Re: [hlds_linux] Remote Desktop Connection for SUSE 10.0

2005-10-15 Thread Jason L. Schwab

realvnc.com

Genocidal wrote:


--
[ Picked text/plain from multipart/alternative ]
Hi, I recently just installed SUSE Linux 10.0 on my server box that I own.
The only problem with this is that if I need to do something with the server
I have to run all the way down to my basement and do it from there. Are
there any programs for linux to allow a Windows XP client to remotely
connect to that server like Windows has its own RDC?

I would greatly appreciate all your help.

Thank you,

~TG
--

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Re: [hlds_linux] Source Engine and ASCII Charts

2005-10-05 Thread Jason L. Schwab

As far as psychostats displaying goes, I found a nice mod for
psychostats, that came with a theme, that actually displays theese
characters properly in your web browsers (tested in IE and Firefox).

You can view mine here:

http://stats.computer-core.com/psychostats/70.86.84.222_27015/index.php

If you look thro some of them, theres a ton of people with those chars,
including my own clan's tag.

-Jason


K1ll3rD wrote:


Actually i did see users in the game with this type of names.

K


- Original Message -
From: "Vapok" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 05, 2005 1:56 PM
Subject: RE: [hlds_linux] Source Engine and ASCII Charts


Alfred,

I understand that, and actually my telnet does support UTF-8.  I'm using
Putty.  What I'm trying to explain is that the log files seem to not
display
this correctly, either in HLSW, Psychostats, or other log parsers.

Is there a way to turn off the UTF-8 support?

-Pete

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Wednesday, October 05, 2005 12:41 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Source Engine and ASCII Charts

That is a UTF-8 string, you need to get a telnet client that supports
UTF-8
(most do these days). We support fully localized names in the Source
engine,
it is very useful if your native tongue isn't english.



- Alfred



-Original Message-

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vapok

Sent: Wednesday, October 05, 2005 10:22 AM

To: hlds_linux@list.valvesoftware.com

Subject: [hlds_linux] Source Engine and ASCII Charts



This is a multi-part message in MIME format.

--

[ Picked text/plain from multipart/alternative ]

I have a question directed more towards the developers over at Valve.







I can’t seem to recall it being that big of a problem in CS Source,
however,
since the release of Day of Defeat: Source, our server along with several
other servers that we affiliate with have been seeing a rising trend
in the
use of ASCII characters and extended letters.







We are seeing names in the logs that look like this:







:ĶōĐ:РόҜΣСђΘṗ:..:







Now obviously, this is NOT the name of the person playing… instead
they used
special letters that apparently the User Interface of the client of DoD
source supports, but the server side logging and what not do NOT.
This will
have a direct impact because of the use of Psychostats and other log
parsers
that read through the server log files to generate statistics and other
valuable information.







In addition, there are several characters that cause the console on the
Linux side to get royally messed up and even change to where nothing is
readable and you have to close the console (i.e. restart the server)
to get
it fixed.  Also, extra line breaks in the log files are also being seen
adding to the mess.







Is there any way that we can either 1) limit the use of the extended
ASCII
codes, or 2) add in support to the log files and console to actually
support
the characters?







I know that for the most part we’re talking about a font issue… But it’s
causing some problems for server admins such as myself.







Thanks







-Pete











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Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-30 Thread Jason L. Schwab
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
It's -tickrate, and my dods server by default reports 66 as well.

JCHost.net - Support wrote:

>Curious,
>
>Are the dod:s defaulting to a 66 tickrate or a 33 tickrate.  I have a server
>setup running mani admin and no -tickrate settings at runtime.  Mani still
>shows 66 tickrate for adverts using the [TICKRATE] flag.  ?  Just curious do
>I use -tickrate or +tickrate when setting?
>
>JC
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
>Sent: Thursday, September 29, 2005 6:10 PM
>To: hlds_linux@list.valvesoftware.com
>Subject: Re: [hlds_linux] Settings suggestions for 32 player DOD:S
>
>--
>[ Picked text/plain from multipart/alternative ]
>If he means what I think he does by 1.4, he's incorrect (unless set
>specifically in kernel, or a certain few dists which you don't have), so
>thats irrelevant (again unless I misunderstand what is being implied). HT is
>something people need to get their heads around better and cpu reporting
>etc.
>
>On 9/29/05, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
>
>
>>On Thu, 2005-09-29 at 18:16 -0400, [EMAIL PROTECTED] wrote:
>>
>>
>>>Umm...comment.
>>>
>>>[...]End result, you
>>>can't run big servers with the HL2 engine no matter your hardware or
>>>
>>>
>>network
>>
>>
>>>settings as it's the core of the engine itself that can't handle it's
>>>workload in a single-threaded process.[...]
>>>
>>>
>>That sounds quite likely. Seeing as the hl1 engine now has threads for
>>vac and steam as well as the game proper, I guess we can expect
>>something similar in the near future for the hl2 engine.
>>
>>Cheers
>>Andrew
>>
>>
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,
>>please visit:
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>>
>>
>>
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Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-29 Thread Jason L. Schwab

Yeah its not a problem with the system, its confirmed to be with certain
maps that so much crap on them.

Gary wrote:


You're going to have to disable it in the bios, not in the kernel. HT
isn't really going to help or hurt in your case (disabling it won't
really hurt anything, as it's still not considered a physical cpu)

If you really want to run at full speed, get an irwindale intel cpu,
the more L2, the better under load.

At 04:47 PM 9/29/2005, Jason L. Schwab wrote:


First off, thanks everyone for the replies.

I do have SMP and HP enabled, as some of you asked.
I have tried 100 tickrate, versus 33 and 66, makes no difference, seems
100 is best though.
The machine has 2 gigs of physical DDR ram (ecc registered unbuffered)

I will go ahead and try making the heapsize 256megs instead of the
defaults.

I'll post back the results of it running 32 players, with 256megs of
heapsize under tickrate of 100.

As far as disabling HT, I have considered that, I did that with the
2.4.X kernel, didn't seem todo a whole lot as far as performance
differences, but actually run worse honestly, I haven't tried on the 2.6
kernel, though, maybe I will.

It'll be full tonight i'm sure, always is, so thanks again guys.

-Jason

Deacon @[dgx] wrote:


We're running two 32 player DOD servers. One on  CentOS 4.x and the
other
on  Fedora Core RC3.

Here is our starup info:

Start command (Was using heapsize of 512000, but memory never seems
to be
the issue...at least not yet.

./srcds_run -game dod +ip x.x.x.x +port x -heapsize 256000 -dll
addons/mani_admin_plugin_i486.so -secure +maxplayers 32 +map
dod_avalanche -tickrate 100 +fps_max 600 +exec server.cfg
-autoupdate -pidfile dod.pid & > /dev/null

Crontab
*/5 * * * * renice -5 `cat //dod/dod.pid` >/dev/null 2>&1


With the server at 31/32 (reserved slot empty) we have the following:
 PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
26219 dod1  10  -5  176m 107m 9484 S 81.2 10.8  25:09.27 srcds_amd

We never seem to have memory issues... just CPU issues.

We're running our servers on AMD 3000+ Barton Procs w/ 1 GB RAM and
1 80
GB 10K RPM HDD.  We have one server using 100 mbps eth int and the
other
using 10 mbps eth int.  Using 10 or 100 mbps ints doesn't seem to
make a
difference.

Here is our server.cfg.  Any suggestions on how to improve our
performance?

//---
//  Server Hostname
//---

// hostname "Customer Name - Maintenance"
hostname "Customer Name"

//---
//  Server Location
//---

sv_lan 0// Change it to 1 if you want a LAN
only
Server
sv_region 1 // contact & geo 0=US East , 1=US
West, 2=
S. America, 3=Europe, 4=Asia, 5=Australia, 6=Middle East, 7=Africa and
255=world.
sv_contact ""   // Server contact name / url / email

//---
//  Server Passwords
//---

rcon_password  ""   //Sets RCON Password
for
server
// sv_password ""   //Sets public/private
password
//sv_spectator_password ""  //Sets Spectator Password
sv_rcon_minfailures 2   // # of failures needed
before ban
sv_rcon_minfailuretime 600  // amount of time (seconds)
failed
rcon attempts must occur within for the ban to be applied
sv_rcon_banpenalty 300  // minutes to ban. 300 = 5
hours.
sv_rcon_maxfailures 4   // similar to
sv_rcon_minfailures,
Any IP that fails 3 rcon authentications

//---
//  Server Physics
//---

sv_rollangle 0
mp_facefronttime 600
mp_flashlight 1
sv_turbophysics 0   // (Default 0)
sv_stopspeed 100// Minimum stopping speed when on ground
(default
100)
sv_friction 4   // world friction (default 4)
sv_gravity 800  // world gravity (default 800)
sv_waterfriction 1  // world water friction (default 1)
sv_accelerate 10// (Deault 10)
sv_airaccelerate 10 // (Deault 10)
sv_wateraccelerate 10   // (Deault 10)
sv_maxspeed 320 // max player speed (default 320)
sv_stepsize 18  // player stepsize - dont mess with this
(default
18)

//---
//  Server Time & Play Limits
//---

mp_winlimit 0   // Number of captures before map restart
mp_friendlyfire 0   // 1= On 0 = Off
mp_timelimit 45 // 30 minutes a map
mp_fraglimit 180// set fraglimit before mapchange (Default 0)
//mp_warmup_time 30 // 30 seconds of warmup time (ak

Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-29 Thread Jason L. Schwab
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Yeah I have noticed that it has alot todo with cs_assault, as I only get
max 50fps in it, versus over 150fps on other maps.

Just for the ehck of it, I had all 32 people play on de_aztec,
absolutely zero lag. Its an issue with the engine and map.

Which is what I honestly thought the entire time, but i wanted to
confirm it. So this does confirm it, i'm going to just keep it at 28.

Things seem to be ok at 28 players.

As far as using the "1.4", the srcds_i686 hopes all around all 4 logical
cpus, but yes I am aware of intel's "cool" partitioning of the processors.

Thanks for othe confirmation information.

[EMAIL PROTECTED] wrote:

>Umm...comment.
>
>You're actually using a 1.4 to run your server and the game engine is
>choking out. We see the same FPS drops on 32 slot servers and we're running
>dual core Opterons with plenty of CPU and RAM to spare. It's not the
>systemit's the game engine choking on itself. We dropped all of our
>servers to 24 slots and all seems to work well. Understand additionally that
>we're not running Linux but the Enterprise Server of Win2k3 but am posting
>here to confirm your experiences even on more powerful hardware. Based on
>that you can take out of the equation all things that don't match and that
>leaves only one common item.the game engine itself. Whoever in Valve
>that called it "release" quality should be fired as well as the idiot that
>hired him. The game has so much eye-candy and movable objects that the
>single-threaded game engine is shitting it's pants. Need proof? Fire up a
>server at 32 slots and closely monitor the engine's FPS. The proof is in the
>diagnostics. I seriously doubt developers at Valve use the hardware we do
>and we're probably not the best as there are still 275s out there. I'd like
>to know who ran the servers in Valve that supported 32 players any more than
>the 24 we dropped ours down to and find out how it had done it if at all.
>The engine supposedly supports 64 players and nothing coming out of Valve
>using the HL2 engine is even close to capable of doing it. At least have the
>responsibility to state to the public that the engine is more capable than
>the games that are being coded for it and or vice versa. End result, you
>can't run big servers with the HL2 engine no matter your hardware or network
>settings as it's the core of the engine itself that can't handle it's
>workload in a single-threaded process. Too many factors to crunch when you
>have 30+ players shooting cans, throwing nades that tweak a client's visual
>impression of the world, barrels that fall over with their own physics and
>the list could go on for another 30 lines I'm sure. The game should be
>playable FIRSTand look good second. The developers seem to have it the
>wrong way around.
>
>
>
>Ray S.
>
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
>Schwab
>Sent: Thursday, September 29, 2005 5:39 PM
>To: hlds_linux@list.valvesoftware.com
>Subject: Re: [hlds_linux] Settings suggestions for 32 player DOD:S
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Good question, I actually hadn't checked the load averages, i'll keep an
>eye on that too.
>
>I know i've heard the warnings about 100 tickrate and using alot of cpu,
>but I have plently of cpu!
>
>
>
>Ian mu wrote:
>
>
>
>>--
>>[ Picked text/plain from multipart/alternative ]
>>I think I can recall 100tick not being recommended for 32 slot servers,
>>however I'm not entirely sure of the full reasoning behind that if there is
>>enough cpu available. Could it be its hitting some cap of how much data it
>>can send within the maxrate?
>>Just wondering is the fps dropping when you do a stats command, whats the
>>"load" on the server in the top right corner of top when its laggy?
>>
>>On 9/29/05, Jason L. Schwab <[EMAIL PROTECTED]> wrote:
>>
>>
>>
>>
>>>Ok, my srcds's by default with no one playing on them use 0% cpu, and
>>>140 to 160 megs of ram. Not 64.
>>>
>>>I told my one 24/7 cs_assault server -heapsize 256000 and it's still
>>>only using 140 megs right now, is it supposed to go ahead and hold onto
>>>all 256megs, or it will just use that when it needs to? Just wondering...
>>>
>>>As far as what I reported earlier on cpu usage, thats on 1 of the 4
>>>logical cpus, not on the overall. The overall of the 

Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-29 Thread Jason L. Schwab
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Good question, I actually hadn't checked the load averages, i'll keep an
eye on that too.

I know i've heard the warnings about 100 tickrate and using alot of cpu,
but I have plently of cpu!



Ian mu wrote:

>--
>[ Picked text/plain from multipart/alternative ]
>I think I can recall 100tick not being recommended for 32 slot servers,
>however I'm not entirely sure of the full reasoning behind that if there is
>enough cpu available. Could it be its hitting some cap of how much data it
>can send within the maxrate?
> Just wondering is the fps dropping when you do a stats command, whats the
>"load" on the server in the top right corner of top when its laggy?
>
> On 9/29/05, Jason L. Schwab <[EMAIL PROTECTED]> wrote:
>
>
>>Ok, my srcds's by default with no one playing on them use 0% cpu, and
>>140 to 160 megs of ram. Not 64.
>>
>>I told my one 24/7 cs_assault server -heapsize 256000 and it's still
>>only using 140 megs right now, is it supposed to go ahead and hold onto
>>all 256megs, or it will just use that when it needs to? Just wondering...
>>
>>As far as what I reported earlier on cpu usage, thats on 1 of the 4
>>logical cpus, not on the overall. The overall of the 4 is about 10 to 20%.
>>
>>I do have quite a few other srcds (6) running but there all usually 0%
>>cpu and 140megs of ram, ie doing nothing.
>>
>>-Jason
>>
>>Jason L. Schwab wrote:
>>
>>
>>
>>>First off, thanks everyone for the replies.
>>>
>>>I do have SMP and HP enabled, as some of you asked.
>>>I have tried 100 tickrate, versus 33 and 66, makes no difference, seems
>>>100 is best though.
>>>The machine has 2 gigs of physical DDR ram (ecc registered unbuffered)
>>>
>>>I will go ahead and try making the heapsize 256megs instead of the
>>>defaults.
>>>
>>>I'll post back the results of it running 32 players, with 256megs of
>>>heapsize under tickrate of 100.
>>>
>>>As far as disabling HT, I have considered that, I did that with the
>>>2.4.X kernel, didn't seem todo a whole lot as far as performance
>>>differences, but actually run worse honestly, I haven't tried on the 2.6
>>>kernel, though, maybe I will.
>>>
>>>It'll be full tonight i'm sure, always is, so thanks again guys.
>>>
>>>-Jason
>>>
>>>Deacon @[dgx] wrote:
>>>
>>>
>>>
>>>>We're running two 32 player DOD servers. One on CentOS 4.x and the
>>>>other
>>>>on Fedora Core RC3.
>>>>
>>>>Here is our starup info:
>>>>
>>>>Start command (Was using heapsize of 512000, but memory never seems
>>>>to be
>>>>the issue...at least not yet.
>>>>
>>>>./srcds_run -game dod +ip x.x.x.x +port x -heapsize 256000 -dll
>>>>addons/mani_admin_plugin_i486.so -secure +maxplayers 32 +map
>>>>dod_avalanche -tickrate 100 +fps_max 600 +exec server.cfg -autoupdate
>>>>-pidfile dod.pid & > /dev/null
>>>>
>>>>Crontab
>>>>*/5 * * * * renice -5 `cat //dod/dod.pid` >/dev/null 2>&1
>>>>
>>>>
>>>>With the server at 31/32 (reserved slot empty) we have the following:
>>>>PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
>>>>26219 dod1 10 -5 176m 107m 9484 S 81.2 10.8 25:09.27 srcds_amd
>>>>
>>>>We never seem to have memory issues... just CPU issues.
>>>>
>>>>We're running our servers on AMD 3000+ Barton Procs w/ 1 GB RAM and 1
>>>>
>>>>
>>80
>>
>>
>>>>GB 10K RPM HDD. We have one server using 100 mbps eth int and the other
>>>>using 10 mbps eth int. Using 10 or 100 mbps ints doesn't seem to make a
>>>>difference.
>>>>
>>>>Here is our server.cfg. Any suggestions on how to improve our
>>>>performance?
>>>>
>>>>//---
>>>>// Server Hostname
>>>>//---
>>>>
>>>>// hostname "Customer Name - Maintenance"
>>>>hostname "Customer Name"
>>>>
>>>>//---
>>>>// Server Location
>>>>//---
>>>>
>>>>s

Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-29 Thread Jason L. Schwab

Ok, my srcds's by default with no one playing on them use 0% cpu, and
140 to 160 megs of ram. Not 64.

I told my one 24/7 cs_assault server -heapsize 256000 and it's still
only using 140 megs right now, is it supposed to go ahead and hold onto
all 256megs, or it will just use that when it needs to? Just wondering...

As far as what I reported earlier on cpu usage, thats on 1 of the 4
logical cpus, not on the overall. The overall of the 4 is about 10 to 20%.

I do have quite a few other srcds (6)  running but there all  usually 0%
cpu and 140megs of ram, ie doing nothing.

-Jason

Jason L. Schwab wrote:


First off, thanks everyone for the replies.

I do have SMP and HP enabled, as some of you asked.
I have tried 100 tickrate, versus 33 and 66, makes no difference, seems
100 is best though.
The machine has 2 gigs of physical DDR ram (ecc registered unbuffered)

I will go ahead and try making the heapsize 256megs instead of the
defaults.

I'll post back the results of it running 32 players, with 256megs of
heapsize under tickrate of 100.

As far as disabling HT, I have considered that, I did that with the
2.4.X kernel, didn't seem todo a whole lot as far as performance
differences, but actually run worse honestly, I haven't tried on the 2.6
kernel, though, maybe I will.

It'll be full tonight i'm sure, always is, so thanks again guys.

-Jason

Deacon @[dgx] wrote:


We're running two 32 player DOD servers. One on  CentOS 4.x and the
other
on  Fedora Core RC3.

Here is our starup info:

Start command (Was using heapsize of 512000, but memory never seems
to be
the issue...at least not yet.

./srcds_run -game dod +ip x.x.x.x +port x -heapsize 256000 -dll
addons/mani_admin_plugin_i486.so -secure +maxplayers 32 +map
dod_avalanche -tickrate 100 +fps_max 600 +exec server.cfg -autoupdate
-pidfile dod.pid & > /dev/null

Crontab
*/5 * * * * renice -5 `cat //dod/dod.pid` >/dev/null 2>&1


With the server at 31/32 (reserved slot empty) we have the following:
 PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
26219 dod1  10  -5  176m 107m 9484 S 81.2 10.8  25:09.27 srcds_amd

We never seem to have memory issues... just CPU issues.

We're running our servers on AMD 3000+ Barton Procs w/ 1 GB RAM and 1 80
GB 10K RPM HDD.  We have one server using 100 mbps eth int and the other
using 10 mbps eth int.  Using 10 or 100 mbps ints doesn't seem to make a
difference.

Here is our server.cfg.  Any suggestions on how to improve our
performance?

//---
//  Server Hostname
//---

// hostname "Customer Name - Maintenance"
hostname "Customer Name"

//---
//  Server Location
//---

sv_lan 0// Change it to 1 if you want a LAN only
Server
sv_region 1// contact & geo 0=US East , 1=US West, 2=
S. America, 3=Europe, 4=Asia, 5=Australia, 6=Middle East, 7=Africa and
255=world.
sv_contact ""// Server contact name / url / email

//---
//  Server Passwords
//---

rcon_password  ""//Sets RCON Password for
server
// sv_password ""//Sets public/private
password
//sv_spectator_password ""//Sets Spectator Password
sv_rcon_minfailures 2// # of failures needed before ban
sv_rcon_minfailuretime 600// amount of time (seconds) failed
rcon attempts must occur within for the ban to be applied
sv_rcon_banpenalty 300// minutes to ban. 300 = 5 hours.
sv_rcon_maxfailures 4// similar to sv_rcon_minfailures,
Any IP that fails 3 rcon authentications

//---
//  Server Physics
//---

sv_rollangle 0
mp_facefronttime 600
mp_flashlight 1
sv_turbophysics 0   // (Default 0)
sv_stopspeed 100// Minimum stopping speed when on ground
(default
100)
sv_friction 4   // world friction (default 4)
sv_gravity 800  // world gravity (default 800)
sv_waterfriction 1  // world water friction (default 1)
sv_accelerate 10// (Deault 10)
sv_airaccelerate 10 // (Deault 10)
sv_wateraccelerate 10   // (Deault 10)
sv_maxspeed 320 // max player speed (default 320)
sv_stepsize 18  // player stepsize - dont mess with this
(default
18)

//---
//  Server Time & Play Limits
//---

mp_winlimit 0   // Number of captures before map restart
mp_friendlyfire 0   // 1= On 0 = Off
mp_timelimit 45 // 30 minutes a map
mp_fraglimit 180// set fraglimit before mapchange (Default 0)
//mp_warmup_time 

Re: [hlds_linux] Settings suggestions for 32 player DOD:S

2005-09-29 Thread Jason L. Schwab

First off, thanks everyone for the replies.

I do have SMP and HP enabled, as some of you asked.
I have tried 100 tickrate, versus 33 and 66, makes no difference, seems
100 is best though.
The machine has 2 gigs of physical DDR ram (ecc registered unbuffered)

I will go ahead and try making the heapsize 256megs instead of the defaults.

I'll post back the results of it running 32 players, with 256megs of
heapsize under tickrate of 100.

As far as disabling HT, I have considered that, I did that with the
2.4.X kernel, didn't seem todo a whole lot as far as performance
differences, but actually run worse honestly, I haven't tried on the 2.6
kernel, though, maybe I will.

It'll be full tonight i'm sure, always is, so thanks again guys.

-Jason

Deacon @[dgx] wrote:


We're running two 32 player DOD servers. One on  CentOS 4.x and the other
on  Fedora Core RC3.

Here is our starup info:

Start command (Was using heapsize of 512000, but memory never seems to be
the issue...at least not yet.

./srcds_run -game dod +ip x.x.x.x +port x -heapsize 256000 -dll 
addons/mani_admin_plugin_i486.so -secure +maxplayers 32 +map dod_avalanche -tickrate 
100 +fps_max 600 +exec server.cfg -autoupdate -pidfile dod.pid & > /dev/null

Crontab
*/5 * * * * renice -5 `cat //dod/dod.pid` >/dev/null 2>&1


With the server at 31/32 (reserved slot empty) we have the following:
 PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
26219 dod1  10  -5  176m 107m 9484 S 81.2 10.8  25:09.27 srcds_amd

We never seem to have memory issues... just CPU issues.

We're running our servers on AMD 3000+ Barton Procs w/ 1 GB RAM and 1 80
GB 10K RPM HDD.  We have one server using 100 mbps eth int and the other
using 10 mbps eth int.  Using 10 or 100 mbps ints doesn't seem to make a
difference.

Here is our server.cfg.  Any suggestions on how to improve our
performance?

//---
//  Server Hostname
//---

// hostname "Customer Name - Maintenance"
hostname "Customer Name"

//---
//  Server Location
//---

sv_lan 0// Change it to 1 if you want a LAN only
Server
sv_region 1 // contact & geo 0=US East , 1=US West, 2=
S. America, 3=Europe, 4=Asia, 5=Australia, 6=Middle East, 7=Africa and
255=world.
sv_contact "" // Server contact name / url / email

//---
//  Server Passwords
//---

rcon_password  "" //Sets RCON Password for
server
// sv_password "" //Sets public/private
password
//sv_spectator_password ""//Sets Spectator Password
sv_rcon_minfailures 2   // # of failures needed before ban
sv_rcon_minfailuretime 600  // amount of time (seconds) failed
rcon attempts must occur within for the ban to be applied
sv_rcon_banpenalty 300  // minutes to ban. 300 = 5 hours.
sv_rcon_maxfailures 4   // similar to sv_rcon_minfailures,
Any IP that fails 3 rcon authentications

//---
//  Server Physics
//---

sv_rollangle 0
mp_facefronttime 600
mp_flashlight 1
sv_turbophysics 0   // (Default 0)
sv_stopspeed 100// Minimum stopping speed when on ground (default
100)
sv_friction 4   // world friction (default 4)
sv_gravity 800  // world gravity (default 800)
sv_waterfriction 1  // world water friction (default 1)
sv_accelerate 10// (Deault 10)
sv_airaccelerate 10 // (Deault 10)
sv_wateraccelerate 10   // (Deault 10)
sv_maxspeed 320 // max player speed (default 320)
sv_stepsize 18  // player stepsize - dont mess with this (default
18)

//---
//  Server Time & Play Limits
//---

mp_winlimit 0   // Number of captures before map restart
mp_friendlyfire 0   // 1= On 0 = Off
mp_timelimit 45 // 30 minutes a map
mp_fraglimit 180// set fraglimit before mapchange (Default 0)
//mp_warmup_time 30 // 30 seconds of warmup time (aka insult time)
mp_autocrosshair 0  // 1= On 0 = Off
mp_flashlight 1 // 1= On 0 = Off
mp_allowNPCs 0  // 1= On 0 = Off - allow bots
sv_alltalk 0// teamplay talk all (1) or team only (0)
sv_voiceenable 1// enable voice on server
sv_pausable 0   // disable pause on server (set this to 0 always)
sv_cheats 0 // disable cheats (set this to 0 always)
sv_allowupload 0// allow players to upload sprays (default 1)
sv_allowdownload 1  // allow sprays and map content to be downloaded
(default 1)
decalfrequency 30   // how often players can spray tags (default 10

[hlds_linux] Settings suggestions for 32 player CS:S...

2005-09-29 Thread Jason L. Schwab

Heya guys (and gals?);

I run a very busy, 32 max player CS:S server running 24/7 cs_assault,
along with mani admin plugin.

When my CS:S server hits about 26, specially 27 or higher people, it
goes from being just fine, no lag, no problems, to tons of lag, everyone
is boucning around the map, lots of complaints, etc. Although, at 25
players its just fine, sometimes at 26 its fine.

I've messed around alot with the tickrate, minrate, maxrate's and other
stuff, and I just can't get it to stop lagging!

I closely monitor the cpu and ram usage around that period from 20+ to
28 players, and its about the same, never goes above about 45% cpu.
I also watch the "choke" in game according to net_graph 3, and theres no
joke its always at 0 or 1 for a second, and no one's pings go higher.

Here's the machine's details, incase you want to know:

Dual Xeon 2.8Ghz 800FSB w/ HT
Red Hat Enterprise Linux V3
Linux Kernel 2.6.13-2 (also tried the stock 2.4.X kernel).
SCSI HDD's

So the machine should have no troubles, and like I said the cpu usage is
low and doesn't spike or anything.

So if any one could suggest some settings to help me out here, i'd be
grateful!

Thank you all in advance!

-Jason L. Schwab
[EMAIL PROTECTED]


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Re: [hlds_linux] Query timeouts in DoD:S with HLSW

2005-09-29 Thread Jason L. Schwab
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ok, thanks guys, usually most software designers take down old versions.

Thanks though! I appreciate it.

Deacon @[dgx] wrote:

>You can download HLSW 43 on their website.  It's linked on the right menu
>on their main page or ftp://www.hlsw.org/downloads/hlsw/hlsw_1_0_0_43_setup.exe
>
>Hopefully the HLSW folks will update their app soon.  Especially with
>things like an updated logmod and Mani-Admin-Plugin support.
>
>-D
>
>
>On Thu, 29 Sep 2005, Jason L. Schwab wrote:
>
>
>
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>Ok thanks man, i'll install v 43 then, hmm, wonder whereI can get it?
>>
>>Would you mind putting up the hlsw.exe installer?
>>
>>thanks.
>>
>>
>>
>
>
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Re: [hlds_linux] Query timeouts in DoD:S with HLSW

2005-09-29 Thread Jason L. Schwab
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ok thanks man, i'll install v 43 then, hmm, wonder whereI can get it?

Would you mind putting up the hlsw.exe installer?

thanks.

Doug wrote:

>I just installed 44 and ran both versions at the same time.  I get the time
>outs in 44 but not 43 on all servers in my list.
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of K1LL3rD
>Sent: Thursday, September 29, 2005 8:47 AM
>To: hlds_linux@list.valvesoftware.com
>Subject: Re: [hlds_linux] Query timeouts in DoD:S with HLSW
>
>I have 44 and i haven't seen this on my server, i have been monitoring other
>servers which have produced the same timeouts.  I think this is more server
>related than HLSW related.  I can't remember where I read this but there is
>a config for the server related to monitoring.
>
>K
>
>- Original Message -
>From: "Doug" <[EMAIL PROTECTED]>
>To: 
>Sent: Thursday, September 29, 2005 9:28 AM
>Subject: RE: [hlds_linux] Query timeouts in DoD:S with HLSW
>
>
>
>
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>I don't get the time outs you show when I view your server with  version
>>43
>>of HLSW.  Must be a problem with version 44.  Does 44 support all the HLSW
>>commands like map change and stuff?  With 43 I can kick and talk in
>>console
>>but I can not view logs or change maps unless I do it all by command line.
>>
>>
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
>>Schwab
>>Sent: Thursday, September 29, 2005 8:16 AM
>>To: hlds_linux@list.valvesoftware.com
>>Subject: Re: [hlds_linux] Query timeouts in DoD:S with HLSW
>>
>>
>>
>>This is a multi-part message in MIME format.
>>
>>--
>>
>>[ Picked text/plain from multipart/alternative ]
>>
>>I'm running v1.0.0.44
>>
>>
>>
>>Doug wrote:
>>
>>
>>
>>
>>
>>>Which version of HLSW are you using?  I do not see this problem on our
>>>
>>>
>>DOD:S
>>
>>
>>
>>>server with HLSW but most of the controls in HLSW do not work either.  I
>>>am
>>>
>>>
>>>using HLSW v1.0.0.43.
>>>
>>>
>>>-Original Message-
>>>
>>>
>>>From: [EMAIL PROTECTED]
>>>
>>>
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
>>>
>>>
>>>Schwab
>>>
>>>
>>>Sent: Thursday, September 29, 2005 5:55 AM
>>>
>>>
>>>To: hlds_linux@list.valvesoftware.com
>>>
>>>
>>>Subject: Re: [hlds_linux] Query timeouts in DoD:S with HLSW
>>>
>>>
>>>I can confirm that I also had similiar problems when trying to use hlsw
>>>
>>>
>>>with my DOD:S server, earlier today (several hours ago), Although, I
>>>
>>>
>>>didn't spend very much time investigating, I basically had these exact
>>>
>>>
>>>same problems.
>>>
>>>
>>>PiTaGoRaS wrote:
>>>
>>>
>>>>This is a multi-part message in MIME format.
>>>>
>>>>
>>>>--
>>>>
>>>>
>>>>Hi,
>>>>
>>>>
>>>>We are having constant timeouts every few seconds while querying our new
>>>>
>>>>
>>>>DoD:S Servers. Playing is just fine, but status queries packets get
>>>>
>>>>
>>>timeouts
>>>
>>>
>>>>in a clear patten as you can see in the following screenshot from HLSW:
>>>>
>>>>
>>>>http://www.jotapeges.com/v5.1/show.php/44570_timeouts.JPG
>>>>
>>>>
>>>>Note that it doesn't happen, or at least not in such a significant way,
>>>>
>>>>
>>>when
>>>
>>>
>>>>the server is empty.
>>>>
>>>>
>>>>I know that HLDS provides a pair of vars to control de number of allowed
>>>>
>>>>
>>>>queries by second, max_queries_sec and max_queries_sec_global, but I'm
>>>>
>>>>
>>>>unable to find someting similar in SRCDS.
>>>>
>>>>
>>>>Any hint on how to fix?
>>>>
>>>>
>>>>Regards,
&g

Re: [hlds_linux] Query timeouts in DoD:S with HLSW

2005-09-29 Thread Jason L. Schwab
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm running v1.0.0.44

Doug wrote:

>Which version of HLSW are you using?  I do not see this problem on our DOD:S
>server with HLSW but most of the controls in HLSW do not work either.  I am
>using HLSW v1.0.0.43.
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
>Schwab
>Sent: Thursday, September 29, 2005 5:55 AM
>To: hlds_linux@list.valvesoftware.com
>Subject: Re: [hlds_linux] Query timeouts in DoD:S with HLSW
>
>I can confirm that I also had similiar problems when trying to use hlsw
>with my DOD:S server, earlier today (several hours ago), Although, I
>didn't spend very much time investigating, I basically had these exact
>same problems.
>
>PiTaGoRaS wrote:
>
>
>
>>This is a multi-part message in MIME format.
>>--
>>Hi,
>>
>>We are having constant timeouts every few seconds while querying our new
>>DoD:S Servers. Playing is just fine, but status queries packets get
>>
>>
>timeouts
>
>
>>in a clear patten as you can see in the following screenshot from HLSW:
>>
>>http://www.jotapeges.com/v5.1/show.php/44570_timeouts.JPG
>>
>>
>>Note that it doesn't happen, or at least not in such a significant way,
>>
>>
>when
>
>
>>the server is empty.
>>
>>I know that HLDS provides a pair of vars to control de number of allowed
>>queries by second, max_queries_sec and max_queries_sec_global, but I'm
>>unable to find someting similar in SRCDS.
>>
>>Any hint on how to fix?
>>
>>Regards,
>>
>>PiTaGoRaS
>>
>>--
>>[ winmail.dat of type application/ms-tnef deleted ]
>>--
>>
>>
>>___
>>To unsubscribe, edit your list preferences, or view the list archives,
>>
>>
>please visit:
>
>
>>http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>
>>
>>
>
>
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>
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>http://www.WinProxy.com/
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Re: [hlds_linux] Query timeouts in DoD:S with HLSW

2005-09-29 Thread Jason L. Schwab

I can confirm that I also had similiar problems when trying to use hlsw
with my DOD:S server, earlier today (several hours ago), Although, I
didn't spend very much time investigating, I basically had these exact
same problems.

PiTaGoRaS wrote:


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

We are having constant timeouts every few seconds while querying our new
DoD:S Servers. Playing is just fine, but status queries packets get timeouts
in a clear patten as you can see in the following screenshot from HLSW:

http://www.jotapeges.com/v5.1/show.php/44570_timeouts.JPG


Note that it doesn't happen, or at least not in such a significant way, when
the server is empty.

I know that HLDS provides a pair of vars to control de number of allowed
queries by second, max_queries_sec and max_queries_sec_global, but I'm
unable to find someting similar in SRCDS.

Any hint on how to fix?

Regards,

PiTaGoRaS

--
[ winmail.dat of type application/ms-tnef deleted ]
--


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Re: [hlds_linux] DoD:S error message on exec of banned configs

2005-09-28 Thread Jason L. Schwab

I also saw this on one of my client's servers. It wouldn't started,
because it kept saying the banned_user.cfg file was larger than 20mb,
for the time being I just removed and re-created the file, and that
didn't work, so i just deleted the files (he didn't have any bans yet
anyways) and that seems to have fixed it so but what is causing this?

His files also both where 0bytes, just created as blank files.

Christoph Franke wrote:


--
Hi there,

I get the following error message on my DoD:S Server:

exec banned_ip.cfg: file size larger than 20MB.
exec banned_user.cfg: file size larger than 20MB.

The funny thing is, both files are 0 byte in size and set to 0644, just
created with the touch command.

Regards

Christoph

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RE: [hlds_linux] DoD:S update, salivate or sleep?

2005-09-25 Thread Jason L. Schwab
I totally agree with you on this, we need some kind of an update from
valve here, so we at least know where we stand, with the client release
and the server release, although maybe both will be delayed? I hope not!

Although, maybe with all of the problems with the latest source engine
update, they are worried or checking into possible problems with dod
source as well as the ones we saw with CS:S.

Although, not everyone is having problems with the newest source engine
with CS:S, but they surely is a lot of them having the problems, so
something does need to be done about that too.

-Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan
Sorenson
Sent: Sunday, September 25, 2005 5:02 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] DoD:S update, salivate or sleep?

It's a quarter of 11pm Central Standard time right now,
yet hlds does not yet show a DoD:S game as an option.  I know Valve
has a release date of Monday 5pm CST.  I know, if Valve is anything
like the companies I've worked for, that developers are busy hammering
out bugs and new code and violating three laws of physics just to
come up with a miracle fix by release date and they'll patch it later,
managers are interrupting them every three to five minutes asking
for "status reports" and Gabe is probably chewing on his fingernails
at home while scribbling out revisions to a press release he hopes
he won't have to make.

It's crunch time, at Valve.  Everybody knows what it's like.

For the server admins, we're standing by ready to update and
launch.  Should we wait on pins and needles or grab some pillow
time and assume we'll have something to work with on Monday?

For that matter, can we get an update that at least allows
us to download the game content, even if the server isn't ready?
Valve won't release the clients until the server is ready, but why
not get the maps, sounds, models and such pre-downloaded by the
servers since that content is finalized?  Yes, it's an extra
revision to the code, but given the content is in final it's a
lot of implementation time that can be moved ahead of the first
release, which thus allows bug reports to come in much faster.

Which reminds me, welcome back from vacation Alfred!
I hope you had a wonderful, relaxing time, because I don't
envy what you're returning to.

- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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RE: [hlds_linux] DoD:S servers up -- how?

2005-09-25 Thread Jason L. Schwab
Yeap, I see 3.

I'm also on the win32 hlds mailing list now, and I've caught the end of
this on going on conversation it looks like, in steam, you can goto
dedicated soure server, and right there, DOD:S is listed, although I
can't get it to start, as I get a gameinfo.txt file error.

In the conversation that I'm monitoring on the win32 hlds mailing list,
evidently the only way to run a DOD:S server is going to be via a
windows server and via steam being installed.

I hope they plan to update the steam toolset for win32 and linux, for
one so us linux folks can run servers, and so the windows people don't
have to have steam installed, or this is going to really suck.

-Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, September 25, 2005 7:12 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DoD:S servers up -- how?

Quoting Alan Clegg <[EMAIL PROTECTED]>:

> * Andrew Smith <[EMAIL PROTECTED]>:
>
>> 2) How did you get the server list? What were you running to get
>>that list?
>>If you have a client that shows DoD:S what is it? I know DoD
>>will not show that.
>>So either you faked the list or you are doing something that
>>Valve may not be very happy about ...
>
> You are kidding, right?  Click "Steam", select "Servers", wait for the
8
> billion servers to populate, then sort by "Game".  Since it's Valve's
code, I
> doubt they have a problem with it.  Get a freaking clue.
>

I stand correct.  Sure enough.  There they are.

/p


This message was sent using IMP, the Internet Messaging Program.



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RE: [hlds_linux] Server and client failures

2005-09-23 Thread Jason L. Schwab
Yeah, I can't join that server, "server is out of date".

-Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Friday, September 23, 2005 3:05 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server and client failures

Not true! As you can see here: 82.96.91.10:27045
This one is running since 16 hours, so no update...



> Yes it is needed, a lot of people including my self, could not join
any
> of my servers because "server is out of date".
>
> -Jason


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RE: [hlds_linux] Server and client failures

2005-09-23 Thread Jason L. Schwab
Yes it is needed, a lot of people including my self, could not join any
of my servers because "server is out of date".

-Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Friday, September 23, 2005 2:47 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Server and client failures

The server update is not needed, you can connect with the update to a
not
updated server without any problem and vice versa. So, its better not to
update the servers yet until all bugs are fixed again.

> I haven't played CS:S since this update, but may it be that the
clients
> trying to connect are out of date?
>
>
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RE: [Mani Admin Plugin Broken] WAS: Re[2]: [hlds_linux] Game Server Release

2005-09-23 Thread Jason L. Schwab

Actually, do not run mani at all, a bunch of (80%) of the features or
so, will cause your server to crash when you try to use them.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
Schwab
Sent: Friday, September 23, 2005 2:44 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [Mani Admin Plugin Broken] WAS: Re[2]: [hlds_linux] Game
Server Release

You can use Mani temporarily by doing the following:

(This is tested under RHEL V3 and Mani 1.1.0z).

1) BACKUP YOUR STATS FILES (*.dat)
2) Change your mani_server.cfg lines:

mani_stats 0
mani_stats_write_text_file 0

3) Save the file
4) Start up the server with mani.

**WARNING**

If you do not backup the .dat ranking files, then you will loose all of
your rank data, I suggest backing them up, as I would assume that Mani
will
have a fix that takes care of these problems, then we can just put our
.dat
files back into place and keep going forward.

-Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GiZm0r
Sent: Friday, September 23, 2005 2:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re[2]: [hlds_linux] Game Server Release

The updates run fine without mani on my server with an amd xp

but what are these messages?

>Client mich connected (82.242.8.193:27005).
>Client zemidjan connected (62.35.27.105:27005).

Bye
Gizmor

- Original Message -
From: Marcel <[EMAIL PROTECTED]>
To: 
Sent: Freitag, 23.09.2005 22:05
Subject: [hlds_linux] Game Server Release

> It seems that some servers can't startup with mani admin plugin.
> It also looks like Intel is running fine and AMD CPUs get a segfault.

> | -Original Message-
> | From: [EMAIL PROTECTED] [mailto:hlds_linux-
> | [EMAIL PROTECTED] On Behalf Of Erik Johnson
> | Sent: Friday, September 23, 2005 8:33 PM
> | To: hlds_linux@list.valvesoftware.com
> | Subject: [hlds_linux] Game Server Release
> |
> | This is a multi-part message in MIME format.
> | --
> | [ Picked text/plain from multipart/alternative ]
> | The release will be happening in the next 10 minutes or so, we
promise
> | this time it is for real.
> |
> | Thanks for bearing with us as we've been trying to get this release
out
> | the door.
> | --
> |
> | ___
> | To unsubscribe, edit your list preferences, or view the list
archives,
> | please visit:
> | http://list.valvesoftware.com/mailman/listinfo/hlds_linux


> ___
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please visit:
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RE: [Mani Admin Plugin Broken] WAS: Re[2]: [hlds_linux] Game Server Release

2005-09-23 Thread Jason L. Schwab
You can use Mani temporarily by doing the following:

(This is tested under RHEL V3 and Mani 1.1.0z).

1) BACKUP YOUR STATS FILES (*.dat)
2) Change your mani_server.cfg lines:

mani_stats 0
mani_stats_write_text_file 0

3) Save the file
4) Start up the server with mani.

**WARNING**

If you do not backup the .dat ranking files, then you will loose all of
your rank data, I suggest backing them up, as I would assume that Mani
will
have a fix that takes care of these problems, then we can just put our
.dat
files back into place and keep going forward.

-Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GiZm0r
Sent: Friday, September 23, 2005 2:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re[2]: [hlds_linux] Game Server Release

The updates run fine without mani on my server with an amd xp

but what are these messages?

>Client mich connected (82.242.8.193:27005).
>Client zemidjan connected (62.35.27.105:27005).

Bye
Gizmor

- Original Message -
From: Marcel <[EMAIL PROTECTED]>
To: 
Sent: Freitag, 23.09.2005 22:05
Subject: [hlds_linux] Game Server Release

> It seems that some servers can't startup with mani admin plugin.
> It also looks like Intel is running fine and AMD CPUs get a segfault.

> | -Original Message-
> | From: [EMAIL PROTECTED] [mailto:hlds_linux-
> | [EMAIL PROTECTED] On Behalf Of Erik Johnson
> | Sent: Friday, September 23, 2005 8:33 PM
> | To: hlds_linux@list.valvesoftware.com
> | Subject: [hlds_linux] Game Server Release
> |
> | This is a multi-part message in MIME format.
> | --
> | [ Picked text/plain from multipart/alternative ]
> | The release will be happening in the next 10 minutes or so, we
promise
> | this time it is for real.
> |
> | Thanks for bearing with us as we've been trying to get this release
out
> | the door.
> | --
> |
> | ___
> | To unsubscribe, edit your list preferences, or view the list
archives,
> | please visit:
> | http://list.valvesoftware.com/mailman/listinfo/hlds_linux


> ___
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please visit:
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> http://www.eset.com




> __ NOD32 1.1230 (20050922) Information __

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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab
Oh, I did look down to check if he was, but I didn't see anything, maybe
I'm just blind? ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
McKoy
Sent: Friday, September 23, 2005 1:03 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

He's editing further comments into the reply portion... just FYI

> Can you stop mailing the list with "Hi", its really getting annoying
and
> old.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Simon
> Lange
> Sent: Friday, September 23, 2005 12:56 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
> today...
>
> Hi
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Thiesson Johann
>> Sent: Friday, September 23, 2005 8:34 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
>> later today...
>>
>> --
>> I would be happy if you could stay "on topic".
> im happy that u did not point on me with "you"... im on topic.
>
>> Topic is about the next Source engine update.
> u got it
>
>> Djo
> gesundheit
>
> Simon
> ps: im for a update_script option (commandline) *thumbUp*
>>
>> On Sep 23, 20:31, Simon Lange wrote:
>> > Hi
>> >
>> > > -Original Message-
>> > > From: [EMAIL PROTECTED]
>> > > [mailto:[EMAIL PROTECTED] On Behalf Of
>> Kingsley Foreman
>> > > Sent: Friday, September 23, 2005 4:55 PM
>> > > To: hlds_linux@list.valvesoftware.com
>> > > Subject: Re: [hlds_linux] RE: Mandatory Source engine
>> update later
>> > > today...
>> > >
>> > > although u could write some nasty cpu/mem using scripts :)
>> > yes which would do the admin. the admin could also take an
>> axe and hit
>> > the server until it smokes...
>> >
>> > lets forbid axes...
>> >
>> > Simon
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the
>> list archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> --
>> Content-Description: Digital signature
>>
>> [ signature.asc of type application/pgp-signature deleted ]
>> --
>>
>> ___
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>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab
Ok, I lied. I have updated my testing server, and it is showing:

version   : 1.0.0.23/7 2505 secure

Which is a newer version, as the last update was 1.0.0.22

Awesome.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gavin
Rodgers
Sent: Friday, September 23, 2005 12:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

Looks like its released :)

Gavin Rodgers
(BlueHawk^4u)
4u-servers.co.uk
4u-servers.net (forums)
4u-mobile.co.uk (ringtones logos ..)

CONFIDENTIALITY NOTICE
This mail contains information which is confidential and may also be
privileged. It is for exclusive use of the intended recipient(s). If you
are
not the intended  recipient(s), please note that any distribution,
copying
or use of this mail or the information in it is strictly prohibited. If
you
have received this mail in error, please notify us immediately and then
destroy this mail and any copies of it. Thank you!

WARNING:
Although the company has taken reasonable precautions to ensure no
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are present in this email, the company cannot accept responsibility for
any
loss or damage arising from the use of this email or attachments.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
Schwab
Sent: 23 September 2005 19:40
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

I agree. Let's try to do that. We can have a different subject line for
rcon ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thiesson
Johann
Sent: Friday, September 23, 2005 12:34 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] RE: Mandatory Source engine update later
today...

--
I would be happy if you could stay "on topic".

Topic is about the next Source engine update.

--
Djo

On Sep 23, 20:31, Simon Lange wrote:
> Hi
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Kingsley Foreman
> > Sent: Friday, September 23, 2005 4:55 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> > later today...
> >
> > although u could write some nasty cpu/mem using scripts :)
> yes which would do the admin. the admin could also take an axe and hit
the
> server until it smokes...
>
> lets forbid axes...
>
> Simon
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab
I don't see anything.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gavin
Rodgers
Sent: Friday, September 23, 2005 12:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

Looks like its released :)

Gavin Rodgers
(BlueHawk^4u)
4u-servers.co.uk
4u-servers.net (forums)
4u-mobile.co.uk (ringtones logos ..)

CONFIDENTIALITY NOTICE
This mail contains information which is confidential and may also be
privileged. It is for exclusive use of the intended recipient(s). If you
are
not the intended  recipient(s), please note that any distribution,
copying
or use of this mail or the information in it is strictly prohibited. If
you
have received this mail in error, please notify us immediately and then
destroy this mail and any copies of it. Thank you!

WARNING:
Although the company has taken reasonable precautions to ensure no
viruses
are present in this email, the company cannot accept responsibility for
any
loss or damage arising from the use of this email or attachments.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason L.
Schwab
Sent: 23 September 2005 19:40
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

I agree. Let's try to do that. We can have a different subject line for
rcon ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thiesson
Johann
Sent: Friday, September 23, 2005 12:34 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] RE: Mandatory Source engine update later
today...

--
I would be happy if you could stay "on topic".

Topic is about the next Source engine update.

--
Djo

On Sep 23, 20:31, Simon Lange wrote:
> Hi
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Kingsley Foreman
> > Sent: Friday, September 23, 2005 4:55 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> > later today...
> >
> > although u could write some nasty cpu/mem using scripts :)
> yes which would do the admin. the admin could also take an axe and hit
the
> server until it smokes...
>
> lets forbid axes...
>
> Simon
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
--
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab
Can you stop mailing the list with "Hi", its really getting annoying and
old.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon
Lange
Sent: Friday, September 23, 2005 12:56 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] RE: Mandatory Source engine update later
today...

Hi


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Thiesson Johann
> Sent: Friday, September 23, 2005 8:34 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> later today...
>
> --
> I would be happy if you could stay "on topic".
im happy that u did not point on me with "you"... im on topic.

> Topic is about the next Source engine update.
u got it

> Djo
gesundheit

Simon
ps: im for a update_script option (commandline) *thumbUp*
>
> On Sep 23, 20:31, Simon Lange wrote:
> > Hi
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Kingsley Foreman
> > > Sent: Friday, September 23, 2005 4:55 PM
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] RE: Mandatory Source engine
> update later
> > > today...
> > >
> > > although u could write some nasty cpu/mem using scripts :)
> > yes which would do the admin. the admin could also take an
> axe and hit
> > the server until it smokes...
> >
> > lets forbid axes...
> >
> > Simon
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> --
> Content-Description: Digital signature
>
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>
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab
I agree. Let's try to do that. We can have a different subject line for
rcon ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thiesson
Johann
Sent: Friday, September 23, 2005 12:34 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] RE: Mandatory Source engine update later
today...

--
I would be happy if you could stay "on topic".

Topic is about the next Source engine update.

--
Djo

On Sep 23, 20:31, Simon Lange wrote:
> Hi
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Kingsley Foreman
> > Sent: Friday, September 23, 2005 4:55 PM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] RE: Mandatory Source engine update
> > later today...
> >
> > although u could write some nasty cpu/mem using scripts :)
> yes which would do the admin. the admin could also take an axe and hit
the
> server until it smokes...
>
> lets forbid axes...
>
> Simon
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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RE: [hlds_linux] RE: Mandatory Source engine update later today...

2005-09-23 Thread Jason L. Schwab

I have found a program that does just this, and its very useful, I use it a lot 
for some of my web-based applications that control server stuff, when I don't 
feel like opening steam, etc.

I don't remember where I found it, but you can find the C code on the URL 
listed below, it compiles on both FreeBSD and any variant of Linux with just 
started GCC installed (gcc -o srcds_rcon srcds_rcon.c) will work just fine.

I would assume with minor changes in the include calls, it should compile and 
work just fine on windows machines as well.

This was actually written for srcds too, you don't need the sv_enableoldqueries 
set 1 for this to work, like how you do with a lot of the other ones that are 
out there.

This is the best one I've found.

http://www.computer-core.com/srcds_rcon_c.htm

It was originally found by me via some google search im sure, but I don't 
remember exactly what I was looking for, or what site had this. Give it shot, 
you can specify the password, ip and port in the source or you can just leave 
it default and use the command line options, which is what I do.

-Jason L. Schwab
[EMAIL PROTECTED]

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of canu
Sent: Friday, September 23, 2005 11:32 AM
To: hlds_linux@list.valvesoftware.com
Subject: AW: [hlds_linux] RE: Mandatory Source engine update later today...

Hello Martin,

You are saying one could send rcon messages to the server... how do you do
that? I mean if hlds is running in the background, how can I send rcon
messages to it? Qstat doesn't have such a function, and I didn't found any
other program which does this.

Regards, moritz

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Martin
Zwickel
Gesendet: Freitag, 23. September 2005 09:36
An: hlds_linux@list.valvesoftware.com
Cc: [EMAIL PROTECTED]; Alfred Reynolds
Betreff: Re: [hlds_linux] RE: Mandatory Source engine update later today...

On Thu, 22 Sep 2005 18:18:15 -0700
"Eric Smith" <[EMAIL PROTECTED]> bubbled:

> The update should be released in about an hour.  You'll know as soon
> as we do it because your server will report that it's out-of-date.

Feature request:
Is it possible to run a given shell-script/program from hlds/srcds when
an update is available?
Something like this line in server config:
update_notify_exec "/usr/bin/send_mail_to_admin.sh"

Would be nice, so a script can send a mail to the admin when a new
update is available or restart the server, send rcon messages to
current players... .

Regards,
Martin


--
MyExcuse:
not enough memory, go get system upgrade

Martin Zwickel <[EMAIL PROTECTED]>
Research & Development

TechnoTrend AG <http://www.technotrend.de>

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