Re: [hlds_linux] Server crashing on mapchange

2003-12-13 Thread Jeroen \"ShadowLord\" Bogers
> For example out of 14 crashes in December
> 13 of them show the last logged line (usually incomplete) as being:
>
> Server cvar "sv_cheats" = "0"

> The other thing I noticed is that all the logfiles where the server has
> crashed have a file size of 4096 (not complaining mind since it makes
> finding them rather easier).

Crashed server logs are useless. Why? Your OS optimizes disk access by
buffering data in memory before writing it to disk. This usually happens in
4kbyte blocks (but it is possible to have a different buffer size).
You might be thinking: 'yeah, so what has this to do with my crash logs?'
Well, a LOT. The optimization actually happens in the memory of the program
writing to disk. If this program crashes, the remaining data in the buffer
is never flushed to disk. For HL this means that the log of the crash will
die with the server. And that's why you are seeing 4096 byte logs.

My bet is that the crash happens when the server finishes loading and starts
running the map. If you really want a log, use output redirection. Run your
server like:
./hlds_run -game cstrike  myoutput.txt &

That will create the file myoutput.txt with all output that was written to
the console. Be warned though, this file can, and will grow extremely large
after some time!

Jeroen "ShadowLord" Bogers



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Re: [hlds_linux] 2 Servers, 1 Steam Dir (very OT now)

2003-12-02 Thread Jeroen \"ShadowLord\" Bogers
> I'd be interessted in the name of the option too, I've definatly never
> run into it in the 2.2 or 2.4 series of kernels.
>
> If it is a default option then it must be in the 2.6 kernel or else many
> of us would have noticed it.

No it's not a 2.6 option.. I'm not going to run an unstable kernel on my
machines. Anyways, I had the problem some time ago (like 3 years), but can't
seem to reproduce it.
What I -think- happened is that HL bound itself to ALL IP's and not just to
teh primary. That prevented me from running HL servers on the other,
aditional IP's on the same port.

Jeroen "ShadowLord" Bogers



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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-02 Thread Jeroen \"ShadowLord\" Bogers
> No it's not - interface aliases behave exactly as real interfaces in
> this respect (and in almost all other respects).
>
> -Simon

There is a kernel option to enable or disbale using ports that are used by
the primary IP of the NIC. This was done for security reasons. By default
the option is set NOT to allow using the same ports as used on the primary
IP.

Jeroen "ShadowLord" Bogers



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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-02 Thread Jeroen \"ShadowLord\" Bogers
> If a port is bound on the first interface there should be no trouble
> binding it again on another interface. You only get problems if a daemon
> binds to 0.0.0.0 (all interfaces). Which HLDS should not if you give it
> a +ip argument.

I'm talking about multiple IP's on one NIC. This is completely different
from multiple NIC's with 1 IP each.

Jeroen "ShadowLord" Bogers



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Re: [hlds_linux] 2 Servers, 1 Steam Dir (a bit OT)

2003-12-01 Thread Jeroen \"ShadowLord\" Bogers
> First of all you need the option -port to run the servers at different
> ports. There is NO other way to get this thing to work.

Actually, if you have a nice host, they might be able te set you up with a
second IP. That way, each server can run on port 27015 and they can have
fancy IP hostnames. There is only 1 limitation. Any port used on the main IP
of the machine, can usually not be used on any of the additional IP's. So
you need 2 extra IP's if you only have 1 right now. The ports used by one
additional IP can be used by other additionals.
It might be easier to go for different ports, unless you know how to
properly setup multiple IP's on one machine.


> If you want at least 2 servers running than you need at least 1 Gig RAM to
> be sure that you don't get lag or server crashes

I used to run 3 CS servers (16 players each) on 512. This streched the
hardware a bit, making map reloads very slow. So unless you got SCSI disks,
go for a bit more mem.  However, the machine now has 768MB RAM and they run
very comfy. However, if you run a resource hungry mod like Natural
Selection, the 1 Gig -is- required, unless you are running 2 small (12
player or less) servers.

Rule of thumb: One 16 player CS server needs about 150 to 175 MB of RAM. Add
to that at LEAST 256 MB RAM for disk caching (this is handled fine by Linux,
so don't bother with a ramdisk). If you got that, the CPU is more likely to
be your bottleneck.

Jeroen "ShadowLord" Bogers



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Re: [hlds_linux] VALVe and WON

2002-08-03 Thread Jeroen \"ShadowLord\" Bogers

WON -is- having problems today, but it only affects the time needed to start
Half-Life and enter the server.

It also prevented some of my servers starting right away, so I needed to
start em a few times to get them running.
Probably a bit of an 'aftershock' after that WON downtime a few days ago.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]

- Original Message -
From: "Simon Garner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, August 04, 2002 03:10
Subject: Re: [hlds_linux] VALVe and WON


> From: "Daniel Reinhardt" <[EMAIL PROTECTED]>
>
> > Is there a problem with VALVe and WON today, because every server I go
to
> > has major lag.  And prior these servers have been performing great.  No
> > matter what server I try to join my ping is alwaysbad, andI cant play.
I
> > had trouble this morning logging into WON, and I can only see 127 HLDM
> Games
> > out a usual 530 games.  So is there is a problem with VALVe and WON or
is
> it
> > just me?  Has anyone else been complaining to you all?
> >
> > Thanks.
> > The Ace Man
> >
>
> Sounds like a problem with your connection... A problem with WON would not
> affect your lag in-game.
>
> -Simon
>
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Re: [hlds_linux] Re: LAN Party suggestions

2002-08-01 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

> On the network side, assuming your switches are 100 Mbps, the network will
> easily handle the load for many instances of HLDS running at 32 players.

Another thing you should watch out for is 'filesharing'... If you don't make
sure that every backbone is big enough for all the ports they host they WILL
get overloaded. This results in most of the UDP traffic (the traffic HL
uses) to be dropped, sending packet loss and pings trough the roof...

So say, you have a 10 port switch, running at 100 MBit full duplex for every
port, you'll need a 1GBit full duplex backbone for that switch (a bit less
should be OK too, since most people won't even use 50% of their 100 MBit).

If you only have 100 Mbit backbones, limit the ports to 10 MBit full
duplex.. Or half duplex if you want to fit even more people on 1 switch.
Even 10MBit half duplex is enough to play your LAN games, but it will
severly limit the amount of bandwith used by filesharing (which usually is a
good thing).

Avoid using HUB's at ALL times. If only 1 of the connected computer start
downloading files, all the people on the hub will suffer.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]


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Re: [hlds_linux] [OT] show me your desktop

2002-07-30 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

> shame on you guys, posting shots of windows desktops on a linux list :P
> messy desktops at that, i thought my 12yr old brother was the only one to
fill his desktop with shortcuts ;)

Check my desktop then... I'm a bit sloppy on cleaning up files :p

http://www.hltools.com/desktop

I've also took a shot of what my desktop loks like when I'm working really
hard (tho the screens are maximized then :)

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]


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Re: [hlds_linux] Linux vs. FreeBSD

2002-07-03 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

We saw a (small) preformance increase when we switched from FreeBSD to Linux
(so here, Linux preforms better).
But it is nothing major so I wouldn't mess with your current setup, unless
it's not working properly.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]

- Original Message -
From: "Guðmundur Ö. Ingvarsson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, July 03, 2002 13:09
Subject: [hlds_linux] Linux vs. FreeBSD


Anyone have comments about the perforamnce differances when it comes to
running hlds?

A m8 seems to think it might perform better but we have limited resources
to test it so any comments
and experiences you can share would be much apprieciated

Rav

Kveðja / Regards

==
Guðmundur Örn Ingvarsson
Chief technician of daily operations /
Rekstrarstjóri á rekstrarborði
Íslandssími hf
Web Site - http://www.islandssimi.is
E-Mail - [EMAIL PROTECTED]
Buisness phone - +354 595 5000
==


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Re: [hlds_linux] [OT] ripent.exe and DoD v2.1 maps

2002-06-22 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

Ok, I have tracked down the ripent 'bug'. It seems that the DoD team decided
to pump the maximum texture limit to more then 4 MB (I assume 8 MB).
Zoners Half-Life tools are set (by default) to use a maximum of 4 MB of
textures. Any more and it will fail with a memory exception.

A small exerpt of code, took I took from '/common/bspfile.h':
#define DEFAULT_MAX_MAP_MIPTEX  0x40
// 4Mb of textures is enough especially considering the number of people
playing the game
// still with voodoo1 and 2 class cards with limited local memory.

If you change the value of 'DEFAULT_MAX_MAP_MIPTEX' to '0x80' (just
replace the 4 with an 8) the texture limit will be 8 MB. This should be
enough.
Recompile the tools you need (ripent in this case) and they will work with
DoD 2.1 maps.

To Valve: next time, please use a variable memory buffer for these things :)

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]


- Original Message -
From: "MoD" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 22, 2002 10:50
Subject: Re: [hlds_linux] [OT] ripent.exe and DoD v2.1 maps


> I believe it is because of the large bsp size... couldn't rip caen2. This
> belongs more to the hlcoders list i think.
>
> P.S. If you manage to get caen2 entities, let me know please, it would
make
> an excellent tfc map :F
>
>   MoD,
>
> Always @ your service.
>
> - Original Message -
> From: "Ken" <[EMAIL PROTECTED]>
> Newsgroups: mirror.valve.hlds_linux
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, June 22, 2002 8:35 AM
> Subject: [hlds_linux] ripent.exe and DoD v2.1 maps
>
>
> > Anyone know why ripent.exe no longer works with DoD v2.1 .bsp files?
I've
> > tried v2.5.3 under WIn32 and Linux with no luck. Works fine on the 2.0
> maps.
> >
> > -Ken
> >
> >
> > ___
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> please visit:
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> >
>
>
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Re: [hlds_linux] Re: [hlds_linux][OT][Very OT] New Security Modules 06.17.02

2002-06-18 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

The -real- error here is that when using a '-' in the date, the 'standard'
is US (mm-dd-). But when using '.' you are actually using the German
date standard (dd.mm.).

So the date in the subject & mail itself is really wrong :)

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]

- Original Message -
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, June 18, 2002 09:50
Subject: [hlds_linux] Re: [hlds_linux][OT][Very OT] New Security Modules
06.17.02


> why, oh why, do americans put the month then the day then the year? whats
> wrong with dd-mm- ? I always have to think twice about dates :)
>
> - Original Message -
> From: "Florian Zschocke" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, June 18, 2002 5:38 PM
> Subject: Re: [hlds_linux] New Security Modules 06.17.02
>
>
> > Eric Smith wrote:
> > >
> > > Subject: New Security Modules 06.17.02
> >
> > Given the fact that you have an international userbase (or rather
> > adminbase :)) would it be asking too much that you use the ISO8601
> > date format when writing dates? So instead of 06.17.2002 you use
> > 2002-06-17? That would be less confusing. Thanks.
> >
> > Florian.
> > ___
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> >
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Re: distributed.net [was: Re: [hlds_linux] HLTV tid bit]

2001-10-26 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

It's about the 'chalenge'. And they will earn $10.000 if they win
(distributed.net will).
Besides, they have some other projects too, like OGR, which can be applied
in mathematical problems.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]
http://www.solrain.com

- Original Message -
From: "James Gurney" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 25, 2001 11:35 PM
Subject: Re: distributed.net [was: Re: [hlds_linux] HLTV tid bit]


> > distributed.net isn't about scientific benefit; it's about
> > political benefit.  It's important that joe blow moron
> > realize how truly weak the crypto is that he's having
>
> If you're going to talk about politics of encryption, you should realise
> that the whole point in proving the weakness in 56bit DES was due to fact
> that this is the maximum encryption level that the US government will
allow
> to be exported. Consequently, proving how worthless this is was important,
> and they achieved that point.
>
> Extending this to rc5-64 is a waste of time because they've now proved the
> point from a political standpoint. If anything, the current project merely
> highlights to joe blow moron that it takes hundreds of thousands of
machines
> several years to brute force one single message encrpyted with rc5-64,
which
> is the exact opposite of the desired effect.
>
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Re: [hlds_linux] Beta Half-Life Engine

2001-10-25 Thread Jeroen \&quot;ShadowLord\&quot; Bogers

Is there a way for me to log performance data (CPU use, mem use etc.)? I
can't watch 'top' 24/7 to see if the servers are really preforming
better/worse.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
[EMAIL PROTECTED]
http://www.solrain.com

- Original Message -
From: "Leon Hartwig" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 25, 2001 8:21 AM
Subject: RE: [hlds_linux] Beta Half-Life Engine


> Yeah, see my previous post.
>
> By the way, I didn't get much feedback from the performance release.  I
> sent it out to tons of people, yet I got feedback about it from less
> than 5.  A couple of people said it seemed to use less CPU, one person
> said it appeared to use more CPU, and one person actually had crashing
> problems with it when used with admin mod (same person had no such
> problems with the non-performance release).  Based on the feedback I
> got, there wasn't any justification to look into it any further yet.
>
>
> -Original Message-
> From: accident [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, October 24, 2001 10:26 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] Beta Half-Life Engine
>
>
> Whoa it doesn't?  Damn  Leon..  Is there a known time frame for the
> next perf version with these fixes in it?
>
> Accident.
>
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Re: Security and map fix, when ?

2001-09-24 Thread Jeroen \&quot;ShadowLord\&quot; Bogers


That security exploit could come in handy when your -really- want to ban someone 
permanently.

But seriously, the exploit isn't a real threat since the user needs to connect to a 
server first. And what server admin would try to
hack his/her own customers? :)

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
GamePoint Half-Life Admin
http://www.gamepoint.net


- Original Message -
From: "Krapule" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 24, 2001 4:26 PM
Subject: Security and map fix, when ?


>
>
> I've noticed that 2 new maps included in CS 1.3 win the laggy map
> competition : de_torn and especially de_survivor
> de_storm doesn t seems to lag as 2 others.
>
> I've got a 12 players server that is running only new maps of the cs
> 1.3 and one 16 players server running only dust and dust2.
>
> When servers are full, the newmaps server is using about 50% of
> CPU where the dust only use between 35 and 40% (with 4 more players !).
>
> When playing de_survivor the server reach 60% CPU 
>
> How is it possible, after the experience of office and arabstreets, to
> have laggy new maps in CS official releases ??
>
> de_survivor is really beauttyfull, but i cant play on it :(
>
> I've read this article :
> 
>http://securityfocus.org/cgi-bin/archive.pl?id=1&start=2001-09-19&end=2001-09-25&mid=215438&threads=1
>
> Is a new patch comming soon ?
>
> This is a request to valve dev team : if you make a patch, please
> optimize the new maps !!!
>
>
>





Re: server.cfg just an idea

2001-09-24 Thread Jeroen \&quot;ShadowLord\&quot; Bogers


Try http://halflife.pcgame.com/console/index.html

There is a complete list of all cvars (client AND server). It's a bit outdated, but 
still very usefull.

Jeroen "ShadowLord" Bogers
[EMAIL PROTECTED]
GamePoint Half-Life Admin
http://www.gamepoint.net


- Original Message -
From: "Sysop" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 24, 2001 4:39 PM
Subject: Re: server.cfg just an idea


>
> Maybe because half the cvars depend on which mod you are using?
>
> On Monday 24 September 2001 06:27 am, you wrote:
> > I know someone pulled together something like this, but it wasn't
> > official.  I would like to see something official from Valve.  I don't
> > understand why they don't put it in the patches.
> >
> > Dark_Thunder
> >
> > On Mon, 24 Sep 2001, Greg Currie wrote:
> > > would it be possible to put all the default values in the server.cfg or
> > > in a sampleserver.cfg so that all the different settings are there to be
> > > changed rather than having to look them up all the time.
> > >
> > > just a little idea which would make my life a lot easier. Out of interest
> > > does anyone have a server.cfg like this?
> > >
> > > btw. well done valve on the update Ihavent had any problems and the voice
> > > stuff is very nice.
> > >
> > > cheers
> > >
> > > Greg
>
> --
>
> What, were you expecting something witty?
>
>
>