Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability

2009-08-18 Thread Evaldas Žilinskas
Oh… Show me other company that still supports 10 year old games like 
Half-Life, by providing community integration, Russian walk prevention and 
exploit fixing updates? Maybe EA :-)? These things cost money and they are 
not responsible because of some of dumb players, trying to use found game 
exploits as a cheat or as a way to hack something. They do their best and I’m 
sure about that. More customers you have, more exploits and bugs will be 
found. And… making a dialogue with everyone – it’s impossible. I own a 
company with only a few thousand customers and even then it’s hard to 
maintain everyone. How many customers VALVe has?

players,
server admins,
source engine owners,
third party mod developers,
cybercafé owners,
content resellers,
steam store sellers…

Hey Alfred, I’ve found a bug, answer me! Believe me – NOT so easy!


Evaldas,
GameConnect, Lithuania
www.gameconnect.lt


- Original Message - 
From: Stefan Popp m...@stefanpopp.de
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, August 18, 2009 10:37 PM
Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String 
Vulnerability


 Wheres the point?

 Its their product, and they have to support the product. If i code any
 application and i wait 4 weeks (or more :P) until i fix anything for my
 customers, i can go directly to die.
 I never said valve didnt support their products, but the point is, how
 they do that. And the royal way of support is fast fixing of bugs, and
 if providing sdk's, updating the materials around. And currently i think
 Valve makes bad support. Maybe, they kicked some programmers or
 somethin? But as customer i didnt care about their resources, i only
 care about theire reaction times if i got problems ;) or?

 Saint K. schrieb:
 Imo VALVe is still the only one who cares and interacts so much with 
 their community. Yes they have their flaws, and they can be ugly at 
 times, but hey, what other dev mails you straight away when you report a 
 bug to resolve it? So far this only happends to me with VALVe. From other 
 devs u should thank god on your knees to ever get any response at all.

 The games are worth their money, and the suport on their games is 
 insanely long.

 VALVe still has and will continue to have my support.

 Saint K.
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan 
 Popp
 Sent: dinsdag 18 augustus 2009 20:51
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Valve Source Engine Console Message Format 
 String Vulnerability

 The wish is currently present ;)

 Due a lot of stuff valve didnt managed the right way ;)
 1. bad code and many ways to crash servers from client side
 2. changing engine stuff without telling plugin developer about changes
 or any new sdk's
 3. no statements about this and a lot of other points ;)

 there are a lot of reasons why i wish to get my money back, but i still
 hope that valve goes back to their roots and care about theire community 
 ;)

 Best regards,
 Stefan Popp

 Adam Nowacki schrieb:

 You'd wish you never bought any Valve games the day this happens.

 Stefan Popp wrote:


 Sorry, but this must be corrected ;)

 -Valve should start coding c++ with steams ;)
 +Valve should start coding c++ with streams ;)

 Best regards,
 Stefan Popp

 Stefan Popp schrieb:


 Well,

 Valve should start coding c++ with steams ;)
 Who works with printfs today?

 I hope Valve will fix the whole source to prevent overflows.
 C++ is you friend, not old C stuff...

 Best regards,
 Stefan Popp


 Claudio Beretta schrieb:



 Thanks, anyone knows if a workaround is available?

 BTW: aren't security researchers supposed to contact the developers 
 before
 releasing 0-day exploits?This is the 2nd 0-day exploy from aluigi in 
 a few
 weeks -.-


 On Tue, Aug 18, 2009 at 6:44 PM, Morgan Humes mrh9...@lanaddict.com 
 wrote:





 A friend forwarded me this info regarding a vulnerability.  I am 
 unable to
 test this at the moment, but it does look like it is possible. 
 Thought I
 would get this out to the community before others start using this 
 to cause
 havoc.

  http://www.vupen.com/english/advisories/2009/2296
  http://aluigi.altervista.org/adv/sourcefs-adv.txt

 Morgan Humes
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Re: [hlds_linux] Valve Source Engine Console Message Format String Vulnerability

2009-08-18 Thread Evaldas Žilinskas
I wouldn’t call COD2 a game without bugs. :) When did we see last update? Oh 
yes… 3 years ago. :-) And talking about Microsoft… Their support is quite 
interesting. You call, they tell you how to use your control panel, but when 
we go back to the part, when bugs and exploits must be fixed… They decide 
directly from air witch exploits must be fixed and witch will remain for 
ever to deal with. We have Windows Vista, everyone is crying, people are 
dying… and what? We will get new Windows product, witch will cost money. 
Vista will remain slow working with its bugs and other things people paid 
money for. Everyone has a politics to do their commercial. I don’t blame 
Valve…

Evaldas,
GameConnect, Lithuania
www.gameconnect.lt

- Original Message - 
From: Stefan Popp m...@stefanpopp.de
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Wednesday, August 19, 2009 12:59 AM
Subject: Re: [hlds_linux] Valve Source Engine Console Message Format String 
Vulnerability


 Thats true ;)

 Best example: SAP =D

 Oliver Salzburg schrieb:
 Well, some people just need 10 years to get their shit right...

 Evaldas Žilinskas wrote:

 Oh… Show me other company that still supports 10 year old games like
 Half-Life, by providing community integration, Russian walk prevention 
 and
 exploit fixing updates? Maybe EA :-)? These things cost money and they 
 are
 not responsible because of some of dumb players, trying to use found 
 game
 exploits as a cheat or as a way to hack something. They do their best 
 and I’m
 sure about that. More customers you have, more exploits and bugs will be
 found. And… making a dialogue with everyone – it’s impossible. I own a
 company with only a few thousand customers and even then it’s hard to
 maintain everyone. How many customers VALVe has?

 players,
 server admins,
 source engine owners,
 third party mod developers,
 cybercafé owners,
 content resellers,
 steam store sellers…

 Hey Alfred, I’ve found a bug, answer me! Believe me – NOT so easy!


 Evaldas,
 GameConnect, Lithuania
 www.gameconnect.lt


 - Original Message - 
 From: Stefan Popp m...@stefanpopp.de
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Tuesday, August 18, 2009 10:37 PM
 Subject: Re: [hlds_linux] Valve Source Engine Console Message Format 
 String
 Vulnerability




 Wheres the point?

 Its their product, and they have to support the product. If i code any
 application and i wait 4 weeks (or more :P) until i fix anything for my
 customers, i can go directly to die.
 I never said valve didnt support their products, but the point is, how
 they do that. And the royal way of support is fast fixing of bugs, and
 if providing sdk's, updating the materials around. And currently i 
 think
 Valve makes bad support. Maybe, they kicked some programmers or
 somethin? But as customer i didnt care about their resources, i only
 care about theire reaction times if i got problems ;) or?

 Saint K. schrieb:


 Imo VALVe is still the only one who cares and interacts so much with
 their community. Yes they have their flaws, and they can be ugly at
 times, but hey, what other dev mails you straight away when you report 
 a
 bug to resolve it? So far this only happends to me with VALVe. From 
 other
 devs u should thank god on your knees to ever get any response at all.

 The games are worth their money, and the suport on their games is
 insanely long.

 VALVe still has and will continue to have my support.

 Saint K.
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Stefan
 Popp
 Sent: dinsdag 18 augustus 2009 20:51
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Valve Source Engine Console Message Format
 String Vulnerability

 The wish is currently present ;)

 Due a lot of stuff valve didnt managed the right way ;)
 1. bad code and many ways to crash servers from client side
 2. changing engine stuff without telling plugin developer about 
 changes
 or any new sdk's
 3. no statements about this and a lot of other points ;)

 there are a lot of reasons why i wish to get my money back, but i 
 still
 hope that valve goes back to their roots and care about theire 
 community
 ;)

 Best regards,
 Stefan Popp

 Adam Nowacki schrieb:



 You'd wish you never bought any Valve games the day this happens.

 Stefan Popp wrote:




 Sorry, but this must be corrected ;)

 -Valve should start coding c++ with steams ;)
 +Valve should start coding c++ with streams ;)

 Best regards,
 Stefan Popp

 Stefan Popp schrieb:




 Well,

 Valve should start coding c++ with steams ;)
 Who works with printfs today?

 I hope Valve will fix the whole source to prevent overflows.
 C++ is you friend, not old C stuff...

 Best regards,
 Stefan Popp


 Claudio Beretta schrieb:





 Thanks, anyone knows if a workaround is available?

 BTW: aren't

Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-17 Thread Evaldas Žilinskas
Thank you for bringing Lithuanian (UTF-8) characters back to the game chat. 
;)

Evaldas,
GameConnect, Lithuania


- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Sent: Saturday, August 15, 2009 3:03 AM
Subject: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update Released


A required update for Team Fortress 2 and Day of Defeat: Source* is now 
available.  Please run hldsupdatetool to receive the update.  The specific 
changes include:

Team Fortress 2
 - Fixed r_rootlod being marked as a cheat, which prevented it from being 
changed and caused a significant performance loss for some GPUs.
 - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are 
ready to deploy an ÜberCharge.
 - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
  - Due to many requests, added server ConVar tf_overtime_nag. When 
set to 1, it keeps the broken announcer behavior.
 - Fixed tournament stopwatch not displaying the time in the HUD.
 - Fixed a bug with cloak meter regen and drain rates.
 - Fixed Spies not being able to go invis while reloading.
 - Fixed pipebombs sticking to saw blades.
 - Fixed weapons not being hidden properly during loser state anims.
 - Fixed a case where radius damage didn't reduce damage to self.
  - Fixes Demomen taking too much damage from their pipebombs.
 - Fixed a case where items would never show up in the backpack, even though 
they were available to equip.
 - Fixed a case where items weren't being validated properly in class 
loadout slots.

Community requests:
 - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
 - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 
capture.

* The Day of Defeat: Source update is required due to engine changes.

Jason

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Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source UpdateReleased

2009-08-17 Thread Evaldas Žilinskas
Some of the Lithuanian characters like ĄČĘŠŲŽ weren’t working until this 
update.

- Original Message - 
From: Saul Rennison saul.renni...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Monday, August 17, 2009 4:45 PM
Subject: Re: [hlds_linux] Team Fortress 2/Day of Defeat: Source 
UpdateReleased


I thought game chat already had UCS-1 support? As with all VGUI-text
 related things :\

 Thanks,
 -Saul.

 On 17 Aug 2009, at 15:29, Evaldas Žilinskas
 hlds_li...@gameconnect.lt wrote:

 Thank you for bringing Lithuanian (UTF-8) characters back to the
 game chat.
 ;)

 Evaldas,
 GameConnect, Lithuania


 - Original Message -
 From: Jason Ruymen jas...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com;
 h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Sent: Saturday, August 15, 2009 3:03 AM
 Subject: [hlds_linux] Team Fortress 2/Day of Defeat: Source Update
 Released


 A required update for Team Fortress 2 and Day of Defeat: Source* is
 now
 available.  Please run hldsupdatetool to receive the update.  The
 specific
 changes include:

 Team Fortress 2
 - Fixed r_rootlod being marked as a cheat, which prevented it from
 being
 changed and caused a significant performance loss for some GPUs.
 - Changed The Big Hurt Scout achievement to be Stun 2 Medics that
 are
 ready to deploy an ÜberCharge.
 - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
  - Due to many requests, added server ConVar tf_overtime_nag.
 When
 set to 1, it keeps the broken announcer behavior.
 - Fixed tournament stopwatch not displaying the time in the HUD.
 - Fixed a bug with cloak meter regen and drain rates.
 - Fixed Spies not being able to go invis while reloading.
 - Fixed pipebombs sticking to saw blades.
 - Fixed weapons not being hidden properly during loser state anims.
 - Fixed a case where radius damage didn't reduce damage to self.
  - Fixes Demomen taking too much damage from their pipebombs.
 - Fixed a case where items would never show up in the backpack, even
 though
 they were available to equip.
 - Fixed a case where items weren't being validated properly in class
 loadout slots.

 Community requests:
 - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game
 mode.
 - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1
 capture.

 * The Day of Defeat: Source update is required due to engine changes.

 Jason

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Re: [hlds_linux] OP4 Missing opfor_i386.so

2009-07-23 Thread Evaldas Žilinskas
I think that‘s a normal thing. I mean, that content servers do not filter 
content by operating system. L4D downloads a dozen of windows libraries, 
xbox configs and even EXE files on linux version. CS Beta Steamworks is 
still available, event if it’s outdated. So that’s normal, that you can 
download a linux version of OP4, even if there is no opfor_i386.so.

I bet, that they are to busy for things like that. Maybe some day there will 
be an “updatetool” cleanup. :)




Evaldas

- Original Message - 
From: Ook ooksser...@zootal.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, July 23, 2009 3:42 AM
Subject: Re: [hlds_linux] OP4 Missing opfor_i386.so


I think he has a good point. I'm guessing that the .so file isn't available
 from hldsupdatetool (steam - why on earth call the linux version steam? 
 that
 makes no sense...) because valve can't distribute it for some obscure 
 legal
 reasons. File Planet and several other download sites can distribute it, 
 but
 Valve can't.

 The alternative explanation are that Valve didn't know it's been missing 
 all
 these years (unlikely) or Valve just doesn't care and cant' be bothered to
 add it. I like to think that they can't do it rather then they just 
 haven't
 bothered.

 - Original Message - 
 From: Mike Zimmermann rem...@gmail.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Wednesday, July 22, 2009 5:28 PM
 Subject: Re: [hlds_linux] OP4 Missing opfor_i386.so


 You seriously have the worst email possible.

 -Mike



 On Wed, Jul 22, 2009 at 6:52 PM, valvesoftware@dynamicbits.com
 wrote:
 I'm quite impressed today. An update was promised and delivered on time
 and several questions have been quickly answered. Hopefully the streak
 will continue.. *fingers crossed*

 Are there any plans to fix the Opposing Force download? (This is the
 same problem Ook alluded to in his message yesterday.)



 LoadLibrary failed on ./gearbox/dlls/opfor_i386.so:
 ./gearbox/dlls/opfor_i386.so: cannot open shared object file: No such
 file or directory
 Host_Error: Couldn't get DLL API from ./gearbox/dlls/opfor_i386.so!
 FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
 ./gearbox/dlls/opfor_i386.so!


 --
 Andy

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[hlds_linux] TF2 update (DODS problems)

2009-07-15 Thread Evaldas Žilinskas
OK, let‘s complain about DOD:s one more time... Today’s TF2 engine update 
updated TF2 and DOD:s so... What do we have?

 

Exe build: 13:45:36 Jun  8 2009 (3866) (300) – NOT WORKING! Players crash to 
desktop.

Exe build: 07:57:44 Jun 25 2009 (3883) (300) – ACCEPTS PLAYERS

Exe build: 10:50:39 Jul 14 2009 (3902) (300) – NOT WORKING! Players crash to 
desktop.

 

Can anyone confirm a working 3902?

 

And yes, I do backup every update, because it’s almost impossible to host DOD:s 
these days. :)




Evaldas,
GameConnect.lt
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Re: [hlds_linux] TF2 update (DODS problems)

2009-07-15 Thread Evaldas Žilinskas
Thank You. Already found the problem. When I start server with 33 players, 
and SourceTV, server adds +1 slot (34‘th slot) and players start getting 
errors.

- Original Message - 
From: Ronny Schedel i...@ronny-schedel.de
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Wednesday, July 15, 2009 11:57 AM
Subject: Re: [hlds_linux] TF2 update (DODS problems)



 This is running fine, server is full with players:
 version : 1.0.0.12/15 3902 secure


 Debian Lenny fully updated. Kernel 2.6.28.2 modified. We had no problems
 with the last updates, try without any plugins installed.


 OK, let‘s complain about DOD:s one more time... Today’s TF2 engine update
 updated TF2 and DOD:s so... What do we have?



 Exe build: 13:45:36 Jun  8 2009 (3866) (300) – NOT WORKING! Players crash
 to desktop.

 Exe build: 07:57:44 Jun 25 2009 (3883) (300) – ACCEPTS PLAYERS

 Exe build: 10:50:39 Jul 14 2009 (3902) (300) – NOT WORKING! Players crash
 to desktop.



 Can anyone confirm a working 3902?



 And yes, I do backup every update, because it’s almost impossible to host
 DOD:s these days. :)




 Evaldas,
 GameConnect.lt
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Re: [hlds_linux] Team Fortress 2 Update Coming

2009-06-23 Thread Evaldas Žilinskas
At least tested with Day of Defeat ? :) Or we should backup our engines 
before updating :)

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
Sent: Wednesday, June 24, 2009 12:21 AM
Subject: [hlds_linux] Team Fortress 2 Update Coming


A required update for Team Fortress 2 is on the way.  It should be live in 
about an hour.

 Jason

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Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta

2009-06-18 Thread Evaldas Žilinskas
Confirm

Works fine. I've set some of my servers the -sys_ticrate 300 option and 
console still reports sys_ticrate is 1000 as set in server.cfg, but stats 
report that fps do not go over 290.

- Original Message - 
From: Alfred Reynolds alf...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com
Sent: Thursday, June 18, 2009 1:30 AM
Subject: Re: [hlds_linux] [hlds] Counter-Strike 1.6 Beta


Yes, some of the updates do apply to all HL1 servers (on both win32 and 
linux) so please do try it out.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Wednesday, June 17, 2009 3:11 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list
 Subject: Re: [hlds] Counter-Strike 1.6 Beta

 Hey Alfred,

 Is this like the Half-Life 1 Engine beta hlds0319 update? Meaning, it
 was a published as a beta Half-Life 1 Engine update though released as
 a CS 1.6 update after several weeks? The reason I ask is we run a few
 TFC servers still and the hlds0319 tested fine for us though we missed
 out on the release because it was title a CS 1.6 release, lol.

 Anyways... figured I'd ask. Should we run the update cs0616 being it
 would more then likely impact the Win32 Server Engine again?

 Thx



 
 From: Alfred Reynolds alf...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing list h...@list.valvesoftware.com
 Sent: Wednesday, June 17, 2009 3:21:08 PM
 Subject: [hlds] Counter-Strike 1.6 Beta

 We have a beta update available for Counter-Strike 1.6, to get this
 beta run the hldsupdatetool with -beta cs0616 on the command line.

 This beta include just a few tweaks since the last release, including:

 - Added -sys_ticrate command line option to allowed forced override of
 ticrate

 CS 1.6
 - Added -nobots option to allow forced override of bots on servers




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Re: [hlds_linux] Lotus.clan

2009-06-07 Thread Evaldas Žilinskas
Oh... com on... Valve could just remove TF2 SDK ability to use fake players 
inside plugins or just automatically temporary delist servers, who have 
players with “BOT” tags. (cracked - STEAM_ID_PENDING, achievement servers – 
BOT_TAGS). I bet that this would require less resources and could be done 
automatically by master servers for ALL Source games.

- Original Message - 
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Sunday, June 07, 2009 1:54 PM
Subject: Re: [hlds_linux] Lotus.clan


 Lotus is awesome. I'm awesome and you clearly suck :D.

 There's a bunch of servers with fake players that aren't delisted. 
 Remember
 there's a public fake player plugin that hasn't been broken. Anyone is 
 free
 to use it:
 https://forums.alliedmods.net/showthread.php?t=74304

 Go around joining some of the top ranked servers run by random clams and
 type in meta list in console and you'll see.

 On Sun, Jun 7, 2009 at 2:23 AM, D3vilfish priv...@caterhamhill.net 
 wrote:



 Isn't it time that like Q clan valve stepped in and sorted out lotus 
 clan.
 Using tactics to fill there servers with fake connections is never going 
 to
 give the client end user a good gaming experience. Joining a server 25/32
 and finding nobody is actually on the server is exactly what the 
 delisting
 was all about yet Lotus bypassed the whole rating showing there actual
 servers with real connections in all valve/3rd party browsers  desktop, 
 in
 game, hlsw.
 There servers performance isn't particularly good there website is a mess
 and all there doing is conning money from end users for so called popular
 servers.


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Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread Evaldas Žilinskas
Never seen problems using MOTD and framesets. CSS2 was quite well 
supported.

- Original Message - 
From: Saint K. sai...@specialattack.net
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, June 04, 2009 4:36 PM
Subject: Re: [hlds_linux] New browser engine support for steam?


It has everything to do with it. Me as server admin notice issues with the 
display of MOTD screens on our servers. Therefore this list is the 
appropriate place to post such a question.

I have no client reason to request a browser engine switch. My question is 
formulated from a server op's point of view, and not a client point of view 
(and the forums are useless anyway if you want to discuss something without 
getting spammed the fk out of your topic or a random moderator removing the 
topic for whatever reason).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén
Sent: donderdag 4 juni 2009 15:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New browser engine support for steam?

Why is this issue brought up on a linux-server mailinglist? It has
NOTHING to do with this list or the people reading it! :\

This will only serve to getting less attention from developers and
users regarding the important topics at hand -- use the forums and
steam-client suggestion thread instead.

-TheG

On Thu, Jun 4, 2009 at 2:17 PM,  gamead...@127001.org wrote:
 Indeed; while originally Valve used IE for reliability (you knew it was
 there), the reason for changing would also be reliability (you know it'll
 render the same in all clients)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
 Of Saint K.
 Sent: 04 June 2009 13:12
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New browser engine support for steam?

 I can understand the earlier choice of using IE as engine.
 Although now
 the market is changing, MS is being forced to de-attach IE
 from windows
 most likely; I feel its time for a change, especially now
 when we start
 to notice our users are having issues with the old IE6 engine.

 Cheers,
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 gamead...@127001.org
 Sent: donderdag 4 juni 2009 14:01
 To: crazy_canu...@rogers.com; 'Half-Life dedicated Linux
 server mailing
 list'
 Subject: Re: [hlds_linux] New browser engine support for steam?

 No, it's to do with the fact that on a windows box, it's the one
 embeddable
 browser you can guarentee will be installed. Nothing to do with
 brainwashed
 or bribed programmers.

  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of Crazy Canucks
  Sent: 04 June 2009 12:37
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] New browser engine support for steam?
 
  I'll second and third this. It seems that most game
  developers make use
  of the IE browser engine. Might have something to do with
 the way M$
  has bought its way into our educational systems...
 
  Craig H wrote:
   It would certainly be nice.
  
   On Thu, Jun 4, 2009 at 1:31 AM, Saint K.
  sai...@specialattack.net wrote:
  
  
   I have a request. Most likely a bit radical for your
  design, but very
   much wanted.
  
   The problem is as following. Steam uses IE as engine to
  display stuff in
   the store, the motd etc etc.
   As you know, IE is used less and less, and people now a
  days chose not
   to install or update IE at all because their using an alternative
   browser. (Our webstats show that IE is by far no longer
  the most used
   browser).
  
   Now to come to our problem, because we don't install or update IE
   anymore, we get faced with all sorts of render problems
  caused by the
   old IE engine (IE6). Widespread webmasters are fully dropping IE6
   supports because their tired of having to implement
  countless hacks to
   make it browser compatible.
  
   Could steam please consider implementing or supporting
 alternative
   browser engines?
  
   Cheers,
  
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Re: [hlds_linux] dod_jagd problems since spy update

2009-05-28 Thread Evaldas Žilinskas
I‘ve already reported the problem. No one even replied. :) Everyone is to 
excited playing “World of TeamFortress 2” and complaining about the item 
drop problems. :)

- Original Message - 
From: Ronny Schedel i...@ronny-schedel.de
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, May 28, 2009 9:40 AM
Subject: [hlds_linux] dod_jagd problems since spy update


 Hello,

 we have alot of complains on DOD:S about dod_jagd not working with the
 latest OB engine update (TF2 spy/sniper update). When the map is loaded 
 the
 players get dropped to the desktop, the game crashes. Anyone knows a fix 
 or
 workaround for this problem?

 Best regards

 Ronny Schedel


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Re: [hlds_linux] Running 2 instances of TF2 srcds + optimization help

2009-05-24 Thread Evaldas Žilinskas
Talking about the optimizations, I agree… it’s hard to run a 32slot TF2 
server. I have XEON X3360 (2.83GHz) and on some maps it’s impossible to 
maintain a 66tick rate. It starts dropping to 50 and below, because CPU 
usage gets up to ~80% of core. Really, I don’t think, that X3380 (3GHz) 
would do any better. By the way, running a DODs 33slot server only takes 
~60% of core. So I maintain the topic... Any TF2 optimizations? :-) Anyone?

By the way Jordan, you can always try +exec server1.cfg +exec server2.cfg 
and set different mapcycle files.


- Original Message - 
From: Jordan Toor gamma...@gmail.com
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, May 24, 2009 8:54 PM
Subject: [hlds_linux] Running 2 instances of TF2 srcds + optimization help


 So I'm running currently 1 instance of TF2 on our server, which is a
 PowerEdge 2650 which has 2 2.8ghz Xeon processors and 2 GB of ram, on 
 Ubuntu
 SE.

 I have had to set the cap at 18 players because when it is any higher and
 either a lot of people are talking or there are a lot of rockets flying
 around, it starts to get laggy and I see lerp go yellow on my net_graph 3.

 I would like to run another TF2 instance, since it has a second processor,
 so my first question is:

 Is there a way to run 2 instances using the same installation, but I would
 like to have different configs for each server? I'd rather not want to
 update 2 installations and have to do every action twice when I make a
 change to one (which gets annoying to do for each of my other servers).

 Secondly, is there any optization things that you guys suggest I do to the
 server or the configs?

 I can paste back anything you guys would like to see or know, if it helps.

 Thanks,
 Jordan Toor
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-05-22 Thread Evaldas Žilinskas
Talking about TF2, any ideas why, after the update, DOD:s players crash on 
dod_jagd map? After the connection made, players report hl2.exe crashes. I 
happens on my server and any other I've tried. 


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[hlds_linux] game.cfg

2009-05-20 Thread Evaldas Žilinskas
Hey there,

I don’t want to be very pedantically, but is there everything ok with 
game.cfg (dods)?

sv_rollangle 0
mp_facefronttime 600
mp_flashlight 1
sv_turbophysics 1
sv_stopspeed 50
sv_friction 8
sv_unlag_fixstuck 1

Most of the commands don’t event exist, the sv_friction looks quite 
suspicious. Developer Community says that there are only 5 available 
commands for sv_friction and maximum is 4.


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Re: [hlds_linux] OrangeBox Source Engine issue (Files differsdepending mod update)

2009-05-14 Thread Evaldas Žilinskas
These are protocol changes. TF2/DOD:s use p15 and custom mos use p14. There 
is something with SourceSDK.

- Original Message - 
From: Marc.B vg.ha...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, May 14, 2009 4:08 PM
Subject: Re: [hlds_linux] OrangeBox Source Engine issue (Files 
differsdepending mod update)


 Ok. Thanks for the informations  :)
 Sounds however strange to have to different Orangebox Engine... one
 for TF2 / DOD:S and another one for third party mods.

 Thanks for the help,

 Cheers,

 Marc.

 On 5/14/09, Nicholas Hastings nshasti...@gmail.com wrote:
 Nevermind, I responded too quickly :P Age of chivalry is already it's
 own game.

 Do what Yaakov said. Just separate directories.

 Nicholas Hastings wrote:
 As of a couple months ago, Orangebox mods use a different engine than
 TF2 and DODS.

 You must install to a separate directory, using the game orangebox

 Marc.B wrote:
 Hey all,

 I would need someone from Valve to check out this issue with
 Orangebox. Here is the problem.
 Let's say I have Orangebox Source Engine installed with TF2 and
 Ageofchivalry for example

 If I run an update with very_all for TF2 I have got this files in
 orangebox/bin
 ae7cd80aabbe6f63b56e51f2b34bef35  datacache_i486.so
 908f9af25d626d1c74f3cb1ea3b8d55a  dedicated_i486.so
 f8d870698f416ec5fecf25d13b5c8c31  engine_i486.so
 60571293229c509d03fdbabf454418e6  libsteam_api_linux.so
 c348e7256919dc3f917a2622b03f9a91  libsteamvalidateuseridtickets_i486.so
 512e6794abb48691883785842d3c4ceb  libtier0_s_linux.so
 8b4a50a1e9ba718667decba87291fedb  libvstdlib_s_linux.so
 2326fcd9566e200452e68a294953d958  materialsystem_i486.so
 cfe0433a2d2f3eaf27fb77b988555ecd  scenefilecache_i486.so
 daa8d4534f2e399ece352a3ddec727cb  shaderapiempty_i486.so
 ac221777966a17b2334f1cc0e34e5441  soundemittersystem_i486.so
 a0708fdeca8be69702b864db89acbe09  steam_api_i486.so
 2132d80067c5a749df1b46aa14adc9b2  steamclient_i486.so
 8dbdc2ff12272bc7968960030c99f064  steamclient_linux.so
 7ce7dc7607b2b0486fbf2cf8867d564d  studiorender_i486.so
 018db5abfe79890f85bbc4d8b86ad476  tier0_i486.so
 978625cfb2935956a31bcdea352fa0a5  tier0_s_i486.so
 8d9251ae5b054c80e4fc33ad1ac8e081  vphysics_i486.so
 8b29be967ed91f94a6be52423ec6853f  vstdlib_i486.so
 f0499fdc86631503ba96ff2696972e96  vstdlib_s_i486.so

 If after that I run an update with verify_all for ageofchivalry, I
 have got these files:

 c981f268f1a1135cf512c6485412aee1  datacache_i486.so
 743d1dc06e1c535e2e5d99d718805fc7  dedicated_i486.so
 99d419014ad3a4840961f71138556b10  engine_i486.so
 60571293229c509d03fdbabf454418e6  libsteam_api_linux.so
 c348e7256919dc3f917a2622b03f9a91  libsteamvalidateuseridtickets_i486.so
 512e6794abb48691883785842d3c4ceb  libtier0_s_linux.so
 8b4a50a1e9ba718667decba87291fedb  libvstdlib_s_linux.so
 381199fcdf4bd34cd992a3a9563a6af3  materialsystem_i486.so
 8ea305c69bb107688bff7c8879b21ecf  scenefilecache_i486.so
 b3ad8114f281714bfbf1a6c9b684e116  shaderapiempty_i486.so
 6e9b7325ba01afee8f964b6fe83a2747  soundemittersystem_i486.so
 a0708fdeca8be69702b864db89acbe09  steam_api_i486.so
 2132d80067c5a749df1b46aa14adc9b2  steamclient_i486.so
 8dbdc2ff12272bc7968960030c99f064  steamclient_linux.so
 6f7c1aee04aa2a6c92678e668f612484  studiorender_i486.so
 e1eed67419b32ed1c6c23b3b2aa8b049  tier0_i486.so
 978625cfb2935956a31bcdea352fa0a5  tier0_s_i486.so
 c8916ede32a06f4559bd3fe00651b51d  vphysics_i486.so
 1f78d35913f641cf5aafc9b308cd  vstdlib_i486.so
 f0499fdc86631503ba96ff2696972e96  vstdlib_s_i486.so

 As you may have notice; some file differs:

 datacache_i486.so
 dedicated_i486.so
 engine_i486.so
 materialsystem_i486.so
 scenefilecache_i486.so
 shaderapiempty_i486.so
 soundemittersystem_i486.so
 studiorender_i486.so
 tier0_i486.so
 vphysics_i486.so
 vstdlib_i486.so

 The problem is if I run TF2 with the file of the ageofchivalry update,
 the server segfault. Indeed, Ageofchivalery run fine and I can connect
 on the server.

 If I run TF2 with the TF2 update file, everything run fine. If I run
 ageofchivalry with those TF2 update files, the server start, looks to
 run fine, but impossible to connect to it, I got an error message each
 time saying 'Invalid Steam key size'. Running the ageofchivalry steam
 update fix the problem but broke TF2, and probably DOD:S (haven't
 tested).

 Any idea ?

 Thanks for your help,

 Marc.

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Re: [hlds_linux] Minimum and Recommended server specs for TF2?

2009-05-01 Thread Evaldas Žilinskas
I have X3360 (2.83GHz / Quad). When server is in COOP mode it uses ~30% of 
core. When server is in VERSUS mode then it is ~20% of core. Memory is 
always about 250-300MB per process.


- Original Message - 
From: DontWannaName! ad...@topnotchclan.com
To: logan.rogers-fol...@tntnetworx.net; Half-Life dedicated Linux server 
mailing list hlds_linux@list.valvesoftware.com
Sent: Friday, May 01, 2009 10:19 AM
Subject: Re: [hlds_linux] Minimum and Recommended server specs for TF2?


I would say a dual core processor and 2 gigs of ram with a 7200rpm HD at
 least. It really depends what you expect to put on it.

 On Thu, Apr 30, 2009 at 10:46 PM, Logan Rogers-Follis 
 logan.rogers-fol...@tntnetworx.net wrote:

 What is the Minimum and Recommended server specs for a TF2 Linux server?

 --

 Logan Rogers-Follis


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[hlds_linux] Multiple IP's - master server problem

2009-04-22 Thread Evaldas Žilinskas
Hello, I have a problem here. I have server with multiple IPs set on one 
NIC.

eth0 - *.*.*.218
eth0:1 - *.*.*.219

When I start server with setting +ip *.*.*.218 – server appears on master 
server list.

When I start game with +ip *.*.*.219 – server accepts players, VAC is 
working, I get Connection to Steam servers successful. But it doesn’t 
appear on master server list.

Is this a linux configuration problem or something else? 


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Re: [hlds_linux] TF2 Server Performance Getting Ridiculous

2009-03-22 Thread Evaldas Žilinskas
That‘s a normal thing. More code on every update cause more calculations. 
And there you get performance drops. Of course I can’t really claim Valve 
because I still have few Pentium 4’s and they do perform dods better that 
Protocol 7. Servers are running 24 players 66tick.


- Original Message - 
From: Ben B brutalgoerge...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Sunday, March 22, 2009 7:10 AM
Subject: [hlds_linux] TF2 Server Performance Getting Ridiculous


 With these latest updates, I can barely run a 32 player server anymore, 
 core
 usage according to top is 95% when full.  My 24 man server is starting to
 average around 80% core usage when full.  It seemed just a few weeks ago
 that the 32 man server would top out at 75%, and the 24 at 65%, each able 
 to
 get good fps at those loads.  At 95%, the server fps hangs around 30. 
 Yuck.
 This is a Q9400 system :(

 If things keep going the way they are with a few more updates, 32 
 player
 tf2 servers on most machines are going to be unplayable, and 24 man 
 servers
 will start to get jittery.

 -- 
 From Ben B.
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Re: [hlds_linux] qucik question reguarding server cfg files

2009-03-20 Thread Evaldas Žilinskas
As I remember, there are some XBOX configs in some games too. So I think 
that valve isn’t filtering any content especially for servers, because Linux 
L4D version downloads dll/exe files :-)


- Original Message - 
From: Vegard Mortensen veg...@ingame.no
To: hlds_linux@list.valvesoftware.com
Sent: Friday, March 20, 2009 8:45 AM
Subject: [hlds_linux] qucik question reguarding server cfg files


 Hi

 does anyone know if the following files are required to run a
 Counter-Strike source server? They all come default with the installer in
 /cstrike/cfg/.

 buypresetsdefault_ct.vdf
 buypresetsdefault_ter.vdf
 game.cfg
 skill1.cfg

 They all seem pretty much useless to me.

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Re: [hlds_linux] TF2 Delisting Information

2009-03-17 Thread Evaldas Žilinskas
Anyway, I would suggest just adding “Quality Servers” filter on server 
browser. Like VAC or “IS NOT FULL”. Then anyone would be happy. For example, 
I always use the “VAC – Enabled” filter and never play on insecure servers.

So how about making this “delisting” thing a user choice ?



- Original Message - 
From: Erik Johnson e...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Monday, March 16, 2009 11:50 PM
Subject: Re: [hlds_linux] TF2 Delisting Information


 I'm pretty official.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Dustin 
 Doiron
 Sent: Monday, March 16, 2009 1:42 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Delisting Information

 Will there be an official way to appeal an action?

 On Mon, Mar 16, 2009 at 4:24 PM, Erik Johnson 
 e...@valvesoftware.comwrote:

 You can mail me if that happens.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker
 Sent: Monday, March 16, 2009 11:56 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Delisting Information

 Thanks for the information, it helps a lot.  Just one quick question:

  - We'll add a new message printed to the server console that tells the
 server where it stands score-wise. It'll be focused on warning you if 
 you're
 heading towards being delisted.

 Will there be some sort of action admins can take or process they can
 follow if they think their servers are being incorrectly flagged for
 some reason?

 I fully realize you don't want every admin running a misbehaving server
 to spam you with requests for intervention.  But at the same time, no
 such system can be perfect, and it would suck to see that you are headed
 for delisting and have no way to contact Valve about it.

 Thanks again,
 Dave

 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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 --
 Dustin Doiron
 infiniGaming.com
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Re: [hlds_linux] TF2 Delisting Information

2009-03-16 Thread Evaldas Žilinskas
Thank you for the information. That‘s what we all needed.

- Original Message - 
From: Erik Johnson e...@valvesoftware.com
To: hlds_linux@list.valvesoftware.com
Sent: Monday, March 16, 2009 8:32 PM
Subject: [hlds_linux] TF2 Delisting Information


 Right now, we're not trying to provide a finely tuned quality difference 
 between servers to players looking for a server. Instead, we're focused on 
 finding and removing the very worst servers. This is why we're not showing 
 server scores in the serverbrowser. If we did that, we think it'd be very 
 hard for new servers to build communities, which a number of you have 
 already identified as a problem. Our first pass was a manual one, so we 
 knew there wouldn't be an exploitation issue. Going forward, we'll be 
 making this into an automatic process, with the following additions:



 - Each player will be able to negatively affect a server's score only once 
 per day.

 - We'll add a new message printed to the server console that tells the 
 server where it stands score-wise. It'll be focused on warning you if 
 you're heading towards being delisted.



 Some minor notes in response to questions being posed on the list:

 - Reserved slots won't result in any scoring implications if you're using 
 them correctly (i.e. have set sv_visiblemaxplayers properly, or are using 
 a SourceMod method)

 - Bots aren't counted in the scoring.

 - Delistings are temporary (1 month right now)

 - Level changes do not affect scoring (i.e. players are not considered as 
 having disconnected  reconnected over a level change)

 - Servers with low connection counts are not subject to being delisted. 
 This means if you're testing something on your new server you don't have 
 much to worry about.


 At least for now, this isn't meant to be a method to tell us or the 
 community as a whole how good a server is. It is strictly for identifying 
 servers that are doing really bad things like lying about their player 
 count or redirecting.

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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Evaldas Žilinskas
Question

If I have a slot plugin, and players get kicked, when they connect, due 
reserved slots msg?
Will I get the -15point pennalt? Yes I will :) andevery minute I get at 
least 10 tries to connect. :)
-150points every minute...

- Original Message - 
From: David A. Parker dpar...@utica.edu
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Friday, March 13, 2009 3:58 PM
Subject: Re: [hlds_linux] TF2 Delisting


I read that blog post last night, and I agree with the OP that Valve is
 going about this the wrong way.  It seems to me that entirely delisting
 servers with poor scores is a bad idea.  What they should do is put a
 server score field into the serverbrowser, so players can sort by
 score.  Hacked servers, etc., would still be listed, bu they would be at
 the bottom.  Also, as mentioned before, there is sure to be some kind of
 exploit to rapidly connect and disconnect from a server a few hundred
 times, effectively delisting it.

 Just my $0.02 (USD).

 - Dave

 Donnie Newlove wrote:
 On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak d...@devicenull.org wrote:
 I'm a bit worried about this new server delisting system.. I see a few
 issues:

 A) Every major GSP (a large portion of the servers) reuses IP addresses
 between different clients.  It's entirely possible (and very likely)
 that someone is going to get their server delisted, then request that
 their IP be changed, leaving the next client to deal with that.  Are
 these delistings permanent?

 Then every major GSP will have to forbid hacking servers to inflate
 the player count if they want to protect their addresses. Which is of
 course great.

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 -- 

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] TF2 Delisting

2009-03-13 Thread Evaldas Žilinskas
You’re wrong and Valve is doing its job wrong. But I don’t want to flame off 
topic about how companies should do their job dealing with cracked industry

- Original Message - 
From: Carl aidsf...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Friday, March 13, 2009 5:23 PM
Subject: Re: [hlds_linux] TF2 Delisting


 This new scoring system would help get rid of servers like yours.

 Evaldas Z(ilinskas wrote:
 Question

 If I have a slot plugin, and players get kicked, when they connect, due
 reserved slots msg?
 Will I get the -15point pennalt? Yes I will :) andevery minute I get at
 least 10 tries to connect. :)
 -150points every minute...

 - Original Message - 
 From: David A. Parker dpar...@utica.edu
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Friday, March 13, 2009 3:58 PM
 Subject: Re: [hlds_linux] TF2 Delisting



 I read that blog post last night, and I agree with the OP that Valve is
 going about this the wrong way.  It seems to me that entirely delisting
 servers with poor scores is a bad idea.  What they should do is put a
 server score field into the serverbrowser, so players can sort by
 score.  Hacked servers, etc., would still be listed, bu they would be at
 the bottom.  Also, as mentioned before, there is sure to be some kind of
 exploit to rapidly connect and disconnect from a server a few hundred
 times, effectively delisting it.

 Just my $0.02 (USD).

 - Dave

 Donnie Newlove wrote:

 On Fri, Mar 13, 2009 at 5:10 AM, Brian Rak d...@devicenull.org wrote:

 I'm a bit worried about this new server delisting system.. I see a few
 issues:

 A) Every major GSP (a large portion of the servers) reuses IP 
 addresses
 between different clients.  It's entirely possible (and very likely)
 that someone is going to get their server delisted, then request that
 their IP be changed, leaving the next client to deal with that.  Are
 these delistings permanent?

 Then every major GSP will have to forbid hacking servers to inflate
 the player count if they want to protect their addresses. Which is of
 course great.

 ___
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 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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Re: [hlds_linux] Left 4 Dead Update Available

2009-03-12 Thread Evaldas Žilinskas
Yes, I can confirm that. I can see my L4D servers using HLSW 1.3.1. A bit 
scary is that protocol is reported as 242. Yesterday it was 38. :-) Bu I 
think it’s only because console doesn’t report the game protocol at all. And 
yes, metamod isn’t detected anymore.


- Original Message - 
From: Coldorak coldorak@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, March 12, 2009 8:36 AM
Subject: Re: [hlds_linux] Left 4 Dead Update Available


 Same here: 8 L4D servers, no one respond any more to A2S_INFO queries. I
 don't have sv_password on my server.cfg / serverXX.cfg
 The servers show up in HLSW, but HLSW doesn't report they're running
 metamod/sourcemod.
 And my PHP scripts querying the servers from my website homepage does not
 show the L4D server any more.

 Cold

 On Thu, Mar 12, 2009 at 6:41 AM, James Gurney 
 ja...@globalmegacorp.orgwrote:

 Saw a new bug tonight. 2 of us fell through the scissor lift (the one
 you turn on which calls a horde) on Mercy and got stuck inside it. Never
 seen that one before today..

 Jason Ruymen wrote:
  A required update for Left 4 Dead has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

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[hlds_linux] Connection Problem

2009-03-07 Thread Evaldas Žilinskas
OK, what‘s with the „Connection problem“ when players spawn on dods after the 
protocol change? I’m using SUSE 9.3. 




Best wishes, Evaldas
GameConnect Lithuania
www.gameconnect.lt
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Re: [hlds_linux] Connection Problem

2009-03-07 Thread Evaldas Žilinskas
Well, if my company workers would code like Valve does. :-) I bet that money 
is the last thing we would get. Anyway, anyone is getting the player 
“Connection problem” issue?


 - Original Message - 
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com
 Sent: Saturday, March 07, 2009 9:10 PM
 Subject: Re: [hlds_linux] Connection Problem


 Seems like Valve fired their QA years ago... so now we get updates like
 this. Completely untested :/.

 2009/3/7 Evaldas Žilinskas hlds_li...@gameconnect.lt

 OK, what‘s with the „Connection problem“ when players spawn on dods after
 the protocol change? I’m using SUSE 9.3.




 Best wishes, Evaldas
 GameConnect Lithuania
 www.gameconnect.lt
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Re: [hlds_linux] Orange Box Engine Update Released

2009-02-18 Thread Evaldas Žilinskas
Thank's for the MOD part :-)

- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Sent: Wednesday, February 18, 2009 1:44 AM
Subject: [hlds_linux] Orange Box Engine Update Released


 Updates to the Orange Box Engine have been released.  The updates are 
 optional for Team Fortress 2 and Day of Defeat: Source.  The specific 
 changes include:

 - Updated the engine to report SteamIDs using the Steam_0 format instead 
 of Steam_1
 - Fixed problems in Half-Life 2: Episode Two, Portal, and Source mods 
 running the current Orange Box engine
 - Reverted the change that capped rate at 3

 Jason

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Re: [hlds_linux] Team Fortress 2 and Day of Defeat: Source UpdateAvailable

2009-02-17 Thread Evaldas Žilinskas
Don‘t get me wrong, but arrogant coding isn‘t popular anymore... Mail says:

“along with an optional update for Day of Defeat: Source has been released“

I understand, that optional part means, that you can update today or you can 
update your server tomorrow. People will be able to play. But today I’ve 
opened my steam, browsed the server list and on ~70% of servers I get the 
killing

“Invalid Steam key size.”

error. Then checked the “Build: 3751” servers. Everything is OK with them. 
But how about custom OrangeBox mods? This new engine release kills most of 
the mods. It was an TF2 update, not entire OrangeBox update…

“Client.dll Init()…”

error? Is it so hard to check it the community part is ready for the new 
update, or how about the part, that would inform about the update few days 
before going public?

Anyway, sad to say, Valve F.A.I.L. again :-)

Evaldas


- Original Message - 
From: Jason Ruymen jas...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com
Sent: Tuesday, February 17, 2009 2:30 AM
Subject: [hlds_linux] Team Fortress 2 and Day of Defeat: Source 
UpdateAvailable


A required update for Team Fortress 2, along with an optional update for 
Day of Defeat: Source has been released.  Please run hldsupdatetool to 
receive the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
- Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
- Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see 
 the value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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[hlds_linux] New update (crashes immediately)

2009-01-29 Thread Evaldas Žilinskas
SuSE Linux  9.3

server:~ # uname -r
2.6.11.4-21.17-smp

After about 10 seg. faults server is up and runing.




Best wishes, Evaldas
GameConnect Lithuania
www.gameconnect.lt

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[hlds_linux] Counter-Strike 1.6 Beta

2009-01-25 Thread Evaldas Žilinskas
Hello,

 

Does anyone know if “Counter-Strike Steamworkd Beta” is over? Officially I 
didn’t see any news about that. But we had a protocol upgrade to version (48) 
and Half-Life is still (1.1.2.6). As I remember beta is (1.1.2.8). So… does 
anyone know more than I do? :-)







Best wishes, Evaldas
GameConnect Lithuania
www.gameconnect.lt
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Re: [hlds_linux] Counter-Strike 1.6 Beta Update

2008-10-23 Thread Evaldas Žilinskas
Today I've reinstalled the beta again. Debug log shows and these files are 
in place, but I still get the same error.

--
CRASH: Thu Oct 23 12:10:48 EEST 2008
Start Line: ./hlds_i686 -game cstrike_beta +port 27016 +map de_dust2 +ip 
193.189.86.177 -debug -pidfile hlds.17277.pid
Using host libthread_db library /lib/tls/libthread_db.so.1.
Core was generated by `./hlds_i686 -game cstrike_beta +port 27016 +map 
de_dust2 +ip 193.189.86.177 -de'.
Program terminated with signal 11, Segmentation fault.
#0  0x4385f58d in CalcUnIPThisBox () from ./steamclient_linux.so
#0  0x4385f58d in CalcUnIPThisBox () from ./steamclient_linux.so
No symbol table info available.
FromTo  Syms Read   Shared Object Library
0x40020c00  0x40021924  Yes /lib/libdl.so.2
0x40028320  0x40030614  Yes /lib/tls/libpthread.so.0
0x4004ac60  0x4012a78c  Yes /lib/tls/libc.so.6
0x47a0  0x4001318f  Yes /lib/ld-linux.so.2
0x40176b20  0x401f6ad4  Yes /server/game_servers/cs/engine_i686.so
0x406912f0  0x406a4ce4  Yes ./libsteam_api_c_linux.so
0x406bb350  0x406d4144  Yes /lib/tls/libm.so.6
0x406e6a60  0x406f4b4d  Yes 
/server/game_servers/cs/filesystem_stdio_i386.so
0x433a1074  0x434ca408  Yes ./cstrike_beta/dlls/cs_i386.so
0x4367edd0  0x43985694  Yes ./steamclient_linux.so
0x43aec1a0  0x43b0ceb4  Yes ./libtier0_s_r_linux.so
0x43b24cd0  0x43b450b4  Yes ./libvstdlib_s_r_linux.so
Stack level 0, frame at 0xbffee1d0:
 eip = 0x4385f58d in CalcUnIPThisBox(); saved eip End of crash report
--

- Original Message - 
From: Alfred Reynolds [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, October 23, 2008 1:48 AM
Subject: Re: [hlds_linux] Counter-Strike 1.6 Beta Update


 Make sure you installed into a clean directory and you don't have 
 libraries from the game in your /lib or /usr/lib path.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds_linux-
 [EMAIL PROTECTED] On Behalf Of Evaldas Žilinskas
 Sent: Wednesday, October 22, 2008 2:43 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Counter-Strike 1.6 Beta Update

 I do get some problems with starting up after the update

 Console initialized.
 scandir failed:/server/cs/./valve/SAVE
 scandir failed:/server/cs/./platform/SAVE
 Protocol version 48
 Exe version 1.1.2.8/Stdio (cstrike_beta)
 Exe build: 17:26:41 Aug 27 2008 (4352)
 STEAM Auth Server
 couldn't exec language.cfg
 Server IP address *.*.*.*:27016
 scandir failed:/server/cs/./valve/SAVE
 scandir failed:/server/cs/./platform/SAVE
 [S_API FAIL] SteamAPI_Init() failed; unable to update local
 steamclient.
 Continuing with current version anyway.
 ./hlds_run: line 342: 11924 Segmentation fault  $HL_CMD
 Add -debug to the ./hlds_run command line to generate a debug.log to
 help
 with solving this problem
 Thu Oct 23 00:49:01 EEST 2008: Server restart in 10 seconds
 Thu Oct 23 00:49:11 EEST 2008: Server Quit



 - Original Message -
 From: Jason Ruymen [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Tuesday, October 21, 2008 1:52 AM
 Subject: [hlds_linux] Counter-Strike 1.6 Beta Update


  The Counter-Strike 1.6 Beta has been updated.  Run hldsupdatetool to
  receive this update.  The specific changes include:
 
  - Update hltv to work with Linux
 
  Jason
 
 
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Re: [hlds_linux] Counter-Strike 1.6 Beta Update

2008-10-22 Thread Evaldas Žilinskas
I do get some problems with starting up after the update

Console initialized.
scandir failed:/server/cs/./valve/SAVE
scandir failed:/server/cs/./platform/SAVE
Protocol version 48
Exe version 1.1.2.8/Stdio (cstrike_beta)
Exe build: 17:26:41 Aug 27 2008 (4352)
STEAM Auth Server
couldn't exec language.cfg
Server IP address *.*.*.*:27016
scandir failed:/server/cs/./valve/SAVE
scandir failed:/server/cs/./platform/SAVE
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
Continuing with current version anyway.
./hlds_run: line 342: 11924 Segmentation fault  $HL_CMD
Add -debug to the ./hlds_run command line to generate a debug.log to help 
with solving this problem
Thu Oct 23 00:49:01 EEST 2008: Server restart in 10 seconds
Thu Oct 23 00:49:11 EEST 2008: Server Quit



- Original Message - 
From: Jason Ruymen [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, October 21, 2008 1:52 AM
Subject: [hlds_linux] Counter-Strike 1.6 Beta Update


 The Counter-Strike 1.6 Beta has been updated.  Run hldsupdatetool to 
 receive this update.  The specific changes include:

 - Update hltv to work with Linux

 Jason


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Re: [hlds_linux] (SPAM) -Re: srcds_i686 for orangebox?

2008-06-05 Thread Evaldas Žilinskas
I bet that it has to do something with Linux optimizations for fps. I mean, 
that it’s hard to find a windows server running stable in 1000fps and most 
of people run it on default 60fps. So here are your differences. Compile 
kernel in 1000Hz, add some boosts, 100tick and “boom”, cpu usage goes all 
the way up.


Evaldas

- Original Message - 
From: Nephyrin Zey [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Thursday, June 05, 2008 6:20 AM
Subject: (SPAM) -Re: [hlds_linux] srcds_i686 for orangebox?


 Thanks for the responses

 I still get as much as 2-3x more CPU usage on linux than windows though :(

 - Neph

 On Wed, Jun 4, 2008 at 3:37 PM, Ondřej Hošek [EMAIL PROTECTED] 
 wrote:
 Here you go, straight from the horse's mouth:

 http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg44646.html

 We are moving to a newer compiler version and the performance
 difference has gone away between the different types [...].

 ~~ Ondra

 On 05.06.08 0:03 Uhr, Nephyrin Zey wrote:
 Are there any plans to provide alternate srcds compiles for orangebox?
 Or did the alternate compiles for early engines just end up causing
 more headaches than benefit?

 - Neph


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Re: [hlds_linux] [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-24 Thread Evaldas Žilinskas
Hello,

I get at console output:

MasterRequestRestart
Your server needs to be restarted in order to receive the latest update.
Your server needs to be restarted in order to receive the latest update.

Server works fine, but console is flooded by these messages. Any ideas? And 
yes, server is up to date.


Evaldas

- Original Message - 
From: Ondřej Hošek [EMAIL PROTECTED]
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Saturday, May 24, 2008 3:18 AM
Subject: Re: [hlds_linux] [hlds] Day of Defeat: Source Beta Dedicated Server


 Are you in the orangebox subdirectory? I think you have to be. Check
 for the existence of a dodsbeta folder wherever you are.

 On 24.05.08 2:04 Uhr, Andrey Egorov wrote:
 Hi for all.

 I download server and it don't working
 [EMAIL PROTECTED] srcds]$ ./srcds_run -game dodsbeta +port 27030 +map 
 dod_argentan
 Invalid game type 'dodsbeta' sepecified.
 24 03:48:02 MSD 2008: Server Failed

 What happend?

 Andrey.


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Re: [hlds_linux] What is your cpu load?

2008-01-27 Thread Evaldas Žilinskas

Ou! I have a question. How these Intel 5310 are performing with older engine
SRCDS servers? At the moment my Pentium 935’s aren’t doing any good. I mean,
that one 66tick 24slot DODS server does about 70% of one core load. But we
are talking about 3.2GHz over clocked up to 3.8GHz. Anyway, 5310 is only
1.6GHz and “Protocol 7” doesn’t support any multicore load balancing… and I
bet that it will not in the future. How does the 5310 handle? What CPU loads
you get?

- Original Message -
From: Gary Stanley [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Sent: Saturday, January 26, 2008 11:11 PM
Subject: Re: [hlds_linux] What is your cpu load?



At 10:49 AM 1/26/2008, Vince W. wrote:

We see the same thing.  Intel 5310 1.6GHz quadcore Xeon 8MB cache, 4MB
RAM.   Running Centos 5.1 x86 with a couple different flavors of custom
kernels compiled for max performance with these CPU's, and
glibc-2.5-18.el5_1.1.

(Note: we also saw same issues on a 3GHz dual core box running single
instances.)

We run 28-slot servers, currently 3 of them, on the box.  We have seen
CPU utilization at 90% on one server instance with the server full and
at a busy point, even with the other 2 instances empty, and
performance of the game as described below.  We only run 1 plugin
(beetlesmod), though performance is same without it.

Up to this point I have not attempted to use taskset to lock processes
to individual CPU cores, as I am not sure what its effect would be if
there is any multi-core utilization going on in the server.  I found
some discussion of this the other day when I discovered the
host_thread_mode cvar but then subsequently learned googling that it
doesn't do anything for dedicated servers, but that some(...) multi-core
utilization is already in the dedicated server binaries.  So it doesn't
seem to make sense to taskset the game to only 1 core unless I'm just
not understanding.  I'm also thinking that I would probably lose the
benefit of trying to keep the gameserver processes running on specific
CPU cores, and at the same time accomodate any multicore processing
going on in the dedicated server, by using taskset to bind each process
to 2 specific cores (and mixing it up a bit with which cores each
process gets taskset to).

I may just be over-analyzing all of this with a less-than-perfect
understanding of any of it.

But what I do know is, TF2 uses a LOT more CPU on Linux than CS:S does
to handle the same level of activity/# of busy player slots - at least
twice as much, from what I have seen.  I can't help wondering if there
is not a lot more optimization that could be done with the code, or how
it is compiled, so that it can run more efficiently in Linux.

The server drops to low double-digit server fps when things get really
busy - for example, heavy firefights, or the end of stage 2 dustbowl
when everybody is shooting, all engies banging on their gear, etc., and
lags noticeably.  The incoming updates from the server sometimes dips as
low as 15 per second, and stats output showing as low as 20 server fps.
We had to reduce the slots from 32 to 28 to get this more under
control.  We also use Beetlemod's (small|medium|large)maps.cfg files to
vary the max ping limit allowed based on number of players on the
server, so when the server is full 300ms ping is max we allow before the
player gets kicked.

REALTIME/TICKLESS KERNEL
I've tried 2.6.24-rc5rt  -- tickless kernel, hires timers, compiled with
every compiler flag optimization the CPU family supports, kernel IRQ
balancing enabled (and userspace irqbalance daemon disabled) etc.  The
server will hover around 935+ server fps on this kernel under low
in-game demand (though I normally fps_max much lower - 200), but it
can't sustain it when things get busy in the game.  Based on top output,
the CPU load of each server instance seems to be spread across all 4 CPU
cores, but I'm not so sure this is a good thing.  (if we really are
doing that much task migration it is going to introduce overhead)



For me, the problem using the realtime kernel is that I keep seeing
Warning: System clock went backwards 1 seconds messages come through
in bursts in the game console periodically, and when this happens, the
server lags for 3-5 seconds - this really annoys the connected players
(and me).  I've tried both hpet and acpi_pm clocksources (the server has
both), but same problem with either.  This may be something needing to
be addressed in the kernel timers code with realtime patches in use, or
maybe even an indication of a jittery timers on the hardware (but I
don't think so).  Or maybe it's just how the gameserver reads the time.
But overall, I haven't seen where the game really runs noticeably better
on this kernel, regardless of how I tune the realtime priority (with
chrt) or nice levels.


This is an issue with RT kernels. timers are supposed to
monotonically increase for each read. HPET is your best bet for
anything. ACPI is a little 

Re: [hlds_linux] So.. p3 support for linux binary? yes/no please

2007-10-07 Thread Evaldas Žilinskas

How do you run SRCDS stable on P3? I mean, what kind of hardware do you
have? I have few P4s with 3ghz ant HT, but one 24slot dods server runing ant
66tick and ~200fps is maximum what can I get. I mean, isn't a time to R.I.P.
some old hardware? 'cause soon we'll be blaming valve for getting low fps on
durons 700mhz :)

- Original Message -
From: [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, October 07, 2007 3:13 AM
Subject: [hlds_linux] So.. p3 support for linux binary? yes/no please



A lot of us have fast, server-grade P3 servers. Can we please get an
official word on whether the Linux binary will support this hardware, or
are we wasting our time? Like others have pointed out, the Windows SRCDS
doesn't have this requirement.

I just want a clear answer on this so I can assess my options. I will
likely just abandon TF2 hosting personally, as I cannot afford to
replace all my machines at this time -- others may choose to purchase
new hardware. But at least give us the data we need to make this
decision!  My trusty P3 servers are fast enough to run this game with
the maxplayers I have in mind, and did so for CS:S for years now.

I understand the game is essentially beta, and I am happy to wait for a
fix. I just want to know if one is forthcoming or not. Looking through
archives of this list, I'm seeing very conflicting information about
this issue. On person says this isn't intended, Alfred seems to be
saying we're SOL. I hope this isn't true, I'm very excited about hosting
this game.

Thanks for your time!


--
cj_

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Re: [hlds_linux] New server

2007-08-13 Thread Evaldas Žilinskas

Why the hell do you need a 1TB to host SRCDS?

- Original Message -
From: Henrik Dige Semark [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, August 13, 2007 5:39 PM
Subject: [hlds_linux] New server



I'm going to buy a new server for my 2 CS:S 32/(4) game...
But I'm not sure what I'm going to buy.

My new  spec. will by something like:
OS: OpenSuSE 10.2 x86_64
AMD 64bit x2 4800+ ~ 2,5GHz or 5000+ ~ 2,6GHz (it have to be AMD)
2GB Kingston ECC ram
1TB HDD

is this okay ? or shod i look for something more power full ?

sorry for my bad English


Med Venlig Hilsen / Best regards
Henrik Dige Semark
[EMAIL PROTECTED]
henrik.semark.dk
_
Prøv nogle af de nye onlinetjenester på Windows Live Ideas - de er så nye,
at de endnu ikke er udgivet officielt.
http://ideas.live.com
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Re: [hlds_linux] Source Engine Beta Update

2007-06-11 Thread Evaldas Žilinskas

I wonder, is there a way hldsupdatetool not to overwrite gameinfo.txt? :)

- Original Message -
From: Jason Ruymen [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED]
Sent: Tuesday, June 12, 2007 5:45 AM
Subject: [hlds_linux] Source Engine Beta Update



An update to the Source Engine/Dedicated Server beta is now available.
To update, run hldsupdatetool or Steam with the command -beta
srcds0407. If this update goes well, we plan on releasing it within a
few days. The specific changes include:

- Fixed sv_pure 1 not protecting sounds by default
- Fixed sv_pure 2 not allowing custom maps
- Made sv_pure_kick_clients default to 1
- Fixed a Linux server crash
- Fixed a client crash
- Reallowed ent_fire

Jason

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Version: 7.5.472 / Virus Database: 269.8.13/843 - Release Date: 2007.06.10
13:39





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[hlds_linux] Did I miss any RPM?

2007-06-03 Thread Evaldas Žilinskas

Made an update to my suse box (via console). All everything is working fine,
but HLDS/SRCDS. Did I miss something?

ERROR:

Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash
Failed to open bin/dedicated_i686.so (tier0_i486.so: cannot open shared
object file: No such file or directory)
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Mon Jun  4 01:40:23 EEST 2007: Server restart in 10 seconds


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Re: [hlds_linux] Did I miss any RPM?

2007-06-03 Thread Evaldas Žilinskas

Well, I updated only linux, game files were untouched, but i tryed './steam
 -verify_all' anyway ant the same. Maybe, there is something with linked
libs or gdb?

- Original Message -
From: Dan E [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, June 04, 2007 1:52 AM
Subject: RE: [hlds_linux] Did I miss any RPM?


Try an update with -verify_all ?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Evaldas
Žilinskas
Sent: Sunday, June 03, 2007 6:41 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Did I miss any RPM?

Made an update to my suse box (via console). All everything is working fine,
but HLDS/SRCDS. Did I miss something?

ERROR:

Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash
Failed to open bin/dedicated_i686.so (tier0_i486.so: cannot open shared
object file: No such file or directory)
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Mon Jun  4 01:40:23 EEST 2007: Server restart in 10 seconds


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[hlds_linux] [HLDS Question] turn off .ztmp compression

2007-01-21 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey there, does anyone remember how to turn off the HLDS *.ztmp compression?

Pagarbiai,
Evaldas Žilinskas, Lemita UAB
Tel.: 8~37 312 999, 8~679 26 812
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Re: [hlds_linux] OK, getting frustrated now!

2006-12-18 Thread Evaldas Žilinskas

Same here with Pentium (Single Core, 3GHz). When I run a dods server with
~20 players at 66tick I get ~70-100% CPU usage. FPS are droping, servers is
hanging (depending on map). Sooo I think that server upgrade is needed for
you and me. Something close to Intel E6600 or Xeon 5120 :).

- Original Message -
From: David Syers [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, December 18, 2006 7:52 PM
Subject: [hlds_linux] OK, getting frustrated now!


--
[ Picked text/plain from multipart/alternative ]
Can someone explain the following, or if it is just shite coding on valves
part:

* I run a server that has a dual core pentium 3.4GHz processor and runs 2 x
100 tick 18 man CSS servers.
* It has the kernel compiled at 1000
* My startup line has +fps_max 600 (will largely hold 333fps)

I can look at the server cpu usage, memory usage and CSS stats all in real
time.

Now why the hell does a server drop from 333fps to as low as 10fps? What
causes this?

The CPU usage gets no higher than 60% (one core for the process - other is
at 1-5% if the other server is empty), but the drops can happen at 60% or
anywhere below, so the CPU usage seems to have no bearing on this.

The memory usage does not change - I have memory that is not currently in
use, so this seems not to be a factor either.

I have no swap being used, the server is regularly rebooted to clear any
memory that is not released (although as mentioned I have spare) and all
servers except literally the ones to run the server have been stopped (but
as mentioned CPU usage is never over 60%, and system use is negligable)

I am totally confused as to why the fps will not stay above 100 when the
hardware is clearly not struggling!!

Would it be better to force is to use the 486 process instead of the 686??
--

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15:17



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[hlds_linux] New update shows some errors :)

2006-12-02 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
New update shows some errors :)
Anyone geting this?

--
server:/server/installs/game_server/source # ./srcds_run -binary ./srcds_i686 
-tickrate 66 -game dod -port 27015 +ip xx.xx.xx.xx +map dod_avalanche 
+maxplayers 24 -debug
Enabling debug mode
Auto-restarting the server on crash
./srcds_run: line 344: 27102 Segmentation fault  (core dumped) $HL_CMD

warning: current_sos: Can't read pathname for load map: Input/output error

Cannot access memory at address 0xbfffc29c
debug.cmds:4: Error in sourced command file:
Cannot access memory at address 0xbfffc29c
email debug.log to [EMAIL PROTECTED]
Sat Dec  2 15:34:52 EET 2006: Server restart in 10 seconds
./srcds_run: line 344: 27109 Segmentation fault  (core dumped) $HL_CMD
--

--


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Re: [hlds_linux] cs nonsteam

2006-10-09 Thread Evaldas Žilinskas

Why not? Disabling sv_lan 1 would kill ~60% of all nosteam servers :).

- Original Message -
From: Shawn Zipay [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, October 09, 2006 10:14 PM
Subject: Re: [hlds_linux] cs nonsteam



--
[ Picked text/plain from multipart/alternative ]
There's no singular company that can attack and win the war on piracy.
Valve does as much as they possibly can given their limited resources.

On 10/9/06, Evaldas Zilinskas [EMAIL PROTECTED] wrote:


And what about that? We live in XXI and todays no one cares about the
EULA
and paper stuff like that untill they get sued. We have lots of big
communitys at our country that provide illegal updates, and that sux.
Software providers don't want to sell games (VALVe ones) because no one
buys
them, there are cheaters all over around... And VALVe doesn't even try
stop
something (or just have no time for extra 30.000-50.000 people, that
would
buy their games, if they haven't got a link to download them free).

---
It's evening, I'm tired after work and lectures, so my English is bad,
but
I
think, that you got the point ;).

- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, October 09, 2006 8:06 PM
Subject: Re: [hlds_linux] cs nonsteam


 It's against the EULA and common sense to provide hacked servers for
 hacked
 clients.


 - Original Message -
 From: Tomasz Formanowski
 To: hlds_linux@list.valvesoftware.com
 Sent: Monday, October 09, 2006 6:50 AM
 Subject: [hlds_linux] cs nonsteam


 Hi,

 I was wondering if it's legal to host non-steam servers.
 We don't do it, but there are some gsp's that do.

 What is Valve's opinion on this matter ?

 regards
 Tomek


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2006.10.07




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[hlds_linux] Buying a Xeon

2006-08-27 Thread Evaldas Žilinskas
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--
[ Picked text/plain from multipart/alternative ]
Hello,

Most of my servers run on 3GHz Pentium (sock. 478). Not even a Dual Core. I 
want to upgrade some of them to Xeons and at the momment i'm interested in Xeon 
5110 (1.6GHz, 4MB L2, 1066MHZ FSB). One people say, that 1.6GHz will be not 
enought to run game servers, other say that these Woodrest chips do more than 
GHz's can show and runing 2*24slot servers will do his job fine at 66ticks.

Did anyone try them? Are they 64bit designed?
--


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[hlds_linux] HPK (High Ping Kicking)

2006-08-13 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Dear admins,

Has anyone seen any HPK (High Ping Kicking) system? I mean that there is no 
such thing on source, but maybe anyone scripted one. Really, I don't like Mani, 
because of the memory leaks and other things like that. And people, from 
countries like Argentina with pings more than 300-400 are anoying.
--


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Re: [hlds_linux] Ping...

2006-08-07 Thread Evaldas Žilinskas

Pong!

Ironical:
Well, Valve has a lot of job to do now :). They are reading everyones emails
and disabling accounts that have lots of legit games. Sorry, no 64bit for
linux at least 2 years :).

- Original Message -
From: [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, August 07, 2006 2:45 PM
Subject: Re: [hlds_linux] Ping...


Yes Some are still waiting for the 64bit binaries - were we all know the
estimated time is when it's done ;-)
On the other hand, the weekly update isn't weekly anymore... No important
updates on HLDS and/or SRCDS...
(and no information about VAC updates...)


-Ursprüngliche Nachricht-
Von: hlds_linux@list.valvesoftware.com
Gesendet: 07.08.06 13:34:07
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] Ping...





Damn this list is quiet

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Re: [hlds_linux] VAC 1 and 2

2006-07-11 Thread Evaldas Žilinskas

And you think, that VALVe will leave VAC1 servers (and it's system) online
only because of the AMD64 witch is not updated for ages? :). Plus, sometimes
i thin that VAC1 = VAC2 just some updated tracking things.

- Original Message -
From: Andrew Forsberg [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, July 11, 2006 11:49 PM
Subject: RE: [hlds_linux] VAC 1 and 2



He's specifically interested in VAC2 on the old 64 bit build of hlds.
Which, as stated, does not exist. There is only VAC1 available for those
servers. Also, VAC2 is *not* just a client side system. A server does
have to auth with the VAC servers in order to run it.

On Tue, 2006-07-11 at 11:41 -0400, Scott Tuttle wrote:

If you are running 32 bit and your server is secure then you are set.  On
32
bit hlds/srcds instances vac2 is the only vac available.  You either run
vac2 or you run in insecure mode.




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Re: [hlds_linux] VAC 1 and 2

2006-07-10 Thread Evaldas Žilinskas

I'm about 90% sure, that VAC1 or VAC2 is more like clienside stuff. When
they update it, we just get a platform update thing, and even if your
engine shows old VAC message, people are using the VAC2 on their clients.
Only thing that server needs to do is tell client if the module needs to be
activated (secure server) or no (insecure).

- Original Message -
From: Andrew Forsberg [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, July 11, 2006 3:28 AM
Subject: RE: [hlds_linux] VAC 1 and 2



You can't. It has never been released for the 64 bit platform.


On Mon, 2006-07-10 at 21:15 +, Henrik Semark wrote:

[ Converted text/html to text/plain ]

 I know that VAC1 start it self, but how do I start VAC2 ?

/ [Team-Jogge] SuicideMe [DK]




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[hlds_linux] Cpu usage

2006-07-10 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
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] sv_voicequality

2006-06-20 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there something like sv_voicequality on SRCDS? At the moment I'm doing some 
search on the cmdlist and nothing yet.
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[hlds_linux] Error: Material

2006-06-15 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Can anyone tell me, why srcds can't find some files? Do you get the same? 
Yesterday I looked at my DODS server and there were more errors at startup.

maxplayers set to 16
Network: IP 193.189.86.177, mode MP, dedicated Yes, ports 27018 SV / 27006 CL
Executing dedicated server config file
Error: Material sprites/bubble : proxy AnimatedTexture not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
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Re: [hlds_linux] uploading of .wad files

2006-05-30 Thread Evaldas Žilinskas

Good mappers include textures into bsp files, so you do not need any WAD.
And *.RES files aren't so bad. Why the **ck you would need a super duper
programing script to download some wads, when you can use RES.

- Original Message -
From: Martin Zwickel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Cc: [EMAIL PROTECTED]
Sent: Tuesday, May 30, 2006 12:19 PM
Subject: Re: [hlds_linux] uploading of .wad files



--
On Mon, 29 May 2006 23:24:46 +0200
W0kk3L [EMAIL PROTECTED] bubbled:


Yes


The .res files really sux!

I have never seen any gameserver that doesn't push all needed files
to the client except HLDS!

Is there a way to let a plugin determine the dependencies of the map to
automatically create the precache?!?! That would be one of the most
useful plugin for HLDS.

That's why I love EPIC and how they designed the UT series.



PS.:
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

also a stripped mail would save space!!!




- Original Message -
From: Henrik Semark [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, May 29, 2006 10:39 PM
Subject: Re: [hlds_linux] uploading of .wad files


[ Converted text/html to text/plain ]

sow if I have this files(image)
0soup0_simpsons.wad   cs_snowbase.wad greenvalley.wad
23a.wad   cs_thunder.wad  ice_patinoire.wad
23b.wad   cs_woodz.wadiceworld3k.wad
3dmsnowy.wad  csde_thinice.waditsitaly.wad

(image)

I just have to add:
if (file_exists(de_rotterdam.wad))
 precache_generic( de_rotterdam.wad)

Fore every .wad file ?



--
MyExcuse:
Jan  9 16:41:27 huber su: 'su root' succeeded for  on /dev/pts/1

Martin Zwickel [EMAIL PROTECTED]
Research  Development

TechnoTrend AG http://www.technotrend.de
--
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[hlds_linux] Get rid of the i486

2006-05-30 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
To Alfred:



There is no way you could play Source games on PC with CPU lower then 600 MHz. 
I think most of the list people agree with that. So, there is no way you could 
run a Source ~6-10 slot Source server on Linux with PC that doesn’t have 
“Streaming SIMD Extensions (SSE)”. So it‘s like a playing a game on Pentium 
with no MMX. So let’s back to the point. Making a binary for old CPU’s that 
can’t handle the load is useless. For that I prefer seeing only i686 and AMD 
binaries. Maybe one with “safe mode” would be useful. One, where you can select 
from the command line something like ./srcs_run –binary engine_safe –no_sse 
–no_sse2 or something.
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Re: [hlds_linux] 15091 Illegal instruction

2006-05-28 Thread Evaldas Žilinskas

Don't know about SSE2 but AMD 1.2Ghz should have SSE. My old Celeron 850 had
it.

- Original Message -
From: Ondřej Hošek [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, May 28, 2006 11:42 PM
Subject: Re: [hlds_linux] 15091 Illegal instruction



Try the following:

$ cat /proc/bus/cpuinfo | grep flags

If this pipe returns a line containing sse, your processor should be
SSE-compatible.

As a temporary workaround, you may try ./srcds_run -binary
./srcds_i486, which shouldn't require SSE.

~~ Ondra

Calitaco wrote:

It's on a AMD 1.2Ghz Thunderbird with 1gig of ram.
Worked fine until a few days ago.  I guess it must've
auto updated.

--- Evaldas Zilinskas [EMAIL PROTECTED] wrote:



Can you tell me about your hardware? I'm using suse
9.3 and no problems with
SSE



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Re: [hlds_linux] HLDS drops of the Steam internet server list

2006-05-09 Thread Evaldas Žilinskas

Let me guess, you are from lithuania?

- Original Message -
From: Faustas Buškevičius [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, May 09, 2006 5:47 PM
Subject: Re: [hlds_linux] HLDS drops of the Steam internet server list


Heh, I guess I've detected something. I've noticed that when starting
the server, it returns something like this
Adding master server 68.142.72.250:27010
Adding master server 69.28.151.162:27010
Could not establish connection to Steam servers.
The server does not show up, I can refresh my browser as much as I want.
After numerous server restarts (7 to 10), server returned
Adding master server 68.142.72.250:27010
Adding master server 69.28.151.162:27010
Connection to Steam servers successful.
and the server showed up just as it should do.
So my guess is that theres a problem with VALVe's masterservers ? To be
exact, problem with connection to them. So if no one will suggest
something more effective, I think the only way to fix this crap is to
restart your server until it connects to masterservers.

It seems that all my server also have been dropped from the list... And
those have been up for aprox 2.5 years without changing IP's...

Maybe thats why I have seen a decline on player ount on all our servers
lately.

/Bjorn

On Tue, 9 May 2006, [UTF-8] Faustas Buškevi�^Mius wrote:



I have a bit different setup over here. I have a linux box, which acts
as a router (we connect our gameservers (with IPs of 10.X.X.X class) to
it). So one box has ports 1020-1030, the other one has 27000-27099
rerouted. Here's the problem: one gameserver (running on port 1024)
shows up in Internet servers list almost instantly when I press 'refresh
all' button without any filters set, and the other one (running on
default port 27015) does not show up at all, even when browser stops
after receiving more than 28k servers. Yes, I do use '-master' when
starting the second server and no, I don't use 'sv_lan 1' in my config.
About server configs: the first one (showing up) - 1.4 GHz AMD Athlon,
256 MB RAM; second one (does not showing up) - 3 GHz Pentium4, 1 GB DDR2
RAM. Any suggestions ?


This is a multi-part message in MIME format.
--
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I had a server running on LAN for the last 2 years.  I set it up to run
on
the internet.  My server won't stay on the Steam internet server list
for
more than 5 minutes. Yet, if anyone adds the ip in their favorites they
can
always get on and play.  That tells me my router is OK.  I have seen
many
variations of this problem on different boards, but none of the
solutions
listed has solved my problem. Here are some set up particulars.



./hlds_run -game czero -ip XX.X.XXX.XXX -port 27015 +maxplayers 20 + map
de_dust2_cz -autoupdate -master - secure 1 -sport 27031
I can remove most of this stuff and get the same problem.



Also, this error comes up during server boot up.

cminterface.cpp 588 : Assertion Failed: Null != m_hConnection





Here is what start up looks like.



Using Pentium II Optimised binary.
Auto-restarting the server on crash
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Condition Zero Base Content' version 16
Checking/Installing 'Counter-Strike Base Content' version 17
Checking/Installing 'Linux Server Engine' version 35
Checking/Installing 'Half-Life Base Content' version 8
HLDS installation up to date

Console initialized.
Protocol version 47
Exe version 1.0.0.2/Stdio czero
Exe build: 20:06:30 Mar 7 2006 3421
STEAM Auth Server
couldn't exe language.cfg
Server IP address 172.16.21.22:27015

Metamod version 1.17.2 Copyright c 2001-2004 Will Day
[EMAIL PROTECTED]
Metamod comes with ABSOLUTELY NO WARRANTY; for details type 'meta gpl'.
This is free software, and you are welcome to redistribute it
under sertain conditions; type 'meta gpl' for details.

Navigation map loaded
* Server language set to: EN
* Multilingual AMX Mod *
Available languages:
- EN : 100.00%
- FR : 100.00%
cminterface.cpp 588 : Assertion Failed: Null != m_hConnection

Executing AMX Configuration File
Adding master server 207.173.177.11:27010
Adding master server 68.142.72.250:27010
Scrolling message displaying frequency: 10:00 minutes
Type 'amx_help' in the console to see available commands
Time Left: 39:43 min. Next Map: de_dust_cz

--


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Re: [hlds_linux] CPU usage

2006-04-20 Thread Evaldas Žilinskas

I use only metamod 1.2.1.

- Original Message -
From: 1nsane . [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, April 20, 2006 6:58 AM
Subject: Re: [hlds_linux] CPU usage



--
[ Picked text/plain from multipart/alternative ]
Evaldai,

My 20 slotter with 100 tick uses up only about 35% cpu when its full.

Is that a clean install? What kind of mods (if any) do you have? One of my
server runs at 64 tick and right now with 3 people and 2 bots it only uses
up 2.6 % of the dual xeon (2.4 GHZ 2GB RAM)

So your 33 tick server should'nt really be using up that much.
--

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[hlds_linux] mp_footsteps / sv_footsteps / :-)

2006-04-20 Thread Evaldas Žilinskas
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mp_footsteps
mp_footsteps = 1
 game notify

sv_footsteps
sv_footsteps = 1
 game notify replicated
 - Play footstep sound for players

Why do we need both of them? :). Sometimes I think, that VALVe guys don't clean 
up the old code :).
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Re: [hlds_linux] mp_footsteps / sv_footsteps / :-)

2006-04-20 Thread Evaldas Žilinskas

Nothing, but you people from WEST do things your way. There can be a TRACTOR
at the center of the highway, but if no one will be hurt, there will be no
needence to remove it :-). We EAST people still are kind of pedants, it
there is no needence of the code = we remove it.

- Original Message -
From: Craig Moore [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Friday, April 21, 2006 1:06 AM
Subject: Re: [hlds_linux] mp_footsteps / sv_footsteps / :-)


What is it hurting? One is just a replica of the other.

On 4/20/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
mp_footsteps
mp_footsteps = 1
 game notify

sv_footsteps
sv_footsteps = 1
 game notify replicated
 - Play footstep sound for players

Why do we need both of them? :). Sometimes I think, that VALVe guys don't
clean up the old code :).
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[hlds_linux] CPU usage

2006-04-19 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
WTF, CSS server runs at 300fps, but cpu usage is 15% with only 2 players in it! 
tell me, how much will 32 players use? ticrate is 33, cpu 3.0ghz HD pentium 
@800mhz fsb, and 2GB DDR400mhz.
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Re: [hlds_linux] Very high CPU usage since HLDS Engine upgrade 35

2006-04-14 Thread Evaldas Žilinskas

True, my CS server's CPU usage is high too. Runing a 32slot server on 3GHz
is almost inposible. You can uninstall all mods, but when there is at least
26 players, server's cpu usage grows up to 90%.

- Original Message -
From: [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Friday, April 14, 2006 8:29 PM
Subject: [hlds_linux] Very high CPU usage since HLDS Engine upgrade 35



Greetings

Since I upgraded my Natural-Selection Linux Server from 'Linux Server
Engine' version 29 to 35, it takes very high CPU usage.
Around 20-30% more than usual, so that I had to reduce the Serverslots
from 32 to 20, as else the Pings increase about 300, up to 600 and higher.
I'm 100% sure, that it is the Engine update 35, as I didnt change
anything else on the Server since months - and before there were no
problems.

I run a Amd Athlon 3000+ with 1 GB Ram and Suse 9.3 with Kernel: Linux
linux 2.6.11.4-21.10-default #1 Tue Nov 29 14:32:49 UTC 2005 i686 athlon
i386 GNU/Linux
Its a rootserver and theres nothing else running on it.

Unfortunaly I forgot to make an backup before I updated the Server, so
it would be nice if you could tell me where I can dowload the older HLDS
version 29, or lower, so I can downgrade till that problem is fixed.

cheers
SecurityFox

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[hlds_linux] CPU usage

2006-04-10 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Strange things happening on my linux box. 16 player server is causing 60% cpu 
usage. PC is 3GHz pentium, 1GB DDR. Maybe something with kernel?
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Re: [hlds_linux] problem in nosteam when trying to add server to Favorites

2006-03-30 Thread Evaldas Žilinskas

The part with word nosteam says everything :D

- Original Message -
From: Enes Sönmez [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Tuesday, March 28, 2006 7:36 PM
Subject: [hlds_linux] problem in nosteam when trying to add server to
Favorites



--
[ Picked text/plain from multipart/alternative ]
I cant add my nosteam servers to my Favorites list in CS 16.

Using Linux Redhat, FC3

Thanks.
--

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Re: [hlds_linux] SRCDS fps much more accurate than HLDS

2006-03-16 Thread Evaldas Žilinskas

HLDS tickrate? fps_max? There is no thing like that on HLDS

- Original Message -
From: Martin Zwickel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, March 16, 2006 10:45 AM
Subject: [hlds_linux] SRCDS fps much more accurate than HLDS



--
Hi there!

I have 2 servers running on one box. one SRCDS v57 and one HLDS v35.
Yesterday I wrote a script to build a graph of the hlds/srcds stats
output, and now I wonder why SRCDS's fps is much more accurate than
HLDS's?

Here a diff:
SRCDS: http://server.clanngc.de/rrdtool/stats_thunder-day.png
HLDS: http://server.clanngc.de/rrdtool/stats_flash-day.png


fps values:
hlds:
fps: 250
fps_max = 166
tickrate = 300

srcds:
fps: 166
fps_max = 300
tickrate = 100


Kernel runs with HZ: 1000

The HLDS fps values go from 232 to 274. But in 90% it's ~250 fps. WTF?

ps.: HLDS fps_max is now also 300. Makes no difference.

Regards,
Martin

--
MyExcuse:
piezo-electric interference

Martin Zwickel [EMAIL PROTECTED]
Research  Development

TechnoTrend AG http://www.technotrend.de
--
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Re: [hlds_linux] SRCDS fps much more accurate than HLDS

2006-03-16 Thread Evaldas Žilinskas

But fps_max do not affect HLDS fps.

- Original Message -
From: Ludoservers [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, March 16, 2006 11:08 AM
Subject: RE: [hlds_linux] SRCDS fps much more accurate than HLDS


HLDS have its own tickrate setting in the sys_tickrate cvar (def. 100), and
have fps_max cvar (def. 72) :)

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Evaldas
Žilinskas
Enviado el: jueves, 16 de marzo de 2006 9:59
Para: hlds_linux@list.valvesoftware.com
Asunto: Re: [hlds_linux] SRCDS fps much more accurate than HLDS

HLDS tickrate? fps_max? There is no thing like that on HLDS

- Original Message -
From: Martin Zwickel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, March 16, 2006 10:45 AM
Subject: [hlds_linux] SRCDS fps much more accurate than HLDS



--
Hi there!

I have 2 servers running on one box. one SRCDS v57 and one HLDS v35.
Yesterday I wrote a script to build a graph of the hlds/srcds stats
output, and now I wonder why SRCDS's fps is much more accurate than
HLDS's?

Here a diff:
SRCDS: http://server.clanngc.de/rrdtool/stats_thunder-day.png
HLDS: http://server.clanngc.de/rrdtool/stats_flash-day.png


fps values:
hlds:
fps: 250
fps_max = 166
tickrate = 300

srcds:
fps: 166
fps_max = 300
tickrate = 100


Kernel runs with HZ: 1000

The HLDS fps values go from 232 to 274. But in 90% it's ~250 fps. WTF?

ps.: HLDS fps_max is now also 300. Makes no difference.

Regards,
Martin

--
MyExcuse:
piezo-electric interference

Martin Zwickel [EMAIL PROTECTED]
Research  Development

TechnoTrend AG http://www.technotrend.de
--
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Re: [hlds_linux] SRCDS fps much more accurate than HLDS

2006-03-16 Thread Evaldas Žilinskas

It's hard to answer this. Maybe it has something to do with Linux versions
and server mods. On my server after the AMXX 1.70 release I got better FPS
results. Now when I run sys_ticrate 1000 and pingboost 1 server FPS jump
from 500 to 1000 (depends on map that I'm runing then). de_aztec was always
a plague on my Pentium. I heard that people get much stable FPS when they
run BSD. Of course I don't believe in that and I still stick close to my
SuSE 9.x ;).

- Original Message -
From: Martin Zwickel [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Cc: [EMAIL PROTECTED]
Sent: Thursday, March 16, 2006 3:26 PM
Subject: Re: [hlds_linux] SRCDS fps much more accurate than HLDS


--
On Thu, 16 Mar 2006 14:51:02 +0200
Evaldas Žilinskas [EMAIL PROTECTED] bubbled:


But fps_max do not affect HLDS fps.


It doesn't matter if fps_max do affect HLDS fps, the question is:

Why is it unstable like hell?!

--
MyExcuse:
You must've hit the wrong any key.

Martin Zwickel [EMAIL PROTECTED]
Research  Development

TechnoTrend AG http://www.technotrend.de
--
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[hlds_linux] HLDS

2006-03-14 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hmmm, after the new cs_i386.so mapcycle don't work, and when I change maps 
manually - server crashes. Made a rolback few minutes ago.
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Re: [hlds_linux] This server is using newer protocol (7) that your client have (5)

2006-02-06 Thread Evaldas Žilinskas

Go to USA. Peole there play legal games :).
Besides, that most off the people play illegal games is not an option for
supporting piracy.


- Original Message -
From: Dmitriy Gorbenko [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, February 06, 2006 3:23 PM
Subject: Re: [hlds_linux] This server is using newer protocol (7) that your
client have (5)



This is a multi-part message in MIME format.
--
Well, what can I say...
I live in Ukraine, the country where legal and recent copy of Valve
software is rare thing.
So, as I understand, Vavle did not provide support for out-of-date clients
?

Reinder P. Gerritsen writes:

Okay, Clear.

Now I run - and I think most of us do - a CS Source server, and I realy
can't come up with a reason that you so desperately require support for
an
older protocol version.

Afaik you simply require the latest srcds just to be able to run the most
recent map changes. Anyone with a legal copy will automatically be
provided
with the latest verstion. So why bother to struggle with something like
holdig back a version?

What am I missing in this picture?

--
[ bazil.vcf of type text/x-vcard deleted ]
--

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Re: [hlds_linux] This server is using newer protocol (7) that your client have (5)

2006-02-06 Thread Evaldas Žilinskas

Oh no... You do use cracked (hexed) linux libraries, so you aren't so
innocent m? You know that people can connect because you downloaded some
engine files and use sv_lan 1 :).
It would be nie to see VALVe doing some licensed stuff about admins using
prehacked binnaries of something :).

- Original Message -
From: Dmitriy Gorbenko [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Monday, February 06, 2006 4:39 PM
Subject: Re: [hlds_linux] This server is using newer protocol (7) that your
client have (5)



This is a multi-part message in MIME format.
--

to wait next time

What you mean ?

And, besides, I am not an a criminal man - dedicated servers from Valve
are free spread software.
Are my clients, which want to play CS, are criminals ? Maybe yes.
But, this is Ukraine (as Russian like), and no one here will pay $19 (or
more) for game, which everyone can buy for $2.
Very sad...


Reinder P. Gerritsen writes:

Would be a prety good guess, I'd say.

Legal copies of Valve software can be simply bought online, I don't think
the Ukraine is an exception to that possibility. But frankly, that's not
Valves problem, and I can't say I'm sorry for them atleast trying to
prohibit the use of 'nntp'-copies.

I guess you'll either have to keep an eye on the newsgroups or get
yourself
a valid creditcard if you want to play again

The last option atleast makes sure that you don't have to wait next
time

--
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Re: [hlds_linux] FPS-drops

2006-02-02 Thread Evaldas Žilinskas

You get 3% CPU usage when server is empty?

- Original Message -
From: Mathias Sandahl [EMAIL PROTECTED]
To: hlds_list hlds_linux@list.valvesoftware.com
Sent: Thursday, February 02, 2006 2:30 PM
Subject: [hlds_linux] FPS-drops



--
[ Picked text/plain from multipart/alternative ]
Hello!

I have a problem with FPS-drops on my server.

System:
   Slackware 10.2 / 2.6.14.2 PREEMPT / HZ 1000

   Intel P4 3.0 GHz (HT disabled)
   1264mb RAM  (PC3200 400MHZ)


Start: hlds_run -game cstrike +maxplayers 16 +map de_dust2

Server.cfg:
- - - - - - - -
mp_buytime 0.25
mp_autokick 1
mp_autoteambalance 0
mp_c4timer 35
mp_flashlight 0
mp_footsteps 1
mp_forcechasecam 0
mp_freezetime 4
mp_friendlyfire 0
mp_hostagepenalty 0
mp_limitteams 0
mp_logmessages 1
mp_mapvoteratio 0.6
mp_roundtime 3
mp_timelimit 15
mp_tkpunish 1
sv_restartroud 0

decalfrequency 60
log on
mp_falldamage 1
pausable 0
sv_aim 0
sv_cheats 0
sv_maxspeed 320
sv_lan 0
sv_failuretime 0.5

sv_minrate 0
sv_maxrate 2
sv_minupdaterate 0
sv_maxupdaterate 101

sys_ticrate 500

sv_unlag 1
sv_maxunlag 0.5
sv_voiceenable 0
sv_unlagsamples 1
sv_unlagpush 0
- - - - - - - -


This is from a vanilla counterstrike (latest beta) server. No plugins and
no
players online!
- - - - - - - -
stats
CPU In Out Uptime Users FPS Players
5.00 0.00 0.00 822 92 494.56 0
stats
CPU In Out Uptime Users FPS Players
5.00 0.00 0.00 822 92 495.29 0
stats
CPU In Out Uptime Users FPS Players
4.75 0.00 0.00 822 92 495.79 0
stats
CPU In Out Uptime Users FPS Players
4.75 0.00 0.00 822 92 495.79 0
stats
CPU In Out Uptime Users FPS Players
4.75 0.00 0.00 822 92 496.28 0
stats
CPU In Out Uptime Users FPS Players
4.80 0.00 0.00 822 92 494.56 0
stats
CPU In Out Uptime Users FPS Players
4.80 0.00 0.00 822 92 496.03 0
stats
CPU In Out Uptime Users FPS Players
6.00 0.00 0.00 822 92 4.00 0  == DROP!
stats
CPU In Out Uptime Users FPS Players
3.00 0.00 0.00 822 92 494.80 0
stats
CPU In Out Uptime Users FPS Players
3.00 0.00 0.00 822 92 495.29 0
stats
CPU In Out Uptime Users FPS Players
3.33 0.00 0.00 822 92 495.29 0
- - - - - - - -

I use arrowup to send the stats-command so the interval is about 0.5 sec
between each execution.
I always get a drop down to around 5-10 fps then it immediately goes back
to
normal. No specific interval between the drops, they seem to come at
random.
With players online it drops more frequantly and the CPU usage is
sometimes
redicilously high, up to 80%.

Apache/MySQL/PHP also running on the server and nothing more.

Any ideas?!



/Mathias
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Re: [hlds_linux] FPS-drops

2006-02-02 Thread Evaldas Žilinskas

Interesting. I'm using 1000 HZ kernel, but server use 0% CPU when they're
empty.

- Original Message -
From: Mathias Sandahl [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, February 02, 2006 3:03 PM
Subject: Re: [hlds_linux] FPS-drops


--
[ Picked text/plain from multipart/alternative ]
Yes! it goes from 3-12% on an empty server, never ever 0% . Could it be
caused by HZ 1000 and PREEMPT kernel?


/Mathias

On 2/2/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote:


You get 3% CPU usage when server is empty?

- Original Message -
From: Mathias Sandahl [EMAIL PROTECTED]
To: hlds_list hlds_linux@list.valvesoftware.com
Sent: Thursday, February 02, 2006 2:30 PM
Subject: [hlds_linux] FPS-drops


 --
 [ Picked text/plain from multipart/alternative ]
 Hello!

 I have a problem with FPS-drops on my server.

 System:
Slackware 10.2 / 2.6.14.2 PREEMPT / HZ 1000

Intel P4 3.0 GHz (HT disabled)
1264mb RAM  (PC3200 400MHZ)


 Start: hlds_run -game cstrike +maxplayers 16 +map de_dust2

 Server.cfg:
 - - - - - - - -
 mp_buytime 0.25
 mp_autokick 1
 mp_autoteambalance 0
 mp_c4timer 35
 mp_flashlight 0
 mp_footsteps 1
 mp_forcechasecam 0
 mp_freezetime 4
 mp_friendlyfire 0
 mp_hostagepenalty 0
 mp_limitteams 0
 mp_logmessages 1
 mp_mapvoteratio 0.6
 mp_roundtime 3
 mp_timelimit 15
 mp_tkpunish 1
 sv_restartroud 0

 decalfrequency 60
 log on
 mp_falldamage 1
 pausable 0
 sv_aim 0
 sv_cheats 0
 sv_maxspeed 320
 sv_lan 0
 sv_failuretime 0.5

 sv_minrate 0
 sv_maxrate 2
 sv_minupdaterate 0
 sv_maxupdaterate 101

 sys_ticrate 500

 sv_unlag 1
 sv_maxunlag 0.5
 sv_voiceenable 0
 sv_unlagsamples 1
 sv_unlagpush 0
 - - - - - - - -


 This is from a vanilla counterstrike (latest beta) server. No plugins
and
 no
 players online!
 - - - - - - - -
 stats
 CPU In Out Uptime Users FPS Players
 5.00 0.00 0.00 822 92 494.56 0
 stats
 CPU In Out Uptime Users FPS Players
 5.00 0.00 0.00 822 92 495.29 0
 stats
 CPU In Out Uptime Users FPS Players
 4.75 0.00 0.00 822 92 495.79 0
 stats
 CPU In Out Uptime Users FPS Players
 4.75 0.00 0.00 822 92 495.79 0
 stats
 CPU In Out Uptime Users FPS Players
 4.75 0.00 0.00 822 92 496.28 0
 stats
 CPU In Out Uptime Users FPS Players
 4.80 0.00 0.00 822 92 494.56 0
 stats
 CPU In Out Uptime Users FPS Players
 4.80 0.00 0.00 822 92 496.03 0
 stats
 CPU In Out Uptime Users FPS Players
 6.00 0.00 0.00 822 92 4.00 0  == DROP!
 stats
 CPU In Out Uptime Users FPS Players
 3.00 0.00 0.00 822 92 494.80 0
 stats
 CPU In Out Uptime Users FPS Players
 3.00 0.00 0.00 822 92 495.29 0
 stats
 CPU In Out Uptime Users FPS Players
 3.33 0.00 0.00 822 92 495.29 0
 - - - - - - - -

 I use arrowup to send the stats-command so the interval is about 0.5 sec
 between each execution.
 I always get a drop down to around 5-10 fps then it immediately goes
back
 to
 normal. No specific interval between the drops, they seem to come at
 random.
 With players online it drops more frequantly and the CPU usage is
 sometimes
 redicilously high, up to 80%.

 Apache/MySQL/PHP also running on the server and nothing more.

 Any ideas?!



 /Mathias
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[hlds_linux] HLDS server hosting

2006-01-24 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey people :),

I wonder, how much illegal is alowing illegal players (who didn't bought the 
game) to join the server? Has VALVe any copyright thing about using edited 
server binaries? Has anyone heard something about that?Nothing personal, just 
searching for a wayt to close some illegal servers :).

Evaldas,
Lemita Computers, Lithuania
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Re: [hlds_linux] sv_unlag

2006-01-21 Thread Evaldas Žilinskas

Thank you. So what's the problem for me, you would ask. The problem is, that
players on my server to often die, when they are already out of firing
range, so I decided to find something about this unlag system.

- Original Message -
From: Peter Kirby [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Friday, January 20, 2006 8:00 PM
Subject: Re: [hlds_linux] sv_unlag


On 20/01/06, Evaldas Žilinskas [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello again,

Can anyone tell the right meaning of the sv_unlag?


Well we wish it was sv_unlag 1 to remove all lag from the server ;)

Really it should always be on (maybe not if you're playing on a
seriously low ping LAN).

Setting sv_unlag to 0 should have the same effect as setting cl_lc 0
on all clients. The server would not bother calculating for lag
compensation (e.g. most people's shots wouldn't register because they
would be 50 or so ms behind real time).

e.g. Usually when you shoot at someone on your screen (the client)
your crosshair is on the other player's head. But when you hit fire,
the command is sent. During which the play has moved on. Most of the
time by the time the command gets to the server that player would have
moved on (hence the player would see no hit). What actually happens
(when unlag is 1) is that the server checks the history for both you
and the player at the time you hit fire (I don't know if it uses ping
or whether with the fire command the client sends the server frame
number IT was receiving at the time for comparison) to decide if you
made a hit or not. This is why sometimes you die when you KNEW you
made it out of firing range ;)

Better to leave it on and let clients decide which they prefer.
Something worth playing with might be sv_maxunlag. It defines the
maximum number of seconds the server will compensate upto. I think by
default this is 0.5 (500ms). If you are catering only for DSL you
could lower this. I am not sure whether a lower value would translate
to less taxing CPU workloads. I've never bothered changing from
default.
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[hlds_linux] sv_unlag

2006-01-19 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello again,

Can anyone tell the right meaning of the sv_unlag?


Evaldas Žilinskas
Lemita Computers, Lithuania
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Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL

2006-01-01 Thread Evaldas Žilinskas

I think, that banners are blocked by the Steam client. I did some tests and
older versions of Counter-Strike can see this banner, when downloading
files.

- Original Message -
From: Interpret This [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, January 01, 2006 11:53 PM
Subject: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL



--
[ Picked text/plain from multipart/alternative ]
I would also like to see the downloadurl banner implemented again. Game
server hosting companies would be more likely to setup the sv_downloadurl
feature for their clients if they can get a little back in advertising.

Valve we need this feature back. It would be good for the community.

While your at it you could hide our sv_downloadurl path. No one likes
leechers.

On 12/29/05, Mike Beane [EMAIL PROTECTED] wrote:


This came up and unfortunately died back in May.  I still think a
secondary banner spot, below the VAC symbol area would be a good
solution.

- Mike

Mike Beane wrote:
 Perhaps a secondary banner spot, below the Source content server
 banner,
 would be a common ground solution on this?


Evaldas Zilinskas wrote:

 It will not work. VAVe has disabled this stuff.

 - Original Message -
 From: Pedro Salicrup [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, December 29, 2005 2:16 AM
 Subject: Re: [hlds_linux] Content-Hosting-Banner for DOWNLOAD_URL


 It doesnt work for me either






--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.371 / Virus Database: 267.14.9/216 - Release Date:
12/29/2005


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[hlds_linux] Wrong IDs

2005-12-28 Thread Evaldas Žilinskas

There is some **it going on with the 3327 release. People are using wrong
user IDs. For example today I got number 69... but really my ID is 03...
Later I figered out, that 69... is one's of my server players. So, i gave my
server a rolback to 3213 and server is showing correct IDs again.

So v29 version of HLDS is pease of... (you know what). Need to do some
fixing and fast, because not everyone backs up their server files like me.
Otherwise, VAC can ban wrong IDs too. If I can get wrong ID and get banned,
I think that VAC will ban ID that I'm using, so really VAC will ban someone
that didn't cheat.


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Re: RE:[hlds_linux] Choke Engine CPU High

2005-12-15 Thread Evaldas Žilinskas

What do you mean tweaked. That info would be usefull for my server too :)

- Original Message -
From: Pedro Salicrup [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, December 15, 2005 8:17 PM
Subject: Re: RE:[hlds_linux] Choke  Engine CPU High



--
[ Picked text/plain from multipart/alternative ]
Could you tell us what tweaks you did?

On 12/15/05, Matt Leonhardt [EMAIL PROTECTED] wrote:


I had high loads 20-40% on the CPU usage. We tweaked our linux kernels a
bit. rebooted, every server ran smoothly after that.

- Original Message -
From: Xavier Kerestesy [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, December 15, 2005 8:59 AM
Subject: RE:[hlds_linux] Choke  Engine CPU High


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Same here, I've been rebuilding my kernels and all trying to resolve
this
 issue.  This is killing my reputation and business.  Is everyone with
this
 issue using Linux or both Windows and Linux?



 Xavier






 Yes i do. I focussed on network problems until i read this.
 All i can say is that we have large spike in choke too with our HLDS
 Server, despite overall cpu load at 30-40%. On the same machine are
 some
 SRDS working smoothly at same time.



 -Urspr=FCngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von flags
 Gesendet: Donnerstag, 15. Dezember 2005 08:32
 An: hlds_linux@list.valvesoftware.com
 Betreff: [hlds_linux] Choke  Engine CPU High


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is anyone else seeing large spikes in choke, and Game Engine shows 99%
 CPU usage even though ssh top shows the engine only using 20-30%?  We
 did not have this problem before December, was there an update that has
 caused this? I know we tried older kernels and do not see any
 difference.  There is not problem with the network, as the other games
 that have always ran on the servers, run smoothly.  Does anyone have
 suggestions or ideas?
 --



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Re: RE:[hlds_linux] Choke Engine CPU High

2005-12-15 Thread Evaldas Žilinskas

Ou, well it will be hard to do that over SSH :). But I don't have any
problems with my Suse 9.1 (it's old built as, you know, but works great).

- Original Message -
From: Xavier Kerestesy [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, December 15, 2005 9:04 PM
Subject: RE: RE:[hlds_linux] Choke  Engine CPU High


I've done some tweaking as well and have gotten some improvement.  Really we
are changing some core settings, which require recompiling the OS.  I don't
recommend this for the everyday person, as there are some major
consequences.  Instead, we need to have the developers investigate and fix
the issue for everyone.

Xavier




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Evaldas
Žilinskas
Sent: Thursday, December 15, 2005 10:44 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: RE:[hlds_linux] Choke  Engine CPU High

What do you mean tweaked. That info would be usefull for my server too :)

- Original Message -
From: Pedro Salicrup [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, December 15, 2005 8:17 PM
Subject: Re: RE:[hlds_linux] Choke  Engine CPU High



--
[ Picked text/plain from multipart/alternative ]
Could you tell us what tweaks you did?

On 12/15/05, Matt Leonhardt [EMAIL PROTECTED] wrote:


I had high loads 20-40% on the CPU usage. We tweaked our linux kernels a
bit. rebooted, every server ran smoothly after that.

- Original Message -
From: Xavier Kerestesy [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, December 15, 2005 8:59 AM
Subject: RE:[hlds_linux] Choke  Engine CPU High


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Same here, I've been rebuilding my kernels and all trying to resolve
this
 issue.  This is killing my reputation and business.  Is everyone with
this
 issue using Linux or both Windows and Linux?



 Xavier






 Yes i do. I focussed on network problems until i read this.
 All i can say is that we have large spike in choke too with our HLDS
 Server, despite overall cpu load at 30-40%. On the same machine are
 some
 SRDS working smoothly at same time.



 -Urspr=FCngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von flags
 Gesendet: Donnerstag, 15. Dezember 2005 08:32
 An: hlds_linux@list.valvesoftware.com
 Betreff: [hlds_linux] Choke  Engine CPU High


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Is anyone else seeing large spikes in choke, and Game Engine shows 99%
 CPU usage even though ssh top shows the engine only using 20-30%?  We
 did not have this problem before December, was there an update that has
 caused this? I know we tried older kernels and do not see any
 difference.  There is not problem with the network, as the other games
 that have always ran on the servers, run smoothly.  Does anyone have
 suggestions or ideas?
 --



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 please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux



 --



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[hlds_linux] bzip2 compression on HLDS

2005-09-04 Thread Evaldas Žilinskas
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

SRCDS servers use *.bzip2 for custom files compression. And I see, that you can 
put them into HTTP server for fast downloading. So it means: download small 
files really fast. But how about HLDS? There are *.ztmp compression for 
standart download method but no way to use this compression on HTTP for fast 
downloading. Is there a way to use *.ztmp with sv_downloadurl and lower 
bandwitch usage, or is there a chance to get bzip2/ztmp compression working for 
HLDS servers? Lots of todays custom CS maps are big (up to 8MB) and WAD fles 
are huge.

---
Evaldas Žilinskas
Lemita Computers, Lithuania
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