu usage!

Something not quite as useless would be to set fps_max on the server to a
more realistic value, like 125. This is still overkill FOR ORANGEBOX based
servers, as discussed earlier on this mailinglist.

-TheG

On Tue, Feb 15, 2011 at 3:11 PM, Andres Pozosjavato...@yahoo.es  wrote:


  Hi:
I have been running hlds servers for years with debian stable kernel
recompiled with 1000hz reaching 1000 fps with small oscilations (kernel
2.6.26). But since the last os upgrade(squeeze) im unable to reach 1000 fps
with the stock kernel(2.6.32), modded as i used to do, im getting like 9xx
fps , 1000 fps not a single time. Its like theres a cap in the kernel to
reach 1000.

Any advices?

Best regards

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[hlds_linux] source tv memory leak

2011-02-14 Thread Andres Pozos

 Hi:
We already know that theres a memory leak in source tv that eat the 
whole computer memory and the only way to fix it is to restart the 
servers at least once a day. Is Valve aware of this?, if Jason or Alfred 
are reading this post, theres plans to fix it?


Best regards

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Re: [hlds_linux] miked/michaeld and erics Support Accounts hacked!

2009-12-30 Thread Andres Pozos
Link please?
 Hi ladies,

 hope u will change your passwords now as your support.steampowered.com
 passwords are very simple and visible on the 26c3 hacked site.

 I am really shocked to now after seeing this simple passwords for the
 accounts.

 Choose better passwords and fix the injections!

 Gogogo!





 Se certificó que el correo entrante no contiene virus.
 Comprobada por AVG - www.avg.es
 Versión: 9.0.722 / Base de datos de virus: 270.14.123/2594 - Fecha de la 
 versión: 12/30/09 07:27:00



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Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

2009-01-20 Thread Andres Pozos
Hi:

Please STOP posting the crash program to prevent even more scriptkiddies.

Dear Huseyin Cerik please block acces to your link.


Thx a lot


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Re: [?? Probable Spam] RE: [hlds_linux] fps issue

2007-04-23 Thread Andres Pozos

Hi:
Can you send me your kernel .config file at [EMAIL PROTECTED]

Thanks a lot.

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[hlds_linux] fps issue

2007-04-20 Thread Andres Pozos

Hi:
One week ago i have been testing cstrike 1.6 on my new server. With
stock kernel 2.6.18(250Hz) i get only 80-200 fps. I tried a custom
kernel with 1000Hz but i get 20-500 fps with an empty server. I have
better fps with a p4(350 stbale empty, 150-350 full).

fps on a empty server(core 2 duo)
--
CPU In Out Uptime Users FPS Players
0.00 1.53 1.57 3169 160 31.23 1

CPU In Out Uptime Users FPS Players
0.00 1.46 1.53 3169 160 382.12 1


My specs are
Debian 4.0 etch
kernel 2..6.18
Core 2 duo 6600 4gb DDR2 RAM.
server with sys_tickrate 999

P4 is more stable than core 2 duo. Why?

Any advice?

Thanks a lot

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Re: [hlds_linux] Source Engine Dedicated server beta

2007-04-09 Thread Andres Pozos

Hi:
Still lag here:
Kernel: 2.6.8-3-686-smp
debian stable.

Beta update dont work for me. The only way i get no lag is using pre
update core, but some plugins dont work with that config

Thanks a lot and please try to fix it.

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Re: [hlds_linux] Compiling linux server code (Battlegrounds 2)

2007-03-20 Thread Andres Pozos

Alfred can you post kernel version, and if its a custom kernel or stock
kernel?.


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Re: Re: [hlds_linux] Source Multiplayer Update Released - server FPS problem

2007-03-15 Thread Andres Pozos

Hi:
I mean whats the distro and kernel Alfred use on his computer test farm.
So we can be sure whats the correct config.

Ronai the main advantage on the .21_rc* over the .20 was that you did not
need to add the hrt_dynticks1 patch to the kernel, they included it in the
.21


William..
I guess I should have started that by asking those guys if they were just
using the latest stock kernel as handed to them by Debian or if they were
actually cleaning it up and setting it up for a game server instead of the
general http/database server. I wasn't trying to troll

Andres,,

Just wondering who you wre refering too in this?  (who's test computers)
 last time i use a custom kernel they told me to only use
stable kernel because thats what they have on his test computers. 


--kennycom

- Original Message -
From: Rónai György [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, March 14, 2007 10:11 AM
Subject: Re: [hlds_linux] Source Multiplayer Update Released - server FPS
problem


[ Converted text/html to text/plain ]
I have read that topik, and my server is set up according to that, with
1000Hz.
I dont see the point, why i should update the kernel to above 2.6.20. What
did
they update, what is so critical in that for SRCDS?
Tell me that, and i will do it... (i will do it anyway now, but i am 99%
sure,
that it will not help..)
Or what is in the SRCDS update, that requires at least 2.6.20 kernel?
Maybe
a
word on that from you, Alfred?
Thx
Locutus
Kennycom írta:

For all you guys running a pre 2.6.20 kernel and complaining about
performance.. get off your butts, go here...

http://forums.steampowered.com/forums/showthread.php?t=486424[1]

read the first post...

Go here..

www.kernel.org[2] and look to see what the latest release is (currently rc
is
21.rc3).. give that a try as there actually is an improvement over the
current .20 stable

DL the kernel and compile it as per the steam thread.. don't do the
jiffies
tweak if you are not concerned about the higher FPS...

What is to lose,, a night of actually trying something besides sitting
here
and complaining to Alfred that your stuff doesn't work while running
outdated kernels?




- Original Message -
From: Ronny Schedel [EMAIL PROTECTED][3]
To: hlds_linux@list.valvesoftware.com[4]
Sent: Tuesday, March 13, 2007 1:58 PM
Subject: Re: [hlds_linux] Source Multiplayer Update Released - server FPS
problem




Hi,

we have the same problem with our CS Source server. Now it is very
unstable
and lags after an automatic restart until we restart the server. The DOD
Source server is running fine on the same machine.

Best regards

Ronny Schedel




Hi

I have a serious problem since the update.
Several hours ago my 100 tick 18 slot server begun to lag, and very
badly.
The usually 250-496fps drops every few seconds to 10!
But the CPU usage never goes over 10-20%.

There was no problem with it, until the update :(

Restart does not help too.

Its a 2.6.16.27 debian kernel, with 1000Hz kernel.
3.6Ghz P4, 2gigs ram, raids, etc. Nothing else is running on it, just an
apache and a mysql with almost no load.

Can anyone help me?

Locutus

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===References:===
  1. http://forums.steampowered.com/forums/showthread.php?t=486424
  2. http://www.kernel.org
  3. mailto:[EMAIL PROTECTED]
  4. mailto:hlds_linux@list.valvesoftware.com
  5. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  6. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  7. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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.






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Re: SV: [hlds_linux] Still horrible lags after todays update

2007-03-15 Thread Andres Pozos

Hi:
Dont work for me, that update  dont fix at all the lag problem. And im
talking about 100 css servers, before update all was ok.




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Re: [hlds_linux] Source Multiplayer Update Released - server FPS problem

2007-03-14 Thread Andres Pozos

Hi:

We dont use outdated kernel, 2.6.8-3-686-smp is the last STABLE kernel
on debian, last time i use a custom kernel they told me to only use
stable kernel because thats what they have on his test computers. And
now all we should use a custom kernel because a bad core update?.
Dont think so.




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[hlds_linux] Source Multiplayer Update Released - server FPS problem

2007-03-14 Thread Andres Pozos

Hi:
Alfred can you told us if you are working on a fix or you dont know
whats the problem?. Can you please post whats the distro and kernel of
your test machines?

Thanks a lot


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Re: [!! SPAM] [hlds_linux] RE: [hlds] Source Multiplayer Update Released

2007-03-13 Thread Andres Pozos

Hi:
Same here. All my linux source dedicated servers(around 100) have lag
since last update. Before update all was ok, so please Alfred fix that.

Specs:
Pentium 4 extreme 3,4
2 gb ram
debian kernel 2.6.8 stable



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