Re: [hlds_linux] [hlds] Win32/Linux Source Dedicated Beta Available

2008-05-13 Thread Bart King
Alfred Reynolds wrote:

> Has anyone else experienced a problem with the Beta? If not we will make
> it public tomorrow.

Works just as it did before for me, but it still dumps core on quit:

L 05/13/2008 - 10:21:07: server_message: "quit"
L 05/13/2008 - 10:21:08: server_message: "restart"
L 05/13/2008 - 10:21:08: Log file closed.
Segmentation fault (core dumped)

This is on FreeBSD 6.1 using linux_base-fc-4_10 (not sure if that's out 
of date :).  I can e-mail the core dump if you would find it useful.

Also, Alfred, would it be possible to send me details about the rcon 
exploit that is supposedly fixed?  I may have found one myself (causes 
server to crash).  I have working test code (in C#) which I can send to 
you, if you wish.  Does not appear to affect Windows srcds.

Note to other readers: I said "may", do not assume there is an immediate 
problem.

-- 
Bart King
Lead Developer, Demonic Gaming
http://www.finalbattleground.com

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RE:[hlds_linux] TF2 server logs

2007-09-22 Thread Bart Seghers
Dit is een meerdelig bericht met een MIME-indeling.
--
[ Picked text/plain from multipart/alternative ]
This e-mail was sent a few days ago when only the Windows server was
available . We can now host Linux server . but I'm still searching for some
log files
--
[ Picked text/plain from multipart/alternative ]
Why can't you run Linux dedicated machines? The Linux server binaries came
out yesterday.

On 9/21/07, Bart Seghers < <mailto:[EMAIL PROTECTED]>
[EMAIL PROTECTED]> wrote:
>
> Dit is een meerdelig bericht met een MIME-indeling.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> Because of the fact we currently run Linux dedicated machines we can't
> host
> a TF2 server. However I want to prepare our HLStats so they can show TF2
> statistics, but in order to do so I need to get hold of some server logs
> of
> a TF2 server when they're were players so I can see all the names of the
> actions and stuff. Could anyone be so kind to send me some logs?
> Preferably
> when there were some players on and some action was going on J
>
>
>
> With Kind Regards,
>
> Bart Seghers
>
>
>
> > Z-Spot.be | Brain
>
> 7 Assistant Server Admin
>
> :  < <http://www.z-spot.be/> http://www.z-spot.be/> www.z-spot.be
>
> *  <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
>
>
>
> --
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>
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[hlds_linux] TF2 server logs

2007-09-21 Thread Bart Seghers
Dit is een meerdelig bericht met een MIME-indeling.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Because of the fact we currently run Linux dedicated machines we can't host
a TF2 server. However I want to prepare our HLStats so they can show TF2
statistics, but in order to do so I need to get hold of some server logs of
a TF2 server when they're were players so I can see all the names of the
actions and stuff. Could anyone be so kind to send me some logs? Preferably
when there were some players on and some action was going on J



With Kind Regards,

Bart Seghers



> Z-Spot.be | Brain

7 Assistant Server Admin

:  <http://www.z-spot.be/> www.z-spot.be

* [EMAIL PROTECTED]



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[hlds_linux] CS:Source MRTG graphing for all!

2007-03-03 Thread Bart van den Heuvel
Hi,

Boy have I been busy. After some delay, I present my scripts for graphing
FPS and # of Users with MRTG. Here it is:
http://www.zokahn.nl/cs-graphkit-2.tar.gz

I wish I could take all the credit for it, fact is that the big components
come from others. I just tied the thing together with perl. The manual is
included as readme but you can also read it here:
http://www.zokahn.nl/staticpages/index.php?page=HOWTO-CS-Graph

Example graphs are here:
http://www.zokahn.nl/cs-perf/
(as you can see on the graphs I also did not have time for the performance
changes ;-)

Kind regards, and happy MRTG-ing!

Bart van den Heuvel



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RE: [hlds_linux] performance CPU based

2007-02-15 Thread Bart van den Heuvel
Thanks... I have not looked at these forums for a little while, I'll check
them next couple of days. Normally I find the comments there disappointing,
compared to this list.

Gr,
Bart

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kennycom
Verzonden: donderdag 15 februari 2007 10:48
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] performance CPU based

Bart incase you don't look at the steam/SRCDS/linux forums much this was
posted yesterday... you might find something in this that you can use..
http://forums.steampowered.com/forums/showthread.php?t=537014


- Original Message -----
From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 14, 2007 11:10 PM
Subject: RE: [hlds_linux] performance CPU based


Ok lots to read up about then :-)

Ubuntu 6.10 amd64, home compiled kernel @ 1000hz (see my config.txt it's the
.config that created my unpatched stock kernel) (the listmanager won´t let
me send files. If anyone is interested I will send the 70K file to then
directly...)

Hardware is a supermicro 2 x opteron 270 (total 4 cores) with 4 gb mem.
I'm not sure about the bus speed.

The server is running in dutch datacenter and has a 100mbit uplink to the
internet. The box is running nothing but this single counterstrike instance
using the 32 bit binaries. It runs using screen, this is the startup command
(screen is cutoff):

./srcds_run -console -autoupdate -pidfile demo.pid +fps_max 600 -game
cstrike -port 27015 +ip 84.243.239.67 -tickrate 66 +mp_dynamicpricing 0 +map
de_dust2 +maxplayers 32

I use the mani plugin 1.2...

Try it, you are welcome... again the performance data is public:
http://www.zokahn.nl/cs-perf/

More data:
http://nblclan.hlstatsx.com/

Gr,
Bart van den Heuvel


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kennycom
Verzonden: woensdag 14 februari 2007 20:38
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] performance CPU based

Bart refresh the memory,, what distro and kernel are you using.. the 333FPS
makes me think you are still running a sub 1000hz kernel..  unless you are
setting the fps at something like 400 to start with


 look over the last few pages of this thread..
http://forums.steampowered.com/forums/showthread.php?t=486424

page 15 has a link by siosios

I do not recall what the player count was but they have managed a fairly
stable 995 fps <-yes that is on linux

That was done with getting the kernel properly setup


- Original Message -
From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 14, 2007 7:04 AM
Subject: RE: [hlds_linux] performance CPU based


> Ill check this out, thanks!
>
> Gr,
> Bart
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Regime
> Verzonden: woensdag 14 februari 2007 15:53
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] performance CPU based
>
> - No.. Processes are single threaded. Only one of your 4 cores will be
> used.
>
> - Yes.. It has been discussed on this list about a week ago and several
> times before then, further back into the past.
>
> Hope this helps,
> ---
> Regime
>
> Bart van den Heuvel wrote:
>> Here are some questions:
>>
>> -  are the cs:source binaries made with multithreading / multi
> core
>> systems in mind?
>>
>> -  Has anyone tried attaching a srcds process to a physical cpu
>> (I
>> believe this is possible with screen)?
>>
>
>
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RE: [hlds_linux] performance CPU based

2007-02-14 Thread Bart van den Heuvel
Ok lots to read up about then :-)

Ubuntu 6.10 amd64, home compiled kernel @ 1000hz (see my config.txt it's the
.config that created my unpatched stock kernel) (the listmanager won´t let
me send files. If anyone is interested I will send the 70K file to then
directly...)

Hardware is a supermicro 2 x opteron 270 (total 4 cores) with 4 gb mem.
I'm not sure about the bus speed.

The server is running in dutch datacenter and has a 100mbit uplink to the
internet. The box is running nothing but this single counterstrike instance
using the 32 bit binaries. It runs using screen, this is the startup command
(screen is cutoff):

./srcds_run -console -autoupdate -pidfile demo.pid +fps_max 600 -game
cstrike -port 27015 +ip 84.243.239.67 -tickrate 66 +mp_dynamicpricing 0 +map
de_dust2 +maxplayers 32

I use the mani plugin 1.2...

Try it, you are welcome... again the performance data is public:
http://www.zokahn.nl/cs-perf/

More data:
http://nblclan.hlstatsx.com/

Gr,
Bart van den Heuvel


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kennycom
Verzonden: woensdag 14 februari 2007 20:38
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] performance CPU based

Bart refresh the memory,, what distro and kernel are you using.. the 333FPS
makes me think you are still running a sub 1000hz kernel..  unless you are
setting the fps at something like 400 to start with


 look over the last few pages of this thread..
http://forums.steampowered.com/forums/showthread.php?t=486424

page 15 has a link by siosios

I do not recall what the player count was but they have managed a fairly
stable 995 fps <-yes that is on linux

That was done with getting the kernel properly setup


- Original Message -
From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 14, 2007 7:04 AM
Subject: RE: [hlds_linux] performance CPU based


> Ill check this out, thanks!
>
> Gr,
> Bart
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Regime
> Verzonden: woensdag 14 februari 2007 15:53
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] performance CPU based
>
> - No.. Processes are single threaded. Only one of your 4 cores will be
> used.
>
> - Yes.. It has been discussed on this list about a week ago and several
> times before then, further back into the past.
>
> Hope this helps,
> ---
> Regime
>
> Bart van den Heuvel wrote:
>> Here are some questions:
>>
>> -  are the cs:source binaries made with multithreading / multi
> core
>> systems in mind?
>>
>> -  Has anyone tried attaching a srcds process to a physical cpu
>> (I
>> believe this is possible with screen)?
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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RE: [hlds_linux] performance CPU based

2007-02-14 Thread Bart van den Heuvel
Perfectly said! Treu

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens "Einar S. Idsø"
Verzonden: woensdag 14 februari 2007 23:16
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] performance CPU based

He has four cores totalling 100%. That's 25% per core, so 20% load with
a single-threaded application such as source basically means one CPU
running at 80%, the rest idle. (Yeah, I know it's simplified since the
apps keep switching CPUs every so often, but you get the point).

Cheers,
Einar

Whisper wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Well I'd love to know what the hell the relationship between FPS & CPU is
as
> well, because the numbers currently make no sense at all, when you have
> server fps dipping with single digit cpu % numbers.

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RE: [hlds_linux] performance CPU based

2007-02-14 Thread Bart van den Heuvel
Ill check this out, thanks!

Gr,
Bart

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Regime
Verzonden: woensdag 14 februari 2007 15:53
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] performance CPU based

- No.. Processes are single threaded. Only one of your 4 cores will be
used.

- Yes.. It has been discussed on this list about a week ago and several
times before then, further back into the past.

Hope this helps,
---
Regime

Bart van den Heuvel wrote:
> Here are some questions:
>
> -  are the cs:source binaries made with multithreading / multi
core
> systems in mind?
>
> -  Has anyone tried attaching a srcds process to a physical cpu (I
> believe this is possible with screen)?
>


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[hlds_linux] performance CPU based

2007-02-14 Thread Bart van den Heuvel
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



Well I’m trying to get most possible out of my box. We have discussed the
FPS to be a good performance indicator, I have setup the mrtg graph.

I did this before but (almost a year now) but I was lacking the hardware to
do it properly. I´m after a perfect setup for cs:source on Linux.



Sooo here are the new graphs:

http://www.zokahn.nl/cs-list-static/ (these are static, for this discussion)

http://www.zokahn.nl/cs-perf/ (these are live)



As you can see at around 16:00 that there are 29 users, fps drops to 80
(instead of staying solid 333) and CPU is lazy at 22% (or so). A sample is
taken every 5 minutes. CPU is overall usage /4 since it is a 4 core box.
Same as in top, only one cpu is used but not to the max. It shows some
spikes up to 60 of 70% for this cpu.



Here are some questions:

-  are the cs:source binaries made with multithreading / multi core
systems in mind?

-  Has anyone tried attaching a srcds process to a physical cpu (I
believe this is possible with screen)?



Hope you can help!



Gr

Bart van den Heuvel

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Re: [hlds_linux] HLDS and Xen?

2007-02-12 Thread Bart van den Heuvel
Hi,

I did it, ran as domU and dom0. In any case performance is BAD!
Running any server next to CS:Source will be a bad for cs performance...

You can try but i think you will find that the server is laggy even when
cpu usage is low overall.

Gr,
Bart

On Mon, February 12, 2007 1:29 pm, Michael Noack wrote:
> Hi list,
>
>
> are there any experiences running hlds-instances in dom0 or even a domU of
> a xen-installation? How much performance will decrease on a server, which
> is nearly dedicated to hlds?
>
> I want to separate mail, web and stuff completely from game servers.
>
>
> Michael N.
>
>
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RE: [hlds_linux] Performance indicator

2007-02-10 Thread Bart van den Heuvel
But just to be clear... fps is THE performance indicator?

Gr,
Bart

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Bart van den Heuvel
Verzonden: zaterdag 10 februari 2007 17:41
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Performance indicator

We will soon find out. I will post the performance data here.
This will only show my data for my opteron 270 cpu. Maybe I'll setup a
monitoring service for others.

Would you be interested if there is a site where you can register your
server to display FPS and User measurements in a graph?

Gr,
Bart


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Whisper
Verzonden: zaterdag 10 februari 2007 16:35
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Performance indicator

--
[ Picked text/plain from multipart/alternative ]
There used to be plenty

I don't know anymore

Maybe an overclocked Conroe. :(

On 2/11/07, milchworld <[EMAIL PROTECTED]> wrote:
>
> 25 players with tickrate 100?
> i read (whispers wiki?) that there is NO cpu yet that can handle 32
> players with tickrate 100.
> perhaps 25 is too much for opteron 274 (i know nothing about that cpu) ?
>
>
> Bart van den Heuvel schrieb:
> > You may be right... so a good clean solid fps is what I should be going
> for?
> >
> > Been checking on my server now 333 fps is now 10 out of 10 readings 10
> with
> > players. This morning it was 1 out of 3 readings 74 fps with 25 players
> >
> > I'm setting up new mrtg graphs for fps and users... should be
> interesting.
> > (on my new 4 core 274 opteron box, 4 gigs 2.6.18.1 kernel on ubuntu)
> > Running a single cs instance only (nothing else is running on the box,
> not
> > even the mrtg scripts).
> >
> > I'm setting it up to show cpu/mem usage against user/fps.
> >
> > Gr,
> > Bart
> >
> >
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens milchworld
> > Verzonden: zaterdag 10 februari 2007 13:26
> > Aan: hlds_linux@list.valvesoftware.com
> > Onderwerp: Re: [hlds_linux] Performance indicator
> >
> > fps is NOT unstable by nature.
> > fps go down if the cpu cant handle a frame fast enough -> less frames
> > per second!
> > stable fps means cpu can handle all frames fast enough -> there is no
> > lag (beside network bandwidth limit perhaps)
> >
> > Bart van den Heuvel schrieb:
> >
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> HI All,
> >>
> >>
> >>
> >> Doing some management on CS:Source servers I'm very much in need of a
> >>
> > solid
> >
> >> performance indicator.
> >>
> >> Being told by my customers that my server is laggy is not a very nice
> >> indicator.
> >>
> >> FPS is unstable by nature and only gives a glimpse on how your server
> is
> >> doing. I've seen servers with bad fps while users report that
> everything
> >>
> > is
> >
> >> better than ever, seen good fps while users report überlag.
> >>
> >>
> >>
> >> How do you all measure performance?
> >>
> >>
> >>
> >> Gr,
> >>
> >> Bart
> >>
> >> --
> >>
> >>
> >>
> >> ___
> >> 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] Performance indicator

2007-02-10 Thread Bart van den Heuvel
We will soon find out. I will post the performance data here.
This will only show my data for my opteron 270 cpu. Maybe I'll setup a
monitoring service for others.

Would you be interested if there is a site where you can register your
server to display FPS and User measurements in a graph?

Gr,
Bart


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Whisper
Verzonden: zaterdag 10 februari 2007 16:35
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Performance indicator

--
[ Picked text/plain from multipart/alternative ]
There used to be plenty

I don't know anymore

Maybe an overclocked Conroe. :(

On 2/11/07, milchworld <[EMAIL PROTECTED]> wrote:
>
> 25 players with tickrate 100?
> i read (whispers wiki?) that there is NO cpu yet that can handle 32
> players with tickrate 100.
> perhaps 25 is too much for opteron 274 (i know nothing about that cpu) ?
>
>
> Bart van den Heuvel schrieb:
> > You may be right... so a good clean solid fps is what I should be going
> for?
> >
> > Been checking on my server now 333 fps is now 10 out of 10 readings 10
> with
> > players. This morning it was 1 out of 3 readings 74 fps with 25 players
> >
> > I'm setting up new mrtg graphs for fps and users... should be
> interesting.
> > (on my new 4 core 274 opteron box, 4 gigs 2.6.18.1 kernel on ubuntu)
> > Running a single cs instance only (nothing else is running on the box,
> not
> > even the mrtg scripts).
> >
> > I'm setting it up to show cpu/mem usage against user/fps.
> >
> > Gr,
> > Bart
> >
> >
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens milchworld
> > Verzonden: zaterdag 10 februari 2007 13:26
> > Aan: hlds_linux@list.valvesoftware.com
> > Onderwerp: Re: [hlds_linux] Performance indicator
> >
> > fps is NOT unstable by nature.
> > fps go down if the cpu cant handle a frame fast enough -> less frames
> > per second!
> > stable fps means cpu can handle all frames fast enough -> there is no
> > lag (beside network bandwidth limit perhaps)
> >
> > Bart van den Heuvel schrieb:
> >
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> HI All,
> >>
> >>
> >>
> >> Doing some management on CS:Source servers I'm very much in need of a
> >>
> > solid
> >
> >> performance indicator.
> >>
> >> Being told by my customers that my server is laggy is not a very nice
> >> indicator.
> >>
> >> FPS is unstable by nature and only gives a glimpse on how your server
> is
> >> doing. I've seen servers with bad fps while users report that
> everything
> >>
> > is
> >
> >> better than ever, seen good fps while users report überlag.
> >>
> >>
> >>
> >> How do you all measure performance?
> >>
> >>
> >>
> >> Gr,
> >>
> >> Bart
> >>
> >> --
> >>
> >>
> >>
> >> ___
> >> 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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> >
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RE: [hlds_linux] Performance indicator

2007-02-10 Thread Bart van den Heuvel
You may be right... so a good clean solid fps is what I should be going for?

Been checking on my server now 333 fps is now 10 out of 10 readings 10 with
players. This morning it was 1 out of 3 readings 74 fps with 25 players

I'm setting up new mrtg graphs for fps and users... should be interesting.
(on my new 4 core 274 opteron box, 4 gigs 2.6.18.1 kernel on ubuntu)
Running a single cs instance only (nothing else is running on the box, not
even the mrtg scripts).

I'm setting it up to show cpu/mem usage against user/fps.

Gr,
Bart


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens milchworld
Verzonden: zaterdag 10 februari 2007 13:26
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Performance indicator

fps is NOT unstable by nature.
fps go down if the cpu cant handle a frame fast enough -> less frames
per second!
stable fps means cpu can handle all frames fast enough -> there is no
lag (beside network bandwidth limit perhaps)

Bart van den Heuvel schrieb:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> HI All,
>
>
>
> Doing some management on CS:Source servers I’m very much in need of a
solid
> performance indicator.
>
> Being told by my customers that my server is laggy is not a very nice
> indicator.
>
> FPS is unstable by nature and only gives a glimpse on how your server is
> doing. I’ve seen servers with bad fps while users report that everything
is
> better than ever, seen good fps while users report überlag.
>
>
>
> How do you all measure performance?
>
>
>
> Gr,
>
> Bart
>
> --
>
>
>
> ___
> 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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[hlds_linux] Performance indicator

2007-02-10 Thread Bart van den Heuvel
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
HI All,



Doing some management on CS:Source servers I’m very much in need of a solid
performance indicator.

Being told by my customers that my server is laggy is not a very nice
indicator.

FPS is unstable by nature and only gives a glimpse on how your server is
doing. I’ve seen servers with bad fps while users report that everything is
better than ever, seen good fps while users report überlag.



How do you all measure performance?



Gr,

Bart

--



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RE: [hlds_linux] LoadLibrary failed

2007-02-06 Thread Bart van den Heuvel
You really have a way of getting people to help you... Haahahha.

You must be really young.

Gr,
Bart

-Oorspronkelijk bericht -
Van: "linux penguin" <[EMAIL PROTECTED]>
Aan: hlds_linux@list.valvesoftware.com
Verzonden: 6-2-07 9:33
Onderwerp: Re: [hlds_linux] LoadLibrary failed

--
[ Picked text/plain from multipart/alternative ]
@Valtteri Kiviniemi

Fuckin dick head you are. I do fuckin have amd64 metamod for a 64 bit cs
server if you would have read my earlier posts. I asked why is metamod_i386
comin up when i dont have it? Boboclat! Maybe i aint as smart as you are, or
as you Might think you are but im fucking trying you dip shit. I was
googling last night for 2 hours for your referance and didnt find Jack Shit
on Howto setup/run/maintain a 64bit cs server. So because youre so smart and
im so dumb, write me a HOWTO and ill personally send you £1000? OK?

Dickhead.

@ Scott Tuttle

Someone just said that ./hlds_amd64 is out of date and i should use
hlds_i686 instead. But now your saying different. LOL! So what is better?
--

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[hlds_linux] hlds corrupted?

2007-02-04 Thread Bart Seghers
Dit is een meerdelig bericht met een MIME-indeling.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Recently we tried to start our old CS1.6 server,but the console complained
about some corrupted files so we decided to reinstall it. We delete the
complete installation directory and redownloaded HLDS via:

./steam -command update -game cstrike -dir /home/z-spot/cs


After that we tried to start with:
./hlds_amd -console - game cstrike +ip 89.106.241.45 -port 27015 +maxplayers
19 -tickrate 66 -pingboost 1 +map de_dust -autoupdate


But we get:

Error:steam_api_i486.so: cannot open shared object file: No such file or
directory
Unable to load engine, image is corrupt.



Can anyone help us?

--


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RE: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-29 Thread Bart King
Hello,

Game servers which run games that run in a 3D environment (on the
client) generally have one version of the environment that all connected
clients see maintained in memory.

As Alfred has already mentioned, at server level, this is the game level
(or "map")  but in its utmost binary format.  In order for the server to
run the simulation (i.e. the game level, environment, the players, the
weapons, collision detection, physics... everything that requires "think
time") it must keep a constant track on what happens and where.

So, yes, the server maintains a pure 3D version - if you want to think
that way - of the level in memory (read up on BSP trees if you want to
know how levels are generally stored in memory,
http://www.symbolcraft.com/graphics/bsp/ is a fun toy - requires Java).


As well as this, it also maintains huge lists ("look-up tables") that
correspond to things like players (models, bones, hotspots, linkage,
physical dimensions, properties, and so on), weapons, socket
connections, physics data, and loads of other stuff.

The one thing the server doesn't need are things like textures (it
generally just needs to know about them, so it can tell game clients
things), effects (that's what a graphics renderer is for), and all those
other things that make games look pretty.

To answer the original question, it is very important for the server to
maintain how the world is "rendered", but that's rendered in theory, not
actually drawn with a video renderer.  If the server didn't do this, the
server wouldn't have anything to serve!

(This is an extremely generalised summary about how 3D game logic works,
your mileage may vary :)

--
Bart King
http://www.bart666.com -- +44 781 219 5654



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Syers
Sent: 29 December 2006 18:46
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] [Question to Valve] High system load with CS
Source server

--
[ Picked text/plain from multipart/alternative ] How much of a 3d
version? does it do textures and all of the "eye candy" that are just
pure overhead? does it render hdr??

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RE: [hlds_linux] AMD Athlon 64 X2 4200+/debian 3.1 and 1000HZ

2006-12-25 Thread Bart van den Heuvel
Hi,

Sorry took me a while to answer (it was Christmas! Hope it was good for
all!). The kernel Hz is not something you change on the fly. From what I
understand it needs to be set before you compile the kernel because it's not
actually a kernel setting but a compiler setting.

So you MUST recompile your kernel. Although this has been simplified greatly
it is still not a simple task! There are many walkthroughs on site's like
howtoforge: www.howtoforge.com

In one of the steps in the procedure (make menuconfig) you need to set the
kernel hz in a menu. I don't know exactly in which menufolder you select
this. It has been added to the menu just recently, before you had to change
it in a obscure file somewhere in the kerneltree. So you are lucky :-)

Have fun compiling!

Gr,
Bart van den Heuvel



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Dennis Overskov
Verzonden: maandag 25 december 2006 1:03
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: SV: [hlds_linux] AMD Athlon 64 X2 4200+/debian 3.1 and 1000HZ

The kernel is 2.6.8-12-amd64-k8-smp (I forgot the smp) :-)

KaNe

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Dennis Overskov
Sendt: 25. december 2006 00:45
Til: hlds_linux@list.valvesoftware.com
Emne: [hlds_linux] AMD Athlon 64 X2 4200+/debian 3.1 and 1000HZ

Hey
I have a server with AMD Athlon 64 X2 4200+ and debian 3.1
Uname -r tells me it is a  2.6.8-12-amd64-k8 kernel.
My friend tried to change the HZ to 1000, but he had no luck.
Do you guys know how it is done, I´m not the biggest linux shark, so a link
to a guide, or if some could help me over irc/msn would be great.

And Merry Christmas to all of you.

Regards
KaNe



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RE: [hlds_linux] hz of stock Ubuntu kernel

2006-12-21 Thread Bart van den Heuvel
Thanks... The server version of Ubuntu is indeed shipped with a 250hz
kernel.
Your comment gave me an idea, you can also check the .config file in /boot
Except that it's named config-2.6.17-10-generic.
(/boot/config-2.6.17-10-generic)

THANKS!

Bart van den Heuvel

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Dave "M3PH" Williams
Verzonden: donderdag 21 december 2006 20:53
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] hz of stock Ubuntu kernel

most kernels need to be recompiled as the default is 250. best way to
check is to run make xconfig as root in /usr/src/linux.

Bart van den Heuvel wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
>
>
> Bought a biggy machine. I now going to host Source games on a 2 x dual
core
> opteron. I´m going to install Ubuntu 6.10 server AMD64.
>
> It comes with a Linux 2.6.17-10 kernel. Does anyone here know how it was
> compiled with regard to the hz?
>
>
>
> I know I need a kernel compiled with the 1000hz option to get a good fps
> rate, should I compile a new kernel?
>
>
>
> Just wondering as the machine is due any day now
>
>
>
> Thanks,
>
>
>
> Bart van den Heuvel
>
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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>
>


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[hlds_linux] hz of stock Ubuntu kernel

2006-12-21 Thread Bart van den Heuvel
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,



Bought a biggy machine. I now going to host Source games on a 2 x dual core
opteron. I´m going to install Ubuntu 6.10 server AMD64.

It comes with a Linux 2.6.17-10 kernel. Does anyone here know how it was
compiled with regard to the hz?



I know I need a kernel compiled with the 1000hz option to get a good fps
rate, should I compile a new kernel?



Just wondering as the machine is due any day now



Thanks,



Bart van den Heuvel

--



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RE: [hlds_linux] VALVe wants advertisements in CS 1.6

2006-12-11 Thread Bart King
Hello,

As it says in the original article
(http://www.csnation.net/articles.php/interview_231/):

"The current plan is to put ads in a few different places. There will be
some ads posted on walls in the game world, an ad on the scoreboard
screen, and one in the letterboxed area of Spectator mode."

Embedding adverts into maps is generally fairly challenging - someone
has to physically position them, and make judgements on whether or not
that place is a good balanced place (and by balanced I mean will it
satisfy the need to show the advert but also not be distracting while
playing the game).

So, adding adverts into a custom map is probably something a map
designer would have to consider rather than the position being added
procedurally.  That is, if the server will require a map to have
designated advertisement space...

Regardless, there are still the scoreboard and Spectator adverts still
to be shown, which will be more effective anyway.

This heated debate has been rattling on for a few days now, and I'm not
really seeing what the fuss is all about.  Internet advertising (whether
it's in the new advertising medium of computer games or traditional web
sites) is here to stay, and it is a growing market (you can probably
blame the Internet advertising agency^W^Wsearch engine company Google
for that).

While I can see the argument about server administrators that don't run
gaming servers for commercial reasons (i.e. hobby or clan servers) not
seeing any return from Valve in regards to advertising, you still have a
great game to play, provided by Valve (server/client bugs aside).

As to answer the concerns about whether or not in-game advertising is
actually necessary, well, Valve would have to open up their account
books to allow this to be answered.  Valve does employ a fair number of
developers (and, as I used to work in the industry, no doubt on
above-average salaries) if Valve sees this as a way to increase income
on perhaps an expensive business model, fair play to them.

Finally, back to the original article, "we're just testing things with
CS 1.6" - testing is probably the key word, let's not jump to
conclusions...

--
Bart King
http://www.bart666.com -- +44 781 219 5654



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of linux
penguin
Sent: 11 December 2006 00:24
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] VALVe wants advertisements in CS 1.6

--
[ Picked text/plain from multipart/alternative ]  what about the custom
maps? would they get adds too? :\
--

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RE: [hlds_linux] CS:S Server not restarting on rcon quit

2006-12-02 Thread Bart King
Hello,

I also get this on FreeBSD (but I don't think that's the reason).  It
seems to occur after the server has played a few maps, and when this
occurs, the srcds process just sits there doing nothing.  I left it for
an hour once, but made no difference.

Seems killing the process (or CTRL-C in the console) is the only way to
make the process actually exit.  Not noticed this on Windows, but I
don't tend to run a server on Windows for long enough.

--
Bart King
http://www.bart666.com -- +44 781 219 5654


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of W0kk3L
Sent: 01 December 2006 21:15
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] CS:S Server not restarting on rcon quit



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[hlds_linux] Running Source on old hardware

2006-10-20 Thread Bart King
Hi folks,

Just a quicky.  I recently acquired an old PC (Pentium 3, 700mhz, 256mb
RAM) and was looking to use it for some Source-related development work
I'm currently doing.

I bought a new hard disk for it, plugged it all in, installed FreeBSD
6.1 on it and this morning downloaded the CS:S server via Steam.

Problem is, when I go to run the server, this happens:

Auto-restarting the server on crash
Unable to determine CPU Frequency
Fri Oct 20 12:14:43 BST 2006: Server Quit

That's using srcds_run, and calling srcds_i486 directly also has the
same problem.

The uname output (literally installed off CD - it's not exposed to the
Internet directly):

FreeBSD demon.local 6.1-RELEASE FreeBSD 6.1-RELEASE #0: Sun May  7
04:32:43 UTC 2006
[EMAIL PROTECTED]:/usr/obj/usr/src/sys/GENERIC  i386

I'm thinking it is to do with the fact the machine is a Pentium 3
(Celeron at that). Would I be correct?

Cheers,
--
Bart King
http://www.bart666.com -- +44 781 219 5654

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[hlds_linux] Cs being named as vehicle for messages by irani leaders

2006-10-01 Thread Bart van den Heuvel
Hi,

In the dutch online newsmedia there is mention of Counter Strike claiming
the newsfeed came from reuters. The news is that you can blow-up a US
commercial oil tanker in the Persian golf. They say: "The game illustrates a
warning by Iran's supreme leader Ayatollah Ali Khamenei". Check both stories
here:

Link to (English) reuters story: http://tinyurl.com/of4em
Link to (Dutch) story: http://tinyurl.com/mu2dc

I host a few cs:source servers but I have not played for a while. Although I
did not care about who is blown to pieces in cs (I think valve is not too
picky about who get's blown up, the t's or the c's). I just think it's
stupid that they drag cs into this.

But maybe the Iranians forgot to check for other games also named Counter
Strike and they just named it so. In that case it very unclear and Valve
might want to wake someone up at reuters...

Gr,
Bart van den Heuvel


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Re: [hlds_linux] Ping...

2006-08-07 Thread Bart van den Heuvel
Pong!

Maybe we could start about a 64 bit versio ohh wait maybe not :-)


>
> Damn this list is quiet
>
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Re: [hlds_linux] Cpu usage

2006-07-11 Thread Bart van den Heuvel
Interesting!

What kind of 3 Ghz CPU are you using, Xeon (old) or Xeon (New with I64) or
P4?

In currently running a cs-server on linux. The metrics show here (been on
the list before: http://core.zokahn.com/cs-01/

This is a dual xeon 3ghz system the processors are bit aging...early 3ghz
models. I'm currently building a new system which holds 2 dual core
optoren 270 processors, I hope these will give enough bang for a lot of
slots.
The first month I will be testing windows vs linux performance. (I have a
partition with windows and one with debian 3.1)

I really hope Linux wins. as i find it easyer to manage :-)

Gr,
Zokahn

>
> Just as a baseline cross-platform comparison, I have three servers running
> on a new Win2003 server box at a data center.
>
> The server is an Intel 3.0GHz HT CPU with 2GB of DDR memory.
>
> There is one HLDM (512 FPS, 1KHz ticrate ), one HL2DM (300fps, default
> (66?)
> ticrate) and one DOD:S server (300fps, default (66?) ticrate) with 12
> player
> slots each.  I also normally run a high-resolution timer.
>
> With all three servers full (34 real players), CPU utilization runs ~81%.
>
> VAC is enabled for all three servers.
>
> Turning off the high-res timer dropped the CPU utilization to ~20%.
>
> I'm not posting this to say that Win32 is better or worse then Linux, all
> I'm reporting
> is how the Win32 platorm is behaving with current server code (in my mind
> they
> should both be very close to each other in performance).
>
> qUiCkSiLvEr
>
>
> - Original Message -
> From: "Evaldas Žilinskas"
> To: 
> Sent: Monday, July 10, 2006 10:55 PM
> Subject: [hlds_linux] Cpu usage
>
> Ok, I don't want to discuss about the current problem with CPUs, because
> on
> every srcds site you can see that. I would preffer to see answers. So,
> yesterday I ran a 24slot server DODs using 66tic. And when people reached
> the number of 18-20, CPU was ~90%. Is this normal? I mean, that on the
> same
> CPU and Linux I can run 2 dod1.3 servers with 32 slot and get ~60-70% CPU.
> And dod1.3 do update players 100k/s just fine, and here? You have
> 66updates/s and so high CPU usage. At the momment I'm runing 3.4GHz
> Pentium4
> (800MHz FSB etc, etc...) +2GB DDR*400 and SuSe Linux. Better MHz suggestin
> is only a 3.8 one, but I don't think that +400MHz will slow my problems.
>
> So I know that current SRCDS anticheat system with updates, ticrates a bit
> slow the aimboting and something like that, but from admin side of this,
> It's a pain in the ass. Because CPUs with 5GHz haven't showed yet :).
>
> What do the people on this list think? Maybe an other beta test would
> bring
> the things to the right side?
>
>
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[hlds_linux] Testing the beta's

2006-05-28 Thread Bart van den Heuvel
Hi all...

Some time ago i commented in one of the threads in the steam supportforum
about testing the beta's. I see the dedicated server for multiplay as an
add-on service from valve. By supplying us with this software it's
beneficial for us and for them.

We can make good money of it and players have a good time as they have
lots of choice where to play. Valve benefits greatly, a large group of
users stay loyal because of the widespread cs and cs-source servers.

But still it's a free service and quality of software in general is hard
to keep high. I can understand that Valve has trouble keeping it working
on all the Linux distro's and windows (don't forget to start mediaplayer
:-) That's why i'm very happy with the beta branch. When a company as
valve publishes a beta, they normally keep staff available to handle
feedback. Once a beta changes to production it's much harder to change
stuff as they just published a beta. They assume that with the beta period
ended most bugs are accounted for as they gave the world the chance to
test.

However I can also see how many of us don't have the resources to test
this high performance application. It uses lots of bandwidth, lots of CPU
and memory. Not everyone has a spare CS capable machine... Most of us rent
a single CS instance which they manage themselves, so i can understand how
many just go with the update and hope for the best. As history has proven,
this is a bit risky.

The weeks that I'm receiving this mailinglist i've seen many obvious
problems that could have been spotted in a single test. I feel that
handling changes better would help out all of us and Valve to!
So I would like to propose to Valve communicate changes even better, a
more detailed change log and maybe a minimal change period of 7 days.

I would also opt that users use the beta period to test. I know it's
something many try to do without. But the many people that shout "stupid
valve for making this obvious mistake" or worse can also blame themselves.
Why did you not test it yourself! As i'm starting to host CS-Servers, i am
planning for some spare capacity to test... as this will make me better at
hosting: supplying MY users a more stable product.

But this is only my (naive) idea of how to run this, maybe others have
better suggestions?

Gr,

Bart



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Re: [hlds_linux] monitoring tools

2006-05-24 Thread Bart van den Heuvel
I don't know about a cs client with the same capabilities of a windows
steam client. But I have a thing for monitoring...

Some time ago i found something (created in C by someone else) to do rcon
commands from the linux prompt. I hooked it up with MRTG so i could graph
it out. Done so for FPS and nr of players bots including.

It's still on my site: http://www.zokahn.com
directly to download: http://www.zokahn.com/filemgmt/singlefile.php?lid=25

Gr,

Bart

>> qstat and xqf can do the same as your steam client, IIRC. I also have
>> some shell tools that I wrote that you can use to do the same thing:
>>
>> http://rubyforge.org/projects/rcon/ - contains a tool to manage rcon
>> queries
>> http://rubyforge.org/projects/gamequery/ - does a lot of qstat-ish
>> things, although the ping method isn't accurate at all.
>>
>> Sorry for the shameless plug, but I hope that helps.
>
> No probs with the plug. qstats sounds interesting. one ohter thing that
> has
> been of interest to me is a while ago i seem to remember the cs client
> being
> on linux (i'm talking 1.5./1.6 pre steam). Am i correct? and if so where
> can
> i obtain a copy?
>
>
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RE: [hlds_linux] Server giving consistency errors too clients

2006-04-06 Thread Seghers Bart
Alfred,
Redownloading it didn't fix it. Any other suggestions?

Kind Regards,
Bart Seghers

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Seghers Bart
Verzonden: woensdag 5 april 2006 19:01
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Server giving consistency errors too clients

Like I said we ran a verify_all update and it happens on all clients.
I'll try to delete the leet model and let the updater redownload it =)

Kind Regards,
Bart Seghers

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: woensdag 5 april 2006 18:48
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Server giving consistency errors too clients

Sv_consistency checks that the game servers version of the model matches
the one on the client. Both the game server and the client have this
model as part of their distribution. This sounds like either a file
corruption problem, an out of date server problem or people really are
using different (hacked??) leet models.

- Alfred

Seghers Bart wrote:
> Yeah but putting it to 0 can have a potential cheating issues: users
> that
> start to use models with big red heads or so, would produce an unfair
> advantage for those users =)
>
> Alfred can we get a fix for this?
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Gamefuel
> Support
> Verzonden: woensdag 5 april 2006 11:35
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] Server giving consistency errors too
> clients
>
> Hi,
> Yea I noticed this also with our servers, when the leet model was
> added.
> You have sv_consistency set to "1". In order to bypass this, change
> the
> value of this to "0" in your server config file.
> As far as I understand, sv_consistency checks if your clients have the
> original models in their client files. Probably valve just forgot to
> put
> the leet model in as an original model, so your server picks it up as
> being modified. But again.. This is just what I make of it, I could be
> way off.
> Either way, setting sv_consistency "0" provides a workaround for this.
> ---
> Gamefuel
>
> Seghers Bart wrote:
>
>> Hi,
>> Our server has just recently started giving consistency errors to all
>> players. At my client it give an error on the leet model file, but I
>> don't know if other clients get the same error. Any suggestions? We
>> already tried updating with verify all tag but it didn't solve it :)
>>
>> It isn't client side too as I can easily connect to other server
>> without an error and I don't have any custom models installed!
>>
>> Kind regards,
>> Bart
>>
>> Soon: www.z-spot.be
>> Test IP: 195.28.164.79:27015
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>
>
> --
> Gamefuel
> [EMAIL PROTECTED]
> http://www.gamefuel.nl
>
>
>
>
>
> ___
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> archives, please visit:
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RE: [hlds_linux] Server giving consistency errors too clients

2006-04-05 Thread Seghers Bart
Like I said we ran a verify_all update and it happens on all clients.
I'll try to delete the leet model and let the updater redownload it =)

Kind Regards,
Bart Seghers

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: woensdag 5 april 2006 18:48
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Server giving consistency errors too clients

Sv_consistency checks that the game servers version of the model matches
the one on the client. Both the game server and the client have this
model as part of their distribution. This sounds like either a file
corruption problem, an out of date server problem or people really are
using different (hacked??) leet models.

- Alfred

Seghers Bart wrote:
> Yeah but putting it to 0 can have a potential cheating issues: users
> that
> start to use models with big red heads or so, would produce an unfair
> advantage for those users =)
>
> Alfred can we get a fix for this?
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Gamefuel
> Support
> Verzonden: woensdag 5 april 2006 11:35
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] Server giving consistency errors too
> clients
>
> Hi,
> Yea I noticed this also with our servers, when the leet model was
> added.
> You have sv_consistency set to "1". In order to bypass this, change
> the
> value of this to "0" in your server config file.
> As far as I understand, sv_consistency checks if your clients have the
> original models in their client files. Probably valve just forgot to
> put
> the leet model in as an original model, so your server picks it up as
> being modified. But again.. This is just what I make of it, I could be
> way off.
> Either way, setting sv_consistency "0" provides a workaround for this.
> ---
> Gamefuel
>
> Seghers Bart wrote:
>
>> Hi,
>> Our server has just recently started giving consistency errors to all
>> players. At my client it give an error on the leet model file, but I
>> don't know if other clients get the same error. Any suggestions? We
>> already tried updating with verify all tag but it didn't solve it :)
>>
>> It isn't client side too as I can easily connect to other server
>> without an error and I don't have any custom models installed!
>>
>> Kind regards,
>> Bart
>>
>> Soon: www.z-spot.be
>> Test IP: 195.28.164.79:27015
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>
>
> --
> Gamefuel
> [EMAIL PROTECTED]
> http://www.gamefuel.nl
>
>
>
>
>
> ___
> 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 giving consistency errors too clients

2006-04-05 Thread Seghers Bart
Yeah but putting it to 0 can have a potential cheating issues: users that
start to use models with big red heads or so, would produce an unfair
advantage for those users =)

Alfred can we get a fix for this?

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Gamefuel Support
Verzonden: woensdag 5 april 2006 11:35
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Server giving consistency errors too clients

Hi,
Yea I noticed this also with our servers, when the leet model was added.
You have sv_consistency set to "1". In order to bypass this, change the
value of this to "0" in your server config file.
As far as I understand, sv_consistency checks if your clients have the
original models in their client files. Probably valve just forgot to put
the leet model in as an original model, so your server picks it up as
being modified. But again.. This is just what I make of it, I could be
way off.
Either way, setting sv_consistency "0" provides a workaround for this.
---
Gamefuel

Seghers Bart wrote:

>Hi,
>Our server has just recently started giving consistency errors to all
>players. At my client it give an error on the leet model file, but I don't
>know if other clients get the same error. Any suggestions? We already tried
>updating with verify all tag but it didn't solve it :)
>
>It isn't client side too as I can easily connect to other server without an
>error and I don't have any custom models installed!
>
>Kind regards,
>Bart
>
>Soon: www.z-spot.be
>Test IP: 195.28.164.79:27015
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>


--
Gamefuel
[EMAIL PROTECTED]
http://www.gamefuel.nl





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[hlds_linux] Server giving consistency errors too clients

2006-04-05 Thread Seghers Bart
Hi,
Our server has just recently started giving consistency errors to all
players. At my client it give an error on the leet model file, but I don't
know if other clients get the same error. Any suggestions? We already tried
updating with verify all tag but it didn't solve it :)

It isn't client side too as I can easily connect to other server without an
error and I don't have any custom models installed!

Kind regards,
Bart

Soon: www.z-spot.be
Test IP: 195.28.164.79:27015


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RE: [hlds_linux] Server settings ?

2006-03-22 Thread Seghers Bart
Set minrate to a way higher value: 6000/9000 heck even 2 =)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ari Iivari
Verzonden: woensdag 22 maart 2006 15:17
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: [hlds_linux] Server settings ?


Im running a 24 ppl server but now i need some help
Server is a P4 3Ghz with 1G ddr mem
Line speed is 100/100MB


What shall i have for settings in server cfg ?
For best performance ? Lag free
I use this now but i feel like some thing is not correct.

sv_maxrate 25000
sv_minrate 0
sv_maxupdaterate 101
sv_minupdaterate 20
sys_ticrate 300
fps_max 250

Regards Ari





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RE: [hlds_linux] VAC2 implementation for 64-bit binaries, status?

2006-03-15 Thread Seghers Bart
First thing you are wrong: Valve isn't supported by nVidia nor by ATi, yes
HL² was optimized and built on Radeon card period that's all their is.
Second were you forced to run the BETA? No, it was a free choice.
Third I really don't see how you or your company can fund Valve.
Fourth Alfred can only tell us what he is allowed to tell us, don't flame on
him
And last but no least go and do something about that frustration of yours.
It's going the wrong way, you must have a high blood pressure which isn't
healthy.

/Brain Out :)
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens RaynServ
Verzonden: woensdag 15 maart 2006 20:55
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] VAC2 implementation for 64-bit binaries, status?

--
[ Picked text/plain from multipart/alternative ]
Eight 100-tickrate pubs at 32-slots gone. Uninstall of STEAM successful.
Enjoy helping Valve fund their vacations. Our hardware is in the top 3% of
any GSP on the planet and we're using it to support companies that support
the people that pay their checks. Six years of the same shit year after
year. Lately, Alfred is nothing but a smartass and doesn't contribute to
ANYTHING in this list in the two years or so he's been active here, if you
want to call it that. The days of Valve giving a damn are LOOONG gone and so
are we. Run your servers, reboot when they peg a cpu and have a nice day. We
wish you the best but the ONLY way to show this mother fucker that the
community means business is to leave em on their own to beta test their
shit. VAC2 is a joke, STEAM is a joke, and the eye candy that they put in
their games to make people buy their supporters' hardware (nVidia) is
disgusting. Maybe when the long list of servers out there gets smaller
they'll realize what they've done. Whether or not they do or not isn't the
point. Today we make a stand and tell em what we think of "when it's done".
FUCK YOU Alfred, forward your home address to this gmail account and we'll
settle up this weekend. The rest of you have a nice day and enjoy the world
of Valve's valiant efforts to use the community as a beta group. I'm FULL of
putitng up with pompus pricks that look down to the guys that MADE YOU!!!
Tell me again, how many servers on the internet are run by Valve
themselves?.



On 3/15/06, Bart van den Heuvel <[EMAIL PROTECTED]> wrote:
>
> Hahah What's the deal today!  Must be a full moon out or something.
>
> Dude chill It's free, it's your choice. If you don't want to run
> Valve, please don't. I did not follow the whole thread on the 64bit stuff
> but, i must be missing something big. You make it sound like it's a must
> have.
>
> You do know that you can run 32 bits apps on a 32 bit install of your
> favorite Linux with a 64 bit kernel (you might have a 4gb+ memory
> requirement, or some other hardware related issue that makes you want 64
> bit so badly)?
>
> Gr,
>
> Bart
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Another pompus asshole remark from Valve. Why we put up with not just
> YOUR
> > smartass comments but the flagrant bullshit coming out of your company
> is
> > fucking AMAZING. Personally, we're dropping all of Valve's products that
> > we
> > run for the community in the way of pubs. You, your company, and anybody
> > that's willing to put up with this kind of shit can find a nice quiet
> > corner
> > and fuck yourself. We're tired of you fucking us release after release.
> > Have
> > a nice fucking day.
> >
> > On 3/14/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> >>
> >> It will be ready when its ready, as I have said before.
> >>
> >> - Alfred
> >>
> >> Hans Vos wrote:
> >> > Alfred,
> >> >
> >> > Are you willing to share some light on this subject, instead of
> >> > leaving
> >> > us in the dark?
> >> >
> >> > --
> >> > Kind regards,
> >> >
> >> > Hans Vos
> >> >
> >> >
> >> > ___
> >> > 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:
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>
--



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Re: [hlds_linux] VAC2 implementation for 64-bit binaries, status?

2006-03-15 Thread Bart van den Heuvel
It seems that private RaynServ is in a bit of a shellshock...


> --
> [ Picked text/plain from multipart/alternative ]
> Eight 100-tickrate pubs at 32-slots gone. Uninstall of STEAM successful.
> Enjoy helping Valve fund their vacations. Our hardware is in the top 3% of
> any GSP on the planet and we're using it to support companies that support
> the people that pay their checks. Six years of the same shit year after
> year. Lately, Alfred is nothing but a smartass and doesn't contribute to
> ANYTHING in this list in the two years or so he's been active here, if you
> want to call it that. The days of Valve giving a damn are LOOONG gone and
> so
> are we. Run your servers, reboot when they peg a cpu and have a nice day.
> We
> wish you the best but the ONLY way to show this mother fucker that the
> community means business is to leave em on their own to beta test their
> shit. VAC2 is a joke, STEAM is a joke, and the eye candy that they put in
> their games to make people buy their supporters' hardware (nVidia) is
> disgusting. Maybe when the long list of servers out there gets smaller
> they'll realize what they've done. Whether or not they do or not isn't the
> point. Today we make a stand and tell em what we think of "when it's
> done".
> FUCK YOU Alfred, forward your home address to this gmail account and we'll
> settle up this weekend. The rest of you have a nice day and enjoy the
> world
> of Valve's valiant efforts to use the community as a beta group. I'm FULL
> of
> putitng up with pompus pricks that look down to the guys that MADE YOU!!!
> Tell me again, how many servers on the internet are run by Valve
> themselves?.
>
>
>
> On 3/15/06, Bart van den Heuvel <[EMAIL PROTECTED]> wrote:
>>
>> Hahah What's the deal today!  Must be a full moon out or something.
>>
>> Dude chill It's free, it's your choice. If you don't want to run
>> Valve, please don't. I did not follow the whole thread on the 64bit
>> stuff
>> but, i must be missing something big. You make it sound like it's a must
>> have.
>>
>> You do know that you can run 32 bits apps on a 32 bit install of your
>> favorite Linux with a 64 bit kernel (you might have a 4gb+ memory
>> requirement, or some other hardware related issue that makes you want 64
>> bit so badly)?
>>
>> Gr,
>>
>> Bart
>>
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > Another pompus asshole remark from Valve. Why we put up with not just
>> YOUR
>> > smartass comments but the flagrant bullshit coming out of your company
>> is
>> > fucking AMAZING. Personally, we're dropping all of Valve's products
>> that
>> > we
>> > run for the community in the way of pubs. You, your company, and
>> anybody
>> > that's willing to put up with this kind of shit can find a nice quiet
>> > corner
>> > and fuck yourself. We're tired of you fucking us release after
>> release.
>> > Have
>> > a nice fucking day.
>> >
>> > On 3/14/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>> >>
>> >> It will be ready when its ready, as I have said before.
>> >>
>> >> - Alfred
>> >>
>> >> Hans Vos wrote:
>> >> > Alfred,
>> >> >
>> >> > Are you willing to share some light on this subject, instead of
>> >> > leaving
>> >> > us in the dark?
>> >> >
>> >> > --
>> >> > Kind regards,
>> >> >
>> >> > Hans Vos
>> >> >
>> >> >
>> >> > ___
>> >> > 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
>>
> --
>
> ___
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> please visit:
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Re: [hlds_linux] VAC2 implementation for 64-bit binaries, status?

2006-03-15 Thread Bart van den Heuvel
Hahah What's the deal today!  Must be a full moon out or something.

Dude chill It's free, it's your choice. If you don't want to run
Valve, please don't. I did not follow the whole thread on the 64bit stuff
but, i must be missing something big. You make it sound like it's a must
have.

You do know that you can run 32 bits apps on a 32 bit install of your
favorite Linux with a 64 bit kernel (you might have a 4gb+ memory
requirement, or some other hardware related issue that makes you want 64
bit so badly)?

Gr,

Bart


> --
> [ Picked text/plain from multipart/alternative ]
> Another pompus asshole remark from Valve. Why we put up with not just YOUR
> smartass comments but the flagrant bullshit coming out of your company is
> fucking AMAZING. Personally, we're dropping all of Valve's products that
> we
> run for the community in the way of pubs. You, your company, and anybody
> that's willing to put up with this kind of shit can find a nice quiet
> corner
> and fuck yourself. We're tired of you fucking us release after release.
> Have
> a nice fucking day.
>
> On 3/14/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>>
>> It will be ready when its ready, as I have said before.
>>
>> - Alfred
>>
>> Hans Vos wrote:
>> > Alfred,
>> >
>> > Are you willing to share some light on this subject, instead of
>> > leaving
>> > us in the dark?
>> >
>> > --
>> > Kind regards,
>> >
>> > Hans Vos
>> >
>> >
>> > ___
>> > 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:
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RE: [hlds_linux] Re: cpu usage>90% since last update (with nice -10

2006-03-12 Thread Seghers Bart
The problem? Here in Europe it's Sunday atm so Weekend. I don't think you
work in the weekend right?

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens GVC Snake
Verzonden: zondag 12 maart 2006 16:57
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Re: cpu usage>90% since last update (with nice
-10

Have anyone a backup of old linux-binaries for a rollback?
With this last linux-update no one can play on my servers with this
cpu-spikes.
server hanging at 2-4 minutes-interval during playing.

What doing Valve against this overall BIG problem?
Easiest way is a rollback to the old "stable" and "lag-free" linuxversion.
What's the problem for a rollback?


- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Sunday, March 12, 2006 3:26 PM
Subject: hlds_linux digest, Vol 1 #4997 - 1 msg


> Send hlds_linux mailing list submissions to
> hlds_linux@list.valvesoftware.com
>
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds_linux digest..."
>
>
> Today's Topics:
>
>   1. Re: Re: cpu usage>90% since last update (with nice -10) (Vincent H.)
>
> -- __--__--
>
> Message: 1
> Date: Sun, 12 Mar 2006 11:27:58 +0100
> From: "Vincent H." <[EMAIL PROTECTED]>
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Re: cpu usage>90% since last update (with
> nice -10)
> Reply-To: hlds_linux@list.valvesoftware.com
>
> Same at here again !!
>
> Servers are unplayable too. ( Cpu spike, lag ..Etc. )
> With the last update : 12 players > 65/75 % Cpu  and before this update
> 16 players > 35/45 % Cpu  :-(  .
>
> We running on cs.1.6 server, debian, sempron 2500+, 512 Ram.
>
>
>
> GVC Snake a =E9crit :
>> Same at here, cpu usage increases rapidly after the last
>> linuxserver-update.
>> And i have no backup of old version.
>> @Neil: Can you provide a rollback-version for download
>> (hl1-linuxserver-binaries).
>> Badly Valve can not provide a rollback-update. Recently  my
>> hl1-servers are
>> unplayable.
>> Many thanks to Valve and his last update.
>> A good idea, what Valve should doing? >> Make a rollback via
>> hldsupdatetool
>> to bring back the old version to solve the recent problem with
>> linuxservers
>> to play without
>> hangs !!
>>
>> My system:
>> Linux Suse 10.0
>> P4 3.2
>> 2 GB RAM
>> (2x 16-slot CS1.6-server).
>>
>>
>> - Original Message -
>> From: <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, March 09, 2006 8:52 PM
>> Subject: hlds_linux digest, Vol 1 #4989 - 12 msgs
>>
>>
>>> Send hlds_linux mailing list submissions to
>>> hlds_linux@list.valvesoftware.com
>>>
>>> To subscribe or unsubscribe via the World Wide Web, visit
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> or, via email, send a message with subject or body 'help' to
>>> [EMAIL PROTECTED]
>>>
>>> You can reach the person managing the list at
>>> [EMAIL PROTECTED]
>>>
>>> When replying, please edit your Subject line so it is more specific
>>> than "Re: Contents of hlds_linux digest..."
>>>
>>>
>>> Today's Topics:
>>>
>>>   1. Re: cpu usage>90% since last update (with nice -10) (Ian mu)
>>>   2. Re: cpu usage>90% since last update (with nice -10) (Ben Kennish)
>>>   3. Re: cpu usage>90% since last update (with nice -10) (Martin
>>> Zwickel)
>>>   4. Re: cpu usage>90% since last update (with nice -10) (Martin
>>> Zwickel)
>>>   5. Re: FAO Alfred, regarding hanging sevrer after map change (W0kk3L)
>>>   6. Re: cpu usage>90% since last update (with nice -10) (Ben Kennish)
>>>   7. RE: cpu usage>90% since last update (with nice -10) (Merlin Huff)
>>>   8. RE: cpu usage>90% since last update (with nice -10) (Scott)
>>>   9. Re: cpu usage>90% since last update (with nice -10) (Neil)
>>>  10. RE: cpu usage>90% since last update (with nice -10) (Alfred
>>> Reynolds)
>>>  11. Re: cpu usage>90% since last update (with nice -10) (Matt Judge)
>>>  12. RE: Re: [hlds_linux] cpu usage>90% since last update (with nice
>>> -10)
>>> (Neil)
>>>
>>> --  __--__--
>>>
>>> Message: 1
>>> Date: Thu, 9 Mar 2006 14:58:26 +
>>> From: "Ian mu" <[EMAIL PROTECTED]>
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] cpu usage>90% since last update (with nice
>>> -10)
>>> Reply-To: hlds_linux@list.valvesoftware.com
>>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Confirming what "issue"?
>>>
>>> Don't renice the process. There's no need unless you're running extra
>>> stuff
>>> as well, in which case simple nice positively the other app which is
>>> running.
>>>
>>> I.e on that article, there's no "problem" as such reported. If
>>> someone is
>>> going to try and run 2x16 slot 100tick servers, they are goi

RE: [hlds_linux] version 58?

2006-03-11 Thread Bart van den Heuvel
Hahaaaha I´m  dutch, the message is for me...
But I don´t understand this either :-)

My friend thought he was sending the reply to me :-) sorry!

Gr,
Bart

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ludoservers
Verzonden: zaterdag 11 maart 2006 20:09
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] version 58?

Please post in English, a few of people in this list can't understand you,
me included :D

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de denniz de jong
Enviado el: sábado, 11 de marzo de 2006 16:54
Para: hlds_linux@list.valvesoftware.com
Asunto: RE: [hlds_linux] version 58?

fijne updates weer!
hee wat betalen we nou voor een sms dienst dan?

oh ik heb teamspeak geinstalled in /home/dennis
maar hij komt volgens mij niet door de fw?
ik heb in de ini van ts 81.171.101.10 ingevuld maar niet te bereiken via web
interface op
http://81.171.101.10:14534

misschien dat je de fw nog niet aangepast heb maar dan hoor ik t wel:)

l8 dennis da menace


>From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
>Reply-To: hlds_linux@list.valvesoftware.com
>To: 
>Subject: RE: [hlds_linux] version 58?
>Date: Sat, 11 Mar 2006 16:07:40 +0100
>
>Same here! Three separate installations. On restart this morning they would
>not run passed the update. I killed the sessions and started without the
>-autoupdate.
>
>Gr,
>
>Bart
>
>-Oorspronkelijk bericht-
>Van: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] Namens Marko Weltzer
>Verzonden: zaterdag 11 maart 2006 15:50
>Aan: hlds_linux@list.valvesoftware.com
>Onderwerp: Re: [hlds_linux] version 58?
>
>Am Samstag, 11. März 2006 13:25 schrieb Rick:
> > Trying to install a copy of hlds from scratch. Failing when retrieving
>the
> > actual linux dedicated server files.
> >
> > ---
> > rick@ [~/hl2]# ./steam -command update -dir server -game hl2mp
> > Checking bootstrapper version ...
> > Updating Installation
> > Checking/Installing 'Half-Life 2 Deathmatch' version 11
> >
> > Checking/Installing 'Base Source Shared Materials' version 7
> >
> > Checking/Installing 'Base Source Shared Models' version 3
> >
> > Checking/Installing 'Base Source Shared Sounds' version 3
> >
> > No installation record found at server
> > Checking/Installing 'Source Dedicated Server Linux' version 58
> > No CS online with App 204 Ver 58
> > ---
> >
> > I've done some searching and found suggestions to remove
> > ClientRegistry.blob / InstallRecord.blob, neither have worked for me.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>I also can´t update my DoD:S Installation...
>says something like:
>
>Updating 'Source Dedicated Server Linux' from version 51 to version 58
>
>and nothing is happeing.
>
>Thanks in advance.
>--
>Marwel
>
>
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>
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RE: [hlds_linux] version 58?

2006-03-11 Thread Bart van den Heuvel
Same here! Three separate installations. On restart this morning they would
not run passed the update. I killed the sessions and started without the
-autoupdate.

Gr,

Bart

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Marko Weltzer
Verzonden: zaterdag 11 maart 2006 15:50
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] version 58?

Am Samstag, 11. März 2006 13:25 schrieb Rick:
> Trying to install a copy of hlds from scratch. Failing when retrieving the
> actual linux dedicated server files.
>
> ---
> rick@ [~/hl2]# ./steam -command update -dir server -game hl2mp
> Checking bootstrapper version ...
> Updating Installation
> Checking/Installing 'Half-Life 2 Deathmatch' version 11
>
> Checking/Installing 'Base Source Shared Materials' version 7
>
> Checking/Installing 'Base Source Shared Models' version 3
>
> Checking/Installing 'Base Source Shared Sounds' version 3
>
> No installation record found at server
> Checking/Installing 'Source Dedicated Server Linux' version 58
> No CS online with App 204 Ver 58
> ---
>
> I've done some searching and found suggestions to remove
> ClientRegistry.blob / InstallRecord.blob, neither have worked for me.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

I also can´t update my DoD:S Installation...
says something like:

Updating 'Source Dedicated Server Linux' from version 51 to version 58

and nothing is happeing.

Thanks in advance.
--
Marwel


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[hlds_linux] FPS and User Graphs for MRTG

2006-03-03 Thread Bart van den Heuvel
Hi,

Some people mailed me about the graphs on http://core.zokahn.com/cs-01/
I've made package of the tools I've used, with a sort of a manual.

Please see http://www.zokahn.com

Gr,

Bart


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RE: [hlds_linux] Cpu use bug in the latest update?

2006-03-03 Thread Bart van den Heuvel
Uptime load numbers at 18:00 hours: load average: 1.64, 1.69, 1.75
Around 60 active players on 3 servers and FPS between 45-160 on all (except
the third server as it´s fps_max is 600 here the fps is 45-300, just as
bad).

Vmstat 2 5:
procs ---memory-- ---swap-- -io --system--
cpu
 r  b   swpd   free   buff  cache   si   sobibo   incs us sy id
wa
 3  0  0 2701152  81384 49362400 3 5   7246 31  2 67
0
 2  0  0 2701216  81384 49362400 0 0 3117  1144 41  2 57
0
 2  0  0 2701088  81384 49362400 046 3108  1175 41  2 57
0
 1  0  0 2701088  81384 49362400 022 3120  1024 40  2 57
0
 1  0  0 2700888  81384 49362400 0 0 3051  1018 41  2 57
0

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Steven Hartland
Verzonden: vrijdag 3 maart 2006 14:57
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Cpu use bug in the latest update?

As there is a direct correlation between your high points on CPU "load"
you may be overloading your machine. Hard to tell without knowing
what "load" really is.

I'd say try just the one server and see if you still get the same results.
What's the spec of the machine?

Steve / K
- Original Message -
From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
>
> I am gathering information on poor performance of srcds on linux... FPS
> has always been unstable on my systems. If anything the last update did
> not make it better. In the first 24 hours after this last update i did
> have more complaints about lag then before.
>
> I have a mrtg setup that graphs CS:Source performance: It currently
> monitors 3 cs:source instances for Current Users, FPS (1 sample per 5
> mins), and overall CPU and Memory usage. You can see it on:
> http://core.zokahn.com/cs-01
>
> When i'm done catching enough information i'll post my own question to the
> mailinglist for srcds on linux and it's performance.




This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone (023) 8024 3137
or return the E.mail to [EMAIL PROTECTED]


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Re: [hlds_linux] Cpu use bug in the latest update?

2006-03-03 Thread Bart van den Heuvel
Thanks steve,

My system is a dual 3ghz Xeon (HT is on), running a vanilla Debian 3.1.
I've tried a whole range of kernels. I've tried a whole range of options
in server.cfg. I think it can run more than 70 slots of CS:Source but i'm
uncertain...

The server runs these 3 CS servers, a single installation of hlstatx,
MySQL, Apache. That's to display the stats. The graph shows CPU
utilisation, i have not figured out the max value. It uses an snmp value
and it shows an indication on usage but i would not put my money on the
percentage value... that's because i don't know how to handle the HT side
of things...

If done tests on 3 different systems all more or less the same results. I
have found that if there are more then 12 players (or bots), the FPS gets
unstable. I've posted my question in the steampowered forum, you can find
it here:
http://forums.steampowered.com/forums/showthread.php?s=&threadid=410324

I've posted there because i did not know about this mailinglist yet...

gr,

Bart


> As there is a direct correlation between your high points on CPU "load"
> you may be overloading your machine. Hard to tell without knowing
> what "load" really is.
>
> I'd say try just the one server and see if you still get the same results.
> What's the spec of the machine?
>
> Steve / K
> - Original Message -
> From: "Bart van den Heuvel" <[EMAIL PROTECTED]>
>>
>> I am gathering information on poor performance of srcds on linux... FPS
>> has always been unstable on my systems. If anything the last update did
>> not make it better. In the first 24 hours after this last update i did
>> have more complaints about lag then before.
>>
>> I have a mrtg setup that graphs CS:Source performance: It currently
>> monitors 3 cs:source instances for Current Users, FPS (1 sample per 5
>> mins), and overall CPU and Memory usage. You can see it on:
>> http://core.zokahn.com/cs-01
>>
>> When i'm done catching enough information i'll post my own question to
>> the
>> mailinglist for srcds on linux and it's performance.
>
>
>
> ===This e.mail is private and
> confidential between Multiplay (UK) Ltd. and the person or entity to whom
> it is addressed. In the event of misdirection, the recipient is prohibited
> from using, copying, printing or otherwise disseminating it or any
> information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please
> telephone (023) 8024 3137
> or return the E.mail to [EMAIL PROTECTED]
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds_linux] Cpu use bug in the latest update?

2006-03-03 Thread Bart van den Heuvel
Hmm...

I am gathering information on poor performance of srcds on linux... FPS
has always been unstable on my systems. If anything the last update did
not make it better. In the first 24 hours after this last update i did
have more complaints about lag then before.

I have a mrtg setup that graphs CS:Source performance: It currently
monitors 3 cs:source instances for Current Users, FPS (1 sample per 5
mins), and overall CPU and Memory usage. You can see it on:
http://core.zokahn.com/cs-01

When i'm done catching enough information i'll post my own question to the
mailinglist for srcds on linux and it's performance.

gr,

Bart


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Our Linux CS: S server has been acting weird since the update. Started
> noticing
> the tickrate was dropping, and it couldn't keep it at steady 100 anymore.
> The cpu use reached 100%
>
> Then i did rcon stats from HLSW, and it showed 2-3% use when no one was on
> it. BUT when i did several rcon stats back to back it was like 2.5, 2.3,
> 2.6, 99.9, 99.9, 99.9, 2.5, 2.6, 2.3, 99.9, 99.9, 2.4 etc etc..
>
> Anyone else experienced behaviour like that?
>
> Best regards,
> Morten
> --
>
>
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> please visit:
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RE: [hlds_linux] SV_DOWNLOAD_URL-Problem

2006-02-14 Thread Bart Seghers
http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp
.php?p_faqid=84&p_created=1092669681&p_sid=3shZX8*h&p_lva=&p_sp=cF9zcmNoPTEm
cF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9ODkmcF9wcm9kcz0wJnBfY2F0cz0wJnBf
cHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWFy
Y2hfdGV4dD1saW51eA**&p_li=&p_topview=1
Here ya go


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ondrej Hošek
Verzonden: maandag 13 februari 2006 22:13
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] SV_DOWNLOAD_URL-Problem

http://www.steampowered.com/index.php?area=faq

Riiight... that's a whole lot more information than I expected.

~~ Ondra

Bart Seghers wrote:
> Exactly waht I mean my friend. It's even in the FAQs @ Steampowered.com
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jesse Tie-Ten-Quee
> Verzonden: maandag 13 februari 2006 18:08
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] SV_DOWNLOAD_URL-Problem
>
> Yo,
>
> On Mon, Feb 13, 2006 at 06:51:53PM +0200, Administracija wrote:
>
>> You are sure? :)))
>>
>> - Original Message -
>> From: "Bart Seghers" <[EMAIL PROTECTED]>
>>
>> It has been stated several times that the Source engine (client side)
will
>> never run on Linux or Mac OS X
>>
>
> I believe he means-ported and running native under the OS, not under
> emulation or third-party libraries.  (which is generally what's done to
> run the client of hl1/source/steam via something like wine/cedega, etc)
>
> Given how coupled the source engine seems to be to DirectX, this is way
> old news.  hlds_l has proved that the actual engine (server side, non-GPU)
> and steam itself can... but frankly, that's the easy part.  I'm not
> surprised at all by the fact that IE7 beta could break steam, heh :D
>
> I gave up hope of Valve ever supporting non-windows on the client side
> almost a decade ago :(
>
> But, in either case.. Alfred & Co, GG on the continued fixes server-side.
>
> --
> Jesse Tie-Ten-Quee  ( highos at highos dot com )
>



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RE: [hlds_linux] SV_DOWNLOAD_URL-Problem

2006-02-13 Thread Bart Seghers
Exactly waht I mean my friend. It's even in the FAQs @ Steampowered.com

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jesse Tie-Ten-Quee
Verzonden: maandag 13 februari 2006 18:08
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] SV_DOWNLOAD_URL-Problem

Yo,

On Mon, Feb 13, 2006 at 06:51:53PM +0200, Administracija wrote:
> You are sure? :)))
>
> - Original Message -
> From: "Bart Seghers" <[EMAIL PROTECTED]>
>
> It has been stated several times that the Source engine (client side) will
> never run on Linux or Mac OS X

I believe he means-ported and running native under the OS, not under
emulation or third-party libraries.  (which is generally what's done to
run the client of hl1/source/steam via something like wine/cedega, etc)

Given how coupled the source engine seems to be to DirectX, this is way
old news.  hlds_l has proved that the actual engine (server side, non-GPU)
and steam itself can... but frankly, that's the easy part.  I'm not
surprised at all by the fact that IE7 beta could break steam, heh :D

I gave up hope of Valve ever supporting non-windows on the client side
almost a decade ago :(

But, in either case.. Alfred & Co, GG on the continued fixes server-side.

--
Jesse Tie-Ten-Quee  ( highos at highos dot com )



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RE: [hlds_linux] SV_DOWNLOAD_URL-Problem

2006-02-13 Thread Bart Seghers
It has been stated several times that the Source engine (client side) will
never run on Linux or Mac OS X

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ondrej Hošek
Verzonden: maandag 13 februari 2006 15:38
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] SV_DOWNLOAD_URL-Problem

Wait-a-minute. Does that mean that the Source Engine uses Internet
Explorer to download files via HTTP? That's... dumb, with all due
respect. I don't deem IE too dependable and such a course of action only
fortifies my opinion of the Source Engine as a Windows-only platform
with a proof-of-concept Linux dedicated server package.

I know this statement sounds relatively harsh and I do acknowledge the
dedicated server team's massive efforts at writing the dedicated server
(very well done, guys!), I won't believe it's further than
proof-of-concept until I see the client running on Linux (or Mac OS X,
for that matter).



~~ Ondra

LuZiFeR wrote:
> Hi,
>
> VERY IMPORTANT FOR PEOPLE WHO HAVING PROBLEM TO LOAD CONTENT FROM A
> SV_DOWNLOADURL-SERVER !!!
>
> Or Admins, that are swamped with player-requests :)
>
> I have solved the problem
>
> InternetExplorer 7-Beta blocks this downloads !!
>
> I must uninstall IE7 in Windows-Components AND the update-entry to this in
> the software-area...
>
> Now it works fine again :)
>
> Regards LuZi
>





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RE: [hlds_linux] SV_DOWNLOAD_URL-Problem

2006-02-12 Thread Bart King
LuZiFeR wrote:

> InternetExplorer 7-Beta blocks this downloads !!

Does it?  I've not noticed this.  I can also request files from my
sv_downloadurl web server (running IIS 6) using IE7 Beta 2 Preview just
fine as well, and I've had no reports from users to suggest otherwise.

Did you try adding your web server's domain into trusted sites before
uninstalling?  Not that I have that here, just a thought.

--
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[hlds_linux] Client timed out

2006-02-06 Thread Bart King

Hi all,

Apologises if this has been discussed before, but hey.

Recently I've noticed a lot of clients randomly disconnecting from the
server with the reason "Client timed out", even though they were running
along, guns blazing before getting dropped.

Counter-Strike: Source, 40 players, UK server on a 100mbit port - it
hasn't actually happened to me, but it seems to happen to a few people.

The drop reason seems a bit vague - is it related to the Steam client or
VAC, rather than the game or the server itself?

Cheers,
--
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[hlds_linux] Nog een update =)

2006-02-03 Thread Bart Seghers


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alfred Reynolds
Verzonden: vrijdag 3 februari 2006 9:26
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Source and HL1 dedicated server Beta available

We have released an update for the beta. It addresses the high CPU usage
some people are seeing after applying the last update (in particular
users with mutli-core machines). Run the hldsupdatetool with the "-beta
swapbeta" parameter to get it.

- Alfred

Alfred Reynolds wrote:
> We have released an update to the beta, run the hldsupdatetool again
> with the "-beta swapbeta" parameter to get it.
>
> The update fixes the pipes assert, a crash on startup for dual-proc
> machines and some in game stalls. Thanks to everyone that gave us
> feedback, it really helps track down these problems.
>
> - Alfred
>
> Alfred Reynolds wrote:
>> We have a beta release available for both the Source and HL1 engine.
>> This beta fixes the steam id swapping problem amongst other small
>> fixes. You can apply the beta by running the hldsupdatetool and
>> adding "-beta swapbeta" to the command line.
>>
>> A couple of users in an initial test reported a server hang and
>> associated assert (pipes.cpp line 298), if you see this please send
>> me your OS configuration and hardware.
>>
>> - Alfred
>>
>> ___
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>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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RE: [hlds_linux] bugs in latest cs:s update

2006-01-09 Thread Bart seghers
It's like rockthevote but without the command and without the vote =P

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens kama
Verzonden: zondag 8 januari 2006 17:31
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] bugs in latest cs:s update


Yay! A built in random next map.

/bjorn

On Sun, 8 Jan 2006, BaKeD bEaN wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Map change bug happens on DoDS also, and it can skip more then 3 or 4 maps
> at a time. A fix would be nice. But I can live it, so long as it does not
> crash the server.
>
>
> On 1/8/06, chaos / Alex <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > hello,
> >
> > don't know if these bug reports didn't reach valve so far, but here we
go:
> >
> >
> > map change bug:
> > didn't find a good thread for this on steampowered...
> > following happens: every now and then - right after a map change - the
> > server jumps on to the next map as soon as players are connecting to the
> > current one. so it skips one map before it is even played. this probably
> > happens more often if the current map is not located in mapcycle.txt -
> > don't know exactly.
> >
> > these bugs occur since the latest steam update, with and without 3rd
party
> > plugins and on every hardware, primarily or only under linux...
> >
> > greetings,
> > alex
> > --
> >
> >
> > ___
> > 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] Content-Hosting-Banner for DOWNLOAD_URL

2005-12-30 Thread Seghers Bart
Yes maybe they can start giving away their games for free? There are some
issues but give them the time to fix it. Everybody is complaining and
nagging and as a result of that they release their updates too soon, with
too many bugs. The current system works, Alfred will always give info about
beta builds for critical updates. Don't expect any update soon now, it's the
holiday period everyone is resting. Best VALVe can do in 2006 is making a
summary of what they have done and what they want to do in 2006. Then they
can start cleaning up some bugs and some files that are needed or not needed
and after that they can start implement new features.

Now cheers and I wish everyone on this list a happy 2006,you in special
Alfred ;)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Evaldas Zilinskas
Verzonden: donderdag 29 december 2005 22:14
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL

I have jus signed. Besides, VALVE still has a lot to do. I know that people
are playing Source games a lot, but HL1 games are rulling the servers.
I sold ~100 copies of GUNMAN, Half-Life, counter-Strike (Retail Copies) in
past 2 months. aand people are still buying these games. I've even ordered
couple of copies "Ccondition Zero Retail". (I'm talking about Lithuania, our
STEAM community is growing at the momment). sv_downloadurl needs to be
fixed, linux built needs to be fixed (about dublicate IDs), HLDS system has
some mess in files. lots of singleplayer stuff is downloaded for servers
that we dont need. Talking about single player, BLUE SHIFT doubles the
downloading, because there are lots of files that HL GCF has. Opposing FORCE
still hasn't got any linux binnaries. there are lots of things to do... It
VALVe would listen to us (server admins) STEAM would be much better, faster
and easier to use. And even cheaper to support. Lot os us (admins) have
different systems, we can help building binnaries, or help beta testing
(before releasing them).

AND GIVING HL1 OWNERS ABILITY TO PLAY CONDITION ZERO, WOULD TRIPPLE HL1
USERS AND HELP MIGRATING FROM HL1 TO HL2 (CZ is close with abilities to CSS)

Sorry for mistakes, I don't communicate in english often.

- Original Message -
From: "Ben Kennish" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, December 29, 2005 8:58 PM
Subject: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL


> Hi all,
>
> Pedro Salicrup wrote:
>> that sucks :(
>
> I agree that this truly is extremely sucky and so have created a
> petition to try to encourage Valve to re-implement this feature...
>
> http://www.petitiononline.com/valveban/petition.html
>
> Please sign the petition if you agree with me and I will present it to
> Valve if it gains enough support.
>
> Thank you,
>
> --
> Ben
>
> ___
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> please visit:
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RE: [hlds_linux] Custom content not downloading

2005-12-18 Thread Bart King
Ronny Schedel wrote:

> I have a weird problem. We have custom maps installed on our CS
> Source server. We created also RES-files for custom materials/sounds.
> But it downloads only the sound-Files, the textures will not be
> downloaded.

I've not noticed this problem, but here's two suggestions that might make a
difference:

A) Make sure your res file is structured correctly. It seems the parser for
loading them is a bit fickle:

"resources"
{
"materials/foo.vtf" "file"
"sound/bah.mp3" "file"
}

This structure works for me:
 - no whitespace, blank lines or comments
 - use Windows line-endings (so \r\n), :set ff=dos in vim.

Remember the filenames and folders are case-sensitive.  Our servers have
both a Materials and materials folder, since some map authors clearly
weren't aware of this.

B) Try repackaging the resources inside the BSP with bspzip:
http://developer.valvesoftware.com/wiki/Bspzip

If none of these things work, blame Valve :)

--
Bart King
+44 7812 195654 - http://www.bart666.com

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RE: [hlds_linux] New Admin tool Released ( Source servers only )

2005-12-07 Thread Seghers Bart
How is it advertised? The Mani way or just in simple text say?

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Erling K. Sæterdal
Verzonden: dinsdag 6 december 2005 23:23
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] New Admin tool Released ( Source servers only )

look at publicmessages.txt
- Original Message -
From: "Seghers Bart" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, December 06, 2005 9:11 PM
Subject: RE: [hlds_linux] New Admin tool Released ( Source servers only )


> Maybe teh creator could add some advert option too as it can prove usefull
> to advertise your site on your own server.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Erling K. Sæterdal
> Verzonden: dinsdag 6 december 2005 18:16
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: Re: [hlds_linux] New Admin tool Released ( Source servers
> only )
>
> mysql support is certainly something thats interesting, i dont need it for
> our servers atm. But certainly if there is interest in my tool among other
> admins mysql support will be added. When depends on how hard it is to
> impeliment.
>
>
> - Original Message -
> From: "Scott Pettit" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, December 06, 2005 2:41 AM
> Subject: Re: [hlds_linux] New Admin tool Released ( Source servers only )
>
>
>> Sounds useful - but what I don't understand is why no admin plugins have
>> mysql support yet (mani doesn't count, the mysql support isn't
>> implemented very well for large userbases, it's more of just something
>> that generates the admin files from mysql in flat file format).
>>
>> Larger server groups like us find maintaining lots of admins/reserved
>> slot access (we have ~2000 registered with reserved slot access on
>> adminmod), very difficult/slow without mysql support.
>>
>> If mysql support was available it would be great, mani has far more
>> features than we need - just kicking/banning/reserved slots is all we
>> need.
>>
>> -Scott
>>
>> � wrote:
>>
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Seeing that the other admin tools for source got very bloated for my
>>>needs
>>>i made a admin plugin for our servers ( www.esports.no ). But it may be
>>>that other server admins want a tool ikke this. Seeing how this tool is
>>>used/welcomed il see if there is any point in maintaining  a public
>>>version of it.
>>>
>>>Simple about from the plugin:
>>> This is a admin tool intented for servers who want to administer public
>>> servers, with adult admins. That dont want infitite number of
>>> useless/abuse punishments. Just a basic admin tool for
>>> banning/slaping/kick all in a handy menu.
>>>
>>>Link: http://www.sourcemod.net/forums/viewtopic.php?t=2923
>>>Remember this tool requires sourcemm ( www.sourcemm.net )
>>>Also on also on a linux server you may need to run the beta version
>>>
>>>For those who may want to try it, rememeber to read the first post in the
>>>thread carefully. Also id like to point out that this will remain a BASIC
>>>admin tool, so its not for all admins.
>>>--
>>>
>>>___
>>>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:
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RE: [hlds_linux] New Admin tool Released ( Source servers only )

2005-12-06 Thread Seghers Bart
Maybe teh creator could add some advert option too as it can prove usefull to 
advertise your site on your own server.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Erling K. Sæterdal
Verzonden: dinsdag 6 december 2005 18:16
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: Re: [hlds_linux] New Admin tool Released ( Source servers only )

mysql support is certainly something thats interesting, i dont need it for
our servers atm. But certainly if there is interest in my tool among other
admins mysql support will be added. When depends on how hard it is to
impeliment.


- Original Message -
From: "Scott Pettit" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, December 06, 2005 2:41 AM
Subject: Re: [hlds_linux] New Admin tool Released ( Source servers only )


> Sounds useful - but what I don't understand is why no admin plugins have
> mysql support yet (mani doesn't count, the mysql support isn't
> implemented very well for large userbases, it's more of just something
> that generates the admin files from mysql in flat file format).
>
> Larger server groups like us find maintaining lots of admins/reserved
> slot access (we have ~2000 registered with reserved slot access on
> adminmod), very difficult/slow without mysql support.
>
> If mysql support was available it would be great, mani has far more
> features than we need - just kicking/banning/reserved slots is all we
> need.
>
> -Scott
>
> � wrote:
>
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>Seeing that the other admin tools for source got very bloated for my needs
>>i made a admin plugin for our servers ( www.esports.no ). But it may be
>>that other server admins want a tool ikke this. Seeing how this tool is
>>used/welcomed il see if there is any point in maintaining  a public
>>version of it.
>>
>>Simple about from the plugin:
>> This is a admin tool intented for servers who want to administer public
>> servers, with adult admins. That dont want infitite number of
>> useless/abuse punishments. Just a basic admin tool for
>> banning/slaping/kick all in a handy menu.
>>
>>Link: http://www.sourcemod.net/forums/viewtopic.php?t=2923
>>Remember this tool requires sourcemm ( www.sourcemm.net )
>>Also on also on a linux server you may need to run the beta version
>>
>>For those who may want to try it, rememeber to read the first post in the
>>thread carefully. Also id like to point out that this will remain a BASIC
>>admin tool, so its not for all admins.
>>--
>>
>>___
>>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] Source and Half-Life 1 Engine BETA update released

2005-12-04 Thread Bart King
Hi,

Nice one Alfred on releasing an unofficial fix!

But, I have two new things to report, both of which I cannot replicate.

Last night, seemingly randomly half way though a game, this started spewing
out on console:

*** ERROR *** Excessive sizelevel (60) for element
*** ERROR *** Excessive sizelevel (61) for element
*** ERROR *** Excessive sizelevel (62) for element
*** ERROR *** Excessive sizelevel (63) for element
Infinite values from vphysics!
Infinite values from vphysics!

.. And it kept looping.  Check out the memory usage:

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
20345 cstrike   18   0 1854m 812m  820 R 49.6 91.7 654:22.83 srcds_i686

And also this morning, I was greated to 2 hours of down time (since I was in
bed):

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
21036 cstrike   25   0  198m 120m  11m R 99.9 13.6 360:06.72 srcds_i686

Unfortunately, there was nothing on the console to suggest why this occurred
(someone joined the terrorist team).

Just a heads-up more than a solid bug report, to be honest :)

--
Bart King
+44 7812 195654 - http://www.bart666.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: 03 December 2005 22:29
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Source and Half-Life 1 Engine BETA update released

We have released a BETA update to both the Source and Half-Life 1 engine.
Run the hldsupdatetool with the "-beta linux" parameter to get this update.

The update fixes the loading problems with srcds_i486, fixes the player
connection log line displaying stale Steam ID's and fixes the utllinkedlist
assert seen when players are being authenticated.

- Alfred

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RE: [hlds_linux] Counter-Strike: Source update released

2005-12-02 Thread Seghers Bart
Try updating with -verify_all in command line

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Bart King
Verzonden: vrijdag 2 december 2005 15:08
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: RE: [hlds_linux] Counter-Strike: Source update released

Hi all,

Since the update, I am observing unusual behavior with STEAM IDs.  I believe
this has been mentioned before with the recent HL1 update.

For example:

L 12/02/2005 - 13:55:19: "[RU]<<>><161><>"
connected, address "xxx"
L 12/02/2005 - 13:55:20: "[RU]<<>><161><>" STEAM
USERID validated

L 12/02/2005 - 14:00:21: "iLL. CoLLoSSuS
(Recruiting)<169><>" connected, address "xxx"
L 12/02/2005 - 14:00:21: "iLL. CoLLoSSuS
(Recruiting)<169><>" STEAM USERID validated

Which one is correct?

Also, to do with de_nuke, I am experiencing players falling through stairs
and walking through boxes. Has anyone else observed this?  It doesn't do it
if I play the game with a local server in Windows...

And just in case others haven't noticed (nothing to do with Valve, I guess),
if you run Mani on your server, be sure to disable it since it crashes srcds
every couple of minutes.  There has been a small fix released, but it still
crashes if you have weapon restrictions (at the time of writing).

--
Bart King -- http://www.bart666.com
+44 781 219 5654

(Posted via HTTP, apologies in advance :)





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RE: [hlds_linux] Counter-Strike: Source update released

2005-12-02 Thread Bart King

Hi all,

Since the update, I am observing unusual behavior with STEAM IDs.  I believe
this has been mentioned before with the recent HL1 update.

For example:

L 12/02/2005 - 13:55:19: "[RU]<<>><161><>"
connected, address "xxx"
L 12/02/2005 - 13:55:20: "[RU]<<>><161><>" STEAM
USERID validated

L 12/02/2005 - 14:00:21: "iLL. CoLLoSSuS
(Recruiting)<169><>" connected, address "xxx"
L 12/02/2005 - 14:00:21: "iLL. CoLLoSSuS
(Recruiting)<169><>" STEAM USERID validated

Which one is correct?

Also, to do with de_nuke, I am experiencing players falling through stairs
and walking through boxes. Has anyone else observed this?  It doesn't do it
if I play the game with a local server in Windows...

And just in case others haven't noticed (nothing to do with Valve, I guess),
if you run Mani on your server, be sure to disable it since it crashes srcds
every couple of minutes.  There has been a small fix released, but it still
crashes if you have weapon restrictions (at the time of writing).

--
Bart King -- http://www.bart666.com
+44 781 219 5654

(Posted via HTTP, apologies in advance :)



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RE: [hlds_linux] Sickened by arrogant GSPs

2005-10-16 Thread Bart King
Frash wrote:
> First all GSPs leech the entire developing community. I had a chat
> with an insider in the developing world and it turns out he gets
> practically no donations for a widely used plugin he made.

(Firstly, I'd like to point out that I am a software developer myself, and
have been in the commerical arena for several years.)

While you are not naming names, I'd like to suggest that many plugins or
modifications that people develop for games tend to do it for either fun or
educational reasons, or that they wanted a particular functionality for a
particular purpose and decide to release it freely.

As far as I'm aware, there are no plugins that are under any kind of
commercial or business licensing scheme - some plugins do not even have a
licence.  Some plugins also have no commercial realisation insofar that
their plugin may be used by a gaming provider without the author(s) knowing.

The modification community generally - for all games, not just Source ones -
provides things for free that can be used for any purpose as seen fit.  If
this isn't correct, developers really should put their commercial hats on,
perhaps seek legal advice, and make their intentions known.

If this developer that you spoke to is looking for required donations from
corporate entities, he really should make this clear, in a language that
business people understand (and not developer language, it took me a few
years to figure out the difference).  Investigate a specific commercial
model, a sales tactic and go from there - relying on someone to click a
Paypal button is not going to work, no matter how many times you display it
on a web page.

> GSPs are using knowledge shared by enthusiastic users on the lists
> and forums. If they wouldn't be there, most GSPs wouldn't be knowing
> what they know now. Then we have to put up with all kinds business
> related questions. (Taxes, what boxes need to be bought).

While this is true to a degree, typically, GSPs have an understanding of
core networking, experience when it comes to running servers and providing a
customer service that troubleshoots clients problems.  These are the things
what clients pay for, not for what can be found on public forums.

> Now if that isn't enough we listen to all kinds of crying how VALVe
> sucks and how Steam messed up their business and customers are
> running away.

Steam is a very attractive business model, if GSPs sit down and think about
it (which most have by now, I'd have thought).  Back when it was launched,
requiring a Steam logon for downloading server software was conceptionally
an operational nightmare, but thankfully Valve removed this requirement.

Myself and a mate have written some custom stuff for our servers, but none
of this has been made available publically, largely because we want to keep
it to ourselves.  There are several other server operators out there that
also have server-side mods that they developed themselves.  If they choose
to release these publically that is entirely their own decision, but
distributing software is not as easy as sticking a Zip file on a web site...

My two pence.

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[hlds_linux] CS:S: Clipping on port/assault/inferno

2005-10-01 Thread Bart King
Hi all,

I'd like to ask for opinions on clipping problems with the three more recent
maps provided by Valve/Turtle Rock for CS:S, these being de_port, cs_assault
and de_inferno.

Whenever I put these three maps (and ONLY these three maps, others are fine)
on my server, odd behaviour is observed - most notably on de_port and
cs_assault, in that on port you can walk through the cargo crates (and shoot
from inside them, essentially by being invisible), and on assault, you fall
through the floors when climbing stairs.

I have tried several avenues of thought to try and fix this problem.  These
are:

 - Adjusting tickrate from 33 to 66 to 100 and back;
 - Changing maxplayers to small and large numbers;
 - Enabling and disabling sv_turbophysics;
 - Removing all add-ons and adding them back one by one;
 - Using -verify_all with Steam, in case something was corrupt;

And the most extreme was to purchase an entirely new server, reinstall Linux
and try again.

All these methods resulted in no change - the clipping was still persistent.

However, the odd thing is that if I rsync the entire installation to a
completely different server (running the exact same OS), the clipping no
longer occurs - this includes using the same cfg files (game.cfg,
server.cfg, etc) from the main server.

Below is what /proc/cpuinfo is on the main server, and also what is in
server.cfg.  If anyone can provide some clues, I would be most grateful.
I'm not convinced it is hardware related...

Cheers,

Bart

--- 8< server.cfg --- 8< ---

sv_enableoldqueries 1
sv_rollangle 0
sv_allowdownload 1
sv_allowupload 1
sv_forcepreload 1
sv_region 3
sv_stats 1
sv_gravity 800
mp_allowspectators 1
mp_chattime 10
mp_limitteams 1
mp_roundtime 3.5
mp_friendlyfire 1
mp_timelimit 0
mp_freezetime 5
mp_buytime 0.4
mp_tkpunish 1
mp_hostagepenalty 10
mp_autokick 0
mp_spawnprotectiontime 5
mp_autoteambalance 1
mp_flashlight 1
mp_startmoney 800
mp_falldamage 1
mp_maxrounds 16
mp_c4timer 45
sv_specnoclip 1
sv_consistency 0
sv_minrate 15000
log on

// rcon stuff and a few other unrelated things sniped

--- 8< /proc/cpuinfo --- 8< ---

processor   : 0
vendor_id   : GenuineIntel
cpu family  : 15
model   : 4
model name  : Intel(R) Xeon(TM) CPU 3.60GHz
stepping: 3
cpu MHz : 3592.299
cache size  : 2048 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 sep mtrr pge mca
cmovpat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe lm pni monitor
ds_cplest tm2 cid cx16 xtpr
bogomips    : 7188.37



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[hlds_linux] My DoD:S server.cfg

2005-09-26 Thread Bart King
Hi all,

Being one of the first servers up, and had 20 minutes or so to figure out
cvars, I thought I'd share my server.cfg to give people a head start.

banana:/cs/dods/dod# cat cfg/server.cfg
// I guess writeid equates to CS:S so I put these in here
exec banned_user.cfg
exec banned_ip.cfg

// standard locale stuff
sv_contact [EMAIL PROTECTED]
// make sure your server can write to downloads if you want sprays.
sv_allowdownload 1
sv_allowupload 1
sv_forcepreload 1
sv_region 3
sv_stats 1

// probably don't need this, but who knows.
sv_specnoclip 1

// usual server ident and rcon
hostname "skybluegaming.com DoD:S  *UK*"
rcon_password ..

// turn on logging. Be sure to mkdir logs in your dod folder.
log on

// my gaming preferences
mp_friendlyfire 1   // FF is a must!
mp_winlimit 16   // 16 captures!
mp_weaponstay 1  // weapons remain on floor after death
mp_timelimit 30  // 30 minutes a map
mp_warmup_time 30  // 30 seconds of warmup time (aka insult time)

Can I go to bed now (it's midnight)?  I've not even played it yet :)

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RE: [hlds_linux] Lots of (newcomer) questions

2005-09-25 Thread Bart King
Ben Kennish wrote:

> I've just been given permission by my boss to set up a Source server
> on our core network.  It's a Fedora Core 3 Linux (v)server with Dual
> Xeon 3.00Ghzs and 2GB RAM so I'm pretty chuffed about it.

A little overkill for an 8 player server.  You can run an 8 player server on
a PIII 800.  I run a 64 player CS:S server on a similar specification
machine and it just about copes.

> * 1. Is it possible to setup the server in some way so that any
>   player with rcon access can burst the maxplayers value.

You might want to investigate Mani Admin Plugin: www.mani-admin-plugin.com

If you don't want to install MAP, you can fake the server's max player count
by using sv_visiblemaxplayers.  It's not an ideal solution, but it's
something at least.

Failing that, at console: status; ; kick #id get
off my server

> * 2. Does anyone know of a decent rcon app for Windows that would
> enable me to run commands on the server without loading up Half Life
> 2 each time?

HLSW, as someone pointed out is at http://www.hlsw.org.  As the web site is
currently broken (and has been for some time), use FTP (remember that?):
ftp://ftp.hlsw.org:21/downloads/hlsw/hlsw_1_0_0_44_setup.exe

> * 3. Is there a decent log parser out there that'll generate HTML
> reports from logfiles?

There are log parsers, none of which are decent.  One that is looking
promising (but not hit 1.0 milestone yet) is HLStatsX: www.hlstatsx.com.

> What is the point of setting a sv_minrate?

None, really.

> sv_maxupdaterate 30
> .. does this mean the maximum number of update packets to accept from
> a client per second?  Is 30 ok to use and if so, why is the default
> 60?

I use the default on my servers.  From a practical point of view, tweaking
network-related cvars (either client or server side) makes little to no
difference.

> sv_robust_explosions 0

This cvar doesn't exist?

> * 5. When I right click my server in the Steam list and click "View
> server info" I am told 'Valve Anti-Cheat: Not secure'.  Is this
> anything to worry about?  Can I make it 'secure'?

It would appear that the Steam client (since the recent server update)
refuses to display the shield for "secure" servers that really are.  I guess
this will appear on Valve's ever-lengthening to do list.

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RE: [hlds_linux] suicide with world crash

2005-09-25 Thread Bart King
Dagok wrote:

> I removed Mattie's EventScripts, LastManStanding, Counter-Bet-Menu
> and Vweegit's Pickpocket and the server hasn't crashed since.

Most crashes after a code base update from Valve are - usually :) - the
result of some 3rd party plugin.  Whenever I update servers, I remove all
addons and then add one back one by one until it either breaks or works.

Incidentally, that's a lot of addons - I take it you run a reasonably small
server.

Slightly OT, I tried running Mattie's EventScripts but as it doesn't appear
to compile scripts (instead interpreting them all the time) it adds around
50% load to the server - which isn't great on my 64 player public!

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RE: [hlds_linux] Server and client failures

2005-09-23 Thread Bart King
Replying to my own post...

It appears there is a CVAR called sv_consistency which is set to 1 since the
update.  Setting it to zero allows clients to connect... My 64 player server
has 50 players in 2 minutes, which suggests there are plenty of down servers
in the UK!

Any ideas on this CVAR, Valve?  It sounds like a good thing to have
enabled... Or does it?

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[hlds_linux] Server and client failures

2005-09-23 Thread Bart King
Hi,

Since this recent update, my server starts fine (after I remove all addons,
such as Mani and nemod).

However, any client that tries to connect to the server, gets so far in
loading but disconnects with the error:

Host_Error: Server is enforcing file consistency for
models/player/terror.mdl

I don't have any custom models or anything (either on the server or on my
client), and it seems everyone else is getting disconnected with the same
error.

Is there a CVAR for this?  Is it VAC related (server is "secure")?

I see several people complaining on the Steam forums about non-starting
servers, but it all appears to be related to addons.  However, the fact that
clients cannot connect to my currently unmodified server is a big problem...

Thoughts?

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RE: [hlds_linux] Bugs on certain maps with bots on (Linux)

2005-08-08 Thread Seghers Bart
Turbophysics is enabled =),but it's so exploitable =) We will re-udpate our
server =D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clayton
Macleod
Sent: Monday, August 08, 2005 1:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Bugs on certain maps with bots on (Linux)

I'm pretty sure he's talking about the same problem I saw when somehow a
server had been started before it had received all the files. I'd try
walking up the back stairs and I'd just fall through the first landing. And
the same goes for crates and what not inside the building. After re-updating
the server everything was fine.

On 8/7/05, Guy Kuroiwa <[EMAIL PROTECTED]> wrote:
> You can use sv_turbophysics 1


--
Clayton Macleod





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[hlds_linux] Bugs on certain maps with bots on (Linux)

2005-08-07 Thread Seghers Bart
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I don't know if the ppl @ VALVe already know about this,but I guess so: We
run a SCRDS on a dedicated Linux server. On certain maps (cs_assault as an
example) ppl just fall through the static probs (boxes,stairs,forklift) I've
read somewhere that this is a bug but when is it goind to be fixed or is
there a special cvar to disable this behaviour?

Thx in advance.
--


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RE: [hlds_linux] HLTV

2005-08-06 Thread Seghers Bart
Well our clan doesn't run a HLTV server irself,but we had a HLTV recorder
last night =).Have you checked for updates? Maybe it's just the HLDS Linux
package as I read somewhere a report of a user that didn't even had a
hltv.cfg =) anyway maybe try running hldsupdatetool manually =)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
Forsberg
Sent: Saturday, August 06, 2005 7:07 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] HLTV

Hi there

I'm having a lot of trouble running HLTV, which worked flawlessly a couple
of months back. Initially it just wouldn't do anything at all except fail to
connect to a 1.6 server with messages like:
WARNING! Server::Challenge: Timeout after 3 retries

Now it still won't connect, but the HLMaster is responding:
HLMaster: your HLTV server is out of date. Please update and restart

Is it possible that a recent update of the hl1 engine has left hltv behind?
I'm seeing a lot of these messages floating around google searches, and
nobody appears to be resolving them.

I don't care about the error messages if they're irrelevant (as some posts
are suggesting), but basically I have the same problem as Pierre Johansson
did back in May of this year:

http://list.valvesoftware.com/mailman/private/hlds_linux/2005-May/070246.htm
l

That issue doesn't appear to have been resolved either.

Another way of phrasing the question -- is anyone able to use HLTV to proxy
and record demos? for hl1 mods? I've just spent the last 5 hours trying to
get an existing, functional, hl1 hltv system working again and it's not even
listing in the favourites of the steam browser when the ip and port has been
selected manually.

Any suggestions would be much appreciated.

Cheers
Andrew






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RE: [hlds_linux] Counter-Strike: Source update

2005-08-06 Thread Seghers Bart
Or they have implemented the feature where some much was talked about (the
code changes when they want it,every hour/minute/) that would be a great
step into CheatFree VALVe games.

BTW keep up the good work ppl @ VALVe =)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of stalker333
Sent: Saturday, August 06, 2005 5:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source update

Chris,

I think you hit the nail on the head with the last idea, probably just a
lucky coincidence :)

-Smurf

Message: 3
Subject: RE: [hlds_linux] Counter-Strike: Source update[ot]
Date: Fri, 5 Aug 2005 10:33:14 +0100
From: "McCormack, Chris" <[EMAIL PROTECTED]>
To: 
Reply-To: hlds_linux@list.valvesoftware.com

IIRC VAC is in two parts. One on your local machine and one on the server.
Thats why I mentioned GameGuard.

If the cheats are crashing steam/css, it would appear to indicate there is =
an active process on your local machine when steam is booted(or even whilst=
steam is running) watching/checking what is running/being started and taki=
ng actions based on what it sees.
I will say no more because I could be so wide of the mark it would be unfai=
r and silly to go further(plus this is client side not server related).

It might just be a lucky coincidence that cheats no longer load with the up=
date  :)





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RE: [hlds_linux] BUG: Server-side sprays and lag spikes

2005-07-23 Thread Bart King
Hello,

> Before I delete 7423 files from my server.. is it OK then to delete
> EVERY file from this directory?

Yep, since the .dat files are only temporary.

If you're paranoid: mv downloads downloads.old && mkdir downloads

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RE: [hlds_linux] BUG: Server-side sprays and lag spikes

2005-07-23 Thread Bart King
Hello,

> That could well explain the fps drops to 10 near the starts of rounds
> sometimes (typical spray times). Only seems to last for a tick or so
> though.

This is what we were observing too, especially when a few new players spray
at the same time, it can spike for a couple of seconds!

> Surely it would be possible to have a cache for players currently in
> the game and to fill this gracefully.

I think some form of in-memory cache would be the best way for the server to
deal with this, and free up the cache when the source client disconnects (it
can always re-upload the spray during connect).

If it really must write the file to the disk, the server really should
perform cleanups on the directory when, for example, the map changes.

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[hlds_linux] BUG: Server-side sprays and lag spikes

2005-07-23 Thread Bart King
Hi all,

Something that has been plaguing our 64 player server for a while is
seemingly random lag spikes, but after some detailed investigation into the
problem a co-admin and I have managed to find the reason.

We tried everything to find out why this was happening, including buying new
hardware and changing bandwidth providers. After all that, we are 100%
convinced it was srcds and I finally have the proof.

In brief, more detailed report follows:

- The way srcds calculates the file name for storing uploaded sprays causes
lag.

In order to get past the spam in the console[1], we reduced the server to 32
players.  We then were able to observe lag spikes in the game, and by
coincidence, monitoring the server console we saw this error:

CreateFragmentsFromFile: 'downloads/ee9becfc.dat' doesn't exist.
[message is repeated several times]

In the time this message is printed, a lag spike occurs in the game.  In the
past, it has been advised to "ignore" this message - while this is safe to
do so, when you have a popular server (as we do) it happens far too
regularly.

And the reason why this is bad?  We looked into more detail by using strace
on srcds to see what happens, here is the result just as the
CreateFragmentsFromFile message appears (note: we run Debian Linux):

open("/cs/css/cstrike/downloads",
O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY) = 13
fstat64(13, {st_mode=S_IFDIR|0755, st_size=48, ...}) = 0
fcntl64(13, F_SETFD, FD_CLOEXEC)= 0
getdents64(13, /* 2 entries */, 131072) = 48
getdents64(13, /* 0 entries */, 131072) = 0
close(13)   = 0

The downloads directory is where srcds stores uploaded sprays from clients.
To put this into perspective, we have, on average, 3000 clients connecting
to our server a day, and if the majority of clients have a custom spray,
this will ultimately get uploaded to the srcds server.

For example:

banana:/cs/css/cstrike# ls -l downloads | wc -l
52235

52000 files over a three month period!

Linux programmers on the list may notice that using getdents(2) on that many
files, not matter how fast the bus, disk or whatever, *will* take a short
moment - i.e. the exact length of one, random lag spike.

So to conclude, my questions are:

- Why doesn't the server clean up the downloads folder?
- How does the server generate the filenames used to store uploaded sprays?
- Can this be fixed?

Our solution at the moment is to simply delete all content in the downloads
folder and/or set sv_allowupload to zero, but you get even more
CreateFragmentsFromFile errors in the console (but no lag!).

We used a lot of time and effort to get to the bottom of this. I'd
appreciate if Valve would at least acknowledge this.

[1] - Remove the console message that says "Free sound list is full!" - it
is absolutely meaningless.

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RE: [hlds_linux] HTTP Download.

2005-07-17 Thread Bart King
Hi all, to drop in my two pence on this:

On our 64 player server using sv_downloadurl, we have a different solution.

Instead of running Apache (which is a little bulky just for serving HTTP
requests from Half-Life 2 clients), we run thttpd, a much lighter web server
that also has the advantage of rate limiting.  We then limit thttpd's total
outgoing traffic to around 250KB/s.

This never appears to be much of a problem, since when the map does change
to a custom map, typically, only 5-10% of clients end up downloading it -
either the rest of the 60+ clients have it already or disconnect because
it's not de_dust ("OMG WTF I PLEH DUST").

Although, if we're playing a new map that no-one will have, we sometimes
drop the rate limit so our regulars can fetch without waiting too long.

It's all a question of balance - I would find restricting the requests to
HL2 only a little constrained.

Of course, you can always tell people to download maps off the web prior...

> [ ToldYa.GIF of type image/gif deleted ]

*grin*

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RE: Re: [hlds_linux] low fps - high cpu

2005-07-08 Thread Bart King
My server is running at tick rate 33, no max rate or min rate, and has 64
player slots.  It runs Debian Linux, on a P4 3.6GHz with 1GB of RAM - it
doesn't run *anything* other than srcds (and sshd, obviously).

Since the update, I have observed almost *twice* the bandwidth being
received in clients (using net_graph 3, rate 2, cmdupdate 30). It's
usually around 4-6k/s on office (with 40 players), but now it's between
4-16k/s!

Various players are complaining of extra choke, but I believe these are
people with low to medium spec processors (like me, P4 2.4GHz or
equivalent).  It makes the game unplayable, and difficult to walk even in a
straight line...

I have also observed the same behaviour offline, running a listen server on
Windows XP.  There are occasional "blips" in movement, with a ping of zero
(and yes, all other Windows programs were closed).

What is going on?  Disabling Mani and ETB makes no difference.  Is it all
VAC2 related?  This wasn't happening with -vacbeta...

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RE: [hlds_linux] Server specs

2005-06-17 Thread Bart King

> 1) What speed CPU do you use for a 32 player HL1 server (CS 1.6)
> 2) What speed CPU do you use for a 32 player Source server (CS:S)
> 3) How much bandwidth per user do you allow for a HL1 server
> 4) How much bandwidth per user do you allow for a Source server
> 5) How much difference is there in these requirements for other mods?

1. We have 3.2 Ghz P4's for HL1 servers assigned, but we don't actually run
any at the moment.
2. We run a 3.7 GHz P4 for a CS:S 64 player server. FYI, it tops out at
around 85-90% CPU usage on 64 player maps (such as de_courthouse_final) when
full.
3 and 4. We don't limit any hlds or srcds traffic. Just http traffic used in
sv_downloadurl.
5. We don't run any other mods.

And, just a question back at Valve, do you test CS:S on 64 player servers at
all?

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RE: [hlds_linux] Unusual lag spikes

2005-05-25 Thread Bart King
Hello,

> I am having something similar on a CSS server of ours, we think it is
> either a network card issue (windows 2003 server and a
> Realtek ethernet card) or an issue with mani-mod.

Hm, interesting.  Our network card is thus:

eth0: Tigon3 [partno(BCM95705C3) rev 3003 PHY(5705)] (PCI:33MHz:32-bit)
10/100/1000BaseT Ethernet

I wonder if buying a new network card would solve it.  Does anyone have any
suggestions on which brand to buy?  I'm guessing Intel or something,
perhaps?  Must be gigabit...

Cheers,
--
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[hlds_linux] Unusual lag spikes

2005-05-24 Thread Bart King
Hi,

Over the last three weeks or so, myself and all our regular players, have
been observing curious - and seemingly random - lag spikes on our public
CS:S 64 player server.

Now, before we draw into question the hardware required for a 64 player
server, the machine is an Opteron, with a gig of memory and super fast
drives, network cards and all that jazz.

Also, another line of enquiry would be my backbone provider.  As a test for
this, we re-routed the server to a completely different provider (albeit in
the same building, but we're talking Redbus in London, one of the largest
data centres in the UK).  After 24 hours, I am still seeing the random lag
spikes.

Thus, this brings into question whether or not it is the software.  The
machine is running a no-thrills Debian Linux installation, boa (a lean HTTP
server for sv_downloadurl) and one srcds.

So, is it srcds?  I bound 'rcon stats' to a key and kept hammering it so
it'd build up a good sample of data.  Here is what I saw when a lag spike
occurred:

CPU   InOut   Uptime  Users   FPSPlayers
63.00 93469.63 275140.50 72523   10.00  52
CPU   InOut   Uptime  Users   FPSPlayers
71.33 100367.20 228182.03 72523   31.25  52
CPU   InOut   Uptime  Users   FPSPlayers
75.50 101542.27 254584.66 72523  166.86  52

10 frames a second?  That is very low...  166 is about normal.  This was on
de_chateau, but similar things also happen on cs_office, as well as some
custom maps.

Has anyone else experienced this?  I question if it was srcds because it
seemed to start happening since 1.0.0.18...

Cheers,
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RE: [hlds_linux] RE: [hlds] Counter-Strike: Source Update

2005-05-13 Thread Bart King
On Fri, May 13, 2005 at 01:13:33AM -0700, Alfred Reynolds wrote:

> - Disable old style (non-challenged) server queries by default (use the
> sv_enableoldqueries cvar to change this behavior)
>
> You really DON'T want to enable this however, check with your tool
> vendor for an update.

Why not?

I am a "tool vendor" (I've written my own rcon/challenge interface in
php) and I'd really quite like to know what the changes are, since
this may have broken my code (not actually checked yet).

Can you provide links or more information on this?

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RE: [hlds_linux] CS:S on FreeBSD 5

2005-04-24 Thread Bart King
Hello,

> My guess I that this has to do with the fact that you're
> running 5.4 and using amd64 code. Amd64 has had some stability
> bugs in the 5.x branch, have you tried this w/5.3?

Yes, we have tried 5.3 in the past and achieved the same results.

Just to bring things up to speed, we removed linux_base-8 and installed the
rh9 package instead and indeed, srcds didn't crash within the hour... Just
within 24 hours instead.

Because I was feeling daring, I tried both the _i686 version and the _amd
version on rh9 to see if there was any difference, and no, it still died
(once, might I add) within 24 hours.

So, not very impressed, we've decided to switch all our servers used for
STEAM games over to Debian.

We've had a server running on Debian for some months, and recently, srcds
has been running for up to two weeks before we manually killed it for some
nasty memory leaks (it was using 300MB of RAM more than when it started).

It seems Linux is more the choice of operating systems for game servers.
Hm, but that statement might start some holy wars over OS's so I'll just
stop now :)

Cheers all,
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[hlds_linux] CS:S on FreeBSD 5

2005-04-21 Thread Bart King
Hi all,

Now, to dig up an old subject from a couple of months ago, and in light of
recent srcds releases, I am wondering if people have had the time to find if
they've had more success with running srcds on FreeBSD 5.

For the last two months, we've been running a 64-player public server on
Linux, without fault.  But, from a management point of view, Linux doesn't
fit into our networking model as well as FreeBSD does (since all our other
servers are either FreeBSD or Solaris). So, we bought a new Opteron server
and installed FreeBSD 5.4-RC1 on it.

We rsync'd the srcds installing that's one the Linux box to the new FreeBSD
box, changed the IP so it matched the Linux box, and ran srcds again.

Now, there appear to be some stability issues with the server now (we are
running srcds_i686, don't trust the 64-bit binary :), but I'm not sure if it
is to do with srcds, but more to do with FreeBSD itself.  Srcds has crashed
four times in the last 24 hours, whereas when running on Linux it ran for
two weeks without dying.

In the past, it's been mentioned that changing linux_base to something else
has helped reduce crashing (perhaps even stop it from happening).

We are currently using linux_base-8-8.0_6, I am wondering if changing to,
say, linux_base-rh-9 would make any difference?

If anyone can shed some light, I'd be most grateful.

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RE: [hlds_linux] Funny April Fools, Valve Sense of humour

2005-04-03 Thread Bart King
Hello,

> There are more serious flaws with CSS that stop the playability ever
> reaching the accepted benchmarks set by CS and CoD etc than i
> can count on my fingers and toes.

Going by the number of people who are playing CS:S at the moment, I'm not so
sure.  The fact is, CS:S is a different game than CS and Call of Duty, and
all the other non-Valve FPS games available.

Besides, benchmarks are all meaningless, right? :)

> I know more people who refuse to play it than people who will. (All
> 1.3-1.6 players of varying skill)

I stopped playing CS from 1.5 because it was getting silly - I found the
changes made to the game play less enjoyable.

> The netcode is diabolical. I mean really really bad. Its not a problem

I don't agree when people make snide remarks and unsubstantiated claims
about any of the network code in any multiplayer game.  Many - if not all -
people who make these comments haven't even seen a line of code in relation
to the network engine in question.

[..]
> There seens to be 2 hitboxes, Head and body. If you dont get the head

Hit boxes aren't generally associated with network code, more to do with
damage and simulation code.

However, each model has several more than two hit boxes.  If you have the
Source SDK, you can load the CT model into the Model Viewer and turn on hit
box rendering.  This graphically illustrates that there are at least 16
boxes used for bullet recognition.

> Maps, Dust2 - Most played map on CS and what happens, Its
> changed, some of the most vital parts of the map are ruined.
[..]
> Inferno, why make inferno when you can re-make one of the
> worst maps created for CZ, tides.

I'm not sure how dust2 is any different from the original in CS.  But then,
I've never studied the map for hours looking for the tiniest of cracks
between a box and a wall to hide behind.

de_tides was not done by Valve in Source, but Turtle Rock Studios.  I agree
that the map itself to play isn't the best, from a mapping and visual
perspective, it is a good demo.

In regards to de_inferno, there are some excellent 3rd party ports of this
map out there, some that can accommodate 60 players (ideal for my 64 player
server).

> Barrels and other useless objects are now obstacles that ruin the game.

I agree that walking into physical props can be annoying (the filing
cabinets in cs_office for example) but they, and barrels, can offer
excellent additional cover during fire fights.

> Walls and Structures now seem "Bullet Proof".

Walls which aren't really walls are not walls.  There are some 3rd party
maps out there that emulate the shallow walls, but I don't think they belong
in the official maps.

> There is this great interest in VAC2 but tbh i couldnt care less about
> it. Cheaters arent the real problem, CSS is. If you would put the maps
> and netcode from CS into CSS, you might be on to a winner, is this
> likely to happen?

I think VAC2 will provide some assistance to server administrators, but I'm
not sure it'll be the end of cheating, as some people are thinking.
Depending on how it works it could be more of a hindrance than a help.

The network code from CS was also (and still is?) highly hacked around by
various cheating clans and others.

> This is not a slander on the hard work that took to make CSS, it looks
> amazing and non 1.6 players will probably like until the next
> new game.

As I said at the start of this mail, CS:S is a new game that just happens to
draw parallels with the original Counter-Strike.  A new game brings new
challenges, and if those are different than CS, so be it.

Just play the game as it is, and enjoy it.  My two .

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[hlds_linux] Cvar value bug

2005-03-31 Thread Bart King
Hello,

I seemed to have stumbled across a small bug with the cvar mp_maxrounds, but
I think it may be globally related to cvar's themselves on the Linux server.

The problem is that if you type 'mp_maxrounds' into the console on Linux, it
doesn't display the actual value of the cvar.

For example, on the Windows server:

] rcon mp_maxrounds
"mp_maxrounds" = "16" ( def. "0" ) min. 0.00

On the Linux server:

] rcon mp_maxrounds
 ( def. "0" ) min. 0.00

The value disappears.

We have a script which parses the output returned by this command, but it
fails to find a value when running with a Linux server, since it isn't
actually returned.

Can this be added to the fix list please? :)

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RE: [hlds_linux] CS:S server crash on particular custom maps

2005-03-22 Thread Bart King
Hello all,

> The win32 physic lump contains surface data that was compressed with a
> win32 library (the linux data uses the uncompressed lump). We didn't
> spend the time reimplementing the compression library from
> scratch under Linux

Interesting!  Thanks for the technical explanation, it was just what I
wanted to hear.

In this case, can it be possible that the Linux server - instead of dumping
core, which isn't very professional - write an error to the console and load
the next map in the cycle instead?  Our customers were getting a little
annoyed with the server dying all the time.

More of a discussion topic, what compression library is this?  The only
Windows-specific compression I can recall is the LZX2 routine, which is used
in .cab files.  Is Havok 2 causing this compression?

Cheers,
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RE: [hlds_linux] CS:S server crash on particular custom maps

2005-03-21 Thread Bart King
Hello all,

Thanks for the replies.

> The maps were not compiled correctly for Linux.  You would need to
> contact the map-makers with this complaint.

This strikes me as a little bizarre.

I know nothing of mapping for Valve games, but I was under the impression
that a map is a map, regardless of what server it is running on.

Can someone detail what actual differences there are that need to be catered
for under Linux?  And perhaps why this needs to be the case?

Someone mentioned case-sensitivity in asset names used in the BSP.  Dare me
to criticise, but if case-sensitivity is causing a server to segfault,
there's something seriously wrong there.

I can't say I've experienced this kind of problem with other games, such as
Quake 3 servers (Windows and Linux have been almost identical in basic
operation).

Cheers,
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[hlds_linux] CS:S server crash on particular custom maps

2005-03-21 Thread Bart King
Hello,

This evening, myself and fellow admins thought it'd be a change to try some
different custom maps.  So we wandered around the Internet and found a few
to upload.

However, disaster strikes!  Some of the maps cause srcds to segfault,
immediately on Round_Start.  Yet, playing the identical map on a Windows
srcds dedicated runs without fault.

We thought it might have been our Debian installation, so I tried it on a
FreeBSD 4 machine.  Exactly the same problem.

I have debug.log's from both Linux and FreeBSD, but, they never seem to
contain any useful information.

The maps that crashed were:
  de_bridge_b2
  cs_deadtown_b6
  de_coolhand_b9
  de_venice_sourcebeta1

A recurring pattern is that the maps are 'beta', but I can't see how that'd
make any difference to crashing the server.

I can provide the maps for download if others would like to try.  If you are
running this maps on Linux without fault, what suggestions do you have?

If I can't find a workable solution to this, we'll be ordering Windows 2003
- it is *that* annoying.

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RE: [hlds_linux] Server hosting: bandwidth needs

2005-03-01 Thread Bart King
Hello,

I run a very popular 64-player Counter-Strike: Source server in the UK, in
which it gets, on average, 48 clients (it hits capacity on some custom maps
that support 64 spawns - if only the official maps supported more). 

The bandwidth such a monster of a server uses varies.  If, for example, the
server is running de_dust and we have 52 clients (40 players, 12 spectators
- get that a lot), it uses around 250-300 kb/s (that's bytes not bits).

However, if the server is playing de_courthouse_final (custom map with 64
spawns) and has 64 players and no spectators, it can pull nearer 400kb/s.
Factor in people that don't have the map and use the HTTP server provided on
the server to download assets via sv_downloadurl, that figure can increase
to 3-4mb/s (remember bytes, not bits).

Of course, these are all variable figures and going by what mrtg says, so
they may be wildly inaccurate, but gives you an idea of the bandwidth
involved.

Just my two pence.

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[hlds_linux] Recurring crash in Source

2005-01-14 Thread Bart King
Hi all,

Running on Linux 2.6.9 (Debian), every so often my Source server seems to
crash.  With -debug on the command line, I get this in debug.log:

--
CRASH: Fri Jan 14 20:56:38 GMT 2005
Start Line: ./srcds_i686 -game cstrike +maxplayers 64 +map de_dust -debug
Core was generated by `./srcds_i686 -game cstrike +maxplayers 64 +map
de_dust -debug'.
Program terminated with signal 11, Segmentation fault.
#0  0xb7a382f5 in ?? ()
#0  0xb7a382f5 in ?? ()
End of Source crash report
--

I also have six occurrences of this over the last week (server runs 24hrs),
loosely illustrated here:

-rw-r--r--1 cstrike  17815 Jan 14 20:56 debug.log

Does anyone else have this behaviour?  This is on build 2251.

Also, is there a list on the Internet somewhere that shows all the current
reported bugs in Source, Counter-Strike, and so forth?  I have to confess
that I don't read forums.

Cheers,
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[hlds_linux] CS:S server crash

2005-01-03 Thread Bart King
Hello,

Seems I've stumbled across another bug in the Source server for
Counter-Strike, however, it appears to be random.

Twice today, my server has died with the following message:

player: backwards mins/maxs
./srcds_run: cannot create debug.cmds: Permission denied

I cannot reproduce, or have any reason why it seems to do it.  The last time
it happened was on a standard map (italy), but I don't think the map is the
problem.

Has anyone else had this?

BTW, I am running a 64 slot server (which pulls around 450kb/s for you stats
freaks) - and most of the maps are at capacity (40 players in total, the
rest spectators), if that would make any difference...

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RE: [hlds_linux] FreeBSD / HLDS Crashing on updating..

2004-12-29 Thread Bart King
Hello,

> I'm trying to install a HLDS server on a new FreeBSD 5.3 machine with
> linux_base-8 enabled.  I update the HLDS Update Tool and begin
> updating when this error occurs:

[snip]

Had exactly the same problem on my new 5.3 machine, and reported the exact
same problem to this list on December 23 (see "Steam asserts").

My solution was to run the update on a 4.10 machine and rsync it over to the
5.3 machine - they're on the same rack and switch so wasn't much of a
problem for me.  Not sure if that's good for you (a lot of data to rsync :).

Perhaps there's something different in the Linux emulation layer in FreeBSD
5... Were you using Red Hat emulation?

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[hlds_linux] Steam asserts

2004-12-23 Thread Bart King
Hello,

Just ran Steam on my newly installed server and it upgraded to version 12.
Reran update and it does this:

Checking/Installing 'Counter-Strike Source Shared Content' version 21

[slight pause and 99% CPU usage]

DebugAssert
Expr: ( close( m_pImpl->m_Socket ) ) == 0
Line: 582
File: ../Engine/Src/ContentServerBlockingConnection.cpp
Abort trap (core dumped)

... With:

-rw---   1 cstrike  bart  3756032 Dec 23 21:10 steam.core

Is this my fault - i.e. coincidence that I've just installed a new server
(FreeBSD 5.3, FYI) - or something else?

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[hlds_linux] Auto-kicking bug

2004-12-18 Thread Bart King
Hello,

I just glanced at my server's log and saw this:

Kicking client "//\\//¤¤B" for killing too many hostages
L 12/18/2004 - 23:36:01: "//\\//¤¤B<321>"
triggered "Killed_A_Hostage"
name "//\\//¤¤B" "For killing too many hostages" not found

Seems like a bug, perhaps if you have funny characters (as in non-ASCII) in
the name, or perhaps have something to do with having "//" in the name
(maybe, doubtful).  Or maybe the kick reason?

Also, I've not noticed people getting kicked for too many team-kills
either...

And as an aside, do names with non-ASCII characters bugger up the console
for anyone else?  Typically it seems to be with Hebrew or other fancy
characters (which, of course, won't render on a terminal, anyway).

Cheers,
--
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RE: [hlds_linux] Hacker?

2004-12-12 Thread Bart King
Hello,

> I know a lot of you guys get tons of demos to watch, but for those who
> want to take a look, please check out this:

Can't say I'm convinced of cheating, would need more evidence.

The way he moves his gun is consistent with how a lot of players move the
mouse, and he missed out on a couple of kills that any aimbot or wallhack
would have easily assisted in.

Also, I noted he had a fairly high ping (192 was quoted in the chat log),
and I have noticed myself that some people - it seems to vary wildly - with
high pings get extremely lucky shots, especially with the m4a1.

It's a shame you can't seem to pull up the scoreboard while playing a demo,
as well.

Cheers,
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RE: [hlds_linux] Failed to load server_i486.so

2004-12-02 Thread Bart King
Hello,

> Failed to load server_i486.so
> Failed to load server binary

I had this.  And the way I solved it was to delete all the downloaded
content (except the steam binary) and do an update.  This will re-download
the whole thing again (it took an hour on my 100mbit connection!) and -
annoyingly - it'll work again.

I tried removing various directories and updating (even the bin directory),
but it still failed with the same error.

Strange how deleting it all and redownloading fixed it...

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[hlds_linux] Crashing with FreeBSD

2004-11-26 Thread Bart King
Hi,

I've been running a Counter-Strike: Source server on a FreeBSD 4.10-STABLE
box (using the Linux emulation) for just over a week now, and I'd noticed
srcds crash periodically.

When I noticed it first, it told me to add -debug to the command line, and
watch debug.log to see what happened.

Since then, it crashed last night mid-game, and below is the resulting
debug.log:

> cat debug.log
--
CRASH: Thu Nov 25 21:13:09 GMT 2004
Start Line: ./srcds_i486 -game cstrike +map de_dust -debug
End of Source crash report
--

How incredibly useful.  I suppose that the binary has been compiled NDEBUG
or similar.

It only seems to crash at seemingly random intervals, and with log_console
set to 1, it doesn't really show any indication as to why it crashes when
it does.

My main point was that would this be directly related to the fact that I'm
running the server on FreeBSD, via the Linux emulation?  Has anyone
running srcds had similar behaviour on native Linux?

Apart from this (and some well-known in-game glitches) srcds seems to be
fairly reliable.

Cheers,

Bart King


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[hlds_linux] Ghost CPU usage

2004-09-28 Thread Bart Thys
Hello
I'm currently running 2 TFC servers on a P4 2.4Ghz, 1.5gigs ram.
OS: Fedora core2
Well, currently running 2 TFC servers might not be very correct, since i can
hardly run one decently.
One TFC serv, with about 17 players on it gives a load of 60-70%.
If that wasn't enough, the second gameserver (= EMPTY) gives loads of 3-5%
when the other gameserver is heavily loaded.
Still not done:
After there has been a match (with huge load), everyone quits serv, but the
load remains at 10-16% for a serious while after everyone has left the
server...
TOP right after a match ( empty serv):
12867 tfc2  10  -5 85124  71m 7712 S 12.8  4.7  77:35.81 hlds_i686
I've heard about a memory leak, but since the memory looks fine to me, i
don't think that's a problem?
Any suggestions on howto resolve this would be greatly appreciated
Thanks
Bart
_
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RE: [hlds_linux] Re: steam update - Broken Server :(

2004-03-03 Thread Bart
Yes, I've the same problem...

[EMAIL PROTECTED]:~/steam$ ./hlds_run
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash

Console initialized.
Protocol version 47
Exe version 1.1.2.0/Stdio (valve)
Exe build: 16:53:50 Mar  2 2004 (2686)
STEAM Auth Server
couldn't exec language.cfg
Server IP address :27015
Downloading Security Module from Speakeasy.net ...
Completed downloading Security Module from Speakeasy.net
Server is in Secure Mode.
couldn't exec listip.cfg
couldn't exec banned.cfg

... and I cannot reach the server.

It seems like that the HLDS cannot find the config-files...

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jay Carter
Verzonden: woensdag 3 maart 2004 17:36
Aan: [EMAIL PROTECTED]
Onderwerp: [hlds_linux] Re: steam update - Broken Server :(


After the update, my server is not starting. Has anyone else experienced
this? The server starts up, looks like everything is working fine but
doesn't show up on HLSW and doesn't accept console commands.

This is with Metamod and all addons removed, just vanilla HLDS and
Cstrike.


Jay

Jay Carter
[EMAIL PROTECTED]
Turbo 6 Power Administrator




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[hlds_linux] HZ=1000 and CPU-usage on FreeBSD 5.0

2003-06-06 Thread Bart
I've just installed FreeBSD 5.0 on a SMP-system,
and I'm running several CS-servers on it.

My question is:

Does the HZ=1000 (or another HZ-option above 100) increase or
decrease the CPU-usage. The kernel is now compiled with
the standard HZ. The problems isn't the latency (that's low enough),
but the question is: what happens according to the CPU-usage?

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