Re: [hlds_linux] upcoming orange box framerate changes

2011-07-21 Thread Andy Giesen
His point was that regardless of a FPS cap, GSPs will still try to
sell servers as greater FPS than is possible.

On Thu, Jul 21, 2011 at 12:10 AM, Marcel  wrote:
> On 21.07.2011 01:45, AnAkIn . wrote:
>>
>> 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
>
> I don't see any useful information for an admin how to still achieve 10k
> FPS?!
>
> --
> Marcel
>
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Re: [hlds_linux] material hacking

2010-08-29 Thread Andy Giesen
Actually it looks like you are... but at least players can't do
transparent walls.

>> models\player\...allow_from_disk

On Sun, Aug 29, 2010 at 3:04 AM, clad iron  wrote:
> no.
>
> models\...            from_steam
>>
>
> On Sun, Aug 29, 2010 at 5:59 AM, Donnie Newlove 
> wrote:
>
>> You're allowing custom player models?
>>
>> On Fri, Aug 27, 2010 at 10:11 AM, clad iron  wrote:
>> > correct AnAkln.
>> >
>> > I have sv_pure set to 1 and  sv_consistency set to 1.
>> > With a pure_server_whitelist.txt with this.
>> >
>> >
>> >    materials\...            from_steam
>> >>     models\...            from_steam
>> >>     sound\...            from_steam
>> >>     //
>> >>     // Allow custom player models. Don't do CRC checks on them because
>> the
>> >> clients may all
>> >>     // have different custom models and the server won't have them all.
>> >>     //
>> >>     models\player\...        allow_from_disk
>> >>     materials\models\player\...    allow_from_disk
>> >>     materials\models\effects\mcg\...    allow_from_disk
>> >>     materials\models\weapons\nades\duke1\...    allow_from_disk
>> >>
>> >>     //
>> >>     // Allow custom spray decals.
>> >>     //
>> >>     materials\temp\...        allow_from_disk
>> >>     materials\vgui\...        allow_from_disk
>> >>
>> >>     // Allow custom sniper sprites
>> >>     materials\sprites\...        allow_from_disk
>> >>
>> >>     // Allow Custom sounds.
>> >>     //
>> >>     sound\admin_plugin\...        allow_from_disk
>> >>     sound\bandage\...        allow_from_disk
>> >>     sound\misc\...            allow_from_disk
>> >>
>> >>     // Blood plugin
>> >>     materials\particle\particledefault.vmt        allow_from_disk
>> >>
>> >
>> > Even with that, I'm not sure it helps since it's valves textures. if they
>> > are only editing the .vmt to point to a different material, i guess the
>> > engine doesn't see that. ?
>> >
>> >
>> >
>> >
>> > On Fri, Aug 27, 2010 at 3:55 AM, AnAkIn .  wrote:
>> >
>> >> The problem is that there are exploits to bypass both sv_consistency and
>> >> sv_pure, which are still not fixed.
>> >>
>> >> 2010/8/27 Saul Rennison 
>> >>
>> >> > Use sv_pure or sv_consistency
>> >> >
>> >> > Thanks,
>> >> > - Saul.
>> >> >
>> >> > On 27 Aug 2010, at 06:32, clad iron  wrote:
>> >> >
>> >> > > Someone has pointed this out to me, (i haven't tested) but think
>> Valve
>> >> > may
>> >> > > need to look into this.
>> >> > >
>> >> > > Here is a quote from the guy.
>> >> > >
>> >> > > I just took the vmt file that is the refernce for the glass wall and
>> >> > copied
>> >> > > it into the proper directories and renamed it to the vmt of the mat
>> I
>> >> > wanted
>> >> > > to be glass, when it loads that vmt for the material the vmt points
>> to
>> >> > the
>> >> > > glass vtf file. boom its see thru
>> >> > > All you really have to do is load the map in hammer and find which
>> >> walls
>> >> > you
>> >> > > want to be see thru then write down the name and path of the
>> materials
>> >> > used
>> >> > > then use that glass vmt for the real ones
>> >> > >
>> >> > >
>> >> > > The guy and i were talking about how could someone still be hacking
>> on
>> >> > our
>> >> > > server with KAC running.
>> >> > >
>> >> > > Is there a fixable solution to this ?
>> >> > > ___
>> >> > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >> > please visit:
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>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >> Best regards,
>> >> AnAkIn,
>> >> -
>> >> ESL EU TF2 Admin
>> >> http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Counter-Strike: Source Update Available

2010-07-06 Thread Andy Giesen
First of all...

- Removed functionality of cl_minmodels.

Why?!

Second, I'm enjoying random achievements such as Italy Map Veteran
while playing Office.

Good work.

On Tue, Jul 6, 2010 at 3:30 PM, Jason Ruymen  wrote:
> An optional update for Counter-Strike: Source is now available.  Please run 
> hldsupdatetool to receive the update.  The specific changes include:
>
> Counter-Strike: Source:
> - Fixed a crash that could occur after the bomb exploded.
> - Fixed a crash that could occur when attempting to exit the game.
> - Changed default values of the following server variables to reflect the 
> increase of the default tick rate from 33 to 66:
>        - sv_mincmdrate - 10
>        - sv_maxcmdrate - 66
>        - sv_maxupdaterate - 66
> - Marked 'developer' cvar as cheat.
> - Corrected kill/death reporting in gun games.  Deaths were not being 
> properly counted in games using instant respawn.
> - Marked test_round_winpanel, test_match_winpanel, test_freezepanel commands 
> as cheats.
> - Added sv_nowinpanel and cl_nowinpanel options that can be used to disable 
> the win panel that displays the team winner, MVP, and fun fact at the end of 
> a round.
> - Clamped ladder dampen values.
> - Fixed jointeam cvar so giving it invalid values no longer spams the server 
> console.
> - Removed functionality of cl_minmodels.
> - Fixed voice indicators to display at all times rather than just after their 
> respective players have come into contact when -alltalk is on.
> - Fixed scoreboard to display correct number of SourceTV viewers.
> - Adjusted death notices to display under scoreboard.
> - Defaulted 'Simplified list' to OFF and made the setting persistent.
> - Fixed an issue that could make it appear as if a player already had one or 
> more MVP stars upon joining a server.
> - Made text on loading bar more legible.
> - Added more materials that were missing for community maps.
>
> Engine:
> - Fixed disconnect exploit causing players to be forced off of a server due 
> to an overflowed packet.
> - Fixed players being able to start the game using a DirectX level less than 
> DirectX8.
>
> Windows Dedicated Server:
> - Added Counter-Strike: Source to the list of games for the dedicated server 
> when running through the Steam client.
>
>
> An update on the Update
> The reason for the recent update was to move Counter-Strike Source (CSS) from 
> the older HL2 version of the Source engine to the most recent version. This 
> brings the CSS codebase in-line with our other games. This resolves long 
> standing issues associated with the older engine and allows us to benefit 
> from features and bug fixes in other source games as they come online, such 
> as improved graphic effects and more accurate hit registration.
>
> During this process we created some unintended side effects, these are 
> bugs. We are actively investigating all reports.
>
> A good example of this is bullet penetration changing on Linux Servers only; 
> not Windows Servers. This was a subtle bug to track down and understand.  It 
> has been fixed.
>
> Rest assured we will continue to fix old and new CSS bugs. We want to retain 
> the CSS gameplay experience that you know and love. We would also like to 
> thank everyone reporting bugs and posting constructive feedback. This is an 
> invaluable part of the process.
>
> The CSS Team
>
>
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Re: [hlds_linux] cs s parameter

2009-11-10 Thread Andy Giesen
... Apparently I REALLY wasn't paying attention...

On Tue, Nov 10, 2009 at 8:15 PM, Midnight  wrote:
> so many ways to screw up a command line lol
>
> Guy Watkins wrote:
>> This works for me:
>> ./steam -command update -game "Counter-Strike Source" -dir .
>>
>> } -Original Message-
>> } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> } boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos
>> } Sent: Tuesday, November 10, 2009 9:26 PM
>> } To: Half-Life dedicated Linux server mailing list
>> } Subject: Re: [hlds_linux] cs s parameter
>> }
>> } thanks,but i have tried that. i have even tried to use parenthesis but it
>> } has not worked either
>> }
>> } command line off the top of head
>> } ./steam -command update -game Counter Strike-Source -dir
>> }
>> } maybe something is messed up on my end.
>> }
>> } On Tue, Nov 10, 2009 at 1:54 PM, Nicholas Hastings
>> } wrote:
>> }
>> } > -game "Counter-Strike Source"
>> } >
>> } > (you can see all of these by using "list" for the game)
>> } >
>> } > tom nikitopoulos wrote:
>> } > > can anyone tell me the parameters for counter strike source.
>> } > > i have tried to download the css files using the parameter -game
>> } Counter
>> } > > Strike - Source and it is not working
>> } > > thanks
>> } > > ___
>> } > > To unsubscribe, edit your list preferences, or view the list archives,
>> } > please visit:
>> } > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> } > >
>> } > >
>> } >
>> } >
>> } > ___
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>> } > please visit:
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>> } >
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>>
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Re: [hlds_linux] cs s parameter

2009-11-10 Thread Andy Giesen
Looks like you need " "s around Counter-Strike Source and a . after
-dir. Like this.

./steam -command update -game "Counter Strike-Source" -dir .

On Tue, Nov 10, 2009 at 6:26 PM, tom nikitopoulos  wrote:
> thanks,but i have tried that. i have even tried to use parenthesis but it
> has not worked either
>
> command line off the top of head
> ./steam -command update -game Counter Strike-Source -dir
>
> maybe something is messed up on my end.
>
> On Tue, Nov 10, 2009 at 1:54 PM, Nicholas Hastings 
> wrote:
>
>> -game "Counter-Strike Source"
>>
>> (you can see all of these by using "list" for the game)
>>
>> tom nikitopoulos wrote:
>> > can anyone tell me the parameters for counter strike source.
>> > i have tried to download the css files using the parameter -game Counter
>> > Strike - Source and it is not working
>> > thanks
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> >
>>
>>
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Re: [hlds_linux] server css for lan (without internet)

2009-10-08 Thread Andy Giesen
I believe you want to have +sv_lan 1 in the launch options rather than
in the server.cfg.

On Thu, Oct 8, 2009 at 4:05 PM, Kyle Sanderson  wrote:
> connect LanIP:Port in the players console... If your server however doesn't
> haven have an ethernet connection I'm not entirely sure what your asking...
> If you're however trying to use "NoSteam" or whatever the hell it is called
> now you will not be able to join a legitimate server, nor will you receive
> help from us.
>
> Kyle.
>
>
> On Thu, Oct 8, 2009 at 9:37 AM, romain heinrichs > wrote:
>
>> hi
>>
>> for lan party i setup a server css (under debian) but without internet and
>> the problem is when is not connected the server can't start because he
>> can't
>> connected to master server steam.
>> in server.cfg i get sv_lan 1.
>> it's obligatory to connect internet for lan server ?
>> and if not how ?
>> thanks
>>
>>
>>
>> --
>> Romain Heinrichs
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Re: [hlds_linux] Changing Number of Slots fix

2009-08-04 Thread Andy Giesen
When we were using a hosting company they would alter our .cfgs with
scripts that ran like every 15 minutes or so and looked for certain
commands and either removed them or changed them to certain values as
well as added their commands (ie. fps_max).

On Tue, Aug 4, 2009 at 10:18 AM, Nightbox wrote:
> Maybe this will help. I dont know if its possible but sounds good.
>
> After the server executed server.cfg it must execute hosting.cfg which will
> include the data from what he paid.
>
> 2009/8/4 Guy Watkins 
>
>> Just charge him for the extra slots he is using.  Or restart his server
>> when
>> his connected clients exceeds his paid number.  Then send him an automatic
>> email saying what happened.
>>
>> } -Original Message-
>> } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> } boun...@list.valvesoftware.com] On Behalf Of David A. Parker
>> } Sent: Tuesday, August 04, 2009 11:29 AM
>> } To: Half-Life dedicated Linux server mailing list
>> } Subject: Re: [hlds_linux] Changing Number of Slots fix
>> }
>> } Let me make a few assumptions here.  I assume that:
>> }
>> } 1. You have a box and the "client" in question pays for a CS 1.6 server
>> } with N slots which runs on this box.
>> }
>> } 2. You don't want him to change the number of slots because he only pays
>> } for N slots.
>> }
>> } Is this the case?  If so, then my solution to the problem would be to
>> } tell him that he either explains to you in detail exactly what he is
>> } doing and how he is doing it, or you cancel his service and revoke his
>> } access to the box.
>> }
>> } If my assumptions are incorrect then I must be misunderstanding all of
>> } this, since I can't think of any other reason he would have access to
>> } the server.cfg but you wouldn't want him changing the slot count.
>> }
>> } Arnaud DUMAS de RAULY wrote:
>> } > Yes he can upload different server.cfg
>> } >
>> } > The server is launched by command line, the command-line overrides the
>> } > setting in the server.cfg doesn't it, unless maybe the "autoupdate"
>> } > feature enables a reboot ignoring the commandline (which seems
>> } > impossible though) ?
>> } > I've been hosting servers for the past year and a half like that, I
>> } > would have known earlier if a simple "maxplayers 24" line in the
>> } > server.cfg changed anything  I hope ...
>> } >
>> } > Thanks for your input.
>> } >
>> } > Le 4 août 09 à 17:08, David A. Parker a écrit :
>> } >
>> } >> When you say "he has ftp access" does that mean he can upload a
>> } >> server.cfg file to the directory where you have CS installed?  If
>> } >> that's
>> } >> the case, I would guess he's uploading a custom server.cfg and it gets
>> } >> read on map change.  Just a guess, though.
>> } >>
>> } >>     - Dave
>> } >>
>> } >> Arnaud DUMAS de RAULY wrote:
>> } >>> Thanks guys for your answers, but here a couple more details:
>> } >>> - the command script is protected
>> } >>> - the guy says he does it using the server.cfg
>> } >>> - gameservers are launched as a user and not as root
>> } >>> - he has ftp access
>> } >>> - the bins and .so are not protected
>> } >>>
>> } >>> Thanks for your time.
>> } >>>
>> } >>> Le 4 août 09 à 16:59, Ronny Schedel a écrit :
>> } >>>
>> }  Protect your start scripts.
>> } 
>> } > Hi everyone,
>> } > I just found out one of my clients can change the slot count of his
>> } > server (CS 1.6), does anyone know how ou know how to stop him from
>> } > doing so ? Is there a common way of doing it and most important, is
>> } > there a fix ?
>> } >
>> } > I think he uses the server.cfg to send commands through to the
>> } > server.
>> } >
>> } > Thanks all for your help
>> } >
>> } >
>> } > ___
>> } > 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
>> } >>>
>> } >> --
>> } >>
>> } >> Dave Parker
>> } >> Utica College
>> } >> Integrated Information Technology Services
>> } >> (315) 792-3229
>> } >> Registered Linux User #408177
>> } >>
>> } >>
>> } >> ___
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>> } >> archives, please visit:
>> } >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> } >
>> } >
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Re: [hlds_linux] fps fluctuates every time

2009-02-24 Thread Andy Giesen
I would turn off SpeedStep and probably VT.

On Tue, Feb 24, 2009 at 2:37 PM, kERPLUNK  wrote:
> im right now looking my bios options..
>
> i have ACPI State S1 or S3 (s3 setted)
> Intel SpeedStep (on)
> Intel VT (on)
> Intel XD (on)
>
> may i have to change some of this options?
>
> - Original Message -
> From: "kERPLUNK" 
> To: "Half-Life dedicated Linux server mailing list"
> ; "Gary Stanley"
> 
> Sent: Tuesday, February 24, 2009 8:26 PM
> Subject: Re: [hlds_linux] fps fluctuates every time
>
>
> in kernel do not have anything about cpu speed throttling.. nothing
> in bios, i have intel motherboard, and doesnt have nothing too about apm..
>
> - Original Message -
> From: "Gary Stanley" 
> To: "Half-Life dedicated Linux server mailing list"
> ; "kERPLUNK" ;
> "Half-Life dedicated Linux server mailing list"
> 
> Sent: Tuesday, February 24, 2009 8:23 PM
> Subject: Re: [hlds_linux] fps fluctuates every time
>
>
> At 05:19 PM 2/24/2009, Matthias Bleile wrote:
>>which clocksource do you use?
>
> It's not the clocksource. It's power management stuff enabled in the
> BIOS, or maybe some type
> of chipset errata. Or it's something enabled in the kernel, like CPU speed.
>
>
>
>
>
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Re: [hlds_linux] Proposal: Change rcon_password so it cannot be changed while server is running

2008-10-16 Thread Andy Giesen
The idea of a command line switch is appealing for those that wish to
lock down rcon_password to require a reboot to change the password via
server.cfg.

On Thu, Oct 16, 2008 at 8:18 AM, Andreas Grimm <[EMAIL PROTECTED]> wrote:
> what about a new command line parameter which sets if changing of
> rcon_password is allowed or not ... same like "-nobots" doesn't allow me to
> use bot_quota
>
> would be fine for both sides
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
> Sent: Thursday, October 16, 2008 4:05 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Proposal: Change rcon_password so it cannot be
> changed while server is running
>
> I wish it were that easy!
>
> Over the years, griefers have discovered all sorts of little holes in
> Source, plugins, and scripts that allow them to change rcon_password without
> knowing it beforehand. These get fixed on an ongoing basis, but this
> suggestion is to get at the root of protecting your servers from people
> taking them over.
>
> You definitely should keep your rcon_password a secret, but that doesn't
> keep your server safe.
> -Mattie
>
> On Thu, Oct 16, 2008 at 7:54 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
>
>> If you never give out your rcon password (or don't make it a really easy
>> one) you'll never have to worry about this anyway.
>>
>> Mattie wrote:
>> > Hey guys,
>> >
>> > I wanted to run this by the community. Your feedback is very much
>> > appreciated.
>> >
>> > How much would it annoy you if it was impossible to change rcon_password
>> > once any map had been loaded? In other words, the only way to change
>> > rcon_password would be in autoexec.cfg or server.cfg (and then the
> server
>> > would need to restart for it to take effect).
>> >
>> > Would this be incredibly painful?
>> >
>> > This single, simple change could dramatically decrease the amount of
>> > server-control exploits in the wild. The majority of these exploits
>> require
>> > changing the password to something you don't know.
>> >
>> > I was thinking about this recently and I was debating either:
>> > (a) Working with you guys to ask Valve to make rcon_password
> unchangeable
>> > while the server is running, and/or
>> > (b) Making the EventScripts plugin enforce this by default (with an
>> option
>> > to disable it if you're adventurous).
>> >
>> > What cases can you think of where it was important to be able to change
>> > rcon_password without taking the server down?
>> >
>> > The biggest argument I've heard so far is that if someone learns your
>> > rcon_password, you can't change it easily to prevent them.
> Unfortunately,
>> > though, most hackers change the rcon_password immediately so you're
>> locked
>> > out of your own console. As such, this doesn't really work, anyway.
>> >
>> > Thoughts? Opinions? Thanks in advance,
>> > -Mattie
>> > ___
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Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta updated

2008-10-02 Thread Andy Giesen
I hope the same is decided for CSS when it goes to the OB engine

On Thu, Oct 2, 2008 at 11:11 AM, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Actually no, I am going to flip it back to the in-game name, forcing it to be 
> community name is something we ended up deciding against for CS 1.6.
>
> - Alfred
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlds_linux-
>> [EMAIL PROTECTED] On Behalf Of Donnie Newlove
>> Sent: Thursday, October 02, 2008 11:03 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta updated
>>
>> Yes, that is pretty much what this beta is all about.
>>
>> On Thu, Oct 2, 2008 at 7:56 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
>> > It works fine now. Is it normal that the scoreboard still shows steam
>> > community names instead of in-game name?
>> >
>> > 2008/10/2 Kveri <[EMAIL PROTECTED]>
>> >
>> >> Nice one!
>> >>
>> >> Kveri
>> >>
>> >> Jason Ruymen  wrote / napísal(a):
>> >> > We've found and fixed the problem with Linux servers requiring
>> >> > libstdc++.  Run hldsupdatetool to get the latest build.
>> >> >
>> >> > Jason
>> >> >
>> >> > -Original Message-
>> >> > From: [EMAIL PROTECTED]
>> >> > [mailto:[EMAIL PROTECTED] On Behalf Of Jason
>> Ruymen
>> >> > Sent: Wednesday, October 01, 2008 6:55 PM
>> >> > To: Half-Life dedicated Win32 server mailing list;
>> >> > hlds_linux@list.valvesoftware.com
>> >> > Subject: [hlds] Counter-Strike 1.6 Beta updated
>> >> >
>> >> > A required update to the Counter-Strike 1.6 Beta is now available.
>> >> > Please run hldsupdatetool to receive it.  The specific changes
>> include:
>> >> >
>> >> > - Fixed crash on level change
>> >> > - clamped certain client cvars to prevent exploits
>> >> > - Made ducking only emit quieter footsteps if you duck for a
>> reasonable
>> >> > amount of time
>> >> >
>> >> > Jason
>> >> >
>> >> >
>> >> > ___
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>> >> > please visit:
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>> >> >
>> >> >
>> >>
>> >>
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Re: [hlds_linux] CS:S LAN Server not visable in Ingame Server (LAN) Browser

2008-09-24 Thread Andy Giesen
Could be an issue the workgroup the XP clients are in, but I would
first try connecting via console first (connect 192.168.111.16) to
confirm that you can in fact connect.

On Wed, Sep 24, 2008 at 1:44 PM, Axel Schmidt <[EMAIL PROTECTED]> wrote:
> Hello List,
>
> first of all im new to Mailing lists and new to CS:S LAN Servers. I run
> succsessfuly some CS:S Servers on a internet root server. Now for a LAN
> party i tried to setup a CS:S LAN server and i run in some trouble.
>
> About the Box:
> ---
> It a Pentium4 (4ghz) 1gb ram
> OS is debian etch rc 4 1/2
>
> Network Settings:
> -
> iface eth1 inet static
> address 192.168.111.16
> netmask 255.255.255.0
> network 192.168.111.0
> broadcast 192.168.111.255
>
> About the CS:S Server:
> ---
>
> Its installed and runs fine.
> i start the server with ->  ~/srcds_run -game cstrike +sv_lan 1 -nomaster
> +map de_dust2 -maxplayers 24 +ip 192.168.111.16 +port 27015 -tickrate 100
>
> Server.cfg:
> ---
> sv_lan 1
> sv_unlag 1
> sv_maxrate 25000
> sv_minrate 15000
> sv_maxupdaterate 101
> sv_minupdaterate 80
> sv_maxcmdrate 101
> sv_mincmdrate 80
> fps_max 1000
>
> Server runs stable and smooth at 980 FPS only problem at the moment is that
> the clients cant see the server in the server browser.
>
> I tried 3 diff client, 2 without any virus scanner or firewall (all clients
> XP) same on every client.
> The network is totaly disconnectet from the internet.
>
> any ideas?
>
> greetings Axel Schmidt
>
>
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Re: [hlds_linux] Mail problem?

2008-08-24 Thread Andy Giesen
Just quiet recently.

On Sun, Aug 24, 2008 at 3:16 AM, Steve! <[EMAIL PROTECTED]> wrote:
> Am I losing mail, or is this list just very quiet?
>
> Steve!
>
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Re: [hlds_linux] Day of Defeat: Source Beta Dedicated Server available

2008-05-23 Thread Andy Giesen
No joke! who cares about DoD. =P I kid, I kid!

Any word on when we'll see CS:S on the OB engine?

On Fri, May 23, 2008 at 12:22 PM, Ondřej Hošek <[EMAIL PROTECTED]> wrote:
> No Counter-Strike: Source? :'-(
>
> ~~ Ondra
>
> On 23.05.08 21:08 Uhr, Jason Ruymen wrote:
>> As most of you are already aware of, we've made a Day of Defeat: Source
>> Beta dedicated server available.  This beta makes use of The Orange Box
>> engine, has a new map and adds achievements to the game.  If you'd like
>> to run a server, use hldsupdatetool with the command "-command update
>> -game dodsbeta".
>>
>> We'll be making clients that own Day of Defeat: Source have access to
>> the Beta within an hour or two.
>>
>> Jason
>>
>
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Re: [hlds_linux] Auto Server restart

2008-05-23 Thread Andy Giesen
You can use crontab.

http://www.adminschoice.com/docs/crontab.htm

On Fri, May 23, 2008 at 8:11 AM, Neil Smith <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Is there a way of automatically restarting a DOD 1.3 server say at 05:00
> every morning?
>
> If so could somone tell me how to do it ?
>
> Thanks and regards
> Neil
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Re: [hlds_linux] HL1 Client Problems

2008-05-22 Thread Andy Giesen
It must be said.

Arguing on the internet is like competing in the Special Olympics...
even if you win you're still retarded.

I would have to agree with Neph's statement wholeheartedly, so knock
your shit off Kyle.

On Thu, May 22, 2008 at 12:32 PM, Kyle <[EMAIL PROTECTED]> wrote:
> You would never have the balls to say that to me in person neph or I would
> brake every bone in you're face.   The only way for you to mitigate you're
> feeling's of emasculation is to talk hard over the Internet because that's
> the only way you can make yourself feel as though you are actually a man.
>
> You must have gotten beat up a lot in school.
>
> This communication and any accompanying document(s) are privileged and
> confidential, and are intended for the sole use of the addressee(s).  If you
> have received this transmission in error, you are advised that any
> disclosure, copying, distribution, or the taking of any action in reliance
> upon it is strictly prohibited.  If you have received this communication in
> error, please return the message via email reply and immediately delete it
> from your system.
> ---Original Message---
>
> From: Nephyrin Zey
> Date: 05/22/08 03:04:06
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] HL1 Client Problems
>
>> Ok I'm done with this topic.   No more post from me, you can all have the
>> last word
>
> Allow me: Douche
>
> - Neph
>
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Re: [hlds_linux] official valve doorfix?

2008-03-04 Thread Andy Giesen
Are there any estimates on when the port might be completed?

On Tue, Mar 4, 2008 at 8:36 AM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> --
>  [ Picked text/plain from multipart/alternative ]
>  Robin Walker (VALVe developer) said that the tickrate won't be locked at 66
>  for others source games when they will be ported to the OB Engine.
>
>  2008/3/4, [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
>
>
> >
>  > fix it (there are a lot of "fixed" maps outside, e.g. nuke_doorfix) or at
>  > least all values above tickrate 100 should be forbidden?
>  >
>  >
>  > > -Ursprüngliche Nachricht-
>  > > Von: hlds_linux@list.valvesoftware.com
>  > > Gesendet: 04.03.08 16:17:46
>  > > An: hlds_linux@list.valvesoftware.com
>  > > Betreff: Re: [hlds_linux] official valve doorfix?
>  >
>  >
>  >
>  > >
>  > > sounds like the russian car manufacturing industry: our right doors are
>  > > perfect. left doors cannot be fixed cause the guy who made them left the
>  > > company.
>  > > how we get rid of the problem? fix the tickrate. nastrovje!
>  > >
>  > > Ronny Schedel schrieb:
>  > > >
>  > > > TF2 is an Orange Box game with doors. The tickrate is fixed to 66 and
>  > > > cannot
>  > > > be changed because of the door problem at higher tickrates. You will
>  > see
>  > > > more likely the same for CSS when it is ported to the Orange Box
>  > engine.
>  > > >
>  > > >
>  > > >
>  > > >> This is a multi-part message in MIME format.
>  > > >> --
>  > > >> [ Picked text/plain from multipart/alternative ]
>  > > >> hi valve,
>  > > >>
>  > > >> when will the slow doors be fixed on several standard maps like nuke
>  > and
>  > > >> assault?
>  > > >> is there any special reason why everyone at valve ignores this issue
>  > for
>  > > >> more than a year now?
>  > > >> or will you simply wait until css gets ported on orangebox?
>  > > >>
>  > > >> -timo
>  > > >> --
>  > > >>
>  > > >> ___
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>  > > >>
>  > > >
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>  >
>  >
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Re: [hlds_linux] VAC don't work after change map

2008-02-27 Thread Andy Giesen
Try putting -secure into the startup parameters.

On Wed, Feb 27, 2008 at 6:28 AM, Andrey Egorov <[EMAIL PROTECTED]> wrote:
> Hi for all.
>  I running Team Fortress 2 dedicated server and after change map VAC
>  don't work. Why?
>
>  My server.cfg
>  hostname COTEC Online Team Fortress 2 Server
>  sv_rcon_banpenalty 30
>  sv_rcon_maxfailures 5
>  sv_rcon_minfailures 5
>  sv_rcon_minfailuretime 30
>  sv_lan 1
>  sv_maxplayers 16
>  mp_maxrounds 5
>  host_framerate 0
>  sv_pure 1
>  sv_consistency 1
>  sv_contact [EMAIL PROTECTED]
>  sv_region 3
>  rcon_password X
>  sv_logecho 1
>  fps_max 600
>  sv_minrate 0
>  sv_maxrate 2
>  sv_minupdaterate 10
>  sv_maxupdaterate 66
>  sv_allowupload 1
>  sv_allowdownload 1
>  net_maxfilesize 15
>  mp_autoteambalance 1
>  mp_autoteambalance_delay 60
>  mp_autoteambalance_warning_delay 30
>  mp_teams_unbalance_limit 1
>  mp_enableroundwaittime 0
>  mp_bonusroundtime 8
>  mp_restartround 0
>  mp_stalemate_timelimit 300
>  sv_voiceenable 1
>  sv_alltalk 0
>  mp_chattime 10
>  sv_cheats 0
>
>  exec mani_server.cfg
>  exec banned_user.cfg
>  exec banned_ip.cfg
>  writeid
>  writeip
>
>  I run server with this parametrs:
>  /srcds_run -game tf -port 27022 +map cp_dustbowl +sv_cheats 0
>
>  Regards,
>  Andrey.
>
>
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Re: [hlds_linux] CS:S - Chat on SourceTV-Server?

2008-02-15 Thread Andy Giesen
What tv related cvars do you have set currently?

On Fri, Feb 15, 2008 at 9:49 AM, Alex <[EMAIL PROTECTED]> wrote:
> Unfortunately, its off.
>
>  I tried your cvar with the following result: "no cvar or command named
>  tv_nochat". Any other ideas?
>
>  Thanks,
>  Alex
>
>
> - Original Message -
>  From: "Andy Giesen" <[EMAIL PROTECTED]>
>  To: 
>  Sent: Friday, February 15, 2008 6:36 PM
>  Subject: Re: [hlds_linux] CS:S - Chat on SourceTV-Server?
>
>
>  > Should be on by default. Otherwise, probably make sure tv_nochat is set to
>  > 0.
>  >
>  > On Fri, Feb 15, 2008 at 9:26 AM, Alex <[EMAIL PROTECTED]> wrote:
>  >> This is a multi-part message in MIME format.
>  >>  --
>  >>  [ Picked text/plain from multipart/alternative ]
>  >>  Hi all,
>  >>
>  >>  how do I enable chat on sourceTV-servers so that clients can chat with
>  >> each other on a sourceTV-server?
>  >>
>  >>  Thanks,
>  >>  Alex
>  >>  --
>  >>
>  >>
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Re: [hlds_linux] CS:S - Chat on SourceTV-Server?

2008-02-15 Thread Andy Giesen
Should be on by default. Otherwise, probably make sure tv_nochat is set to 0.

On Fri, Feb 15, 2008 at 9:26 AM, Alex <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Hi all,
>
>  how do I enable chat on sourceTV-servers so that clients can chat with each 
> other on a sourceTV-server?
>
>  Thanks,
>  Alex
>  --
>
>
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Re: [hlds_linux] pure_server_whitelist.txt

2007-12-12 Thread Andy Giesen
I just tested this in CSS and it seems that the whitelist file inside
the cstrike folder took priority, and only that file was loaded.
However I don't see this as a bug, maybe sort of odd that they put it
under hl2 when it only effects files under the mod folder, but the
results are predictable.

On Dec 12, 2007 5:31 PM, Procyon <[EMAIL PROTECTED]> wrote:
> Why does a tf server load the pure_server_whitelist.txt under the hl2/
> game directory, shouldn't it only look for this file under tf/.
> What if we had a pure_server_whitelist.txt under both hl2/ and tf/, does
> one takes precedence?
> If both files are loaded by the server, how do they affect eachother?
>
> I'm not asking because I'm trying to find the settings to get my server
> to behave the way I want it.
>
> I'm asking because I want to know if we are onto a bug. I did some
> testing to try to answer the questions above, but wouldn't it be better
> if a tf server only looked for this file under the tf/ game directory.
> The result of the file would be much more expected.
>
> /Procyon
>
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Re: [hlds_linux] TF2 linux at 100 tic shows as 66 tic

2007-11-06 Thread Andy Giesen
I'll have to play with my server a bit if you haven't figured it out
already. I set it up at 66 tick so I haven't tried pushing it past
that.

On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> It never goes above 68. My settings are 100/100 and I am on a fast
> connection with a fast machine.
> -Theo
>
> On Nov 5, 2007 3:33 PM, Andy Giesen <[EMAIL PROTECTED]> wrote:
>
> > What does net_graph 3 show for updaterate?
> >
> > On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I have already.
> > > sv_minupdaterate 30
> > > sv_maxupdaterate 120
> > > sv_maxcmdrate 100
> > > sv_mincmdrate 30
> > >
> > >
> > > On Nov 5, 2007 3:21 PM, Andy Giesen <[EMAIL PROTECTED]> wrote:
> > >
> > > > Try setting sv_maxupdaterate 100 in the server.cfg
> > > >
> > > > On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I am starting the server with a 100 tickrate and yet it still
> > reports
> > > > back
> > > > > at 66 tickrate by mani in the server announcements. If this is just
> > mani
> > > > > being silly, then how do I set this variable? I couldn't find it
> > > > anywhere.
> > > > >
> > > > > "mani_tickrate" = "67" ( def. "" )
> > > > >  notify replicated
> > > > >  - Server tickrate information
> > > > >
> > > > > So, 2 questions. Is there a commandline I can use to query the
> > tickrate
> > > > and
> > > > > why is this coming up as 66 tic server when my startline is as
> > follows?
> > > > > ./srcds_run -game tf -autoupdate -tickrate 100 +map cp_dustbowl
> > > > +maxplayers
> > > > > 23 -port 27080
> > > > >
> > > > >
> > > > >
> > > > > --
> > > > > _
> > > > > "It's a sad and beautiful world."
> > > > > --
> > > > >
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>
>
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Re: [hlds_linux] TF2 linux at 100 tic shows as 66 tic

2007-11-05 Thread Andy Giesen
What does net_graph 3 show for updaterate?

On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I have already.
> sv_minupdaterate 30
> sv_maxupdaterate 120
> sv_maxcmdrate 100
> sv_mincmdrate 30
>
>
> On Nov 5, 2007 3:21 PM, Andy Giesen <[EMAIL PROTECTED]> wrote:
>
> > Try setting sv_maxupdaterate 100 in the server.cfg
> >
> > On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I am starting the server with a 100 tickrate and yet it still reports
> > back
> > > at 66 tickrate by mani in the server announcements. If this is just mani
> > > being silly, then how do I set this variable? I couldn't find it
> > anywhere.
> > >
> > > "mani_tickrate" = "67" ( def. "" )
> > >  notify replicated
> > >  - Server tickrate information
> > >
> > > So, 2 questions. Is there a commandline I can use to query the tickrate
> > and
> > > why is this coming up as 66 tic server when my startline is as follows?
> > > ./srcds_run -game tf -autoupdate -tickrate 100 +map cp_dustbowl
> > +maxplayers
> > > 23 -port 27080
> > >
> > >
> > >
> > > --
> > > _
> > > "It's a sad and beautiful world."
> > > --
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Re: [hlds_linux] TF2 linux at 100 tic shows as 66 tic

2007-11-05 Thread Andy Giesen
Try setting sv_maxupdaterate 100 in the server.cfg

On 11/5/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I am starting the server with a 100 tickrate and yet it still reports back
> at 66 tickrate by mani in the server announcements. If this is just mani
> being silly, then how do I set this variable? I couldn't find it anywhere.
>
> "mani_tickrate" = "67" ( def. "" )
>  notify replicated
>  - Server tickrate information
>
> So, 2 questions. Is there a commandline I can use to query the tickrate and
> why is this coming up as 66 tic server when my startline is as follows?
> ./srcds_run -game tf -autoupdate -tickrate 100 +map cp_dustbowl +maxplayers
> 23 -port 27080
>
>
>
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Re: [hlds_linux] TF2 Memory Usage?

2007-10-29 Thread Andy Giesen
Best idea would be to setup a cron job to restart the servers each night.

On 10/29/07, Saint K. <[EMAIL PROTECTED]> wrote:
> Got the exact same problem here. TF2 is slowly consuming the available
> memory. After a day or 2 it went from 8% to 20+% were 4GB mem is available.
>
> Saint K.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens dackz
> Verzonden: Monday, October 29, 2007 5:09 PM
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: [hlds_linux] TF2 Memory Usage?
>
> Have any of you had any memory usage problems with the TF2 dedicated
> server? When I first start a 24 player server and fill it up with
> players, top records srcds_i486 using around 8% of memory. However if
> I leave the server running, memory usage slowly balloons. Here's some
> output from top:
>
> top - 11:13:03 up 10 days, 3 min,  1 user,  load average: 0.48, 0.64, 0.60
> Tasks: 147 total,   3 running, 143 sleeping,   0 stopped,   1 zombie
> Cpu(s): 30.0%us,  0.2%sy,  0.0%ni, 69.3%id,  0.0%wa,  0.2%hi,  0.3%si,
> 0.0%st
> Mem:   2076968k total,  1920324k used,   156644k free,59288k buffers
> Swap:  252k total, 7760k used,  1992292k free,   751060k cached
>
>   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
> 22343 srcds 15   0  571m 507m  22m R   61 25.0   1160:27
> srcds_i486
> 26858 srcds 15   0  203m 138m  21m S0  6.8   0:05.26 srcds_i486
>
> The first process in the list is using a whopping 25% of the 2 GB of
> memory available, while the other process (which I just restarted), is
> using only 6.8%.
>
> Now I know memory usage is a complicated thing, but I've never seen
> memory usage like this with the previous engine and DoD:S/CS:S. I'm
> wondering if anyone else has seen anything like this, and I'd really
> appreciate it if someone from Valve could comment.
>
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Re: [hlds_linux] map timer scrds_tf2

2007-10-03 Thread Andy Giesen
Unless you change map using rcon map (which restarts the server)
instead of rcon changelevel, I don't know how it updates on map
change... unless TF2 is different from CSS and DODS in that regard.

On 10/3/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Mine updates on map change and then restarts via -autoupdate in the start
> line.
>
> On 10/3/07, Andy Giesen <[EMAIL PROTECTED]> wrote:
> >
> > Server updates not retrieved during map changes, only through server
> > restarts where -autoupdate is specified or if you use the
> > hldsupdatetool.
> >
> > On 10/3/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > scrds_tf2
> > > Hey sorry if this is stupid, but I don't know what the setting is that
> > will
> > > set the maximum time the server will remain on a map. I have
> > "mp_timelimit
> > > 30" but this doesn't seem to have any effect if the server is empty. I
> > need
> > > the server to rotate regardless if full or empty so that it can receive
> > the
> > > updates as they are pushed out. Otherwise it gives people a message that
> > the
> > > client/server have different versions. Is there any way to set this?
> > > --
> > >
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> > please visit:
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> > >
> >
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> >
>
>
>
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Re: [hlds_linux] map timer scrds_tf2

2007-10-03 Thread Andy Giesen
Server updates not retrieved during map changes, only through server
restarts where -autoupdate is specified or if you use the
hldsupdatetool.

On 10/3/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> scrds_tf2
> Hey sorry if this is stupid, but I don't know what the setting is that will
> set the maximum time the server will remain on a map. I have "mp_timelimit
> 30" but this doesn't seem to have any effect if the server is empty. I need
> the server to rotate regardless if full or empty so that it can receive the
> updates as they are pushed out. Otherwise it gives people a message that the
> client/server have different versions. Is there any way to set this?
> --
>
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Re: [hlds_linux] TF2 Tickrate 66 only?

2007-10-02 Thread Andy Giesen
sv_maxupdaterate 100 into your server.cfg and make sure your rates are
higher than 66.

On 10/2/07, Code Red <[EMAIL PROTECTED]> wrote:
> Is only tickrate 66 possible with TF2?
> I have set up a tickrate 33 and tickrate 100 server, with the following 
> command line:
>
> ./srcds_run -game tf -tickrate 100 -port 27015 -autoupdate +maxplayers 24 
> +sv_lan 0 +map ctf_2fort +fps_max 600 +ip 1.3.3.7
>
> but I just get 66 in&out.
> "-tickrate" is not shown as unknown command,
> so will this new engine only support tickrate 66?
>
> //Code-Red
>
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Re: [hlds_linux] hlds/srcds/tf2 in a VM

2007-09-28 Thread Andy Giesen
http://list.valvesoftware.com/mailman/private/hlds_linux/2007-September/079501.html

Read that and the following pages.

On 9/28/07, William Warren <[EMAIL PROTECTED]> wrote:
> Has anyone run any of hte above mentioned servers insdie a vm?
>
> --
> My "Foundation" verse:
> Isa 54:17  No weapon that is formed against thee shall prosper; and
> every tongue that shall rise against thee in judgment thou shalt
> condemn. This is the heritage of the servants of the LORD, and their
> righteousness is of me, saith the LORD.
>
> -- carpe ductum -- "Grab the tape"
> CDTT (Certified Duct Tape Technician)
>
> Linux user #322099
> Machines:
> 206822
> 256638
> 276825
> http://counter.li.org/
>
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-28 Thread Andy Giesen
I hope you paid him to leave you a step by step guide of what he did
as well so you don't have to pay him to do that for you again.

On 9/28/07, Brandon Cherup <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> if you want your server to runn 1000 fps you could pay someone to set up
> your kernel and everything for you, thats what i did for mine!
>
> On 9/26/07, Thomas h <[EMAIL PROTECTED]> wrote:
> >
> > Im using Both Intel and AMD desktop CPUs, I have server CPUS as well, so I
> > can test on that too, but I dont believe in a change because of a
> > "server"CPU... The mainboard might have something to say, but i doubt that
> > too, since to tickrate is more stable than any other in my country.
> >
> > I know that the fps_max needs to be higher than the value you want, i use
> > +100 for each "step". about the server(s) it doesnt make any difference
> > how
> > many or few I have on it... im testing with just 16slots CS or CSS and my
> > clients as the only player, if i even have an active slot.
> >
> > The OS is a bootstrapped debian etch with a bit of perl libs and sshd
> > running... doing nothing.
> >
> > Regards, Thomas
> >
> > >Thomas, what processors are you using? Are you using desktop
> > >processors or server processors? Also to get 500 FPS in Source use
> > >fps_max 600. Source is odd in how it works that, you don't actually
> > >get what you set fps_max to. Also how big of server are you talking
> > >about? How many players?
> > >
> > >On 9/26/07, Thomas h <[EMAIL PROTECTED]> wrote:
> > > > Like you I have tested just about everything you mentioned and i have
> > > > stripped the kernel to almost nothing. Still I have never seen 1000FPS
> > >with
> > > > stats in console.
> > > >
> > > > Using -pingboost 3 only gives me 500FPS, even though its higher
> > without.
> > >I
> > > > wonder what that is about.
> > > >
> > > > For some reason the FPS seems to be about 10% lower than the level im
> > > > targeting. 1000FPS and the FPS is peaking at about 910, 500FPS and the
> > > > server is peaking at about 450. Though it changes with kernel and
> > >hardware
> > > > arch... I did see nice round numbers with a particular kernel on AMDs
> > X2
> > > > CPUs, but using same kernel and settings on Intel and the numbers were
> > >odd
> > > > and lacking about 10%.
> > > >
> > > > I mostly tweaked toward perfect source servers, and succeeded quite
> > will
> > > > making somewhat stable tickrate 100 servers, but when i check the FPS
> > >(they
> > > > are peaking a 500FPS) it can be quite low (100-200) very demanding
> > > > people/players still play on a flawless server when i ask how the
> > server
> > > > run.
> > > >
> > > > max_fps is a serverside cvar in hlds too, you can even set it using a
> > >rcon
> > > > fps_max X which means its actually in the users control. :-(
> > > >
> > > > Regards, Thomas
> > > >
> > > > >Thanks for your replys, but im running linux on the server and will
> > not
> > > > >change to
> > > > >windows. So please leave windows out of this (hlds_linux) maiinglist.
> > > > >
> > > > >Is fps_max a serverside cvar? I know it is in SRCDS, but we are
> > >discussing
> > > > >HLDS,
> > > > >not SRCDS.
> > > > >
> > > > >With 995 i meant that the servers top fpspeak is 995 and its not
> > >stable. If
> > > > >it
> > > > >would have been stable at 995fps i wouldn't complain :D
> > > > >
> > > > >Regards
> > > > >
> > > > >On Tue, 25 Sep 2007 11:54 , <[EMAIL PROTECTED]> sent:
> > > > >
> > > > > >Hello everyone.
> > > > > >I have spent the last 4 weeks searching, asking, reading, testing
> > >alot of
> > > > >things
> > > > > >to achieve a hlds running at a stable 1000fps.
> > > > > >I don't mean running 920-995fps i really mean 1000fps.
> > > > > >
> > > > > >I have read guides on Swedish, English, German and even French.
> > > > > >I have tried several distros (both 32-bit and 64-bit), kernels and
> > > > >patches.
> > > > > >I have tries with and without HPET, Dynamick tick (tickless),
> > 1000hz,
> > > > >2000hz,
> > > > > >4000hz and even 1hz.
> > > > > >I have tried dedicating the process to a specific core and renice
> > has
> > > > >been set to
> > > > > >the process aswell.
> > > > > >
> > > > > >No kernelconfig has giving me a stable 1000fps server (unless
> > >pingboost 3
> > > > >was
> > > > > >issued, but that fucks up the serverspeed).
> > > > > >
> > > > > >So, im asking you guys, what options do i have left? Is there any
> > one
> > >out
> > > > >there
> > > > > >who could enlighten me on how to proceed?
> > > > > >
> > > > > >Heres the sevrer i have been doing my tests on:
> > > > > >
> > > > > >Dell 1950
> > > > > >Dual Quadcore Xeon running at 2.3Ghz 1333FSB
> > > > > >4x1024MB FBDRAM
> > > > > >73GB 10.000rpm HDD
> > > > > >
> > > > > >Please, help me figure out a way to make a stable 1000fps server.
> > > > > >
> > > > > >Regards
> > > > > >
> > > > > >___
> > > > > >To unsubscribe, e

Re: [hlds_linux] fps_max?

2007-09-27 Thread Andy Giesen
We like to put ours in the startup script. However if the most FPS you
get is 333 then you likely need to recompile your kernel for 1000Hz
kernel timer.

On 9/27/07, Theo Macris <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I don't really get how this works. I set it high (1000) and I got around
> 333. I set it to 0 and it said I was getting 46-48. I think my hardware and
> bandwidth can handle anything I throw at it so I really wanted to get this
> optimized. Can someone explain server fps and what I need to do to get the
> server pumping? As it is, nobody complains and it seems to run fine, but you
> know how it goes, I want to be sure it is the best it can be.I am setting
> fps_max in server.cfg, but I have seen others do it on the start script.
> Where does it belong?
> -Theo
>
> 100 tic
> dual 3.4 Xeon
> 4 gigs ram
> Linux  2.6.9-55.0.6.plus.c4smp #1 SMP Sat Sep 8 00:18:32 EDT 2007 i686 i686
> i386 GNU/Linux
> hosts my clan website and ssh sessions, otherwise dedicated to tf2.
>
> [EMAIL PROTECTED] ~]$ cat /proc/cpuinfo
> processor   : 0
> vendor_id   : GenuineIntel
> cpu family  : 15
> model   : 4
> model name  : Intel(R) Xeon(TM) CPU 3.40GHz
> stepping: 1
> cpu MHz : 3393.195
> cache size  : 1024 KB
> fdiv_bug: no
> hlt_bug : no
> f00f_bug: no
> coma_bug: no
> fpu : yes
> fpu_exception   : yes
> cpuid level : 5
> wp  : yes
> flags   : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov
> pat pse36 clflush dts acpi mmx fxsr sse sse2 ss tm pbe lm constant_tsc pni
> monitor ds_cpl est cid xtpr
> bogomips: 6787.21
>
> processor   : 1
> vendor_id   : GenuineIntel
> cpu family  : 15
> model   : 4
> model name  : Intel(R) Xeon(TM) CPU 3.40GHz
> stepping: 1
> cpu MHz : 3393.195
> cache size  : 1024 KB
> fdiv_bug: no
> hlt_bug : no
> f00f_bug: no
> coma_bug: no
> fpu : yes
> fpu_exception   : yes
> cpuid level : 5
> wp  : yes
> flags   : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov
> pat pse36 clflush dts acpi mmx fxsr sse sse2 ss tm pbe lm constant_tsc pni
> monitor ds_cpl est cid xtpr
> bogomips: 6782.08
> --
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Re: [hlds_linux] TF2 Server Crashes on Map Change

2007-09-26 Thread Andy Giesen
rcon changelevel ctf_2fort

map restarts the server with the new map.

On 9/26/07, Scott Rubin <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> rcon map ctf_2fort
>
> Server crashes, everyone gets kicked. Then the map changes and everyone can
> reconnect just fine.
>
> What to do?
>
> --
> Scott Rubin
> [EMAIL PROTECTED]
> http://www.apreche.net
> http://www.frontrowcrew.com
> --
>
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-26 Thread Andy Giesen
Magnus, what else is running on that box? Also what happens to the FPS
when people are playing? Is that FPS loss even noticeable? I wouldn't
think it would be.

Thomas, what processors are you using? Are you using desktop
processors or server processors? Also to get 500 FPS in Source use
fps_max 600. Source is odd in how it works that, you don't actually
get what you set fps_max to. Also how big of server are you talking
about? How many players?

On 9/26/07, Thomas h <[EMAIL PROTECTED]> wrote:
> Like you I have tested just about everything you mentioned and i have
> stripped the kernel to almost nothing. Still I have never seen 1000FPS with
> stats in console.
>
> Using -pingboost 3 only gives me 500FPS, even though its higher without. I
> wonder what that is about.
>
> For some reason the FPS seems to be about 10% lower than the level im
> targeting. 1000FPS and the FPS is peaking at about 910, 500FPS and the
> server is peaking at about 450. Though it changes with kernel and hardware
> arch... I did see nice round numbers with a particular kernel on AMDs X2
> CPUs, but using same kernel and settings on Intel and the numbers were odd
> and lacking about 10%.
>
> I mostly tweaked toward perfect source servers, and succeeded quite will
> making somewhat stable tickrate 100 servers, but when i check the FPS (they
> are peaking a 500FPS) it can be quite low (100-200) very demanding
> people/players still play on a flawless server when i ask how the server
> run.
>
> max_fps is a serverside cvar in hlds too, you can even set it using a rcon
> fps_max X which means its actually in the users control. :-(
>
> Regards, Thomas
>
> >Thanks for your replys, but im running linux on the server and will not
> >change to
> >windows. So please leave windows out of this (hlds_linux) maiinglist.
> >
> >Is fps_max a serverside cvar? I know it is in SRCDS, but we are discussing
> >HLDS,
> >not SRCDS.
> >
> >With 995 i meant that the servers top fpspeak is 995 and its not stable. If
> >it
> >would have been stable at 995fps i wouldn't complain :D
> >
> >Regards
> >
> >On Tue, 25 Sep 2007 11:54 , <[EMAIL PROTECTED]> sent:
> >
> > >Hello everyone.
> > >I have spent the last 4 weeks searching, asking, reading, testing alot of
> >things
> > >to achieve a hlds running at a stable 1000fps.
> > >I don't mean running 920-995fps i really mean 1000fps.
> > >
> > >I have read guides on Swedish, English, German and even French.
> > >I have tried several distros (both 32-bit and 64-bit), kernels and
> >patches.
> > >I have tries with and without HPET, Dynamick tick (tickless), 1000hz,
> >2000hz,
> > >4000hz and even 1hz.
> > >I have tried dedicating the process to a specific core and renice has
> >been set to
> > >the process aswell.
> > >
> > >No kernelconfig has giving me a stable 1000fps server (unless pingboost 3
> >was
> > >issued, but that fucks up the serverspeed).
> > >
> > >So, im asking you guys, what options do i have left? Is there any one out
> >there
> > >who could enlighten me on how to proceed?
> > >
> > >Heres the sevrer i have been doing my tests on:
> > >
> > >Dell 1950
> > >Dual Quadcore Xeon running at 2.3Ghz 1333FSB
> > >4x1024MB FBDRAM
> > >73GB 10.000rpm HDD
> > >
> > >Please, help me figure out a way to make a stable 1000fps server.
> > >
> > >Regards
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> >
> >
> >
> >___
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> >please visit:
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>
> _
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-25 Thread Andy Giesen
This was actually on XP, might the effect be similiar?

On 9/25/07, Gary Stanley <[EMAIL PROTECTED]> wrote:
> At 03:18 PM 9/25/2007, Brandon Cherup wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >umm since WHEN did windows push 995 fps ?
>
> Windows 2008/Vista allow for high FPS servers on ACPI type computers,
> because timers etc are being service by HPET.
>
>
>
> -- Gary Stanley ([EMAIL PROTECTED] | [EMAIL PROTECTED])
>
> Q: Because it reverses the logical flow of conversation.
> A: Why is top-posting (putting a reply at the top of the message) frowned 
> upon?
> Let's not play "Jeopardy-style quoting"
>
>
>
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-25 Thread Andy Giesen
In device manager under computer the only entry should be ACPI
something (mine is ACPI uniprocessor PC). You update the driver and
choose the driver to install. One of the entries will be Standard PC.
You'll reboot and it will reinstall all your devices. I forget if it
reinstalled everything properly or not, but if I remember right (I did
this about 9 months ago) that was all you had to do. I found it
somewhere out there on the internet when looking for how to do 1000
fps servers. I never actually tested it in a production sort of
environment though, so I don't know how well it would hold up.

Two effects I found were that when you shutdown Windows it asks you to
press the power button instead of powering off on its own. Also in
Warcraft 3 you can type /fps in chat and usually I'm stuck at 64 fps,
but I noticed with that it capped at 100. Not that that is a "wow"
thing, but sort of interesting.

On 9/25/07, Brandon Cherup <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> how about do you go with doing that ?
>
> On 9/25/07, Andy Giesen <[EMAIL PROTECTED]> wrote:
> >
> > Since you change your ACPI profile from whatever is installed to
> > Standard PC and it changes the timer resolution allowing it.
> >
> > On 9/25/07, Brandon Cherup <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > umm since WHEN did windows push 995 fps ?
> > >
> > > On 9/25/07, Andy Giesen <[EMAIL PROTECTED]> wrote:
> > > >
> > > > fps_max 0? I even did this on Windows. Empty it would sit at 995
> > > > constant and when I changed fps_max to 0 it is unlimited and would sit
> > > > at 1000. Give that a try. *shrug*
> > > >
> > > > On 9/25/07, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > > > wrote:
> > > > > Hello everyone.
> > > > > I have spent the last 4 weeks searching, asking, reading, testing
> > alot
> > > > of things
> > > > > to achieve a hlds running at a stable 1000fps.
> > > > > I don't mean running 920-995fps i really mean 1000fps.
> > > > >
> > > > > I have read guides on Swedish, English, German and even French.
> > > > > I have tried several distros (both 32-bit and 64-bit), kernels and
> > > > patches.
> > > > > I have tries with and without HPET, Dynamick tick (tickless),
> > 1000hz,
> > > > 2000hz,
> > > > > 4000hz and even 1hz.
> > > > > I have tried dedicating the process to a specific core and renice
> > has
> > > > been set to
> > > > > the process aswell.
> > > > >
> > > > > No kernelconfig has giving me a stable 1000fps server (unless
> > pingboost
> > > > 3 was
> > > > > issued, but that fucks up the serverspeed).
> > > > >
> > > > > So, im asking you guys, what options do i have left? Is there any
> > one
> > > > out there
> > > > > who could enlighten me on how to proceed?
> > > > >
> > > > > Heres the sevrer i have been doing my tests on:
> > > > >
> > > > > Dell 1950
> > > > > Dual Quadcore Xeon running at 2.3Ghz 1333FSB
> > > > > 4x1024MB FBDRAM
> > > > > 73GB 10.000rpm HDD
> > > > >
> > > > > Please, help me figure out a way to make a stable 1000fps server.
> > > > >
> > > > > Regards
> > > > >
> > > > > ___
> > > > > 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
> > >
> >
> > ___
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> > please visit:
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> >
> --
>
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-25 Thread Andy Giesen
Since you change your ACPI profile from whatever is installed to
Standard PC and it changes the timer resolution allowing it.

On 9/25/07, Brandon Cherup <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> umm since WHEN did windows push 995 fps ?
>
> On 9/25/07, Andy Giesen <[EMAIL PROTECTED]> wrote:
> >
> > fps_max 0? I even did this on Windows. Empty it would sit at 995
> > constant and when I changed fps_max to 0 it is unlimited and would sit
> > at 1000. Give that a try. *shrug*
> >
> > On 9/25/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> > wrote:
> > > Hello everyone.
> > > I have spent the last 4 weeks searching, asking, reading, testing alot
> > of things
> > > to achieve a hlds running at a stable 1000fps.
> > > I don't mean running 920-995fps i really mean 1000fps.
> > >
> > > I have read guides on Swedish, English, German and even French.
> > > I have tried several distros (both 32-bit and 64-bit), kernels and
> > patches.
> > > I have tries with and without HPET, Dynamick tick (tickless), 1000hz,
> > 2000hz,
> > > 4000hz and even 1hz.
> > > I have tried dedicating the process to a specific core and renice has
> > been set to
> > > the process aswell.
> > >
> > > No kernelconfig has giving me a stable 1000fps server (unless pingboost
> > 3 was
> > > issued, but that fucks up the serverspeed).
> > >
> > > So, im asking you guys, what options do i have left? Is there any one
> > out there
> > > who could enlighten me on how to proceed?
> > >
> > > Heres the sevrer i have been doing my tests on:
> > >
> > > Dell 1950
> > > Dual Quadcore Xeon running at 2.3Ghz 1333FSB
> > > 4x1024MB FBDRAM
> > > 73GB 10.000rpm HDD
> > >
> > > Please, help me figure out a way to make a stable 1000fps server.
> > >
> > > Regards
> > >
> > > ___
> > > 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
> >
> --
>
> ___
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Re: [hlds_linux] The stable 1000fps server, is it for real?

2007-09-25 Thread Andy Giesen
fps_max 0? I even did this on Windows. Empty it would sit at 995
constant and when I changed fps_max to 0 it is unlimited and would sit
at 1000. Give that a try. *shrug*

On 9/25/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Hello everyone.
> I have spent the last 4 weeks searching, asking, reading, testing alot of 
> things
> to achieve a hlds running at a stable 1000fps.
> I don't mean running 920-995fps i really mean 1000fps.
>
> I have read guides on Swedish, English, German and even French.
> I have tried several distros (both 32-bit and 64-bit), kernels and patches.
> I have tries with and without HPET, Dynamick tick (tickless), 1000hz, 2000hz,
> 4000hz and even 1hz.
> I have tried dedicating the process to a specific core and renice has been 
> set to
> the process aswell.
>
> No kernelconfig has giving me a stable 1000fps server (unless pingboost 3 was
> issued, but that fucks up the serverspeed).
>
> So, im asking you guys, what options do i have left? Is there any one out 
> there
> who could enlighten me on how to proceed?
>
> Heres the sevrer i have been doing my tests on:
>
> Dell 1950
> Dual Quadcore Xeon running at 2.3Ghz 1333FSB
> 4x1024MB FBDRAM
> 73GB 10.000rpm HDD
>
> Please, help me figure out a way to make a stable 1000fps server.
>
> Regards
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

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Re: [hlds_linux] half server-fps on 64 bit Linux

2007-09-21 Thread Andy Giesen
We had the same problem with our server. It seems as if the 1000Hz
kernel has no effect on 64-bit kernel. Go to 32-bit and recompile for
1000Hz again and you'll be good to go.

On 9/21/07, Svensk Ljud & Ljus Produktion <[EMAIL PROTECTED]> wrote:
> The problem is that hlds-servers are only using 32-bit, if you run your
> server with 64-bit OS then it never can use all its resurses !
>
> I have reinstalled my 64-bit servers to 32-bit, and they run better now !
>
> Peter
>
> - Original Message -
> From: "Claudius Rücker" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, September 21, 2007 10:51 AM
> Subject: [hlds_linux] half server-fps on 64 bit Linux
>
>
> > Dies ist eine mehrteilige Nachricht im MIME-Format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> >
> >
> > i noticed an interssting Problem. May be someone has a Tip for me.
> >
> >
> >
> > I am running a Server on an Debian Etch 64 Bit System with 1000 HZ Kernel
> > and High Res.
> >
> > Processor AMD X2 4200
> >
> > 2 GB Ram
> >
> >
> >
> > When the Server starts without the Server Fps Option, the FPS are
> > constantly
> > by 165, if I try the fps_max 600 option the server ist runs constantly @
> > 333. Anyone an Idea? Thems that the 64 Bit system is the Problem or?
> >
> >
> >
> > Best regards
> >
> >
> >
> > Claudius
> >
> >
> >
> >
> >
> > --
> >
> >
> > ___
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> > please visit:
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>
>
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