Re: [hlds_linux] [hlds] Team Fortress 2/Dedicated Server Update Released
I mean access to rcon without knowing password. When they connect to my rcon of course they can change the password to whatever they like and do whatever they like. I dont know how its possible but it is. I hoped this update could fix this exploit bug but seems that it does some other thing. Quoting Cc2iscooL : Rcon exploit? You mean your rcon password? ;) Roberto Fazelus wrote: > Hello. Could someone explain what this - Fixed a malicious packet > exploit means? Does it fix rcon-exploit problem cause i know that some > hackers know how to use some strange rcon expoit that gives you full > control of team fortress 2 server rcon. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] tfc_convoy_v2 not ending at mp_timelimit
It wont help. I have the same problem and i mentioned it already. Someone here said that its Valve's bug that Valve will fix but im not sure of it.Maybe someone has similar experience with ctf unstandard neverending maps? Quoting "Saint K." : Hi, No I haven't, I was not aware of this CVAR exciting. I'm going to have a go at it, thanks! Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Ryan Mannion Verzonden: Tuesday, April 15, 2008 4:40 PM Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] tfc_convoy_v2 not ending at mp_timelimit Have you tried using the (fairly new) cvar mp_stalemate_at_timelimit 1? Ryan On Tue, Apr 15, 2008 at 7:01 AM, Saint K. <[EMAIL PROTECTED]> wrote: > Hi, > > The map tfc_convoy_v2 (TF2) doesn't end at the set timelimit. The map only > ends when the timelimit is passed, and 3 scores are made (1 win). > > Anyone knows how to fix this? > > Cheers, > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG. Version: 7.5.524 / Virus Database: 269.22.13/1377 - Release Date: 4/14/2008 9:26 AM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Server Kicking people
The strangest thing is that it crashes only when the timelimit ends (so when the server changes it not myself). If i do "map"command or changelevel, then it doesnt crash. Quoting "Saint K." : 1) For us it crashes on all 3 Linux servers (Debian and Fedora) 2) How do we get the call stack? I can reproduce the crash easally, just tell me what to look out for. Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Chris Green Verzonden: Wednesday, April 02, 2008 8:21 PM Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] TF2 Server Kicking people Working on repro-ing this... Questions: 1) does it crash on map change for everyone or are there people for whom it doesn't crash. 2) Does anyone have a call stack from a server when it crashes with this bug that they could post? Thanks! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Wednesday, April 02, 2008 8:20 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] TF2 Server Kicking people I just joined the list. Will go look it up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Sugar Sent: Wednesday, April 02, 2008 5:22 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 Server Kicking people This is already in discussion. On Wed, Apr 2, 2008 at 1:57 AM, Mark Chandler wrote: Hey guys, Im having a problem with my linux tf2 server. Every time the map changes players get the connection interrupted msg In the top right conner. I cant seem to work out how to fix it. Server is running fedora core 6 I think. Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Thanks, -Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG. Version: 7.5.519 / Virus Database: 269.22.4/1355 - Release Date: 4/1/2008 5:37 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] is it safe to use setinfo without _ ?
Just one little question - maybe someone knows -is it safe to use setinfo password without _ (let's say setinfo pw, not setinfo _pw) on hlds servers (and also source servers). I know some time ago it was poissible to hack the hlds srver using some exploit and that was possible if server set amx passwords without _ at beginning of setinfo. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] mp_timelimit - many ctf maps don't come to end
-- [ Picked text/plain from multipart/alternative ] Still some strange issues with mp_timelimit.. I have it set to 30 minutes, but on many unstandard maps it makes no sense- timer at the end of timelimit shows 00:00 and nothing happens- map doesnt change. Why is it so? It started after some 3-4 updates ago. Is anyone having the same problem? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 hidden slot / reserved slot improvement
-- [ Picked text/plain from multipart/alternative ] And it still isnt fixed. When i set maxplayers to 32 and set tv_enable 1, it doesnt allow to join anyone to my server- updateplayername with bogus slot 33 still appears. Quoting Ronny Schedel : The problem is with SourceTV enabled, it reduces the visible maxplayers to 23 when set to 24, so only 23 players can connect and play, even if you set a higher maxplayers value. -- [ Picked text/plain from multipart/alternative ] I implemented this exact thing last night with zero issues, minus the SourceTV. As long as your max visible is 24 or less, you won't be placed on custom. We've got a 24-person with 2 hidden reserve slots for clan members. -Atreus On Fri, Mar 7, 2008 at 7:51 AM, Dave Reid wrote: I was going to make this exact same request. I would love to be able to run a 24-players server and have 2 extra non-player slots for SourceTV and Reserved Slots. Moving our server in among the other custom servers is too high a cost for this functionality, so we are stuck with a 22-player server at the moment. -Original message- From: "Ronny Schedel" [EMAIL PROTECTED] It would be nice to have 24 players playing, SourceTV enabled and one hidden/reserved slot for admins. The serverplugin kicks another player without reserved slot rights to free the hidden slot. Currently we have to increase the maxplayers to have 24 players playing, SourceTV enabled and one hidden slot, but this leads to a custom server we don't want. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Sudden Death even when mp_stalemate_enable 1
-- [ Picked text/plain from multipart/alternative ] Why there is still a bug - sudden death comes up even when mp_stalemate_enable is 1 and why now is still such a situation that some of the team wins after timelimit ends ? (for example in dustbowl) Quoting Bruce Harding : Vince W. wrote: MasterRequestRestart Your server needs to be restarted in order to receive the latest update. Your server needs to be restarted in order to receive the latest update. I ws getting the exact same problem, after several restarts, it now appears to have come right ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: Re[2]: [hlds_linux] Map changing at timelimit instead of end of round time.
-- [ Picked text/plain from multipart/alternative ] Brr. It's nonsense. Then there is no meaning for the team that has lost more rounds to even try to defend - they will lose anyway or what? I don't like this new system or whatever we could call it. Please do something about this. Quoting "AnAkIn ." : -- [ Picked text/plain from multipart/alternative ] Hmm..now I'm not sure if it's intended or not. Maybe the way it was before was a bug and it was fixed? The team which win is the team which has won the most rounds I think. 2008/2/22, Andrius Pirus : -- [ Picked text/plain from multipart/alternative ] And also- why there could be such a situation (for example - in dustbowl) - that if a team is defending and timelimit reaches 30 (mp_timelimit 30), then team who is attacking (even not defending) wins, and then map changes. Please rollback it. Quoting CYBORG : Здравствуйте, Adam. Вы писали 21 февраля 2008 г., 17:46:28: On Thu, 21 Feb 2008 12:07:49 +0100 "AnAkIn ." wrote: There seem to be a problem on my server since the last update, when the timeleft reachs 0:00 (mp_timelimit), the map automatically goes in sudden death or change. This happen on cp_ maps and shouldn't happen, the map should change at the end of the map/round time if the timeleft is 0:00 (mp_timelimit). I can confirm that this is also happening on my server since the recent updates. --atj ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux __ Информация NOD32 2877 (20080215) __ Это сообщение проверено Антивирусной системой NOD32. http://www.eset.com Hmmm, seems like good event on the server. I want use SD mele only mode, on my server, but the VALVE remove mp_teststalemate cvar. So, many map can't reach SD mode. -- С уважением, CYBORG mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: Re[2]: [hlds_linux] Map changing at timelimit instead of end of round time.
-- [ Picked text/plain from multipart/alternative ] And also- why there could be such a situation (for example - in dustbowl) - that if a team is defending and timelimit reaches 30 (mp_timelimit 30), then team who is attacking (even not defending) wins, and then map changes. Please rollback it. Quoting CYBORG : Здравствуйте, Adam. Вы писали 21 февраля 2008 г., 17:46:28: On Thu, 21 Feb 2008 12:07:49 +0100 "AnAkIn ." wrote: There seem to be a problem on my server since the last update, when the timeleft reachs 0:00 (mp_timelimit), the map automatically goes in sudden death or change. This happen on cp_ maps and shouldn't happen, the map should change at the end of the map/round time if the timeleft is 0:00 (mp_timelimit). I can confirm that this is also happening on my server since the recent updates. --atj ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux __ Информация NOD32 2877 (20080215) __ Это сообщение проверено Антивирусной системой NOD32. http://www.eset.com Hmmm, seems like good event on the server. I want use SD mele only mode, on my server, but the VALVE remove mp_teststalemate cvar. So, many map can't reach SD mode. -- С уважением, CYBORG mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 high server load since friday update
-- [ Picked text/plain from multipart/alternative ] Oh Valve, please do something about this - I have Debian Linux server and with the last 2 updates (i mean 1.0.1.8 version) server's cpu load is SUPERHIGH. If it was about 50-60 % then now it's 80-90% Quoting ics : Our TF2 server has been running about since the Linux binary of TF2 dedicated server came out. First it was 24 slots, then 23, then 22 and now 20. Tickrate isnt stable 66 at all and especially tc_hydro lifts CPU up and brings the in value down. Only ~20-30 updates to the player in it's worst case and that is hardly playable. Since the last update, things got even worse. Now 20 slots is hardly playable anymore because CPU just doesn't have enough juice in it. Well, shit happens and servers are shutting down. It happens and more servers will replace them, right? -ics Ronny Schedel kirjoitti: I have never seen an increase like this, I am hosting Valve games since 9 years now. No change in the changelog justify this huge load. Ronny It should be already clear that each update lifts up the CPU requirements. Especially the last one since it had network optimizations. I have no idea how much valve can "optimize" the engine anymore from the current one, but i bet not much. There is little you can do about it. Ranting didn't help with CS Source few years back, i doubt it will have any effect now either. -ics Ronny Schedel kirjoitti: Hello, since the friday TF2 update, we have a high server load on our machine, take a look here: http://www.ronny-schedel.de/high_load.jpg On friday we were unable to run the TF2 server, because other servers on this machine started to lag. As you can see on the graph, we shutdown the TF2 on friday and the load was decreased dramatically. Today we started again the server with the new update, but the load is still the same. We reduced the ticrate to 33, but without luck. If you compare the days before the update, you can see a big difference. This is 24 player TF2 server on Linux Debian Etch with Kernel 2.6.20. Best regards Ronny Schedel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] question about sourcetv on TF2 server
-- [ Picked text/plain from multipart/alternative ] So i really dont understand how to configure sourcetv for my tf2 linux server. I want it to be only for autorecording. So i set in my gameserver config (server.cfg) tv_enable 1 tv_autorecord 1 tv_name "SourceTV name" tv_password "password123" tv_maxclients 0 tv_dispatchmode 0 (as i understand it is for the reason to not allow connecting players to be redirected to sourcetv?) So the problem is- my server in internet games browser shows as server with port 27020 (so its sourcetv port, not my server's port) and the main problem- very often when someone joins the server, they get message "bad spectator password" and if i disable tv_password, then they get redirected to sourcetv. So - i want to do so that my server shows with it's real ip and port, not sourcetv's and so that sourctev would only record demos and players always get in the gameserver, not in sourctev. Thank you for any replies.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 bug list
-- [ Picked text/plain from multipart/alternative ] So from my experience ican say that bugs when intel is flying, or players show like flying or parts of them are missing, or walls are missing etc. happen ONLY when there is problems with your connection and for those players, so some loss of data. Quoting [EMAIL PROTECTED] [1]: Amen CC -- [ Picked text/plain from multipart/alternative ] 1.) Because one shot kills are extremely rare except in a fully charged sniper headshot case, or a soldier's crit rocket, and even then you still have lots of other types of damage. Why not have health? What do you want to do, give everyone a personal shield and a set health and make it Halo? =P 2.) So now we're asking Valve to make the server predict when the other team is going to lose and not spawn players? That's silly. 3.) Disable autobalance on your server if you don't like it, but it's pretty bad if half a team ragequits due to a loss and then no one switches over to balance the teams. 4.) I have yet to see "ghosting" the map, though I have heard of it. People have claimed to see it. 5.) Use a plugin on your server. Valve shouldn't be responsible for extensions on time, the server admin is, via either a manual rcon change or a plugin that controls the time. On Feb 6, 2008 4:19 PM, Jamie Gray wrote: -- [ Picked text/plain from multipart/alternative ] 1/ As one player so aptly put it, what is the point of having health if there are one shot kills? 2/ Spawning with less than 30 seconds left in the round or map. It takes long enough to get onto a map only to have the round won by the other team; that is, the whole ownership thing by the victors. It can be very discouraging especially to new players. 3/ Arbitrary team switching in the middle of a round. 4/ Players ghosting throughout the entire map; this I experienced on dustbowl yesterday. (don't have any screens, it happens too fast!) 5/ No information on map change or load. What is the map being changed to? It would be nice to know before the entire map is loaded. Some maps are more popular that others. 6/ No option to extend a map duration in rounds or time. On Feb 6, 2008 4:07 PM, Saint K. wrote: Here are some more screenshots from my files, I still have to watch the demo's to see which demo contains what bug. I have asked our players to send in their screeny's aswell. Here the intel was floating, were it actually was on someone's back. It moved around, as if it was on someone's back. http://www.specialattack.net/downloads/floating_intel.jpg Here we have a gunless sniper. http://www.specialattack.net/downloads/gunless_sniper.jpg And a retarded medic. http://www.specialattack.net/downloads/medic.jpg And also a server bug which display's a user has joined multiple times. http://www.specialattack.net/downloads/user_has_joined_spam.jpg Cheers, -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Patrick Shelley Verzonden: Wednesday, February 06, 2008 5:37 PM Aan: hlds_linux@list.valvesoftware.com Onderwerp: Re: [hlds_linux] TF2 bug list -- [ Picked text/plain from multipart/alternative ] i think you should do a detailed bug report (imho) thz for the screens - any more detail on how these happen? Pat On Feb 6, 2008 2:16 PM, Saint K. wrote: To start with; The swimmers; http://screenshot.xfire.com/screenshot/natural/e2fa603d2bc09e976cb69de6ae95f ffaf5e54f6e.png http://screenshot.xfire.com/screenshot/natural/dc794c26f3ef4ec403750eecc3bc4 17bf752d562.png Other once require uploading, which I'll do if anyone over at VALVe is interested in it. Saint K. -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Patrick Shelley Verzonden: Wednesday, February 06, 2008 2:23 PM Aan: hlds_linux@list.valvesoftware.com Onderwerp: Re: [hlds_linux] TF2 bug list -- [ Picked text/plain from multipart/alternative ] I believe you - but have never seen the bugs - i'd like to see the screen shots tho! On Feb 6, 2008 8:07 AM, Saint K. wrote: There are tons and tons of bugs around lately which all seem to be able to track down to the fact of using alt+tab... A short list; Some enemy pyro's get invisible accept for the flames. People appear to be swimming sometimes in the air Sometimes random animations appear above SG's from a pyro who fires under water (it shows bubbles) Friendly team mates having opposite team colors Medic beam doesn't show Medic beam shows when not healing Medic (other team member) has ani error, display's no med gun and 1 hand behind his back Random animations of clocked spy's being on fire from a pyro display around corners Friendly/enemy non-medic shows as ubercharge the whole time (flashing as if the uber was almost over) Heavy gun keeps showing animation it is shooting bullets were its actually not Heavy gun loses sound until re-fired Gates become invisible on maps such
[hlds_linux] HLTV ***** FATAL ERROR ***** World::UpdatePlayer: player number 127 > MAX_CLIENTS
-- [ Picked text/plain from multipart/alternative ] Something strange is happening with my hltv server. I have hosted Counter Strike 1.6 servers for some 3 years, but never had such problems. They started some 3 months ago. HLTV is simply crashing, exiting, stopping just without reason and randomly. And i have to start it again manually. Some 2-3 other servers work just fine and never crashes. This is the only what i get in HLTV logfile (player number isnt always 127, but also 207, 250 etc): WARNING! Downloading "AY&SYBaÁ" failed. * FATAL ERROR * World::UpdatePlayer: player number 127 > MAX_CLIENTS *** STOPPING SYSTEM *** Director module shutdown. Completed demo demos/cs16-0801030011-de_nuke.dem. Disconnected. Master module shutdown. Status module shutdown. Demo module shutdown. World module shutdown. Server module shutdown. Network shut down. Proxy module shutdown. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Re: About srcds_i486 (tf2) process priority
Ok. I see. Thanks for info. NI valude is really 0 for srcds_i486 (when using command "top"), but priority shows as -3. But for almost all other processes it is 20 (also cs 1.6 servers). I remember one time i used command taskset -c (to assign srcds_i486 process to use only one core), but then i changed back it to default (all cores used, no taskset -c in startup line). But it couldn't be related with proccess priority, cause server and proccesses was restarted several times with default startup line.. Quoting Devin Carlson <[EMAIL PROTECTED]>: > the lower the priority the more "important" the process in regards to > CPU > time (which allows it to get cpu time above other processes), you can > specify this with a command line argument (nice or renice once it is > running) i don't know of any hard coded scheduling present in the srcds > process, typically this is handled by the kernel unless otherwise > specified > (nice or renice). > > -3 should be ok tho, is is a higher priority but it can go as low as -20 > so > it's not that "bad"? > > > Message: 9 > > Date: Thu, 20 Dec 2007 16:35:48 +0200 > > From: Andrius Pirus <[EMAIL PROTECTED]> > > To: hlds_linux@list.valvesoftware.com > > Subject: [hlds_linux] About srcds_i486 (tf2) process priority > > Reply-To: hlds_linux@list.valvesoftware.com > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Seems that srcds_i486 process is started with priority -3 . Is it ok? > > Cause strange but all other processes (for example cs 1.6 servers) > > are started with priority 20. Is the priority -3 set automatically by > > srcds_i486? Or something is wrong with my configuration? I check > > prioity using command "top" > > > > -- > > > > > > > > > > --__--__-- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > End of hlds_linux Digest > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] About srcds_i486 (tf2) process priority
-- [ Picked text/plain from multipart/alternative ] Seems that srcds_i486 process is started with priority -3 . Is it ok? Cause strange but all other processes (for example cs 1.6 servers) are started with priority 20. Is the priority -3 set automatically by srcds_i486? Or something is wrong with my configuration? I check prioity using command "top" -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] TF2 Server crash 1.0.1.1 pValidationContext IPAddr2 != IPAddr1
-- [ Picked text/plain from multipart/alternative ] Server continous to crash :( Error line: localhost:~# ./srcds_run: line 347: 31983 Segmentation fault (core dumped) $HL_CMD gdb --core=core.31983 showed only: This GDB was configured as "x86_64-linux-gnu". Failed to read a valid object file image from memory. Core was generated by `./srcds_i486 +sv_lan 0 -game tf -ip 81.198.234.21 -port 27015 +maxplayers 24 -'. Program terminated with signal 11, Segmentation fault. #0 0xf7dee756 in ?? () debug.log shows no info, only server's startup line and End of source crash report Please help. Quoting "Saint K." :VALVe, Do you have any response to this? Just experienced another crash as written below. Regards, -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Saint K. Verzonden: Tuesday, December 04, 2007 10:32 PM Aan: hlds_linux@list.valvesoftware.com Onderwerp: RE: [hlds_linux] TF2 Server crash 1.0.1.1 pValidationContext IPAddr2 != IPAddr1 Hi, I think we're experiencing the same problems. Both our TF2 servers are experiencing rare crashes. The crashes always occur when a client connects, but I haven't been able to capture a crash error from the logs(last line is always a client connected line, then it breaks down). There is no way of telling when the server crashes. Sometimes it runs fine for day's, and other times, like today, they crash 2 or 3 times. I can't seem to find the problem itself, and I am quite confident its not an issue on my machine itself. Hopefully some one from VALVe can look into this issue, because I am clueless what to do about it from my side. Cheers, -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens AnAkIn . Verzonden: Sunday, December 02, 2007 7:30 PM Aan: hlds_linux@list.valvesoftware.com Onderwerp: Re: [hlds_linux] TF2 Server crash 1.0.1.1 pValidationContext IPAddr2 != IPAddr1 -- [ Picked text/plain from multipart/alternative ] Same problem here... The server worked without crash so much time with people playing on it, and suddenly it started doing that. 2007/11/27, Procyon : Server shutdowns with message: Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 game: TF2 version : 1.0.1.1/14 3301 Linux Metamod:Source version 1.6.0.533 SourceMod Version: 1.0.0.1732 The folowing is four snippets from the serverlogs where two players from the same ip apparently made the server shutdown while trying to connect: Client "dwk80" connected (81.226.244.113:27005). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 10196 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:30:42 CET 2007: Server restart in 10 seconds - Client "bamyam" connected (81.226.244.113:49868). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31267 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:32:49 CET 2007: Server restart in 10 seconds -- Client "dwk80" connected (81.226.244.113:27005). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31312 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:33:59 CET 2007: Server restart in 10 seconds -- Client "bamyam" connected (81.226.244.113:26392). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServer IPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31339 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 22:18:15 CET 2007: Server restart in 10 seconds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list
Re: [hlds_linux] (no subject)
-- [ Picked text/plain from multipart/alternative ] Sorry that i didn't understand, but how could it help and what is it for to let srcds_i686 to use only one of 4 cores? Then if this core's usage becomes 100% (cause i probably can't absolutely for every proccess set taskset), then it definetely can start to lag. Isn't it better to let all proccesses using all cores? What is the reason why i should for example for one of my tf2 servers set taskset -c 0 ./srcds_run? Quoting "Svensk Ljud & Ljus Produktion" : yeap - that will help to - this for cpu core 1 taskset -c 0 ./srcds_run taskset -c 1 . for cpu core 2 Peter ----- Original Message - From: "Andrius Pirus" To: Sent: Thursday, December 06, 2007 8:11 AM Subject: RE: [hlds_linux] (no subject) -- [ Picked text/plain from multipart/alternative ] Do i have to start every server on different core? For example i Have q6600 quad-core cpu. And if i have some 6 cs 1.6 servers and 2 tf2 servers. Is it possible that for example tf2 server proccess eats all of first cores's usage and because of that server becomes laggy? Even if all 3 other cores usages are not so high? Quoting [EMAIL PROTECTED] [1]: If I'm counting right, that's 7 servers on that dual core cpu. Even without players on there you'll still use some cpu. It might be maxing out. What's the cpu usage on the core that's running the game? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Miano, Steven M. Sent: Wednesday, December 05, 2007 6:38 AM To: 'hlds_linux@list.valvesoftware.com' Subject: [hlds_linux] (no subject) -- [ Picked text/plain from multipart/alternative ] Hello! I'm having an issue with my TF2 server, it runs great, nice low pings - but it seems like once more then 4 people are logged into it the server itself gets choppy. It's almost like you start seeing things going by frame by frame by frame. This is really annoying and I just don't understand why it would be happening. It's housed up in a Power Edge 2650 with 2x2.4ghz Xeon, and 5 GB of RAM. There are 2 Counter Strike: Source Servers on the server, as well as two Half Life 2 Death match, one CS 1.6, and one Day of defeat game server. None of the other servers really get any traffic, but I can't imagine that 7 game servers on this box would gimp it too badly? The server has 4 NIC cards, 4 different IPs, and the players all say that the pings/latency are not a problem, its just the playing of the game. http://www.game-monitor.com/GameServer/24.94.149.12:27015/BHN_of_Tampa_CSS_2 47_Dust_Server.html TIA, ~Steve CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] (no subject)
-- [ Picked text/plain from multipart/alternative ] Do i have to start every server on different core? For example i Have q6600 quad-core cpu. And if i have some 6 cs 1.6 servers and 2 tf2 servers. Is it possible that for example tf2 server proccess eats all of first cores's usage and because of that server becomes laggy? Even if all 3 other cores usages are not so high? Quoting [EMAIL PROTECTED] [1]: If I'm counting right, that's 7 servers on that dual core cpu. Even without players on there you'll still use some cpu. It might be maxing out. What's the cpu usage on the core that's running the game? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Miano, Steven M. Sent: Wednesday, December 05, 2007 6:38 AM To: 'hlds_linux@list.valvesoftware.com' Subject: [hlds_linux] (no subject) -- [ Picked text/plain from multipart/alternative ] Hello! I'm having an issue with my TF2 server, it runs great, nice low pings - but it seems like once more then 4 people are logged into it the server itself gets choppy. It's almost like you start seeing things going by frame by frame by frame. This is really annoying and I just don't understand why it would be happening. It's housed up in a Power Edge 2650 with 2x2.4ghz Xeon, and 5 GB of RAM. There are 2 Counter Strike: Source Servers on the server, as well as two Half Life 2 Death match, one CS 1.6, and one Day of defeat game server. None of the other servers really get any traffic, but I can't imagine that 7 game servers on this box would gimp it too badly? The server has 4 NIC cards, 4 different IPs, and the players all say that the pings/latency are not a problem, its just the playing of the game. http://www.game-monitor.com/GameServer/24.94.149.12:27015/BHN_of_Tampa_CSS_2 47_Dust_Server.html TIA, ~Steve CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] TF2 Server crash 1.0.1.1 pValidationContext IPAddr2 != IPAddr1
-- [ Picked text/plain from multipart/alternative ] Yeah. But i got crashes in time when even noone is connecting (as far as i see in logs) to server, but simply playing. And server is able to run even 25-28 hours without crashes, and then crash. And not one time but more often at least 3 times every 5-10 minutes, then after these 3 times, again- no crashes for about 15-28 hours. I even started thinking that it could be because of some exploit and that someone uses it to crash the server.. Quoting "Saint K." : Hi, I think we're experiencing the same problems. Both our TF2 servers are experiencing rare crashes. The crashes always occur when a client connects, but I haven't been able to capture a crash error from the logs(last line is always a client connected line, then it breaks down). There is no way of telling when the server crashes. Sometimes it runs fine for day's, and other times, like today, they crash 2 or 3 times. I can't seem to find the problem itself, and I am quite confident its not an issue on my machine itself. Hopefully some one from VALVe can look into this issue, because I am clueless what to do about it from my side. Cheers, -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens AnAkIn . Verzonden: Sunday, December 02, 2007 7:30 PM Aan: hlds_linux@list.valvesoftware.com Onderwerp: Re: [hlds_linux] TF2 Server crash 1.0.1.1 pValidationContext IPAddr2 != IPAddr1 -- [ Picked text/plain from multipart/alternative ] Same problem here... The server worked without crash so much time with people playing on it, and suddenly it started doing that. 2007/11/27, Procyon : Server shutdowns with message: Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 game: TF2 version : 1.0.1.1/14 3301 Linux Metamod:Source version 1.6.0.533 SourceMod Version: 1.0.0.1732 The folowing is four snippets from the serverlogs where two players from the same ip apparently made the server shutdown while trying to connect: Client "dwk80" connected (81.226.244.113:27005). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 10196 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:30:42 CET 2007: Server restart in 10 seconds - Client "bamyam" connected (81.226.244.113:49868). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31267 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:32:49 CET 2007: Server restart in 10 seconds -- Client "dwk80" connected (81.226.244.113:27005). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServerIPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31312 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 21:33:59 CET 2007: Server restart in 10 seconds -- Client "bamyam" connected (81.226.244.113:26392). DebugAssert Expr: pValidationContext->m_u32UserIDTicketValidationServerIPAddr2 != pValidationContext->m_u32UserIDTicketValidationServer IPAddr1 Line: 1942 File: ../Engine/Src/SteamValidateUserIDTickets.cpp /home/procyon/srcds/orangebox/srcds_run: line 346: 31339 Aborted $HL_CMD Add "-debug" to the /home/procyon/srcds/orangebox/srcds_run command line to generate a debug.log to help with solving this problem Tue Nov 27 22:18:15 CET 2007: Server restart in 10 seconds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.16.12/1163 - Release Date: 12/1/2007 12:05 PM ___ To unsubscribe, ed
[hlds_linux] TF2 server crashes since update 1.0.1.0
-- [ Picked text/plain from multipart/alternative ] Since team fortress 2 server engine's update 1.0.1.0 server is randomly crashing all the day. At least 5-10 times per day. No plugins set. Only clean server. 1.0.1.1 at the moment. 24 maxplayers tickrate 66. Linux Debian 4.0. Kernel 2.6.23.1. Kern.log when server crashes gives srcds_i486 segfault at 000(some more random numbers and letter) then error 4, error 14 etc.. No problems when i had server engine 1.0.0.9 (but now it isnt possible to roll back).. Please tell me how to solve this problem. Cause i lose players playing on my server if my server crashes so often.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] segfault with hlds 3651 :/
-- [ Picked text/plain from multipart/alternative ] I have CS 1.6 HLDS engine 3651 amxmodx 1.76d. I get this about 1-2 times per day in my /var/log/syslog and server crashes. In random maps.. What could be the reason? localhost kernel: hlds_i686[32141]: segfault at rip f453061c rsp ffc51380 error 4 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] please recommend settings for public internet server
-- [ Picked text/plain from multipart/alternative ] Yes, of course i also calculated values. I tried many different settings, but noone of them gives me perfect results. For example really good bullet registration and no lags in movement.. Quoting "$cookie_()" : -- [ Picked text/plain from multipart/alternative ] To me it looks like you havent calculated your rates. You simply put in the defaults. like sv_maxrate 8000(thtas for server size over 24, but thats only the margin). Did you acctually calculate them? On 3/27/07, Andrius Pirus wrote: -- [ Picked text/plain from multipart/alternative ] Please recommend me nice settings for my server. I`ve experimented with them almost a year, but couldn't understand which are better: I have sys_ticrate 500 sv_maxupdaterate 30 sv_maxrate 8000 sv_minrate 0 -pingboost 2 in startup and i get about 300-485 fps If i set sys_ticrate to 300 then i get about 245 fps (but then it's not so randomply changing like setting to 500) if i set sys_ticrate to 150, i get about 130-140 fps. I wanted only to know- which variasion of these could give me better results ( i mean gameplay, bullet shooting registration and less loss for players with bad internet) I tried to set sys_ticrate to 1, then i get stable 998-1000 fps, but then ticrate seems to be too high (for example counting down seconds to bomb explosion is extremely fast).. also one starnge thing- if i set -pingboost to 3 , then fps is very randomly changing and more often even lower then with pingboost 2. but turning pingboost off (without -pingboost) i get only max 200-250 fps and high ping for all players.. Please don't post any links to sites, i have read them all and every site tells something different.For example one author says don't use sys_ticrate higher then 180 or 200, it will make your server lag, and some other author says - dont use sys_ticrate lower then 500 or 1000- otherwise you will have bad bullet registration and high pings etc.. I have Debian Linux kernel 2.20.1 (kernel_hz 1000) Core2 Duo E6400 system, 1 GB Ram, 2x320 GB SATA2 16 MB HDD, 100 MBit/s download/upload Internet (and it's quality is affected by time (for example in evenings more players got gigher pings and losses and chokes)- because of isp`s bandwith loading.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Links: -- [1] mailto:[EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] please recommend settings for public internet server
-- [ Picked text/plain from multipart/alternative ] Please recommend me nice settings for my server. I`ve experimented with them almost a year, but couldn't understand which are better: I have sys_ticrate 500 sv_maxupdaterate 30 sv_maxrate 8000 sv_minrate 0 -pingboost 2 in startup and i get about 300-485 fps If i set sys_ticrate to 300 then i get about 245 fps (but then it's not so randomply changing like setting to 500) if i set sys_ticrate to 150, i get about 130-140 fps. I wanted only to know- which variasion of these could give me better results ( i mean gameplay, bullet shooting registration and less loss for players with bad internet) I tried to set sys_ticrate to 1, then i get stable 998-1000 fps, but then ticrate seems to be too high (for example counting down seconds to bomb explosion is extremely fast).. also one starnge thing- if i set -pingboost to 3 , then fps is very randomly changing and more often even lower then with pingboost 2. but turning pingboost off (without -pingboost) i get only max 200-250 fps and high ping for all players.. Please don't post any links to sites, i have read them all and every site tells something different.For example one author says don't use sys_ticrate higher then 180 or 200, it will make your server lag, and some other author says - dont use sys_ticrate lower then 500 or 1000- otherwise you will have bad bullet registration and high pings etc.. I have Debian Linux kernel 2.20.1 (kernel_hz 1000) Core2 Duo E6400 system, 1 GB Ram, 2x320 GB SATA2 16 MB HDD, 100 MBit/s download/upload Internet (and it's quality is affected by time (for example in evenings more players got gigher pings and losses and chokes)- because of isp`s bandwith loading.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] lags on sounds
-- [ Picked text/plain from multipart/alternative ] Hi! Many of my server's players say they get lags (not losses or chokes), but some little freezes on sounds (for ex. multikill, timeleft, etc), but also on simply shooting.I have the same problem. Could it be somehow related with sound card drivers? But i tried even to turn off my sound card in device manager, but it doesn't help at all.. Advertisement: Inbox.lv bezmaksas 2.5 GB (2500 MB) liela pastkastiite Anti-Virus un Anti-Spam aizsardziiba WWW.INBOX.LV -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] which binary to use?
-- [ Picked text/plain from multipart/alternative ] Question- which binary to better use if I have Intel Core2 Duo 6400 system with 64 bits debian? I tested both - hlds_amd64.so and standard- hlds_i686.so, but seems that amd64 so is not supported more? jul 21. 2004.engine. but cpu usage using it is much better (less cpu usage) and also gameplay and shooting seems to be better..and one more question - is it ok to use mixed binaries (for example amd64 as hlds engine, but metamod and amx 32 bits etc..)? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] vac servers down?
-- [ Picked text/plain from multipart/alternative ] PING half-life.speakeasy-nyc.hlauth.net (207.173.176.161) 56(84) bytes of data. --- half-life.speakeasy-nyc.hlauth.net ping statistics --- 14 packets transmitted, 0 received, 100% packet loss, time 12998ms --- half-life.speakeasy-sea.hlauth.net ping statistics --- 28 packets transmitted, 0 received, 100% packet loss, time 26998ms --- half-life.speakeasy-chi.hlauth.net ping statistics --- 7 packets transmitted, 0 received, 100% packet loss, time 5999ms So i tried to ping from 3 different pcs.. No results.. What does it mean? That vac authentication servers are down? Or they have some icmp block(firewalled). I remember that about 3-4 months ago i could normally ping these servers or at least 2 of them.. Maybe there are some alternative addresses which i can write in valvecomm.lst? Cause vac on my server isn't working.. Downloading Security Module from Speakeasy.net ... and in some 1-2 minutes: Error downloading Security Module from Speakeasy.net Server is not Secure. :( Plz help me.. My server now is full of cheaters.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Problem with losses
00 100 0 00000 12 001 01 110 1 011A1 13 000 00 100 0 00000 14 000 00 100 0 00000 15 000 00 100 0 00000 16 000 00 100 0 00000 17 000 00 100 0 00000 IRQ to pin mappings: IRQ0 -> 0:2 IRQ1 -> 0:1 IRQ3 -> 0:3 IRQ4 -> 0:4 IRQ5 -> 0:5 IRQ6 -> 0:6 IRQ7 -> 0:7 IRQ8 -> 0:8 IRQ9 -> 0:9 IRQ12 -> 0:12 IRQ13 -> 0:13 IRQ14 -> 0:14 IRQ15 -> 0:15 IRQ16 -> 0:16 IRQ18 -> 0:18 done. Using local APIC timer interrupts. calibrating APIC timer ... . CPU clock speed is 2106.0179 MHz. . host bus clock speed is 336.0988 MHz. Starting migration thread for cpu 0 CPUS done 8 NET: Registered protocol family 16 PCI: PCI BIOS revision 2.10 entry at 0xfdaf1, last bus=1 PCI: Using configuration type 1 mtrr: v2.0 (20020519) Linux Plug and Play Support v0.97 (c) Adam Belay SCSI subsystem initialized drivers/usb/core/usb.c: registered new driver usbfs drivers/usb/core/usb.c: registered new driver hub PCI: Probing PCI hardware PCI: Probing PCI hardware (bus 00) PCI: Using IRQ router default [1106/3177] at :00:11.0 PCI->APIC IRQ transform: (B0,I5,P0) -> 16 PCI->APIC IRQ transform: (B0,I7,P0) -> 18 Machine check exception polling timer started. apm: BIOS not found. highmem bounce pool size: 64 pages VFS: Disk quotas dquot_6.5.1 NTFS driver 2.1.6 [Flags: R/O]. Initializing Cryptographic API pty: 256 Unix98 ptys configured Using anticipatory io scheduler floppy0: no floppy controllers found RAMDISK driver initialized: 16 RAM disks of 4096K size 1024 blocksize loop: loaded (max 8 devices) nbd: registered device at major 43 Uniform Multi-Platform E-IDE driver Revision: 7.00alpha2 ide: Assuming 33MHz system bus speed for PIO modes; override with idebus=xx VP_IDE: IDE controller at PCI slot :00:11.1 VP_IDE: chipset revision 6 VP_IDE: not 100% native mode: will probe irqs later ide: Assuming 33MHz system bus speed for PIO modes; override with idebus=xx VP_IDE: VIA vt8235 (rev 00) IDE UDMA133 controller on pci:00:11.1 ide0: BM-DMA at 0xfc00-0xfc07, BIOS settings: hda:DMA, hdb:pio hda: MAXTOR 6L080L4, ATA DISK drive ide0 at 0x1f0-0x1f7,0x3f6 on irq 14 hda: max request size: 128KiB hda: 156355584 sectors (80054 MB) w/1819KiB Cache, CHS=65535/16/63, UDMA(133) hda: hda1 hda2 hda3 ide-floppy driver 0.99.newide mice: PS/2 mouse device common for all mice serio: i8042 AUX port at 0x60,0x64 irq 12 serio: i8042 KBD port at 0x60,0x64 irq 1 NET: Registered protocol family 2 IP: routing cache hash table of 8192 buckets, 64Kbytes TCP: Hash tables configured (established 262144 bind 65536) ip_tables: (C) 2000-2002 Netfilter core team NET: Registered protocol family 1 NET: Registered protocol family 17 kjournald starting. Commit interval 5 seconds EXT3-fs: mounted filesystem with ordered data mode. VFS: Mounted root (ext3 filesystem) readonly. Freeing unused kernel memory: 160k freed Adding 709624k swap on /dev/hda2. Priority:-1 extents:1 EXT3 FS on hda1, internal journal Real Time Clock Driver v1.12 ip_conntrack version 2.1 (8191 buckets, 65528 max) - 304 bytes per conntrack 8139too Fast Ethernet driver 0.9.26 eth0: RealTek RTL8139 at 0xec00, 00:02:44:98:04:32, IRQ 18 eth0: Identified 8139 chip type 'RTL-8100B/8139D' kjournald starting. Commit interval 5 seconds EXT3 FS on hda3, internal journal EXT3-fs: mounted filesystem with ordered data mode. lp: driver loaded but no devices found request_module: failed /sbin/modprobe -- char-major-4-64. error = 256 Serial: 8250/16550 driver $Revision: 1.90 $ 8 ports, IRQ sharing disabled eth0: link up, 100Mbps, full-duplex, lpa 0x45E1 Quoting Jan Marquardt : Is there anything eye-catching in dmesg? Regards, Jan Ian mu schrieb: -- [ Picked text/plain from multipart/alternative ] Other one worth a double check is dma on the hard drive, can check with hdparm /dev/hdx (if its ide, guessing it maybe is from spec) and check its set to 1. Have seen a few boxes that have a few errors and it turns off. On 11/15/06, Whisper wrote: -- [ Picked text/plain from multipart/alternative ] Good call Gary Both the Switch and the NIC need to have duplex set to Auto or both forced to duplex. It is a myth that you can set the switch the Duplex and the NIC set to auto will pick up on the connection being full duplex. Speed is the same, but can result in no link at all, depending upon the setup On 11/16/06, Gary wrote: Sounds like ethernet collisions (bad duplex) At 06:38 AM 11/15/2006, Andrius Pirus wrote: -- [ Picked text/plain from multipart/alternative ] I have problem- My counter-strike 1.6 server is having problems with losses. I watch my server status (in cs 1.6 console) and every 10-20 seconds it shows losses for almost all players (about 1-3). I have never had problem like this before. Could it be bec
[hlds_linux] Problem with losses
-- [ Picked text/plain from multipart/alternative ] I have problem- My counter-strike 1.6 server is having problems with losses. I watch my server status (in cs 1.6 console) and every 10-20 seconds it shows losses for almost all players (about 1-3). I have never had problem like this before. Could it be because of bad hard-drive or something like that? I tried disabling metamod and amxmodx, changing sv_maxrate, sv_maxupdaterate, many different engines (3144,2738,3421 etc.) but it didn't solve this problem. My ISP is very good and doesn't have any problems with internet connection. CPU and memory usage is normal, the same for ping of players. Only these losses and sometimes lags.. Server is AMD Athlon 2500+, 1 GB RAM, 80 GB HDD (maybe because of HDD?)I tried also changing maxplayers, disabling vac etc.. I was watching also cpu usage (with "top"). What could cause this? p.s. sorry for bad English. Izvrashenj -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux