RE: [hlds_linux] Wallhack Bug?

2006-01-18 Thread Brian \Duck\ Holmes
Not my site.

The link to the video was pasted a couple places discussing the bug.  I
simply reposted it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, January 17, 2006 11:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Wallhack Bug?

WAHAHAHAHAAA
Bandwidth Limit Exceeded
The server is temporarily unable to service your request due to the site
owner reaching his/her bandwidth limit. Please try again later.




Apache/1.3.33 Server at www.booom.co.uk Port 80


Sorry bro but when you post something like a video to this list you need
to
make sure you can support 100+ guys going to check it out. I missed my
chance but you might want to take care next time.

Rayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian
Duck
Holmes
Sent: Tuesday, January 17, 2006 11:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Wallhack Bug?

Yeah there's another similar one for decals. And one that can make
ambient sounds really loud, not sure if this has any advantage though

before:
http://img235.imageshack.us/img235/4365/dedust00058ds.jpg

after:
http://img235.imageshack.us/img235/6361/dedust00029ts.jpg

Video:
http://www.booom.co.uk/downloads/exploit/

There's a plugin called Zblock that purports to fix it, and I started a
thread to ask mani to make his CVAR block configurable to correct this
as well.



Okay I hope I'm not bringing something up that's already been
discussed I
went through the list for about 100 emails and didn't see it so if I
am
posting something that has already been stated I apologize.
Apparently
according to a few clients since the latest update there is a command
via
the console that can be given to allow wall hacking?  I don't have
many
details on this yet but I am trying to get them.  Has anyone heard
this yet
or am I totally out of line here.  An example of the command is listed
below.




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RE: [hlds_linux] Wallhack Bug?

2006-01-18 Thread Brian \Duck\ Holmes
I still had the clips cached.  Here's a link to a zip file of all 5
clips hosted on my server.

38MB

http://www.hardgaming.com/duck/wallhack.zip

Not my site.

The link to the video was pasted a couple places discussing the bug.
I
simply reposted it.


WAHAHAHAHAAA


Sorry bro but when you post something like a video to this list you
need
to
make sure you can support 100+ guys going to check it out. I missed my
chance but you might want to take care next time.

Rayne





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RE: [hlds_linux] Wallhack Bug?

2006-01-17 Thread Brian \Duck\ Holmes
Yeah there's another similar one for decals. And one that can make
ambient sounds really loud, not sure if this has any advantage though

before:
http://img235.imageshack.us/img235/4365/dedust00058ds.jpg

after:
http://img235.imageshack.us/img235/6361/dedust00029ts.jpg

Video:
http://www.booom.co.uk/downloads/exploit/

There's a plugin called Zblock that purports to fix it, and I started a
thread to ask mani to make his CVAR block configurable to correct this
as well.



Okay I hope I'm not bringing something up that's already been
discussed I
went through the list for about 100 emails and didn't see it so if I
am
posting something that has already been stated I apologize.
Apparently
according to a few clients since the latest update there is a command
via
the console that can be given to allow wall hacking?  I don't have
many
details on this yet but I am trying to get them.  Has anyone heard
this yet
or am I totally out of line here.  An example of the command is listed
below.




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RE: [hlds_linux] Question for Alfred

2006-01-14 Thread Brian \Duck\ Holmes

We are working on the Steam ID issue and looking into what could be
causing the spikes. I have not heard of any leaks or a problem with
the
banner under hlds (note that srcds does not support this).

- Alfred

Are you looking into the player freeze at map start issue?



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RE: [hlds_linux] Crashes

2005-12-22 Thread Brian \Duck\ Holmes
On Thursday 22 December 2005 22:10, Joseph Laws wrote:
Iam still wondering how you know that 100% of all servers crashed?

We obviously don't know that exactly 100% of the servers exhibited the
problem, but I've yet to see a single linux server admin claim it worked
fine for them AND the problem was confirmed on a myriad of different
distros and configurations.

Based on that I think saying that 100% of *nix based servers were
affected is a reasonable extrapolation of the available facts.

If I'm wrong and there's a server admin out there somewhere running a
*nix based server who applied the patch and didn't immediately get a
segfault then by all means come forward and prove us wrong.

We all know and accept that Valve can't be expected to test for every
possible hardware/software configuration out there especially with the
myriad choices afforded by the open source world, BUT expecting that
Valve do SOME testing on at least the most popular OS('s) is far from
out of line.  Expecting Valve to communicate with us and let us know
what's going on is more than acceptable.  Let me remind you of a few
things:

1) The original update was released with absolutely no warning or notice
to the list or the forums
2) Absolutely no word was given that they had confirmed the issue and
were working on a fix
3) The update to the update was released with no warning or notice
4) They did not even have the decency to send an announcement the
following morning saying hey we screwed up last night, sorry for the
hassle

For those that continue to assert that we have no right to demand
anything for a dedicated server binary that is provided free of charge
I'll reiterate the statements of others by stating that we (server
admins) are a very large part of the continued success of Valve and
their games.  If we didn't put forth the effort we do to provide and
maintain the servers for all those players to play on the player base
would be far smaller than it is.  So while I don't expect Valve to
accede to our every whim I think that a modicum of professionalism and
quality control is the least we should be able to expect and demand





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RE: [hlds_linux] Random Game Freeze at round starts since last update

2005-12-22 Thread Brian \Duck\ Holmes
Happening on all 4 of ours, full restarts didn't eliminate it
permanently but mapchanges or restarts fix it temporarily

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Neil
Lathwood
Sent: Thursday, December 22, 2005 12:48 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Random Game Freeze at round starts since last
update

--
[ Picked text/plain from multipart/alternative ]
Yup, had the same problem on 1 of ours. Didn't think much of it though
tbh
as it's been the only 1.

Nothing in the console at the time and I just did a full restart to fix
it.

On 22/12/05, TC [EMAIL PROTECTED] wrote:

 A new problem since the last update is where the game freezes at the
start
 of a new round. Players can't buy, the timer is on 00:00 (never
counts),
 and
 all the players can do is chat.  This happens on a server with no mods
 running. It happens randomly and can be twice in a couple of hours, or
go
 12
 hours without a problem. Force changing to a new map usually clears
it,
 but
 we also had a case where it did exactly the same thing on the first
round
 of
 the new map too. I've seen the freeze problem on both of my public CSS
 servers.

 Talking to other server people this is not unique to us, and I've also
 seen
 a post on the steam forum where somebody else has experienced it.
Another
 server experienced this during their clan match.

 TC (UKCS)


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RE: [hlds_linux] Crashes

2005-12-21 Thread Brian \Duck\ Holmes
New update pushed about 10 minutes ago, fixed mine

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dagok
Sent: Wednesday, December 21, 2005 1:44 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Crashes

My server just came back up.  Hosting is with Clanservers.com so dont
know
if its something they did or Valve.

Dagok



- Original Message -
From: Ed Simson [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, December 20, 2005 11:37 PM
Subject: Re: [hlds_linux] Crashes


 Looks like we just wait this one out, not to flame anyone or sound
 like an ass but I must ask.  Was this patch tested?  This seems like a
 show stopper which should have shown up early on.

 Ed

 On 12/21/05, Jens Werner [EMAIL PROTECTED] wrote:
 Same here:

 Attempted to create unknown entity type event_queue_saveload_proxy!
 Game.dll loaded for Counter-Strike: Source
 ./srcds_run: line 344:  7749 Segmentation fault  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log
to
 help with solving this problem

 All css server down... :-(

 Jens

 Scott Pettit wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Okay so suddenly all my source servers just died and went into a
crash
  loop:
 
  Attempted to create unknown entity type event_queue_saveload_proxy!
  Game.dll loaded for Counter-Strike: Source
  ./srcds_run: line 344: 25043 Segmentation fault  $HL_CMD
  Add -debug to the ./srcds_run command line to generate a
debug.log to
  help with solving this problem
  Wed Dec 21 14:50:31 NZDT 2005: Server restart in 10 seconds
 
  They vary from AMD64's running Ubuntu 64bit to P4 3.06's running
Fedora
  Core 4.
 
  Anyone else seeing this?
 
  -Scott
  --
 
 
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RE: [hlds_linux] Crashes

2005-12-20 Thread Brian \Duck\ Holmes
BTW, someone claimed using the previous server_i486.so solved the
problem.  I tried this and although it allowed the servers to start
clients then got this error:

Host_Error: Server is enforcing file consistency for
models/weapons/w_pist_elite_single.mdl

gg

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel
Dickson
Sent: Tuesday, December 20, 2005 9:50 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Crashes

Come on Valve... can't you guys just rollback the last update for your
end?

It's obviously rooted.

*strikes Dramatic pose shaking fist* Damn you Valve...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Wednesday, 21 December 2005 1:39 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Crashes

Servers running linux have been down and out for over 2 hrs now Valve...
A
fix sometime this year would be nice.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel
Dickson
Sent: Tuesday, December 20, 2005 4:23 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Crashes


Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for Counter-Strike: Source
/gameservers/servers/dustx1/srcds_run: line 344: 15368 Segmentation
fault  $HL_CMD
Add -debug to the /gameservers/servers/dustx1/srcds_run command line
to
generate a debug.log to help with solving this problem Tue Dec 20
20:33:27
CST 2005: Server restart in 10 seconds

I'm on RHE 4

Started happening straight after the update.

Any clues yet guys?

Thanks,
Joel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Haye
Sent: Wednesday, 21 December 2005 11:56 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Crashes

Wonderful.  I've got one of my servers updating right now.  I'll include
a
backtrace if I get a core dump...

On 12/20/05, Ed Simson [EMAIL PROTECTED] wrote:
 Yes, Same deal here:

 Console initialized.
 Attempted to create unknown entity type event_queue_saveload_proxy!
 Game.dll loaded for Counter-Strike: Source
 ./srcds_run: line 344:  8727 Segmentation fault  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log
 to help with solving this problem Tue Dec 20 19:48:45 CST 2005: Server
 restart in 10 seconds

 Fedora Core 4 on Dual 3.2 Xeons running 64 bit

 Ed


 On 12/20/05, Scott Pettit [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] Okay so suddenly
  all my source servers just died and went into a
crash
  loop:
 
  Attempted to create unknown entity type event_queue_saveload_proxy!
  Game.dll loaded for Counter-Strike: Source
  ./srcds_run: line 344: 25043 Segmentation fault  $HL_CMD
  Add -debug to the ./srcds_run command line to generate a debug.log
to
  help with solving this problem
  Wed Dec 21 14:50:31 NZDT 2005: Server restart in 10 seconds
 
  They vary from AMD64's running Ubuntu 64bit to P4 3.06's running
Fedora
  Core 4.
 
  Anyone else seeing this?
 
  -Scott
  --
 
 
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RE: [hlds_linux] Wierd Choke Problem

2005-11-12 Thread Brian \Duck\ Holmes
We had a similar problem with random choke and lag spikes.  Turned out
to be due to having a large number of files in
path.to.srcds/cstrike/downloads (mostly custom sprays) the servers was
essentially hiccupping when parsing this directory prior to saving a new
spray.

I now have a script that deletes the contents of this directory every
night and restarts the server.

May not be your problem but worth checking on.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of doomed999
Sent: Thursday, November 10, 2005 3:49 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Wierd Choke Problem


Ok, I am seeing this on both hlds and srcds.
I have not seen this problem before (on my servers) and isn't my rates
doing
it.
The rates I have tried
rate 3
cl_update 100
cl_cmd 100

rate 25000
cl_update 80
cl_cmd 80

The best that seems to work is
rate 3
cl_update 50
cl_cmd 50

But there should be no reason I can't run 100 in my eyes. It normally
spikes
the worst when the bomb goes off and when the round restarts. With
source it
seems worse spiking up to the 30's with the 50 update rate. Server is
running at 66 Tick. HLDS running at default and same thing. It is doing
with
with as little as one server on a machine. The machine specs are as
follows

Dual Xeon 3.0 2M cache
2G DDR2 533 ECC
Running CentOS 4.1
Fully Burstable 100Mbps Port (Possible problem?)

The only thing I can figure at this point is an overloaded network at
the
datacenter I am colocating through? I am at a complete loss. Please give
your input.



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RE: [hlds_linux] Wierd Choke Problem

2005-11-12 Thread Brian \Duck\ Holmes

 We had a similar problem with random choke and lag spikes.  Turned out
 to be due to having a large number of files in
 path.to.srcds/cstrike/downloads (mostly custom sprays) the servers was
 essentially hiccupping when parsing this directory prior to saving a
new
 spray.

 I now have a script that deletes the contents of this directory every
 night and restarts the server.

 May not be your problem but worth checking on.

Would you mind providing us an insight into that script? And don't one
provoke more traffic by deleting those files on a daily basis, because
every player uploads his spray every day again?

Regards

Christoph

Here's the part of the script that deletes the files:
#!/bin/sh
#
#
echo css1=
ls -1 /gaming/css1/cstrike/downloads |wc -l
rm -rf /gaming/css1/cstrike/downloads/*

The first line counts the number of files before deleting them mostly
for my own information.  The script is run as a cron job so it reports
the output in an email to me.

I have 8 server instances running so it repeats for the others.  Then it
calls my restart script to restart the associated server.

Yes it probably does require more bandwidth per day than it used to but
the increase hasn't been significant enough to show up as an increase in
my bandwidth utilization reports.  On the other hand the lag spikes we
were seeing have disappeared completely after initially deleting the
over 1 million files that had built up in the year before I discovered
the problem.





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RE: [hlds_linux] Server lags

2005-09-26 Thread Brian \Duck\ Holmes
What mod are these servers running?

CS:S
1.6
HLDM

?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
franck.turmel-josek
Sent: Monday, September 26, 2005 10:48 AM
To: hlds_linux
Subject: Re: [hlds_linux] Server lags

--
[ Picked text/plain from multipart/alternative ]
Thank you for this help.

We have done a lot of test with various sys_ticrate, sv_maxrate,
sv_minrate... the problem is the same : lags with 'stats' CPU closes to
100% and 'top' CPU less than 50%.

We will look for virtual CPU % use (not all in the same time) and
'stats' CPU info.

Our box with Fedora Core 3 is with HT.
Then if the lags happen when the virtual CPU is full, what can we do ?
Nothing HLDS is like that ... ?
Changing our OS for another linux distro ?

Thx

  Franck

 --
 [ Picked text/plain from multipart/alternative ]
 Afaik its how much of one cpu (i.e could be a virtual cpu if its HT
 enabled) its using. What tickrate etc are you using as it seems to be
using
 a lot?
 When looking at top is it showing all cpus, ie the virtual ones as
well?
 As that will make a difference to what/how it displays.

 On 9/26/05, Franck Turmel-Josek wrote:
 
  Hi,
 
  We have a box wuith three hlds servers (28, 20, 21 players).
  This box is an bi-Xeon 3 GHz (FSB 800) 2Go RAM, OS is Fedora Core 3.
 
  We have lags on 28 players server.
 
  Then we used 'top' and saw 50 % of CPU.
 
  And we used HLSW, with the fonction 'stats' we had :
 
  CPU In Out Uptime Users FPS Players
  99.50 55.40 64.61 634 966 20.41 23
 
  CPU In Out Uptime Users FPS Players
  89.00 44.04 49.82 637 966 249.38 17
 
  ... and 'top' said 50 % CPU.
 
  Can someone explain us what CPU with 'stats' fonction means ?
 
  Thank you for help.
 
  Franck
 
 
 
 
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RE: [hlds_linux] how to leave hlds running after closeing ssh

2005-08-02 Thread Brian \Duck\ Holmes
This is a  script we use for all our instances, it's a nice wrapper
script that allows you to use {start|stop|restart} to manage the
servers.  It's lightly modified from a script I found some time back for
1.6 and sadly I can't remember who originally wrote it to give them the
credit.  The only credit listed in the file is a cryptic edited by
jwm.  In any event here it is

** note the params lines are both single lines but the mail program
wrappedthem

#! /bin/sh

PATH=/bin:/usr/bin:/sbin:/usr/sbin

DIR=/gaming/css1
DAEMON=$DIR/srcds_run
# LAN-server:
# PARAMS=-game cstrike -nomaster -insecure +sv_lan 1 +maxplayers 16
+map de_dust2
# Internet-server:
PARAMS=-game cstrike -ip 111.222.111.222 -port 27018 -steamport 27081
+maxplayers 20 +map de_train -tvdisable
NAME=hardcss1
DESC=[H]ardCS:S Server #1

case $1 in
start)
  echo Starting $DESC: $NAME
  cd $DIR
  screen -d -m -S $NAME $DAEMON $PARAMS
  ;;

stop)
  if [[ `screen -ls |grep $NAME` ]]
  then
  echo -n Stopping $DESC: $NAME
  kill `screen -ls |grep $NAME |awk -F . '{print $1}'|awk '{print
$1}'`
  echo  ... done.
  else
  echo Coulnd't find a running $DESC
  fi
  ;;

restart)
  if [[ `screen -ls |grep $NAME` ]]
  then
  echo -n Stopping $DESC: $NAME
  kill `screen -ls |grep $NAME |awk -F . '{print $1}'|awk '{print
$1}'`
  echo  ... done.
  else
  echo Coulnd't find a running $DESC
  fi


  echo -n Starting $DESC: $NAME
  cd $DIR
  screen -d -m -S $NAME $DAEMON $PARAMS
  echo  ... done.
  ;;

*)
  echo Usage: $0 {start|stop|restart}
  exit 1
  ;;
esac

exit 0

Edited by jwm on Oct. 27 2002,05:14




Brian Duck Holmes
[H]ard|Gaming co-founder
www.hardgaming.com


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RE: [hlds_linux] Bots not loading since steam update?

2005-06-21 Thread Brian \Duck\ Holmes
I had two problems,

First the bot's weren't always joining after map change, this was
something of a random problem.

Second, when the bot's did join on a busy server they commonly joined
before the rest of the players and started the round meaning that by the
time the real players got in the game the bots had run to the other side
of the map with the bomb and dropped it or bought weapons they then left
for the real players to pick up giving them an advantage.

This cfg solved both those problems, but if you use it make sure you put
the exec bot.cfg at the END of server.cfg otherwise it delays all your
other settings.

Brian Duck Holmes
[H]ard|Gaming Co-Founder
www.hardgaming.com

// Aliases

alias w wait;wait;
alias w5 w;w;w;w;w
alias w50 w5;w5;w5;w5;w5;w5;w5;w5;w5;w5
alias w100 w50;w50
alias w500 w100;w100;w100;w100;w100
alias w1000 w500;w500
alias w5000 w1000;w1000;w1000;w1000;w1000
alias prepbot w5000;bot_add;bot_kill;bot_quota 4;say prepbot
//

say execing bot.cfg
bot_quota 0
bot_prefix [H]ot |
bot_difficulty 1
bot_chatter radio
bot_join_after_player 0
prepbot
bot_quota_mode fill



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of carter
Sent: Tuesday, June 21, 2005 4:59 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Bots not loading since steam update?

I have the same issue with CS:S. Just rcon the bot_add statement. I have
yet to check my server config to see if
servers will add bots by chnging the position of the cfg string. If
anyone else has an answer fire away :)




Paradigm Lozt wrote:

Hey Guys, a little slow on the draw here, but
I just performed a steam update on my Linux half-life 1
Oz Deathmatch servers, and now the Bots are not
joining the server.

There do not appear to be any errors in the logs,
the server starts and runs normally otherwise.
Is there something in this latest update that
changes the way players connect, Alfred?


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RE: [hlds_linux] Server specs

2005-06-18 Thread Brian \Duck\ Holmes
 Alfred wrote:
I find myself being asked quite often about what CPU/net requirements
it
takes to run a server. I have answers based upon our internal
playtesting but I would also like to hear what you guys use in the
wild.

So, my questions are:
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?

I don't have individual information but here's what I do have;

We run a total of 10 CS:S servers on a single server.
Server specs are:
Dual Opteron 248, 4 gigs ecc ram, Raptor 74gb, Fedora core2
2.6.10-1.771_FC2smp
8 of the servers are 20 player public servers with 7 running at 33tick
and one at 66tick
2 of the servers are 12 player CAL match servers running at 100tick

Our average player load is around 100 players on the 8 public servers,
here's an output of TOP for 95 players

Css4 full with 20 regular players - 33tick
Css6 full with 20 regular players - 33tick
Css8 2bots only - 66 tick
Css5 5 regular players - 33tick - custom map
Css2 full with 20 regular players - 33 tick
Css1 full with 20 regular players - 33 tick
Css3 4 bots only - 33 tick
Css7 4 bots only - 33 tick
Cal1 empty - 100tick
Cal2 empty - 100tick

Tasks:  82 total,   4 running,  78 sleeping,   0 stopped,   0 zombie
Cpu(s): 44.3% us,  1.3% sy,  0.0% ni, 53.8% id,  0.1% wa,  0.1% hi,
0.4% si
Mem:   4060184k total,  3639344k used,   420840k free,   311984k buffers
Swap:  4096532k total,0k used,  4096532k free,  1622004k cached

21243 cstrike   15   0  161m  88m 9132 S 31.4  2.2  43:44.96
srcds_amd_css4
21301 cstrike   16   0  155m  83m 9144 S 29.5  2.1  72:26.85
srcds_amd_css6
21380 cstrike   15   0  205m 136m 9080 S  9.8  3.5  25:01.73
srcds_amd_css8
21852 cstrike   15   0  176m 107m 9128 S  9.8  2.7  12:14.32
srcds_amd_css5
21226 cstrike   15   0  157m  87m 9132 R 28.8  2.2  25:29.34
srcds_amd_css2
21212 cstrike   15   0  177m 109m 9128 S 30.3  2.8  25:35.39
srcds_amd_css1
21235 cstrike   15   0  179m 111m 9124 S  5.9  2.8  25:02.62
srcds_amd_css3
21327 cstrike   15   0  222m 154m 9140 S  5.9  3.9  27:19.71
srcds_amd_css7
21377 cstrike   15   0  129m  59m 8760 S  0.7  1.5   8:10.61
srcds_amd_cal1
21395 cstrike   15   0  124m  54m 8728 S  0.7  1.4   2:28.90
srcds_amd_cal2

For all servers combined we average around 3.6Mbits/sec out and around
1.2Mbits/sec in during peak load times.  No other services run on this
machine.  We finally shut down our last remaining 1.6 server a couple
months ago due to lack of players. We don't currently run any other mods
besides CS:S

Brian Duck Holmes
[H]ard|Gaming Founder
www.hardgaming.com



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RE: [hlds_linux] HL1 allocating 2701x port to some servers

2005-06-10 Thread Brian \Duck\ Holmes
First it would be helpful to see your start line

Second you should set up another user to run your cstrike instances
under, running services with ports open to the public as root is
generally bad form

Third, this is probably due to the new VAC stuff that was added.  Try
adding this piece to your start line -steamport 27081  where 27081 is a
port outside of your normal server port range.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DEPRE
Gaëtan
Sent: Friday, June 10, 2005 4:41 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] HL1 allocating 2701x port to some servers

When launching some hl1 servers, my linux box is allocating some port to
any network interfaces.

Here is a screen of the UDP ports status (port 27015):

server-05:~#lsof -i udp:27015
COMMANDPID USER   FD   TYPE DEVICE SIZE NODE NAME
srcds_i68  876 root4u  IPv4   2393   UDP IP.IP.IP.IP:27015
hlds_i686  878 root4u  IPv4   2386   UDP IP.IP.IP.IP:27015
hlds_i686 2546 root4u  IPv4 150498   UDP IP.IP.IP.IP:27015
hlds_i686 2588 root4u  IPv4 154976   UDP IP.IP.IP.IP:27015

And next a screen with the 27016 port (all servers kept the same
session, no change made):

server-05:~#lsof -i udp:27016
COMMANDPID USER   FD   TYPE DEVICE SIZE NODE NAME
hlds_i686 2546 root5u  IPv4 151293   UDP *:27016

Look at the pid number 2546 (Czero server running on 27015 port by
default).

Why is it allocating this second port (27016) in the same time? Since it
is allocated for *, I can't run any server on the 27016 port.

I tryied to stop metamod, any plugin and the VAC and i can see my server
under HLSW running on the 27015 port. This problem has come since the
last HL1 update.



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