Re: [hlds_linux] 1. Re: Linux Crashes - Team Fortress 2/Day of Defeat: Source Update Released (MoggieX)

2009-08-13 Thread Bruce Potter
FYI, I just reran the updatetool (CentOS) and got a TON more content.   
With SM disabled I was able to get my servers started with no core  
dumps.

bruce

On Aug 13, 2009, at 8:24 PM, Keeper wrote:

> Valve has always said they are not responsible for keeping us in the  
> loop.
> We have nicely asked for an update so we can get some things  
> reliably fixed
> :)
>
> Keeper
>
> -Original Message-
> From: DontWannaName! [mailto:ad...@topnotchclan.com]
> Sent: Thursday, August 13, 2009 7:55 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] 1. Re: Linux Crashes - Team Fortress 2/Day  
> of
> Defeat: Source Update Released (MoggieX)
>
> They did test the update on servers, they just didnt test SM with it  
> or warn
> the development team that there would need to be major changes.
>
>
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Re: [hlds_linux] L4D log file parsing

2009-06-30 Thread Bruce Potter
The code available from hlstats seems pretty decent at handling most  
usernames.  We've used it for our TF2 tourney scoreboard 
(http://www.nomoose.org/?p=122 
) without much hassle.  It's all perl regex's that grab pretty much  
everything you'd need.  Worth a look and pretty easy to strip out what  
you need.

bruce

On Jun 30, 2009, at 2:40 PM, David A. Parker wrote:

> Hello,
>
> Does anyone know of a good log parser for L4D?  I'm mainly  
> interested in
>  parsing the chat lines and stripping out everything except the date,
> time, player name, and chat text.  I started writing one in Perl,  
> but I
> soon realized that it's the player name can contain all kinds of
> characters, so there's no easy way to split the line into fields  
> reliably.
>
> Thanks,
> Dave
>
> -- 
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-05-21 Thread Bruce Potter
FYI, getting logs full of these:
(SERVER) LoadItems on Account 10184752 returned FAILCODE of 7  
(k_EItemRequestResultNotLoggedOn).
CreateFragmentsFromFile: 'downloads/37759e85.dat' doesn't exist.

Also, I'm back to getting crashes when my server fills up.  CentOS on  
AMD Opteron.  Had similar problems in the winter, but the scout update  
seemed to make it stable.  The bug seems to be back.


On May 21, 2009, at 8:36 PM, Jason Ruymen wrote:

> The required update to Team Fortress 2 is now released.  Please run  
> hldsupdatetool to receive it.  The specific changes include:
>
> Maps
> - Added new map, Pipeline. Pipeline is the first map in a new game  
> mode named payload race, which uses two carts in each map instead of  
> only one like traditional payload maps
> - Added new arena map Sawmill
> - Added new arena map Nucleus
> - Added new community payload map Hoodoo
>
> Sniper Changes
> - Added new sniper rifle replacement, The Huntsman. Instead of a  
> sniper rifle, you have a bow that allows you to move around faster  
> while firing, and fire more quickly than the sniper rifle. Works  
> better at medium range than the standard rifle
> - Added new SMG replacement, Jarate. If thrown on an enemy they will  
> take more damage for short period of time. Also extinguishes flames  
> on yourself or allies
> - Added new SMG replacement, The Razorback. Will protect you against  
> a single spy backstab, and stun the spy for a short period of time.  
> Comes with a 15% move speed penalty for the wearer
> - Standard sniper rifle now shoots through friendly players
> - Added 54 new Sniper voice lines
> - Added 35 new Sniper achievements
>
> Spy
> - Added new revolver replacement, The Ambassador. First shot is very  
> accurate and will cause a critical hit if it hits an enemy's head.  
> Accuracy is poor for a period after that
> - Added new watch replacement, the Dead Ringer. When armed, you will  
> appear in all ways to die to the first damage you take from an  
> enemy. You'll be cloaked for 8 second after taking this damage. Upon  
> de-cloaking you'll make a loud, distinct sound
> - Added new watch replacement, the Cloak and Dagger. Your cloak  
> meter is only depleted when you move, so you can stay invisible  
> indefinitely if you're standing still
> - Spy name tags now show up properly when disguised as their own team
> - Fixed a bug that would cause spectators to see disguise weapons  
> incorrectly
> - Fixed a bug where enemy spies disguised as friendly spies would  
> have cigarettes that didn't burn
> - Fixed a bug where overhealing disguised spies would show the wrong  
> overhealing amount to the medic
> - Made it more obvious on first person view model when your motion  
> cloak is out of juice and you are partially visible
> - Also made it more obvious on first person view model when you're  
> bumped while cloaked
> - Improved the way your disguise weapon is determined to make it  
> clearer and fix a couple of rare issues
> - Spies disguised as enemy spies now get a random mask to help  
> complete the disguise, and their target id will be set appropriately
> - Spies disguised as medics now have an Ubercharge: line in their  
> disguise target info
> - Spies outward facing "disguise health" now matches their disguise  
> target when they first apply the disguise
> - Spies can now pick up health kits for their "disguise health",  
> even when uninjured
> - Disguise UI doesn't show up in minimum UI mode (hud_minmode)
> - Spies that disguise as a player using an unlockable now show that  
> unlockable in hand
> - Spies can now use enemy teleporters
> - Added 70 new Spy voice lines
> - Added 34 new Spy achievements
>
> Scoreboard changes
> - Dominations no longer get wiped when teams switch sides
> - Dead players draw slightly darker in scoreboard
> - Converted class labels to class icons
> - All players now display the total number of people they are  
> dominating
>
> General
> - Fixed a bug that would cause the scout's ball to regenerate at  
> inappropriate times
> - Demomen can now detonate their stickies while taunting
> - Flamethrower's air burst now extinguishes fire on friendly targets
> - Grenades and rockets deflected by a pyro under the effects of  
> Kritzkrieg will now be criticals
> - The Heavy and Sniper now have new custom death animations
> - Fixed payload HUD not updating properly if you join in the middle  
> of a match and the cart isn't moving
> - Engineer's dispensers now give 20%, 30%, or 40% of player's  
> max_ammo (for each ammo type) on each use, based on the level of the  
> dispenser
> - Added -sillygibs commandline parameter which will allow the non- 
> violent gibs to be enabled
> - Added a new taunt for the Kritzkrieg, which also heals for 10 points
> - Improved the deathcam camera handling used when a player plays a  
> custom death animation
>
> Jason
>
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Re: [hlds_linux] Best/worst of running game servers

2009-04-20 Thread Bruce Potter
For those that are interested (I had a number of folks ping me off  
list about this) the powerpoint and the video of the talk can be found  
here:

http://www.nomoose.org/?p=114

It's probably not groundbreaking material to the more seasoned on  
these lists, but maybe interesting nonetheless.  Feedback is always  
welcome.

thanks

bruce

On Apr 16, 2009, at 6:13 PM, Marcel wrote:

> Gary Stanley wrote:
>> Nowadays you just hope your game is shitty enough that nobody wants
>> to bother cheating in it (SOF 3: Payback is an example of a shitty  
>> game)
>
> There is a SOF3 out there? WTF? ;)
>
> Can the speech be downloaded somewhere?
>
>
> Cheers
>
> marcel
>
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[hlds_linux] Best/worst of running game servers

2009-04-14 Thread Bruce Potter
Howdy all,
I'm giving a talk at a conference this weekend on game servers.   
Basically focusing on the technology behind them, how to secure them  
(both from cheaters/griefers and from actual dedicated attackers), the  
culture around running servers, and whatever else I have time to cover.

http://www.notacon.org/speakers.html#Potter

has more info on it.

Anyhoo, I was wondering if any of the folks on this list had any best  
of/worst of stories, quotes, or feelings they'd like to share. If so,  
feel free to send me details off list... cuz I'd hate to negatively  
impact the signal to noise ratio on this list ;)

I also hope to be doing a deeper dive into the security aspect of game  
servers at the Blackhat conference in Vegas later this year, FYI, in  
case folks are interested.

thanks

bruce

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Re: [hlds_linux] Team Fortress 2 Update Released

2009-03-13 Thread Bruce Potter
W00t!  For the last few months we've been batting crashes and lags and  
general craziness on CentOS/Opteron boxen.  But after the second  
update tonight, we've removed -NoQueuedPacketThread and everything  
starts first time and seems to be running well.

I'm off to actually play instead of patch ;)  thanks for the hard work  
guys and gals.

bruce

On Mar 13, 2009, at 7:15 PM, Jason Ruymen wrote:

> Try re-running the update command.  We missed a file when the update  
> was initially released, but it is available now.
>
> Jason
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com 
> ] On Behalf Of Zuko
> Sent: Friday, March 13, 2009 3:56 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> I can't download this update oO
>
> 2009/3/13 Jason Ruymen 
>
>> The required update to Team Fortress 2 has been released.  Please run
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> - Players who are stunned by a Scout now take 50% less damage
>> - Increased the minimum distance to stun a player with the Sandman
>> - Fixed problem where clients were unable to join a team or  
>> maintain a
>> connection to the server
>> - Fixed Scout taunt kill achievement firing for people who didn't  
>> actually
>> qualify
>> - Fixed client crash in when creating muzzle flash effects
>> - Fixed client crash when determining which disguise weapon to use  
>> for a
>> spy
>> - Fixed Natascha's chain not being drawn on the view model
>> - Fixed stun code regression that resulted in a subtle reduction of
>> Natascha's slowdown effect
>> - Fixed rocket & grenade jumps not propelling players as far as  
>> they're
>> supposed to
>>
>> And again, you no longer and should not be running your server with
>> "-NoQueuedPacketThread".
>>
>> Jason
>>
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>
>
>
> --
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Re: [hlds_linux] Team Fortress 2 Update Released

2009-03-06 Thread Bruce Potter
As a update... I added -NoQueuedPacketThread cuz I encountered the  
issue with the server locking when players chose teams... and all my  
problems went away. All servers started up first try, players can  
join, etc.  It's the best it's been in weeks.  Crazy.

Thanks.

bruce

On Mar 6, 2009, at 9:03 PM, Bruce Potter wrote:

> Got the update loaded.  REALLY freaked out my client when I connect to
> non-upgraded servers.  I'd join games and have very long arms and
> crazy high mouse sensitivity.
>
> For the record, my server is crashing even more often than ever at
> startup for TF2.  Took 6 hours today for one of my servers to start.
> Pages and pages of:
> Could not locate steam binary:./steam, ignoring.
>
> Console initialized.
> Game.dll loaded for "Team Fortress"
> ./srcds_run: line 352: 27836 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help with solving this problem
> Fri Mar  6 20:58:08 EST 2009: Server restart in 10 seconds
>
> Sometimes it makes it a bit farther than it crashes again.  Does this
> with or without plugins.
>
> [gd...@iceberg tf2-srv]$ uname -a
> Linux iceberg.XXX.com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41 EDT
> 2008 i686 athlon i386 GNU/Linux
> architecture: 2 x Dual core opteron 2220's 4GB RAM.  4 x TF2
> processes, each hammered to a core using taskset.
>
> thanks
>
> bruce
>
>
>
> On Mar 6, 2009, at 8:50 PM, Jason Ruymen wrote:
>
>> The required update for Team Fortress 2 has been released.  Please
>> run hldsupdatetool to receive it.  The specific changes include:
>>
>> - You can now duck twice in the air. Scout double jumps reset the in-
>> air jump counts
>> - Increased the jump velocity to account for the tuned bounding box
>> sizes. Jump height should now match the prior-to-last-update heights
>> Added "tf_clamp_airducks" convar, set to 1 by default
>>  - Setting it to 0 will remove all constraints on ducking while in
>> the air. Useful for servers running RJ challenge maps.
>>
>> Jason
>>
>>
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Re: [hlds_linux] Team Fortress 2 Update Released

2009-03-06 Thread Bruce Potter
Got the update loaded.  REALLY freaked out my client when I connect to  
non-upgraded servers.  I'd join games and have very long arms and  
crazy high mouse sensitivity.

For the record, my server is crashing even more often than ever at  
startup for TF2.  Took 6 hours today for one of my servers to start.   
Pages and pages of:
Could not locate steam binary:./steam, ignoring.

Console initialized.
Game.dll loaded for "Team Fortress"
./srcds_run: line 352: 27836 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log  
to help with solving this problem
Fri Mar  6 20:58:08 EST 2009: Server restart in 10 seconds

Sometimes it makes it a bit farther than it crashes again.  Does this  
with or without plugins.

[gd...@iceberg tf2-srv]$ uname -a
Linux iceberg.XXX.com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41 EDT  
2008 i686 athlon i386 GNU/Linux
architecture: 2 x Dual core opteron 2220's 4GB RAM.  4 x TF2  
processes, each hammered to a core using taskset.

thanks

bruce



On Mar 6, 2009, at 8:50 PM, Jason Ruymen wrote:

> The required update for Team Fortress 2 has been released.  Please  
> run hldsupdatetool to receive it.  The specific changes include:
>
> - You can now duck twice in the air. Scout double jumps reset the in- 
> air jump counts
> - Increased the jump velocity to account for the tuned bounding box  
> sizes. Jump height should now match the prior-to-last-update heights
> Added "tf_clamp_airducks" convar, set to 1 by default
>   - Setting it to 0 will remove all constraints on ducking while in  
> the air. Useful for servers running RJ challenge maps.
>
> Jason
>
>
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Released

2009-02-25 Thread Bruce Potter
To add another data point...

I've got two servers that won't even start.. even with the normal "let  
it segfault for a while, it eventually starts" they're dead in the water

The one that does start was launching dustbowl as it's initial map.  
I'm using SM to limit the spy class to zero based on the bug from last  
night, but even with that I'm still getting crashes.  Nothing  
interesting in the logs.  I can trace if it would be useful, but at  
this point I"m not sure it would be.

map: cp_dustbowl
system: uname -a
Linux iceberg.blah.com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41 EDT
2008 i686 athlon i386 GNU/Linux
arch: 2 x dual core opteron 2220

later

bruce

On Feb 25, 2009, at 9:14 PM, Fudgstu wrote:

> I am also still experiencing crashes on three servers.  W2k3 server  
> with
> Mani running on two servers and the other is vanilla.
>
> On Wed, Feb 25, 2009 at 8:08 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> I too am still experiencing crashes.
>>
>> On Wed, Feb 25, 2009 at 8:43 PM, Arg!  wrote:
>>
>>> damn, server still crashing :(
>>>
>>> On Thu, Feb 26, 2009 at 12:26 PM, DogGunn   
>>> wrote:
>>>
 There appears to be a scout unlimited health exploit...  
 wonderful. Not
>>> sure
 how to reproduce at this moment.

 On Thu, Feb 26, 2009 at 12:22 PM, DontWannaName! <
>> ad...@topnotchclan.com
> wrote:

> Maybe it was hidden, anyone test?
>
> On Wed, Feb 25, 2009 at 5:07 PM, Karl Weckstrom  >
> wrote:
>
>> Interesting - nothing about the spy backstab crit?
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
>> Sent: Wednesday, February 25, 2009 8:02 PM
>> To: Half-Life dedicated Win32 server mailing list;
>> hlds_linux@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> The required update for Team Fortress 2 is now available.  Please
>> run
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> Gameplay changes:
>> - Removed the damage reduction against non-stunned enemies on the
>> new
 bat
>> - Players with full health can now pick up dropped sandviches
>>
>> Fixes:
>> - Reverted the change that treated chat text starting with / as a
 command
>> instead of passing it through as chat
>> - Fixed a crash related to baseball impacts
>> - Fixed the Heavy's hands disappearing when he's stunned while
>>> wearing
> the
>> KGB
>> - Fixed the BONK! particles appearing in the air when the bat's
>> taunt
> kill
>> is used on a target
>> - Fixed Force-A-Nature description not fitting inside the item
>> window
>> - Fixed the Axtinguisher
>>
>> Jason
>>
>>
>> ___
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 To unsubscribe, edit your list preferences, or view the list  
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2009-02-24 Thread Bruce Potter
As a follow up, I'm still having the issue where the server segfaults  
repeatedly at start time and eventually takes.  But now I also have an  
issue where it segfaults once it's running.  Goes for about 5  
minutes.. Get a pretty full server, then with no warning the server  
dies.

map: cp_dustbowl
system: uname -a
Linux iceberg.blah.com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41 EDT  
2008 i686 athlon i386 GNU/Linux
arch: 2 x dual core opteron 2220

bruce



On Feb 24, 2009, at 10:45 PM, Bruce Potter wrote:

> Got a number of scouts on my server that already have all three
> upgrades.  Methinks something strange is afoot.
>
> On Feb 24, 2009, at 10:41 PM, Fyren wrote:
>
>> As ever since the January 28th update, my Linux server still  
>> segfaults
>> on startup more often than it goes up.
>>
>> -Fyren
>>
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Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2009-02-24 Thread Bruce Potter
Got a number of scouts on my server that already have all three  
upgrades.  Methinks something strange is afoot.

On Feb 24, 2009, at 10:41 PM, Fyren wrote:

> As ever since the January 28th update, my Linux server still segfaults
> on startup more often than it goes up.
>
> -Fyren
>
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Re: [hlds_linux] New update (crashes immediately)

2009-01-28 Thread Bruce Potter
To throw in my 0.02:

[gd...@ixxx twl-srv]$ uname -a
Linux iceberg..com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41 EDT  
2008 i686 athlon i386 GNU/Linux

CentOS box on a 2xOpteron 2220. Totally dead in the water at the  
moment.  All servers seg faulting.

later

bruce

On Jan 28, 2009, at 11:06 PM, The Universes wrote:

> Same here, CentOS5 = seg fault
> Just reloaded with Fedora 10, will see if that works.
>
> On Wed, Jan 28, 2009 at 7:58 PM, Ben B   
> wrote:
>> I am on centos5, i notice some other linux servers up and running  
>> too.
>>
>> On Wed, Jan 28, 2009 at 8:45 PM, Steven Sumichrast > >wrote:
>>
>>> I just did the update to my TF2 running on Arch Linux, Intel
>>> processors.  No problem here.
>>>
>>> On Wed, Jan 28, 2009 at 9:19 PM, Ben B   
>>> wrote:
 Linux dods and tf2 servers seem to have all been annihilated.  
 Cannot get
 either game servers up

 On Wed, Jan 28, 2009 at 7:10 PM,   
 wrote:

> Yeah, this is happening to me too.  On my AMD machine it never  
> loads, on
>>> an
> intel one
> it sometimes crashes immediately, and then loads properly the  
> next time.
>
>
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 --
 From Ben B. (Goerge)
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>>
>>
>>
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Re: [hlds_linux] different cpu-cores -> different performance

2009-01-20 Thread Bruce Potter
What game and what type of CPU (Q6600, etc).

thanks

bruce

On Jan 20, 2009, at 4:04 PM, Matthias Bleile wrote:

> Hi everybody.
>
> So i wasted 1 week of free time and i still wasn't able to find out..
>
> We got a Intel Quad Core and 4 hlds Servers.
> Each server is assigned to 1 CPU using taskset.
>
>
> The Server assigned to CPU0 gives excellent performance, as seen here:
> http://fpsmeter.fragaholics.de/?load=hlds.84.201.7.34.27030.1232478679.session
>
> The Server assigned to CPU1 gives a slightly worse performance as  
> seen here:
> http://fpsmeter.fragaholics.de/?load=hlds.84.201.7.34.27400.1232478412.session
>
> The Server assigned to CPU2 gives MUCH worse performance as seen here:
> http://fpsmeter.fragaholics.de/index.php?load=hlds.84.201.7.34.27200.1232479691.session
>
> Got no picture of CPU3 but believe me, its worth crying.
> I tried everything i could imagine.
>
> - 32Bit OS, 64Bit OS
> - Debian, Gentoo
> - hlds_i686, hlds_i486
> - not used nice, used nice --20
> - Kernel with full preemption
> - Kernel without any preemption, pure processing power.
> - Turned off Multicore Scheduling, turned back on.
> - tried "tsc", "hpet" and "jiffies" as clocksource.
>
> If i use Core1+2 its as bad as i use Core3.
> If i use Core2+3 its more 500FPS than 1000FPS
>
> So, heres my question:
> Has anyone ever encountered something similar, AND sucessfully fixed  
> it.
> I dont know if its the kernels fault, or an taskset-problem or an  
> Intel problem.
>
> Appreciate any help i can give.
> ps: Dont mind my bad english ;)
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Re: [hlds_linux] Processor choice

2009-01-16 Thread Bruce Potter
Huh... yet to see anyone recommending AMD.  interesting.  I guess I'll  
go intel.  I've got a two gen  old xeon single core/dual proc box that  
I think is too old and a few shiny 2xquad core xeon boxes that I think  
are overkill ;)  I need to go find something in the middle ground.

I've got enough hardware here to stress test a variety of platforms  
and try to get some performance numbers out there.  Anyone aware of  
any pseudo-automated way of stress testing a server in a repeatable  
fashion?  I can fire up a few clients and control players  
automatically using something like AutoIt and use munin (or similiar)  
to get stats off the server.  Has this been done before with SRCDS  
with publicly available results?

bruce

On Jan 16, 2009, at 12:38 AM, Cc2iscooL wrote:

> I'm gonna have to vouch for Intel as well.
>
> E8300's on my end.
>
> On Thu, Jan 15, 2009 at 11:29 PM, Jeff Sugar   
> wrote:
>
>> I and some other admins I speak to have the Q6600. It's been a  
>> dream for us
>> and the server hasn't even broken a sweat with the multiple servers  
>> we run.
>> I'd say "number of tf2 players possible", but we haven't had a  
>> problem even
>> with our two tf2 servers entirely full.
>>
>> -Atreus
>>
>>
>> On Thu, Jan 15, 2009 at 5:29 PM, Bruce Potter   
>> wrote:
>>
>>> Howdy,
>>> Quick (but I'm sure not simple) question regarding processor choice.
>>> I've been running some TF2 servers (and now L4D servers as well)  
>>> on an
>>> AMD-based server with CentOS for a while.  Currently have 2 x dual
>>> core 2.8GHz previous-gen Opterons in the box.  FYI, the machine is  
>>> on
>>> a 100Mbps connection in a datacenter with way more connectivity than
>>> that so I'm not at all bandwidth constrained.
>>>
>>> After much tuning, I'm still not happy with the overall performance.
>>> On TF2 every user takes up about 5% CPU on a core.  After 12-14  
>>> users
>>> (depending on the map) I start to use enough CPU (50-80%) that I get
>>> nervous about choke and other performance issues.  20 or so would
>>> probably be the limit on this hardware.  It's not a very popular
>>> server so we've never hit the limit. ;)
>>>
>>> I'm looking at building a second box for more TF2 servers.  I've  
>>> heard
>>> anecdotally that Intel systems run SRCDS _much_ better than AMD
>>> hardware.  At this point I have to believe it b/c while this Opteron
>>> system isn't top of the line, it's plenty quick for other purposes
>>> I've thrown at the same hardware (database, web, etc).  So I'm going
>>> to give a run at Intel hardware.
>>>
>>> The new server I'm building isn't going to be racked, however, so I
>>> have some flexibility in hardware options.  What I'm trying to  
>>> assess
>>> at this point is the difference in performance between a core 2 duo,
>>> an i7, and a xeon proc when it comes to SRCDS.
>>>
>>> I'm hoping to do a head to head on all these setups in a bit (I've  
>>> got
>>> access to a lot of systems) but I don't have time to test them out
>>> right now.  Any advice on # of TF2 slots on various hardware ppl  
>>> have
>>> would be very much appreciated.
>>>
>>> Thanks
>>>
>>> bruce
>>>
>>>
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>>> archives,
>>> please visit:
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Re: [hlds_linux] Teleport and health logging

2009-01-16 Thread Bruce Potter
Awesome.  Thanks so much.  I'll download this today and work to  
integrate it into our scoreboard.

BTW: you can ignore my steam friend request.. I was just trying to  
find a way to get in touch with you to talk about this.

later

bruce

On Jan 16, 2009, at 4:24 AM, Coldorak wrote:

> Here you are, here's the sourcemod plugin which logs teleports and  
> healing
> http://forums.alliedmods.net/showthread.php?p=745073
>
> ColdFire / Coldorak
>
> On Fri, Jan 16, 2009 at 10:02 AM, Coldorak   
> wrote:
>
>> I'm the ColdFire Jason speaks about.
>> My plugin is a sourcemod plugin, that writes to the logs the total  
>> healing
>> a player does (works with engies and medics) and the teleports a  
>> player
>> does.
>> Not to spam the logs, it's written only when the player  
>> disconnects, but as
>> the players is disconnected on a map change, you are sure not to  
>> miss data.
>> I didn't create a thread on sourcemod.net for my plugin, but since  
>> other
>> people seem interested, I'm gonna do it right now and reply with  
>> the link to
>> the thread.
>> Thanks for the interest
>>
>> Cold
>>
>>
>> On Thu, Jan 15, 2009 at 4:32 PM, Jason Morriss   
>> wrote:
>>
>>> A user on my forums mentioned awhile ago that he made a SourceMod  
>>> plugin
>>> that logged medic heals and teleports. Seek out "ColdFire" on my  
>>> forums if
>>> you want more information: http://www.psychostats.com/forums/
>>>
>>> -- Stormtrooper
>>> http://www.psychostats.com/
>>>
>>> On Thu, Jan 15, 2009 at 10:15 AM, David A. Parker  
>>> 
>>> wrote:
>>>
>>>> Sorry to hear that it didn't work.  It's a valid cvar, but the
>>>> description is too vague and generic to really know what it does.
>>>>
>>>>- Dave
>>>>
>>>> Bruce Potter wrote:
>>>>> Dave,
>>>>> Thanks for this.  I tried it and unfortunately it doesn't log  
>>>>> the tele
>>>>> and heal points.  Truth be told, I couldn't see any difference  
>>>>> at all,
>>>>> but the cvar wasn't rejected by the server...  *shrug*
>>>>>
>>>>> I'll keep poking around.
>>>>>
>>>>> later
>>>>>
>>>>> bruce
>>>>>
>>>>> On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> I don't think there is any way to change the logging level, but  
>>>>>> you
>>>>>> could try enabling verbose statistics:
>>>>>>
>>>>>> tf_stats_verbose 1
>>>>>>
>>>>>> The description for tf_stats_verbose says "Turn on/off verbose
>>> logging
>>>>>> of stats."  I haven't actually used it so I don't know if this  
>>>>>> will
>>>>>> provide the data you're looking for, though.
>>>>>>
>>>>>> I hope this helps.
>>>>>>
>>>>>>- Dave
>>>>>>
>>>>>> Bruce Potter wrote:
>>>>>>> Howdy,
>>>>>>> I'm not sure this is entirely the right list, but I figure  
>>>>>>> I'll give
>>>>>>> it a shot as there are some ppl here with a lot more experience
>>>>>>> than I
>>>>>>> have with HLDS.
>>>>>>>
>>>>>>> We're writing a custom scoreboard for a TF2 tourney we're  
>>>>>>> hosting at
>>>>>>> ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html  
>>>>>>> and
>>>> http://www.nomoose.org
>>>>>>> ).  We're working to make TF2 a spectator sport with custom
>>>>>>> animations
>>>>>>> and sounds, interactive scoring and stats, replay capability  
>>>>>>> and a
>>>>>>> few
>>>>>>> other odds and ends. The one issue we're having with generating
>>>>>>> accurate scoring it the default logs that are created by the  
>>>>>>> server
>>>>>>> don't log any healing or teleporting events.  So that makes our
>>>>>>> scoring a bit biased to

[hlds_linux] Processor choice

2009-01-15 Thread Bruce Potter
Howdy,
Quick (but I'm sure not simple) question regarding processor choice.   
I've been running some TF2 servers (and now L4D servers as well) on an  
AMD-based server with CentOS for a while.  Currently have 2 x dual  
core 2.8GHz previous-gen Opterons in the box.  FYI, the machine is on  
a 100Mbps connection in a datacenter with way more connectivity than  
that so I'm not at all bandwidth constrained.

After much tuning, I'm still not happy with the overall performance.   
On TF2 every user takes up about 5% CPU on a core.  After 12-14 users  
(depending on the map) I start to use enough CPU (50-80%) that I get  
nervous about choke and other performance issues.  20 or so would  
probably be the limit on this hardware.  It's not a very popular  
server so we've never hit the limit. ;)

I'm looking at building a second box for more TF2 servers.  I've heard  
anecdotally that Intel systems run SRCDS _much_ better than AMD  
hardware.  At this point I have to believe it b/c while this Opteron  
system isn't top of the line, it's plenty quick for other purposes  
I've thrown at the same hardware (database, web, etc).  So I'm going  
to give a run at Intel hardware.

The new server I'm building isn't going to be racked, however, so I  
have some flexibility in hardware options.  What I'm trying to assess  
at this point is the difference in performance between a core 2 duo,  
an i7, and a xeon proc when it comes to SRCDS.

I'm hoping to do a head to head on all these setups in a bit (I've got  
access to a lot of systems) but I don't have time to test them out  
right now.  Any advice on # of TF2 slots on various hardware ppl have  
would be very much appreciated.

Thanks

bruce


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Re: [hlds_linux] Teleport and health logging

2009-01-15 Thread Bruce Potter
Dave,
Thanks for this.  I tried it and unfortunately it doesn't log the tele  
and heal points.  Truth be told, I couldn't see any difference at all,  
but the cvar wasn't rejected by the server...  *shrug*

I'll keep poking around.

later

bruce

On Jan 12, 2009, at 10:43 AM, David A. Parker wrote:

> Hi,
>
> I don't think there is any way to change the logging level, but you
> could try enabling verbose statistics:
>
> tf_stats_verbose 1
>
> The description for tf_stats_verbose says "Turn on/off verbose logging
> of stats."  I haven't actually used it so I don't know if this will
> provide the data you're looking for, though.
>
> I hope this helps.
>
> - Dave
>
> Bruce Potter wrote:
>> Howdy,
>> I'm not sure this is entirely the right list, but I figure I'll give
>> it a shot as there are some ppl here with a lot more experience  
>> than I
>> have with HLDS.
>>
>> We're writing a custom scoreboard for a TF2 tourney we're hosting at
>> ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and 
>> http://www.nomoose.org
>> ).  We're working to make TF2 a spectator sport with custom  
>> animations
>> and sounds, interactive scoring and stats, replay capability and a  
>> few
>> other odds and ends. The one issue we're having with generating
>> accurate scoring it the default logs that are created by the server
>> don't log any healing or teleporting events.  So that makes our
>> scoring a bit biased towards classes that aren't medic and engie.
>>
>> Anyone know how to turn up the logging level to get that information?
>> Is there a stock cvar that will generate those entries, or even a
>> plugin?
>>
>> Thanks for your help.
>>
>> later
>>
>> bruce
>>
>>
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>> archives, please visit:
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>
> -- 
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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[hlds_linux] Teleport and health logging

2009-01-11 Thread Bruce Potter
Howdy,
I'm not sure this is entirely the right list, but I figure I'll give  
it a shot as there are some ppl here with a lot more experience than I  
have with HLDS.

We're writing a custom scoreboard for a TF2 tourney we're hosting at  
ShmooCon (a hacker con in DC  http://www.shmoocon.org/tf2.html and 
http://www.nomoose.org 
).  We're working to make TF2 a spectator sport with custom animations  
and sounds, interactive scoring and stats, replay capability and a few  
other odds and ends. The one issue we're having with generating  
accurate scoring it the default logs that are created by the server  
don't log any healing or teleporting events.  So that makes our  
scoring a bit biased towards classes that aren't medic and engie.

Anyone know how to turn up the logging level to get that information?   
Is there a stock cvar that will generate those entries, or even a  
plugin?

Thanks for your help.

later

bruce


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Re: [hlds_linux] Server usage

2008-12-01 Thread Bruce Potter
I've been running a couple of L4D servers (CentOS) since the demo came  
out.  Very stock config, but I do have it associated with a Steam  
group.  Server is east coast US.  The first week the two servers will  
filled with ppl nearly 24/7.  Now it's trailed off a bit, but still  
from about 10a to 2a EST, the servers are occupied. They might go 5 or  
so minutes between games being assigned to them, but not much longer.

bruce

On Dec 1, 2008, at 7:39 PM, Ryan Waye wrote:

> I've commented out the groupid in the server's config file and after  
> ~15
> minutes of running a player has yet to join through matchmaking or
> otherwise.  Is this typical?
> I will also mention that I am running this off of a fork, with 2  
> config
> files (the other server is a private group_exclusive server).
>
> On Mon, Dec 1, 2008 at 7:17 PM, Daniel Worley <[EMAIL PROTECTED]>  
> wrote:
>
>> I'm not positive, but I think one of the updates made it so that if  
>> you
>> chose to bind your server to a group at all, the server would be  
>> removed
>> from the matchmaking process whether steamgroup_exclusive was set  
>> or not.
>> The exclusive flag comes into play because if it's not set, people  
>> outside
>> the group will still be able to join if they happen to know the  
>> server
>> information or if they join through the server browser.  If you  
>> choose to
>> set it to exclusive, then players must be a member of the group to  
>> even
>> join.
>>
>> On Mon, Dec 1, 2008 at 5:38 PM, Ryan Waye <[EMAIL PROTECTED]> wrote:
>>
>>> I am currently running one dedicated server on a Linux box, and I  
>>> have
>>> noticed that it is rarely used.  I will keep the console up to see  
>>> the
>>> events going on on the server, and it seems that the majority of  
>>> the time
>>> the server does nothing but send heartbeats to the master server.   
>>> I can
>>> join the server through the serverbrowser and via the steamgroup
>> interface
>>> (it is NOT steamgroup_exclusive) with no problems, so I don't  
>>> believe the
>>> issue, if there is one, is technical.  I suppose the question I  
>>> need to
>> ask
>>> is this:  how often are your servers idling in comparison to their  
>>> usage
>>> time?  I expected that with the so-called "server communism" the  
>>> demand
>> for
>>> servers would drastically outstrip supply.
>>> And on a side note, I have my server starting on a versus map for
>>> convenience, but I don't really mind if it does versus or coop.   
>>> Will the
>>> master server switch between the two if necessary?  I see that if  
>>> you go
>> to
>>> the serverbrowser some servers have the "reserved" tag while many  
>>> others
>> do
>>> not.  Is there some cvar that needs to be changed so that my  
>>> server can
>> be
>>> "reserved" for matchmaking?
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