Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-20 Thread Jonathan Price
I've just spun up a blank CentOS 7 VM to test, and will hopefully help
clarify the problem and solution for some people.

1) I installed tf2 with "-beta toolchainbeta" on the CentOS 7 VM
2) I ran "./srcds_run", and had the following message in the output
"Could not load: replay_srv.so"
3) I checked the libraries required by this file with this command:
"env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d bin/replay_srv.so"
4) All libraries were found except for "libcurl-gnutls.so.4 => not found"
5) ran "yum install libcurl.i686"
6) ran "ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4"
7) ran "./srcds_run", and sure enough, the server launched

I am not intimately familiar with how library symbols are read, but I
suspect that it may not actually be able to use the libcurl provided by
CentOS that is compiled with OpenSSL, and it may literally just be
causing it to believe the library is there. However, I would be glad to
be proven wrong on this.

It is worth noting that this issue could be alleviated altogether by
Valve if they were to compile against libcurl3 rather than
libcurl3-gnutls on Ubuntu (which I believe is where they compile).


On 20/03/2017 11:28, Marco Padovan wrote:
> To have it working on centos run these two commands:
> 
> yum install libcurl.i686
> ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4
> 
> seems to be the only change needed compared to previous beta
> 
> On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion <
> i...@teaterljud.se> wrote:
> 
>> We do - but right now downgraded with "app_update 232250 -beta previous "
>>
>> I do hope they are using or will supply sources that all unix users can
>> use when it go real live.
>>
>> Peter
>>
>> Svensk Ljud & Ljus Produktion
>>
>>
>> On 2017-03-19 19:56, Marco Padovan wrote:
>>
>>> Exact same crash
>>>
>>> ldd tf2/orangebox/bin/dedicated_srv.so
>>>  linux-gate.so.1 =>  (0xf77d9000)
>>>  libtier0_srv.so => /home//tf2/orangebox/bin/libtier0_srv.so
>>> (0xf753c000)
>>>  libvstdlib_srv.so => /home//tf2/orangebox/bin/l
>>> ibvstdlib_srv.so
>>> (0xf742f000)
>>>  libm.so.6 => /lib/libm.so.6 (0xf73e3000)
>>>  libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
>>>  libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
>>>  libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
>>>  /lib/ld-linux.so.2 (0xf77da000)
>>>  libc.so.6 => /lib/libc.so.6 (0xf7118000)
>>>  librt.so.1 => /lib/librt.so.1 (0xf710f000)
>>>  libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000)
>>>
>>> Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise
>>> linux
>>> ?
>>>
>>>
>>>
>>> On Sat, Mar 18, 2017 at 3:42 PM, James Botting <
>>> bottswan...@googlemail.com>
>>> wrote:
>>>
>>> try setting the export environment variable so it can resolve the missing
 server library files?

 Adjusting paths as required, something like this:
 export
 LD_LIBRARY_PATH=/path/to/my/server:/path/to/my/server/bin:{$
 LD_LIBRARY_PATH}


 On Sat, Mar 18, 2017 at 2:34 PM, Marco Padovan  wrote:

 and
>
> dd tf2/orangebox/tf/bin/server_srv.so
> linux-gate.so.1 =>  (0xf778e000)
> libtier0_srv.so => not found
> libvstdlib_srv.so => not found
> libsteam_api.so => not found
> libm.so.6 => /lib/libm.so.6 (0xf5f23000)
> libdl.so.2 => /lib/libdl.so.2 (0xf5f1d000)
> libstdc++.so.6 => /lib/libstdc++.so.6 (0xf5e31000)
> libpthread.so.0 => /lib/libpthread.so.0 (0xf5e16000)
> /lib/ld-linux.so.2 (0xf778f000)
> libc.so.6 => /lib/libc.so.6 (0xf5c58000)
> libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf5c3d000)
>
> ldd tf2/orangebox/bin/engine_srv.so
> linux-gate.so.1 =>  (0xf7703000)
> libtier0_srv.so => not found
> libvstdlib_srv.so => not found
> libsteam_api.so => not found
> libm.so.6 => /lib/libm.so.6 (0xf7307000)
> libdl.so.2 => /lib/libdl.so.2 (0xf7301000)
> libstdc++.so.6 => /lib/libstdc++.so.6 (0xf7215000)
> libpthread.so.0 => /lib/libpthread.so.0 (0xf71fa000)
> /lib/ld-linux.so.2 (0xf7704000)
> libc.so.6 => /lib/libc.so.6 (0xf703c000)
> libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf7021000)
>
> On Sat, Mar 18, 2017 at 3:31 PM, Marco Padovan  wrote:
>
> ldd srcds_linux
>> linux-gate.so.1 =>  (0xf7754000)
>> libdl.so.2 => /lib/libdl.so.2 (0xf7745000)
>> libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000)
>> libc.so.6 => /lib/libc.so.6 (0xf756c000)
>> /lib/ld-linux.so.2 (0xf7755000)
>>
>>
>>
>> On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker 
>>
> wrote:
>
>> What is the output of "ldd srcds_linux"?
>>>
>>> On 17 March 2017 at 17:34, Marco Padovan  wrote:
>>>
 Hi,

 what's the status in relation to TF2 toolchain, did someone got it

>>> running
>>>
 on centos7 without resorting to chroots on all of that?

Re: [hlds_linux] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-17 Thread GREFFIER Jonathan

Solved...

---
L'absence de virus dans ce courrier électronique a été vérifiée par le logiciel 
antivirus Avast.
https://www.avast.com/antivirus


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Re: [hlds_linux] Mandatory Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released

2015-09-17 Thread GREFFIER Jonathan

Hello,

at this time, I can not update my server CS: S, it is still the old 
version: 2230303


How to update?


sh update-servers-css.sh
Redirecting stderr to '/home/servercss2008/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...OK.
login anonymous

Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
force_install_dir ../ftpcss2010/D2-ZINI
app_update 232330 validate
local (potentially out of sync) copy of roaming config loaded - 0 bytes.
 Update state (0x5) validating, progress: 0,51 (11445786 / 2230289009)
 Update state (0x5) validating, progress: 33,35 (743866071 / 2230289009)
 Update state (0x5) validating, progress: 70,58 (1574069783 / 2230289009)
Success! App '232330' fully installed.
exit


// update_d2_zini.txt
//
login anonymous
force_install_dir ../ftpcss2010/D2-ZINI
app_update 232330 validate
exit








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Re: [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-13 Thread Jonathan Price
I haven't specifically tested it with this game, but I know for JC2-MP 
(distributed through SteamCMD), I copied stdlibc++.so.6 from 
steamcmd/linux32 into the same directory as the server executable, and 
that did the job, (if your game has a bin folder, it may be required for 
it to go there instead).


On 2014-05-11 11:32, Andreas Willinger wrote:

Too bad the server isn't working on wheezy, due to libc being too old. I even 
tried inserting newer libc so's, but the server crashes on every boot.





Weasels Lair  hat geschrieben:

No built-in way to do it. But, I was (until my server sudden went offline a
couple hours ago) using a regex chat filter plug-in for source mod to just
drop the chats - and treat them like they never happened.  I think it was
this plug-in specifically:
https://forums.alliedmods.net/showthread.php?t=71867


Collin Howard Sat, 10 May 2014 21:00:07 -0700

players are able to type "changemode" in chat and
change the mod of the server. anyway to prevent that?

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Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-24 Thread Jonathan Price

On 2014-03-20 21:16, Steven Hartland wrote:
A truss trace with incrementat timestamps should help identify the 
culpret.




I can confirm that if you leave TF2 running sufficiently long, it rests 
on exactly 20.00 FPS, I don't know if that information helps.


I ran a "truss -dD" on the running TF2 server I just mentioned, and the 
output of which can be found at:

https://gravitygunonly.com/trussdump.out

I notice from those traces it seems they may have switched from using
gettimeofday to clock_gettime with CLOCK_MONOTONIC and CLOCK_REALTIME
this could be the cause of increased delay on older versions of FreeBSD
when compared to Linux as the later exports said syscalls to userspace
so avoiding the kernel call overhead.

This was added in later versions of FreeBSD.

This can also be HW dependent so worth grabbing bench_clock_realtime and
testing.


It is worth noting that I am receiving exactly the same results across 
FreeBSD 8, 9 and 10, so I don't think it's an issue specifically with 
older versions of FreeBSD.


If it also helps, the hardware I'm testing this issue on consists of:
hw.model: Intel(R) Core(TM)2 Quad CPUQ6700  @ 2.66GHz
hw.model: Intel(R) Core(TM) i3-2130 CPU @ 3.40GHz

Thank you for your support with this issue, my knowledge of operating 
systems (or lack thereof) doesn't really allow me to debug this issue on 
my own.


-Jonathan

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Re: [hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-20 Thread Jonathan Price
Sorry if this message duplicates in the list, but I just realised I 
didn't reply to this conversation thread.


I sadly don't have an old enough copy of the server lying around, but I 
did run a ktrace on the new server, and the dump can be found here: 
https://gravitygunonly.com/ktrace.out


Does anybody know of a comparable kernel tracing tool for linux, so I 
can do a rough comparison?


Thanks,

Jonathan

On 2014-03-18 23:40, Stefan `Sec` Zehl wrote:

Hi,

On Mon, Mar 17, 2014 at 18:24 +, Jonathan Price wrote:

If anybody would wish me to return a particular test / trace etc. Just
let me know, I have two VMs dedicated to working out the source of this
problem (when I first spotted it myself).

Do you still have a copy of the old server binary/libs around? Then we
could try to narrow down where the problem is. Something like
ktrace/ltrace'ing the old and new version to see what they do
differently?

CU,
 Sec



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[hlds_linux] Running TF2/CSGO Servers on FreeBSD

2014-03-17 Thread Jonathan Price

On 2014-03-14 15:29, hlds_linux-requ...@list.valvesoftware.com wrote:

Hi,

I've been trying to set up a TF2 server on FreeBSD (using the linux
emulation). I got it running easily, but when trying to play on it, it
stutters/lags horribly. When enabling "net_graph 4" I can see that the
"sv:" value is hovering at around 18, and every few seconds it shortly
drops to 1 or 2.

Checking the cpu usage, it shows the machine still at >90% idle.

Can anyone help me figure out where the problem actually lies, and if
it's fixable?

Thanks,
 Sec


I have noticed that during an update to TF2 and CSGO some time shortly 
before the 8th Feb (Sorry, don't have an exact date), this performance 
issue appeared under FreeBSD. I have tried both FreeBSD 9 and 10, as 
well as linux_base-f10 and linux_base-c6, with no change in performance. 
TF2 will over somewhere between 10 and 20 fps (shown with stats 
command), and csgo was pretty much stuck to 10 fps.


If anybody would wish me to return a particular test / trace etc. Just 
let me know, I have two VMs dedicated to working out the source of this 
problem (when I first spotted it myself).


Thanks,
Jonathan

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Re: [hlds_linux] Where is my traffic coming from?

2013-11-14 Thread Jonathan Price
It appears that this plugin isn't detecting where players are connecting 
from on HL2:DM. Has it not been updated with this new CVAR yet? I seem 
to remember valve said that all source games would gain this ability.


Also, very interesting to see other people's stats, thanks for posting!

-Pricetx

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-08-29 Thread Jonathan Price
If it's of any interest, although I don't actively run a TF2 server any 
more, I've successfully run a HL2:DM server on FreeBSD now for about a year, 
and it's never failed to run after an update. Odd in a sense, because it's 
Linux compatibility layer is based on Fedora 10, but I suppose the libraries 
themselves are from the base system which is far more up-to-date.


In fact, with the exception of this latest update and old Debian versions, I 
struggle to remember the last time any Distro had a major issue with an 
update.


-Pricetx 



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[hlds_linux] HL2:DM Movement Issues from update 2013-06-25

2013-06-26 Thread Jonathan Price

I can confirm that there have been a host of movement related issues
generated by this latest update.

The main source for news and information on these issues can currently be
found here: https://github.com/ValveSoftware/Source-1-Games/issues/964

Pricetx

-Original Message- 
From: Foo Bar

Sent: Wednesday, June 26, 2013 6:35 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory CS:S, DoD:S, and HL2:DM updates released

Hello,

I've seen some comments in the h2ldm steam group about the game being
extremely laggy on servers that are "high" latent to the player.  I've just
witnessed this myself playing on a server in Australia (I'm in Canada)
that's normally pretty playable for me with a 200 ms ping (as reported by
status).

What changed?

foo







On Tue, Jun 25, 2013 at 4:49 PM, Eric Smith  wrote:


Half-Life 2 should be fixed now.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of N-Gon
Sent: Tuesday, June 25, 2013 3:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory CS:S, DoD:S, and HL2:DM updates
released

How about the random Half-Life 2 update? Some folks got a 3.7gb update
while others got a 730mb. And now all audio in our game is in Korean O.o


On Tue, Jun 25, 2013 at 6:35 PM, Eric Smith 
wrote:

> We've released mandatory updates for CS:S, DoD:S, and HL2:DM. The
> notes for the updates are below. The new version for each game is
1807769.
>
> -Eric
>
> --
>
> - Added "Only allow map files" to the possible selections in the
> download filter option for clients
> - Network interpolation and update convars can no longer be changed
> when playing. To configure these convars, players must not be
> connected to a server or must join the spectators.
> - Fixed a client crash related to the material system
> - Fixed a client crash when downloading custom maps for the Mac
> version
> - Fixed browser cookies not persisting across game restarts
> - Fixed the in-game UI not using the Language setting from the game's
> Properties dialog in the Steam UI
> - Fixed the game failing to launch on Mac OS X 10.5
> - Fixed mat_viewportupscale using an error material for clients using
> DirectX8
> - Removed range restrictions from viewmodel_fov_demo
> - Updated the Linux version
>- Fixed triggers never registering as "released" on certain game
> controllers
>- Fixed clipboard issues on some window managers, most notably KDE
>- Fixed a bug where the map list would be reversed
>- Made loading custom fonts for third party HUDs work on certain
> fonts
>- Improved performance and stability
>
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[hlds_linux] SteamPipe CS:S - Server Fast Download structure change ?

2013-04-16 Thread GREFFIER Jonathan

Ok Thank you.


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[hlds_linux] SteamPipe CS:S - Server Fast Download structure change ?

2013-04-16 Thread GREFFIER Jonathan

The structure of the "fast download server" must have structure like this:

sv_downloadurl "http://domain.tld/cstrike/";

maps/...
materials/...
models/...
sound/...

or like this :

custom/myfolder/maps/...
custom/myfolder/materials/...
custom/myfolder/models/...
custom/myfolder/sound/...

?

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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread GREFFIER Jonathan

Ok good new ! :)

to sign the vpk file, I have to use the private? or public key?

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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread GREFFIER Jonathan

Same result with this command :

D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike 
Source\bin>vpk -M -K elite-unit.eu.privatekey.vdf elite-unit.eu


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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread GREFFIER Jonathan

Does not work, it does not create the file vpk...
I am running Windows 8 Pro 64-bit ... if it can help :(




D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike 
Source\bin>vpk -M -k myfolder.publickey.vdf myfolder

CREATE VPK / ADD FILES:
  vpk 
 Creates a pack file named .vpk located
 in the parent of the specified directory.
  vpk a...
 Add file(s).
  vpk a  @
 Add files listed in a response file.
  vpk k  
 Add files listed in a keyvalues control file.

EXTRACT FILES:
  vpk x...
 Extract file(s).

DISPLAY VPK INFO:
  vpk l 
 List contents of VPK.
  vpk L 
 List contents (detailed) of VPK.
  vpk dumpsig 
 Display signature information of VPK file

VPK INTEGRITY / SECURITY:
  vpk checksig 
Verify signature of specified VPK file.
Requires -k to specify key file to use.

MISC:
  vpk generate_keypair 
Generate public/private key file.  Output files
will be named .publickey.vdf
and .privatekey.vdf
Remember: your private key should be kept private.


Options:
  -v Verbose.
  -M Produce a multi-chunk pack file
  -P Use SteamPipe-friendly incremental build algorithm.
 Use with 'k' command.
 For optimal incremental build performance, the control file used
 for the previous build should exist and be named the same as the
 input control file, with '.bak' appended, and each file entry
 should have an 'md5' value.  The 'md5' field need not be the
 actual MD5 of the file contents, it is just a unique identifier
 that will be compared to determine if the file contents has 
changed

 between builds.
 This option implies -M
  -c 
 Use specified chunk size (in MB).  Default is 200.
  -a 
 Align files within chunk on n-byte boundary.  Default is 1.
  -K 
 With commands 'a' or 'k': Sign VPK with specified private key.
  -k 
 With commands 'a' or 'k': Public key that will be distributed
  and used by third parties to verify signatures.
 With command 'checksig': Check signature using specified key file.

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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread GREFFIER Jonathan

I try : vpk -k my.publickey.vdf checksig my_dir.vpk => KO

ERROR: NOT SIGNED

The VPK does not contain a signature.

To build VPK I did : vpk myfolder

I do not understand how ...
should be mentioned in the manual with the example of a line using the 
tool vpk.



~Sorry for my english~

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Re: [hlds_linux] How to use VPK Tool ?

2013-03-21 Thread GREFFIER Jonathan
Person to explain to me how to package a file "vpk" and signed with a 
public key? it's been five days since I'm looking person can answer me ! 
it's unbelievable...





Le 21/03/2013 04:18, GREFFIER Jonathan a écrit :

Hello,

Could someone explain how to add the public key signature on file 
".vpk" with the tool VPK Tool (Windows) please ?



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[hlds_linux] How to use VPK Tool ?

2013-03-20 Thread GREFFIER Jonathan

Hello,

Could someone explain how to add the public key signature on file ".vpk" 
with the tool VPK Tool (Windows) please ?


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Re: [hlds_linux] Player Models missing from settings menu for HL2:DM SteamPipe

2013-03-20 Thread Jonathan Price
Windows 7, but I asked another player who was running Linux (don't know 
which distro) who also had the same issue.


-Original Message- 
From: Fletcher Dunn

Sent: Wednesday, March 20, 2013 11:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Player Models missing from settings menu for 
HL2:DM SteamPipe


Thanks for reporting that.  What client OS are you using?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonathan 
Price

Sent: Wednesday, March 20, 2013 3:52 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Player Models missing from settings menu for HL2:DM 
SteamPipe


Since the SteamPipe beta, HL2:DM only allows players to choose from combine 
player models, the Human / Rebel models have all disappeared from the list.
However, they are still in the game as players who haven't yet changed their 
model are still able to continue using Rebel models.


Regards,

Pricetx


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[hlds_linux] Player Models missing from settings menu for HL2:DM SteamPipe

2013-03-20 Thread Jonathan Price
Since the SteamPipe beta, HL2:DM only allows players to choose from combine 
player models, the Human / Rebel models have all disappeared from the list. 
However, they are still in the game as players who haven't yet changed their 
model are still able to continue using Rebel models.


Regards,

Pricetx 



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Re: [hlds_linux] New console startup error for Hl2:DM SteamPipeLinux server

2013-03-20 Thread Jonathan Price
I can confirm that the directory (/home/ggo/beta/) does not contain any 
capital letters


Regards,

Pricetx

-Original Message- 
From: Andre Müller

Sent: Wednesday, March 20, 2013 3:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New console startup error for Hl2:DM 
SteamPipeLinux server


Does your installpath contain capital letters?
Am 20.03.2013 13:50 schrieb "Jonathan Price" :


Since I began using the SteamPipe beta for HL2DM I have noticed this new
console error begin appearing, it appears to be trying to load a VMT file,
but there isn’t even a models directory anymore. Just to make sure it
wasn’t just 3rd party maps causing it, I started my server with the map
dm_overwatch, and here’s an extract from my console output:



ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
Precache of sprites/redglow1 ambigious (no extension specified)
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
Precache of sprites/redglow1 ambigious (no extension specified)
Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
/home/ggo/.steam/sdk32/steamclient.so
with error:
/home/ggo/.steam/sdk32/steamclient.so: cannot open shared object file: No
such file or directory



Note that I'm talking about the CMaterial error lines, the other errors
either existed before SteamPipe, or are for a valid reason (such as the
bottom one).

If anyone could give me an insight into this I would be grateful.

Regards,

Pricetx
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[hlds_linux] New console startup error for Hl2:DM SteamPipe Linux server

2013-03-20 Thread Jonathan Price
Since I began using the SteamPipe beta for HL2DM I have noticed this new 
console error begin appearing, it appears to be trying to load a VMT file, but 
there isn’t even a models directory anymore. Just to make sure it wasn’t just 
3rd party maps causing it, I started my server with the map dm_overwatch, and 
here’s an extract from my console output:



ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
Precache of sprites/redglow1 ambigious (no extension specified)
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
CMaterial::PrecacheVars: error loading vmt file for models/items//grenade2
Precache of sprites/redglow1 ambigious (no extension specified)
Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
/home/ggo/.steam/sdk32/steamclient.so
with error:
/home/ggo/.steam/sdk32/steamclient.so: cannot open shared object file: No such 
file or directory



Note that I'm talking about the CMaterial error lines, the other errors either 
existed before SteamPipe, or are for a valid reason (such as the bottom one).

If anyone could give me an insight into this I would be grateful.

Regards,

Pricetx
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Re: [hlds_linux] [hlds_announce] Mandatory updates to all Source engine game betas released

2013-03-19 Thread GREFFIER Jonathan

Hello,

I try to make a file. vpk with the VPK Tool tool, I generated the keys, 
but I can not sign on, you can tell me how to proceed please?




Le 20/03/2013 01:08, Fletcher Dunn a écrit :


PLEASE NOTE: The Betas are drawing to a close.  We hope to release Day 
of Defeat:Source early next week.


Betas for HL2:MP, DOD:S, CS:S, and TF:

* Deleted sv_consistency convar.  This security is now implemented 
using sv_pure.


* Changed which pure server configuration files are loaded in the 
various pure modes, and renamed them. (See updated 
pure_server_whitelist_example.txt for details.)


* Added "sv_pure -1" mode, which disables all consistency checking.  
(Similar to turning off sv_pure and sv_consistency.)


* Removed unneeded CRC calculations on level load

* Removed check_crc functionality from pure server operation.  The 
only supported file rule is now "trusted_source."


* Added trusted_keys_example.txt.

* Added/updated sound cache files



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[hlds_linux] [CSGO] Problem loading *_se maps

2012-08-24 Thread Jonathan SCHNEIDER
Hi,

 

I am actually blocked with my DS of CS:GO. I try to launch  my server with
*_se maps (ie. de_dust_se) with this command line : ./srcds_run -game csgo
-console -usercon +game_type 0 +game_mode 0 +mapgroup mp_bomb +map
de_dust_se

 

The dedicated server seems to launch properly and when someone tries to
connect on the server, the console prints : 

VAC secure mode is activated.

-> Reservation cookie [SNIP ... SNIP]:  reason ReplyReservationRequest

ApplyGameSettings: Map de_dust_se not part of Mapgroup mg_bomb

Server waking up from hibernation

L 08/24/2012 - 18:42:09: World triggered "Round_Start"

GameTypes: could not find matching map "de_dust_se".

-> Reservation cookie 0:  reason reserved(yes), clients(no),
reservationexpires(0.00)

Server is hibernating

 

 

I don't know which mapgroup is related with *_se maps and I don't find it on
the Internet T_T

 

 

Do you have an idea of which mapgroup I have to use ?

 

 

Thanks

 

 

Jonathan (bartoua)

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[hlds_linux] Source TV causes freeze lag on CS:S server

2010-02-12 Thread Jonathan Selander
Waht the subject says. Is this merely a question of server performance  
or is there something else that can be a bottleneck? Perhaps some kind  
of setting that could be improved.

Thanks

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[hlds_linux] (pas de sujet)

2009-07-01 Thread Jonathan Vassort


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[hlds_linux] SRCDS hangs

2009-02-16 Thread Jonathan Selander
Hi,

I run Debian Lenny for my GSP service where I among others run CS:  
Source. Every machine has a local install of the game itself, and  
every customer has the chosen game's directory directory symlinked to  
itself. The games run in a screen, and it works perfectly for CS 1.6  
and a few others, but CS: Source hangs after it's been running for a  
while. I get nothing in the console or anything, it just stops, wont  
respond and has to be restarted.

Any idea what can be causing this?

Thanks

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[hlds_linux] What has changed in the serverquery protocol?

2008-10-30 Thread Jonathan Selander
Hi,

I've read some posts about goldsource changing to source, but  
shouldn't that mean that i could use my CS:S query scripts to query  
1.6 servers? Anyway, that doesn't work, so i'm asking if there''s  
another smaller change somewhere that i need to fix?

Thanks

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Re: [hlds_linux] srcds restarts instantly

2008-10-19 Thread Jonathan Selander
I found the error, and it's a really stupid one. I had +map both in the
cmdline and in server.cfg, which made it reload the map all the time.

Crazy Canucks skrev:
> Well, in Linux, 99% of all problems boil down to a permissions problem.  
> If you've properly installed the server, make sure that the user you are 
> running your server under has access to all of the files.
>
> If you aren't running your server as root, which you shouldn't be, make 
> sure the inherited permissions are properly set as well.  That means 
> that the folder where scrds needs to have full read and execute 
> permissions - 755, and the folder that folder is in, and so on, all the 
> way down to the root.
>
> I speak from experience, inherited permissions have seriously balled me 
> up more than once...
>
> Drek
>
> Jonathan Selander wrote:
>   
>> ./srcds_run +map de_dust2 +ip w.x.y.z -port 27100 -game cstrike
>> +maxplayers 14 -autoupdate -tickrate 100 +fps_max 0 +exec server.cfg
>>
>> I just upgraded to debian lenny which has glibc 2.7 without luck
>>
>>
>> Carlos Echevarne skrev:
>>   
>> 
>>> can you post you start line ?
>>>
>>> 2008/10/16 Jonathan Selander <[EMAIL PROTECTED]>
>>>
>>>   
>>> 
>>>   
>>>> Hi, i just made a clean install of CSS on one oy my boxes, copied a
>>>> standard server.cfg file in there and started the server.
>>>>
>>>> But it won't start fully, it keeps crashing and restarting all the
>>>> time, just after the server.cfg is parsed it seems.
>>>>
>>>> I get this in the console before each restart:
>>>>
>>>> Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
>>>> Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
>>>> appdatacache.cpp (311) : Assertion Failed: !"Implement me"
>>>>
>>>> Any ideas?
>>>>
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>>>>   
>>>> 
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Re: [hlds_linux] srcds restarts instantly

2008-10-19 Thread Jonathan Selander
./srcds_run +map de_dust2 +ip w.x.y.z -port 27100 -game cstrike
+maxplayers 14 -autoupdate -tickrate 100 +fps_max 0 +exec server.cfg

I just upgraded to debian lenny which has glibc 2.7 without luck


Carlos Echevarne skrev:
> can you post you start line ?
>
> 2008/10/16 Jonathan Selander <[EMAIL PROTECTED]>
>
>   
>> Hi, i just made a clean install of CSS on one oy my boxes, copied a
>> standard server.cfg file in there and started the server.
>>
>> But it won't start fully, it keeps crashing and restarting all the
>> time, just after the server.cfg is parsed it seems.
>>
>> I get this in the console before each restart:
>>
>> Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
>> Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
>> appdatacache.cpp (311) : Assertion Failed: !"Implement me"
>>
>> Any ideas?
>>
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[hlds_linux] srcds restarts instantly

2008-10-16 Thread Jonathan Selander
Hi, i just made a clean install of CSS on one oy my boxes, copied a  
standard server.cfg file in there and started the server.

But it won't start fully, it keeps crashing and restarting all the  
time, just after the server.cfg is parsed it seems.

I get this in the console before each restart:

Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
appdatacache.cpp (311) : Assertion Failed: !"Implement me"

Any ideas?

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[hlds_linux] Hosting issue

2008-07-15 Thread Jonathan Selander
Hi,

I've been running my game servers from NFS mounts for some time now,  
and i started getting issues with them recently. The servers  
themselves run from screens. The issue i'm having is freeze lag that  
appears now and then and annoys the hell out of my customers.

The only thing left to try is getting rid of NFS, but as this is quite  
a big procedure i'd like eto know if people here have experienced  
similar problems and if running the hlds from a local drive fixed stuff.

Another solution that would suit me very well would be if i made a  
hybrid betwee nthe two, ie keep customer installations on NFS with  
symlinks to local installations. That way i can migrate game servers  
between machines and customers don't need to mess around with re- 
creating CFGs etc. What do you think about this method?

Thanks

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[hlds_linux] Steam userid ticket problem

2007-12-03 Thread Jonathan Selander

Hi,

I run a game hosting site and customers have recently started
complaining about "Steam userid ticket" problems that prevents them from
connecting to the server. What can be the cause of thise?

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Re: [hlds_linux] Splash Damange through walls. [TF2]

2007-10-21 Thread Jonathan Leissler
I have seen this with rockets and also Flame Throwers, where the fire goes 
through the wall and effects the people on the other side.

Other issue I've seen is lets say, we have a sniper aiming at a wall. His 
blue/red dot will appear on the wall and all walls behind it. But the shot 
stops on the first wall. The dot merely gives away where he's aiming/sitting to 
on coming players.

- Original Message 
From: Daron Dodd <[EMAIL PROTECTED]>
To: hlds_linux@list.valvesoftware.com
Sent: Sunday, October 21, 2007 10:59:29 AM
Subject: Re: [hlds_linux] Splash Damange through walls. [TF2]


maybe some more information like what kind of splash damage from what
weapons is damaging through walls?

On 10/21/07, noetix <[EMAIL PROTECTED]> wrote:
> Please note this is for TF2.
>
> My apologies.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of noetix
> Sent: Sunday, 21 October 2007 10:55 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Splash Damange through walls.
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I need an official ruling on this.
>
>
>
> Is it a bug or a feature?
>
>
>
> I'd post this in the forums but its useless, everyone is guessing.
>
> --
>
>
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[hlds_linux] Players getting around Bans?

2007-10-19 Thread Jonathan Leissler
Hello All,
I banned a real jerk by his steam ID earlier in the week. Last night he 
reappeared on my servers without any problem..
However upon looking into his connection he came on under the Steam ID..  
STEAM_ID_LAN

Has anyone experienced this before?


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Re: [hlds_linux] 1.6 hitbox issues

2007-10-16 Thread Jonathan Selander

load average: 2.10, 1.59, 1.39

Since i've got 8 cores it doesn't seem right to worry about 2.10 load,
does it?

It's running 24 servers and a maximum of 264 slots (which has never been
reached, the average right now is around 60 slots used)


Steve S. skrev:

How does your CPU usage look?

How many servers / slots are you running on your box?




It's a dell 1950 machine with broadcom gbit cards, and it has 8gb
memory. The servers run a couple of amxx mods, can this be the reason?
That hlds is doing too much stuff in the background or so.

rowan skrev:


Jonathan Selander wrote:


I run a bunch of CS 1.6 servers on a dual quadcore xeon machine. Lately
my customers have been complaining about hitbox issues. What can be the
cause of this?

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numours causes: overloading server. that machine should have a gb
network card.

if its linux make sure ur not running hltv, iirc there is still a memory
leak issue.


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Re: [hlds_linux] 1.6 hitbox issues

2007-10-16 Thread Jonathan Selander

It's a dell 1950 machine with broadcom gbit cards, and it has 8gb
memory. The servers run a couple of amxx mods, can this be the reason?
That hlds is doing too much stuff in the background or so.

rowan skrev:

Jonathan Selander wrote:

I run a bunch of CS 1.6 servers on a dual quadcore xeon machine. Lately
my customers have been complaining about hitbox issues. What can be the
cause of this?

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numours causes: overloading server. that machine should have a gb
network card.

if its linux make sure ur not running hltv, iirc there is still a memory
leak issue.


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[hlds_linux] 1.6 hitbox issues

2007-10-16 Thread Jonathan Selander

I run a bunch of CS 1.6 servers on a dual quadcore xeon machine. Lately
my customers have been complaining about hitbox issues. What can be the
cause of this?

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[hlds_linux] Strange 1.6 death lag

2007-09-22 Thread Jonathan Selander

Hi,

I have a strange problem with my 1.6 servers. Sometimes when you kill
someone it takes a little while before they actually die. What can this
be due to? Some kind of config setting perhaps? The server runs at
stable 980 FPS all the time and the machine is hardly loaded at all. It
doesn't matter whether the server has been running for a while or just
started up.


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Re: SV: Re: [hlds_linux] Server requirements today for cs1.6

2007-07-27 Thread Jonathan

You can't really count "200 MHz per 4 players", as it depends largely
on CPU architecture.

It also depends on what you're aiming for. If you want your server to
runstable at 1000 FPS, you need something like a high-end intel Core
CPU, as well as a properly configured kernel.

Jonathan

27 jul 2007 kl. 17.05 skrev Patrik Arvhult:


OMG: then i did set up my server i found some tutorial
telling me i should calculate a need for 200MHZ for
every 4 players. Of course it lags. To bad theres no
good technical documentation on hlds.

4 players per 200MHz, has it been that way, way back
or did I getit completely wrong from the beginning?

Best regards,
 Patrik Arvhult
 Sweden

--- Michael Noack <[EMAIL PROTECTED]> skrev:


-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

René Luckow schrieb:

--
[ Picked text/plain from multipart/alternative ]
Yes, I know, I know, it's a n00b question, but

since I closed down my cs

server three years ago, I have no idea what to

expect.


I'm going to run a linux cs1.6 server with about

16 players on a 100MBit

dedicated line.

I expect to run AMX on it, if that's still the

thing to use(oh How I feel

old now, and I'm just in my twenties!)



Don't use AMX but AMXMODX ...

The server should have 512 better 1024 MB Ram and a
cpu-speed of 2 GHz
P$ or AMD 1.6 GHz to enjoy playing even with some
amxx-plugins ...

The more the better of course ...
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.6 (GNU/Linux)
Comment: Using GnuPG with Mozilla -
http://enigmail.mozdev.org



iD8DBQFGqcPUip2E28shJzURAkPuAJ9dw/cDBYBU44pF+ShvHQYh5nmL+QCeOPoC

MsA8dJtQm0ZOFRiQjSeFZNM=
=kuVo
-END PGP SIGNATURE-

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Re: [hlds_linux] Clients cannot connect

2007-06-15 Thread Jonathan

The servers actually don't run AMX or anything like that. They run a
clean CS install.

15 jun 2007 kl. 17.46 skrev Ryan Devonshire:


David,

We have this exact issue, it appears to be related to AMX Mod based
server-side modifications;

Read about it here;
http://forums.steampowered.com/forums/showthread.php?t=555748

Any updates on this, that anyone knows of?

Cheers,
Ryan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Syers
Sent: 15 June 2007 11:37
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Clients cannot connect

--
[ Picked text/plain from multipart/alternative ]
Might it be becuase port and rcon_port are the same?

- Original Message 
From: Jonathan <[EMAIL PROTECTED]>
To: hlds_linux@list.valvesoftware.com
Sent: Friday, 15 June, 2007 10:39:37 AM
Subject: [hlds_linux] Clients cannot connect

Hi,

I recently replaced my old server farm with brand new Xeon boxes to
be able to offer servers to more clients. However, i keep getting
very annoying errors some of the times, that prevent people from
connecting. They look like this:

pipes.cpp (484) : Assertion Failed: bRet
pipes.cpp (536) : Assertion Failed: bRet
steamclient.cpp (371) : Assertion Failed: pClientPipe-

BWriteAndReadResult( buf, bufRet )

steamclient.cpp (373) : Assertion Failed: bufRet.TellPut() == ( sizeof
(HSteamUser) + sizeof(uint8) )

And

FATAL ERROR (shutting down): SteamGetEncryptionKeyToSendToNewClient:
Returned NULL!

Add "-debug" to the ./hlds_run command line to generate a debug.log
to help with solving this problem

The command line is:

./hlds_run +ip 194.17.31.226 -game cstrike +sys_ticrate 1
+maxplayers 12 +pingboost 2 +map de_dust2 +port 27908 +rcon_port
27908 +exec bokcfgs/bok34908.cfg

Googling told me a missing "+map" could be the cause of it, but since
that's present in the command line and rcon status tells me de_dust2
is the current map, i suppose it's something else. Is there anybody
here who can shed some light on this? The server complaints we get
are overwhelming .. :)

/Jonathan

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Re: [hlds_linux] Clients cannot connect

2007-06-15 Thread Jonathan

Sometimes it works, sometimes not. I fail to understand why.

15 jun 2007 kl. 12.37 skrev David Syers:


--
[ Picked text/plain from multipart/alternative ]
Might it be becuase port and rcon_port are the same?

- Original Message 
From: Jonathan <[EMAIL PROTECTED]>
To: hlds_linux@list.valvesoftware.com
Sent: Friday, 15 June, 2007 10:39:37 AM
Subject: [hlds_linux] Clients cannot connect

Hi,

I recently replaced my old server farm with brand new Xeon boxes to
be able to offer servers to more clients. However, i keep getting
very annoying errors some of the times, that prevent people from
connecting. They look like this:

pipes.cpp (484) : Assertion Failed: bRet
pipes.cpp (536) : Assertion Failed: bRet
steamclient.cpp (371) : Assertion Failed: pClientPipe-

BWriteAndReadResult( buf, bufRet )

steamclient.cpp (373) : Assertion Failed: bufRet.TellPut() == ( sizeof
(HSteamUser) + sizeof(uint8) )

And

FATAL ERROR (shutting down): SteamGetEncryptionKeyToSendToNewClient:
Returned NULL!

Add "-debug" to the ./hlds_run command line to generate a debug.log
to help with solving this problem

The command line is:

./hlds_run +ip 194.17.31.226 -game cstrike +sys_ticrate 1
+maxplayers 12 +pingboost 2 +map de_dust2 +port 27908 +rcon_port
27908 +exec bokcfgs/bok34908.cfg

Googling told me a missing "+map" could be the cause of it, but since
that's present in the command line and rcon status tells me de_dust2
is the current map, i suppose it's something else. Is there anybody
here who can shed some light on this? The server complaints we get
are overwhelming .. :)

/Jonathan

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[hlds_linux] Clients cannot connect

2007-06-15 Thread Jonathan

Hi,

I recently replaced my old server farm with brand new Xeon boxes to
be able to offer servers to more clients. However, i keep getting
very annoying errors some of the times, that prevent people from
connecting. They look like this:

pipes.cpp (484) : Assertion Failed: bRet
pipes.cpp (536) : Assertion Failed: bRet
steamclient.cpp (371) : Assertion Failed: pClientPipe-
>BWriteAndReadResult( buf, bufRet )
steamclient.cpp (373) : Assertion Failed: bufRet.TellPut() == ( sizeof
(HSteamUser) + sizeof(uint8) )

And

FATAL ERROR (shutting down): SteamGetEncryptionKeyToSendToNewClient:
Returned NULL!

Add "-debug" to the ./hlds_run command line to generate a debug.log
to help with solving this problem

The command line is:

./hlds_run +ip 194.17.31.226 -game cstrike +sys_ticrate 1
+maxplayers 12 +pingboost 2 +map de_dust2 +port 27908 +rcon_port
27908 +exec bokcfgs/bok34908.cfg

Googling told me a missing "+map" could be the cause of it, but since
that's present in the command line and rcon status tells me de_dust2
is the current map, i suppose it's something else. Is there anybody
here who can shed some light on this? The server complaints we get
are overwhelming .. :)

/Jonathan

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Re: [hlds_linux] 1.6 FPS drops

2007-04-24 Thread Jonathan

I removed the SMT and multi core scheduler support from the kernel
and the FPS seems to be more stable now. Another thing i noticed is
that disabling ACPI seems to limit performance.

23 apr 2007 kl. 22.27 skrev Jonathan Selander:


Doesn't that just taskset the shell which executes the script? Or does
it apply to other processes executed from the script as well?

I tried it a couple of hours ago but didn't notice any difference in
performance.

Svensk Ljud & Ljus Produktion skrev:

I have a script to lanch the server and iI did add this " taskset -
c 0
./srcds_run ."

Peter

- Original Message -
From: "Jonathan" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 23, 2007 6:35 PM
Subject: Re: [hlds_linux] 1.6 FPS drops



Was that using tasket? Did you modify hlds_run to launch it using
taskset
or how did you do?


have you tried to bind the running server to only one core ?
I did that yesterday, and it works better..

peter

- Original Message -
From: "Jonathan" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 23, 2007 1:35 PM
Subject: [hlds_linux] 1.6 FPS drops



Hi, I've created a new kernel with the 2.6.21-rc6 using the
dynamic
ticks and high timer options, which really improved the
performance
of my server. I need to run the servers at 1000 FPS because it
appeals to customers. The hardware is dual quad-core xeon 2.66ghz
with 8gb fully-buffered memory. The FPS is generally at
980-1000, but
sometimes it drops to around 500.

This happens with only one, completely idle server running on the
machine. Perhaps i don't need to care about this, but i'd
really like
to know what can cause these drops to happen? Apparently the
CPU is
able to keep it at a steady 1000 FPS, and since there's nothing
else
running i don't see why it should drop to ~500.

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Re: [hlds_linux] 1.6 FPS drops

2007-04-23 Thread Jonathan Selander

Doesn't that just taskset the shell which executes the script? Or does
it apply to other processes executed from the script as well?

I tried it a couple of hours ago but didn't notice any difference in
performance.

Svensk Ljud & Ljus Produktion skrev:

I have a script to lanch the server and iI did add this " taskset -c 0
./srcds_run ."

Peter

- Original Message -
From: "Jonathan" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 23, 2007 6:35 PM
Subject: Re: [hlds_linux] 1.6 FPS drops



Was that using tasket? Did you modify hlds_run to launch it using
taskset
or how did you do?


have you tried to bind the running server to only one core ?
I did that yesterday, and it works better..

peter

- Original Message -
From: "Jonathan" <[EMAIL PROTECTED]>
To: 
Sent: Monday, April 23, 2007 1:35 PM
Subject: [hlds_linux] 1.6 FPS drops



Hi, I've created a new kernel with the 2.6.21-rc6 using the dynamic
ticks and high timer options, which really improved the performance
of my server. I need to run the servers at 1000 FPS because it
appeals to customers. The hardware is dual quad-core xeon 2.66ghz
with 8gb fully-buffered memory. The FPS is generally at 980-1000, but
sometimes it drops to around 500.

This happens with only one, completely idle server running on the
machine. Perhaps i don't need to care about this, but i'd really like
to know what can cause these drops to happen? Apparently the CPU is
able to keep it at a steady 1000 FPS, and since there's nothing else
running i don't see why it should drop to ~500.

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Re: [hlds_linux] 1.6 FPS drops

2007-04-23 Thread Jonathan
Was that using tasket? Did you modify hlds_run to launch it using taskset
or how did you do?

> have you tried to bind the running server to only one core ?
> I did that yesterday, and it works better..
>
> peter
>
> - Original Message -
> From: "Jonathan" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, April 23, 2007 1:35 PM
> Subject: [hlds_linux] 1.6 FPS drops
>
>
>> Hi, I've created a new kernel with the 2.6.21-rc6 using the dynamic
>> ticks and high timer options, which really improved the performance
>> of my server. I need to run the servers at 1000 FPS because it
>> appeals to customers. The hardware is dual quad-core xeon 2.66ghz
>> with 8gb fully-buffered memory. The FPS is generally at 980-1000, but
>> sometimes it drops to around 500.
>>
>> This happens with only one, completely idle server running on the
>> machine. Perhaps i don't need to care about this, but i'd really like
>> to know what can cause these drops to happen? Apparently the CPU is
>> able to keep it at a steady 1000 FPS, and since there's nothing else
>> running i don't see why it should drop to ~500.
>>
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>
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[hlds_linux] 1.6 FPS drops

2007-04-23 Thread Jonathan

Hi, I've created a new kernel with the 2.6.21-rc6 using the dynamic
ticks and high timer options, which really improved the performance
of my server. I need to run the servers at 1000 FPS because it
appeals to customers. The hardware is dual quad-core xeon 2.66ghz
with 8gb fully-buffered memory. The FPS is generally at 980-1000, but
sometimes it drops to around 500.

This happens with only one, completely idle server running on the
machine. Perhaps i don't need to care about this, but i'd really like
to know what can cause these drops to happen? Apparently the CPU is
able to keep it at a steady 1000 FPS, and since there's nothing else
running i don't see why it should drop to ~500.

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Re: [hlds_linux] Stable, high FPS

2007-04-04 Thread Jonathan

Nope, i didn't try that yet, but i've been thinking about it.

Can there be something else introduced in recent kernels that
strangles the CPU somehow?

4 apr 2007 kl. 13.06 skrev Dan E:


I know the how-to says don't do dynamic ticks, but have you tried a
kernel
with dynamic ticks?  Then you don't need to worry about the kernel HZ.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Sent: Wednesday, April 04, 2007 5:37 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Stable, high FPS

We've just received a batch of dual 2.66 quad xeons with 8gb ram that
we're going to host our cs 1.6 servers on. The thing is that we need
as high and stable FPS as possible to attract more customers. I know
it's possible to keep it at 1000 and quite stable, because i've seen
other GSPs do that with worse machines. I followed the 1000 FPS guide
at the steam forums you keep pasting and the fps is now around 960
most of the time, rarely peaks 1000 and sometimes drops to around 500.

Is there something i could do, like renice the process, change some
other kernel parameter, run the servers on only one core or similar,
that will give me more stable FPS closer to 1000?

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[hlds_linux] Stable, high FPS

2007-04-04 Thread Jonathan

We've just received a batch of dual 2.66 quad xeons with 8gb ram that
we're going to host our cs 1.6 servers on. The thing is that we need
as high and stable FPS as possible to attract more customers. I know
it's possible to keep it at 1000 and quite stable, because i've seen
other GSPs do that with worse machines. I followed the 1000 FPS guide
at the steam forums you keep pasting and the fps is now around 960
most of the time, rarely peaks 1000 and sometimes drops to around 500.

Is there something i could do, like renice the process, change some
other kernel parameter, run the servers on only one core or similar,
that will give me more stable FPS closer to 1000?

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[hlds_linux] Server query question

2007-03-05 Thread Jonathan

I run a web site with a lot of counterstrike 1.6 servers which i
right now query using "rcon status" to find player information and
such. I recently noticed that all these status commands make the
hitbox on the servers worse, so i need a replacement.

I found the http://developer.valvesoftware.com/wiki/
Source_Server_Queries page, and it seems like a better idea to use
such things compared to rcon status. The thing is that i'd like to
find out the ping of the players who are online, but it seems like
theres no way to do that using server queries, or are there?

Is this possible without rcon status?

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[hlds_linux] Server starts to lag after 12 hours

2007-03-02 Thread Jonathan

Hi there,

I run a couple of servers, each one with amxx plugins (thought
different types).. When my servers have been running for 12-24 hours
they start to lag and needs a restart. I've heard from other people
that this "just happens" and that restarts simply are required. It
sounds more like a memory leak or something to me. Iäve created a
cron script that restarts every server at 04:30 every day, but it
feels like a stupid solution.

Do you know what can cause this and how to fix it?
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[hlds_linux] Strange load spikes

2007-01-22 Thread Jonathan

Hey there, i recently bought a batch of intel core 2 duo 6600
machines to host my 1.6 servers on. Ive set up some graphing using
snmp/rrdtool to measure load and so on...

They all run without problems, but for some reason they seem to get
very high cpu usage, and this is only with hlds running (i have
around four 10-12 slot servers per machine)

Ive uploaded an example graph at http://img244.imageshack.us/
img244/1107/graphimage5un.png

Have you got any idea what this is about? Ive checked crontab and all
of those things without finding anything, and i once monitored the
processes using top and so on to find out whats causing the load
spikes, without finding anythin.. i notice in top that the load
rises, but there is nothing weird in the process table

Its also odd that it occurs ones every 50-55 minutes or so.

/Jonathan

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Re: [hlds_linux] XEON or Opteron?

2007-01-17 Thread Jonathan Selander

May i ask how hard you are pushing it right now, without experiencing choke?

Svensk Ljud & Ljus Produktion skrev:

Hi
We searched a lot in serveradmins-forum for the answer, "witch is best
for
servers / gameservers?", and we did came to the conclusion that Xeon is
better on handling this data.. but at that time we didnt look into
dual-core
P4´s. But I guess that its the same diff. between P4 - dualP4 as Xeon -
dualXeon.
We decided to bye a dual Xeon, and we all think that it was right
decision,
we are trying it out by increasing the load to see when it starts to
choke..
but havent reached that yet.

Good Luck !
Peter L.


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Re: [hlds_linux] XEON or Opteron?

2007-01-17 Thread Jonathan

From my experience Xeons sustain a much more stable FPS than the
core 2 duo

16 jan 2007 kl. 22.20 skrev MelonBrew Support:


Jonathan wrote:

Hi, i'm about to order new machines for my game server hosting, but i
can't decide between xeon and opteron

i've tried a new dual quad-core xeon machine which could run 20
servers / 220 players with no big problems, but i also recently read
that dual-core opterons give better performance per server than xeon

id like to know if anyone here have hlds-benchmarked the two
(dualcore xeon vs dualcore opteron in this case) and come up with any
special results?

/Jonathan

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You might try the Core 2 Duos. I've heard very good things about them.
Opterons... AMDs were never better than Intel for pure processing
applications. C2Duos are very fast (I've seen a few servers running
300
players with 2 C2Ds) but it's pretty pricey comparative to Xeons which
are now dropping in price and offer similar performance.

Benchmarks I don't know about. It'd be interesting if there are
any, though.

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[hlds_linux] XEON or Opteron?

2007-01-16 Thread Jonathan

Hi, i'm about to order new machines for my game server hosting, but i
can't decide between xeon and opteron

i've tried a new dual quad-core xeon machine which could run 20
servers / 220 players with no big problems, but i also recently read
that dual-core opterons give better performance per server than xeon

id like to know if anyone here have hlds-benchmarked the two
(dualcore xeon vs dualcore opteron in this case) and come up with any
special results?

/Jonathan

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[hlds_linux] Users can't connect

2007-01-05 Thread Jonathan

Hey there, i'm experiencing troubles with my server crashing as soon
as someone connects. The error i get is:

FATAL ERROR (shutting down): SteamGetEncryptionKeyToSendToNewClient:
Returned NULL!

Also, when the server starts i get this:

pipes.cpp (484) : Assertion Failed: bRet
pipes.cpp (536) : Assertion Failed: bRet
steamclient.cpp (371) : Assertion Failed: pClientPipe-
>BWriteAndReadResult( buf, bufRet )
steamclient.cpp (373) : Assertion Failed: bufRet.TellPut() == ( sizeof
(HSteamUser) + sizeof(uint8) )

I tried browsing the archives and found people with the same problem,
but none of their solutions helped me.

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[hlds_linux] Server FPS

2006-11-19 Thread Jonathan
hello, i recently bought a core 2 duo machine to test its performance.. it
seems very powerful compared to the other once i got, but the server fps
is as 988 and sometimes around 500

i got a kernel with HZ and USER_HZ 1000

i figure i want 1000 fps so my players get better hitboxes

anyway, my question is if there is any other setting than those two i
should enable in my kernel to get 1000 fps without pingboost?


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Re: [hlds_linux] Core 2 Duo vs Xeon

2006-11-14 Thread Jonathan
the cost would be almost the same

10-15 core 2 duo machines instead of 3 dual, dualcore xeons machines

my question is how much better a xeon machine like that would perform
compared to a single-cpu core 2 duo

> Your maths seems to be off here, 2-3 dual xeons isn't as powerful as 10-15
> Core2Duos?
>
> - Original Message -
> From: "Jonathan" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, November 14, 2006 5:58 PM
> Subject: [hlds_linux] Core 2 Duo vs Xeon
>
>
>> hi again,
>>
>> considering my servers arent really that great, i started thinking about
>> upgrading them all.
>>
>> the question that arose is whether i should get 10-15 core 2 duos or 3
>> dual xeons
>>
>> space is not a matter at this point, its more about what would give the
>> best performance all in all
>>
>> so what im asking is basically how hard i can push a core 2 duo 2.4ghz
>> with 1024 ram.. how many players i could have on a cs1.6 server as well
>> as
>> source, compared to a dual xeon machine
>>
>> any response on this is highly appreciated! thanks
>>
>>
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[hlds_linux] Core 2 Duo vs Xeon

2006-11-14 Thread Jonathan
hi again,

considering my servers arent really that great, i started thinking about
upgrading them all.

the question that arose is whether i should get 10-15 core 2 duos or 3
dual xeons

space is not a matter at this point, its more about what would give the
best performance all in all

so what im asking is basically how hard i can push a core 2 duo 2.4ghz
with 1024 ram.. how many players i could have on a cs1.6 server as well as
source, compared to a dual xeon machine

any response on this is highly appreciated! thanks


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Re: [hlds_linux] Server config

2006-11-14 Thread Jonathan
Did you use pingboost? how many players could it have?

> I used to run an athlon XP 3000+ machine with fps stable at 900.
>
> Krillins World wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> MP vs XP line are two different types of AMD processors.
>>
>> I am not commenting anymore on this subject.
>>
>> GOODLUCK!
>>
>>
>> On 11/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>> Quoting Krillins World <[EMAIL PROTECTED]>:
>>>
 Research shows the tickrates are capped for AMD processors at 500.
>>> I can verify this is not the case when using MP2200+ or MP2400+ cpus.
>>>
>>> Jeff Love
>>> Burgh Gaming
>>>
>>>
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> every tongue that shall rise against thee in judgment thou shalt
> condemn. This is the heritage of the servants of the LORD, and their
> righteousness is of me, saith the LORD.
>
> -- carpe ductum -- "Grab the tape"
> CDTT (Certified Duct Tape Technician)
>
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> Machines:
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Re: [hlds_linux] Server config

2006-11-13 Thread Jonathan
My servers run at 1000 fps on the amd servers when i set them to, i dont
see how that would make them capped or anything? maybe that is an old
issue?

when it comes to memory usage, cs doesn't really seem to use that much..
one 12 slot server with low tickrate only uses about 60-70mb actively, and
none of the servers ever swap

im still interested in this intel versus amd discussion.. id like more
response from the rest of the list about this. going over to intel would
be a big step

> --
> [ Picked text/plain from multipart/alternative ]
> We are sorry to say here but AMD is your downfall here as well as not
> enough of memory. You should increase your RAM.
>
> The tickrate issuse has to do with your CPU. We recomend you get Intel
> Processors if you plan on upgrading. You take your chances if you get a
> variation of AMD 64 bit chips.
>
> Research shows the tickrates are capped for AMD processors at 500.
> Something
> about Multimedia Extentions built in on Intel Chips (MMX standard these
> days) vs the AMD. But you mainly need more RAM on your PCs if anything.
> 1-2GB should help ease the work off your CPU from swap RAM drive (AKA
> Pagefile.sys to those windows server ops). Runing more than one server
> with
> this configuration is not recomended. Especally not with Counter-Strike
> Source.
>
> This is a sample of one of our server.cfg files for linux. (Stock mainly)
> (EDITED FOR POST)
>
>> hostname "YOUR SERVER NAME"
>>
>> rcon_password "YoUrPaSsWoRd"
>>
>> exec banned.cfg
>>
>> exec listip.cfg
>>
>> mp_logdetail 0
>>
>> mp_logmessages 0
>>
>> mp_timelimit 20
>>
>> mp_autokick 1
>>
>> mp_autoteambalance 1
>>
>> mp_c4timer 30
>>
>> mp_flashlight 0
>>
>> mp_footsteps 1
>>
>> mp_forcechasecam 0
>>
>> mp_freezetime 3
>>
>> mp_friendlyfire 0
>>
>> mp_hostagepenalty 4
>>
>> mp_limitteams 1
>>
>> mp_roundtime 4
>>
>> mp_tkpunish 0
>>
>> sv_restartround 1
>>
>> sv_maxspeed 320
>>
>> sv_proxies 1
>>
>> allow_spectators 90
>>
>> mp_startmoney 4000
>>
>> mp_chattime 5
>>
>> sv_allowupload 1
>>
>> sv_voiceenable 1
>>
>> sv_alltalk 1
>>
>> sv_voicequality 5
>>
>> sv_voicecodec voice_speex
>>
>> pausable 0
>>
>> decalfrequency 40
>>
>> mp_falldamage 0
>>
>> sv_aim 0
>>
>> sv_cheats 0
>>
>> sv_maxrate 
>>
>> sv_minrate 3500
>>
>> sv_lan 0
>>
>> sv_contact "[EMAIL PROTECTED]"
>>
>> sv_region 0
>>
> Hope this was enough information and it was helpful!
>
> Goodluck,
> Krillin
> On 11/13/06, Jonathan <[EMAIL PROTECTED]> wrote:
>>
>> 90% of the boxes run gentoo 2006.1, and the rest debian sarge.. i
>> didnt notice much performance difference between distros
>>
>> also, 90% of those are 2ghz amd athlonxp's with 512mb ram
>>
>> ive created realtime kernels using the -cks patchset and 1000hz timer
>> frequency with the cfq scheduler
>>
>> the internet connection is a 100/100mbit dedicated line which is
>> basically used for CS and a couple of medium-traffic web sites
>>
>> i forgot to mention that 1000 ticrate with pingboost 3 gives the
>> players much lower ping and so on, but it puts far too much load on
>> the machines
>>
>> i figure better machines will give a better playing environment, but
>> it seems strange that these machines (some ~3ghz p4 and a couple of
>> amd64s) can't perform better than this
>>
>> 13 nov 2006 kl. 16.15 skrev Krillins World:
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > What OS are you using? And what are the specs of the server you
>> > host on? And
>> > also, what is your Upstream?
>> >
>> > Krillin
>> >
>> >
>> > On 11/13/06, Jonathan <[EMAIL PROTECTED]> wrote:
>> >>
>> >> Oops, i forgot to add that this is for CS 1.6, not source
>> >> also, the problem is that ticrate 100 without pingboost gives the
>> >> players 30-40 ping, while ticrate 1000 with pingboost puts too much
>> >> load on the servers when there are 10+ players online
>> >>
>> >> i would like as low ping/good hitboxes as possible with as little
>> >> load on the servers as possible
>> >>
>> >> 13 nov 2006 kl. 16.04 skrev Jonathan:
>> >>
>&g

Re: [hlds_linux] Server config

2006-11-13 Thread Jonathan

90% of the boxes run gentoo 2006.1, and the rest debian sarge.. i
didnt notice much performance difference between distros

also, 90% of those are 2ghz amd athlonxp's with 512mb ram

ive created realtime kernels using the -cks patchset and 1000hz timer
frequency with the cfq scheduler

the internet connection is a 100/100mbit dedicated line which is
basically used for CS and a couple of medium-traffic web sites

i forgot to mention that 1000 ticrate with pingboost 3 gives the
players much lower ping and so on, but it puts far too much load on
the machines

i figure better machines will give a better playing environment, but
it seems strange that these machines (some ~3ghz p4 and a couple of
amd64s) can't perform better than this

13 nov 2006 kl. 16.15 skrev Krillins World:


--
[ Picked text/plain from multipart/alternative ]
What OS are you using? And what are the specs of the server you
host on? And
also, what is your Upstream?

Krillin


On 11/13/06, Jonathan <[EMAIL PROTECTED]> wrote:


Oops, i forgot to add that this is for CS 1.6, not source
also, the problem is that ticrate 100 without pingboost gives the
players 30-40 ping, while ticrate 1000 with pingboost puts too much
load on the servers when there are 10+ players online

i would like as low ping/good hitboxes as possible with as little
load on the servers as possible

13 nov 2006 kl. 16.04 skrev Jonathan:


hello there,

i've been trying to tweak my config settings to the best without
really
making them any better.. so im just wondering if you could be so
kind to
post your server configs in here, so i could take a look at them? :)



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Re: [hlds_linux] Server config

2006-11-13 Thread Jonathan

Oops, i forgot to add that this is for CS 1.6, not source
also, the problem is that ticrate 100 without pingboost gives the
players 30-40 ping, while ticrate 1000 with pingboost puts too much
load on the servers when there are 10+ players online

i would like as low ping/good hitboxes as possible with as little
load on the servers as possible

13 nov 2006 kl. 16.04 skrev Jonathan:


hello there,

i've been trying to tweak my config settings to the best without
really
making them any better.. so im just wondering if you could be so
kind to
post your server configs in here, so i could take a look at them? :)



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[hlds_linux] Server config

2006-11-13 Thread Jonathan
hello there,

i've been trying to tweak my config settings to the best without really
making them any better.. so im just wondering if you could be so kind to
post your server configs in here, so i could take a look at them? :)



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[hlds_linux] Remote rcon problem

2006-10-30 Thread Jonathan
Hi, i have a script that checks a bunch of server's statuses and creates a
website with information about who are playing on the whichservers and so
on.. i recently noticed that it didnt always work, so i issued some tests
using the php rcon classand noticed that the returned status is sometimes
"0 users" even though there are users on the servers, and when doing rcon
status through cs, the correct information shows.. any idea what can be
causing this?

the rcon class seems to work fine as the information returend looks
correct.. so it seems like more the server returns incorrect information


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Re: [hlds_linux] VAC problem

2006-10-30 Thread Jonathan
That fixed the problem, thanks a lot! :)

> Have you added +ip x.x.x.x to the command line, where x.x.x.x is the
> public IP? We had a similar issue and adding that fixed it.
>
> Ben
>
> On 29/10/06, Regime <[EMAIL PROTECTED]> wrote:
>> Sounds like a firewall issue. Check logs on your devices to see if
>> anything is being dropped (incoming and outgoing.) By the sounds of it,
>> probably look on your 'second router' first.
>> Good luck,
>> ---
>> Regime
>>
>> Jonathan wrote:
>> > VAC works on the other servers in my network. What differs these ones
>> from
>> > the ones that work is that they're part of a server cluster with
>> internet
>> > access behind a second router. They have public IP addresses.
>> >
>> > The servers themselves are accessible from the outside without
>> problems,
>> > it's just VAC that won't start up.
>> >
>> > /Jonathan
>> >
>> >
>>
>>
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Re: [hlds_linux] VAC problem

2006-10-27 Thread Jonathan
VAC works on the other servers in my network. What differs these ones from
the ones that work is that they're part of a server cluster with internet
access behind a second router. They have public IP addresses.

The servers themselves are accessible from the outside without problems,
it's just VAC that won't start up.

/Jonathan

> Jonathan wrote:
>> hello, i can't get VAC to work properly.
>>
>> i get the following message:
>>
>> version :  47/1.1.2.5/Stdio 3651 insecure (secure mode enabled,
>> disconnected from Steam3)
>>
>> i tried reinstalling hlds like some posts suggested, but it didn't do me
>> any good
>>
>> i have secure "1" in liblist.gam and i don't start the game with
>> -insecure.. what else could be causing this?
>>
> Your connection to the Steam servers is probably failing.
>
> If you are versed in UNIX, you can use "strings" and "grep" to try
> fishing out the hostnames (tip: they'll probably contain
> valvesoftware.com) from all the .so files, then try "ping"ing these
> servers, etc. etc. etc. If you're even more versed, you could use
> tcpdump and/or ethereal to capture all the network communication the
> dedicated server is doing and analyze it to find the problem.
>
> For starts, if you're not sure that your Internet connection is working
> perfectly, try running a simple ping such as "ping google.com". If ping
> doesn't output anything, try "nslookup google.com" to see if your DNS
> servers are working.
>
> At the end of the day, you'll probably end up having to do something as
> menial as unplug and re-plug your router into the mains or reconfiguring
> your server's network interface for it to start working again. (Believe
> me, I once struck alarm on this very list when my Net connection didn't
> work... and yes, my router was to blame. A 230V [common mains voltage
> across Europe] restart later, everything worked again.)
>
> I hope I'm not sounding like one of those $3-per-minute support-line
> people, trying to avoid causes of radioactive human stupidity like "is
> your printer actually turned on?"... ;-)
>
> ~~ Ondra
>
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[hlds_linux] VAC problem

2006-10-27 Thread Jonathan
hello, i can't get VAC to work properly.

i get the following message:

version :  47/1.1.2.5/Stdio 3651 insecure (secure mode enabled,
disconnected from Steam3)

i tried reinstalling hlds like some posts suggested, but it didn't do me
any good

i have secure "1" in liblist.gam and i don't start the game with
-insecure.. what else could be causing this?


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Re: [hlds_linux] srcds CS -beta server freeze -problem

2006-10-26 Thread Jonathan

A new beta was released recently

26 okt 2006 kl. 13.05 skrev Krillins World:


--
[ Picked text/plain from multipart/alternative ]
Beta? Get up to speed. Beta has been outdated since what, last year?

On 10/26/06, Teemu Ollilainen <[EMAIL PROTECTED]> wrote:


Hello,

I discovered a bug with the linux version of the new CS:Source beta
release. The server freezes after about 10-20 minutes of play for
about 2-3 minutes. During this time you cannot type into console and
the server drops all clients. After the freeze is over - everything
goes back to normal. This was / is not a problem with the "normal"
release of CS:Source.

First i thought this was a problem with my plugins (mani_admin_plugin
and etb), but after a lot of testing - disabling the plugins only
postponed the freeze for 5-10 minutes.

I am running the srcds server with AMD Athlon XP running @ 2.0Ghz
(1GB)and Debian linux.

I updated kernel to 2.6.18-cks1. This did not solve the problem.
And I
tested the beta-release with clean install without any addons nor
bots
- it just freezes.

Any ideas what could be done about this`?

Best regards,
Teemu Ollilainen (alias Seppo)

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Re: [hlds_linux] sys_ticrate 1000 and pingboost 3

2006-10-19 Thread Jonathan
What do you mean? Shouldn't either of them be used?

> Pingboost and fps @ 1000 is something for the generation which believes in
> Armani & Dior too.
>
>
>> -Ursprüngliche Nachricht-
>> Von: hlds_linux@list.valvesoftware.com
>> Gesendet: 18.10.06 19:35:54
>> An: 
>> Betreff: Re: [hlds_linux] sys_ticrate 1000 and pingboost 3
>
>
>> CPU useage went up without pingboost? Thats odd!
>> - Original Message -
>> From: "ics" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Wednesday, October 18, 2006 7:20 PM
>> Subject: Re: [hlds_linux] sys_ticrate 1000 and pingboost 3
>>
>>
>> > Yo,
>> > -pingboost option only makes the server less good. I ran that for long
>> > time and kept wondering why the game doesnt run smooth on large
>> servers.
>> > I took that off and cpu usage went up more but playability became
>> better.
>> >
>> > -ics
>> >
>> > [S.O.D.] mr. jack kirjoitti:
>> >> Hi,
>> >>
>> >> I'm running on my rootserver (D820 + 2 GB Ram):
>> >>
>> >> 12 Slot WC3 1.6
>> >> 12 Slot 1.6 War-Server pingboost 3 systicrate 1000
>> >> 1x14 Slot CS:S Tick100
>> >> 1x 12 Slot CS:S Tick 100
>> >>
>> >> But the Warserver is not running good, the shooting is not clean.
>> What
>> >> can I do to optimize the Warserver?
>> >>
>> >> Serverconfig: http://phpfi.com/165091
>> >> Kernelconfig (2.6.18 + gentoo and ck patchset):
>> http://phpfi.com/165089
>> >> Systeminformations: http://phpfi.com/165090
>> >>
>> >> ___
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>> archives,
>> >> please visit:
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>> >>
>> >
>> >
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[hlds_linux] Optimal command line arguments/settings

2006-09-18 Thread Jonathan

Hello again, after i tweaked my kernels i started wondering whether
my hlds configuration settings were optimal for as little lag as
possible.

This is the command line i generally use for my servers;

./hlds_run -game cstrike +sys_ticrate 1000 +port 27015 +maxplayers 4
+map de_dust2 -autoupdate

And this is the server.cfg i use:

---

hostname "27015"
rcon_port 27015
decalfrequency 300
mapcyclefile mapcycle.txt
pausable 0
hpk_maxsize 3

//sv_commands
sv_maxupdaterate 101
sv_aim 0
sv_airaccelerate 10
sv_airmove 1
sv_allowdownload 1
sv_allowupload 0
sv_cheats 0
sv_gravity 800
sv_friction 4
sv_maxspeed 320
sv_maxrate 25000
sv_maxunlag 0.5
sv_unlag 1
sv_minrate 2500
sv_aim 0
sv_cheats 0
sv_voiceenable 0
sv_region 3

//mp_commands
mp_timelimit 20
mp_limitteams 0
mp_autoteambalance 0
mp_roundtime 1.5
mp_logfile 0
mp_logmessages 1
mp_lowlag 1
mp_decals 0
mp_autokick 0
mp_tkpunish 0
mp_c4timer 35
mp_flashlight 0
mp_footsteps 1
mp_forcechasecam 2
mp_friendlyfire 1
mp_friendly_grenade_damage 1
mp_ghostfrequency 0
mp_hostagepenalty 0
mp_mapvoteratio 0.8
mp_buytime 0.25
log on

//Admin Mod Server Configuration Variables//
exec addons/adminmod/config/adminmod.cfg
admin_command admin_restrictitem 31
mapchangecfgfile server.cfg
cl_allowdownload 0


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Re: [hlds_linux] Kernel tweaks

2006-09-17 Thread Jonathan
Great, i'm going to patch the kernels with the cks server patch and make
sure i use the CFQ scheduler.. is there any setting on the hlds server
itself i need to take into concern? to prevent any lagspikes/chokes/bad
hitboxes?

> With 512mb you should be able to run 2 or 3 hl1engine servers (specially
> if two are like private servers)  However if you want to run any
> sourceengine servers, I'd suggest upgrading to 1gb.  The source server
> has this tendency to allocate like 480mb of ram sometimes during map
> changes which would be too much for even a 512mb server.
>
> right now my servers are dual model 285 opterons with 4gb of ram OR dual
> Xeon 7140Ms with 8gb of ram.  (we are using the ck patchset kernel
> specifically the cks patchset for servers ... using 1000HZ and the CFQ
> scheduler)  we use gentoo stable for our hl1 based servers (and most
> other nonvalve servers) and win2k3r2 enterprise for our source based
> servers  due to the performance issues with source on linux vs
> source on nt5.1
>
> Jonathan wrote:
>> The memory usage seems to be around 150mb with 20 players.. sounds
>> logical
>> if 40 players use 300mb, so i feel good on that point.
>>
>>
>>> Actually with linux using so little of the ram, you should easily be
>>> able
>>> to
>>> run one server on there... as long as they are not all bots =p.  I see
>>> my
>>> servers (40 man) using about 300 megs each
>>> - Original Message -
>>> From: "Richard Fennell" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Friday, September 15, 2006 8:34 PM
>>> Subject: Re: [hlds_linux] Kernel tweaks
>>>
>>>
>>>
>>>> Jonathan wrote:
>>>>
>>>>> After i compiled the kernel with 1000hz on one of the boxes, the cpu
>>>>> load
>>>>> dropped to 10% from 99%, so at least that's a good sign :)
>>>>>
>>>>> The other things you said were the first things i checked, so the
>>>>> systems
>>>>> now have up-to-date slimmed gentoo installations with a 1000hz
>>>>> kernel.
>>>>>
>>>>> It will be interesting to see how hard i can push an amd65 3500+ box
>>>>> with
>>>>> 512mb ram.
>>>>>
>>>>>
>>>> Ya need to bump the ram up to at least 1gig to get anything out of it
>>>> really imo. Otherwise the machine will be swapping to disc far to
>>>> much.
>>>>
>>>>
>>>>
>>>>
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>>>
>>
>>
>>
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Re: [hlds_linux] Kernel tweaks

2006-09-15 Thread Jonathan
The memory usage seems to be around 150mb with 20 players.. sounds logical
if 40 players use 300mb, so i feel good on that point.

> Actually with linux using so little of the ram, you should easily be able
> to
> run one server on there... as long as they are not all bots =p.  I see my
> servers (40 man) using about 300 megs each
> - Original Message -
> From: "Richard Fennell" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, September 15, 2006 8:34 PM
> Subject: Re: [hlds_linux] Kernel tweaks
>
>
>> Jonathan wrote:
>>> After i compiled the kernel with 1000hz on one of the boxes, the cpu
>>> load
>>> dropped to 10% from 99%, so at least that's a good sign :)
>>>
>>> The other things you said were the first things i checked, so the
>>> systems
>>> now have up-to-date slimmed gentoo installations with a 1000hz kernel.
>>>
>>> It will be interesting to see how hard i can push an amd65 3500+ box
>>> with
>>> 512mb ram.
>>>
>> Ya need to bump the ram up to at least 1gig to get anything out of it
>> really imo. Otherwise the machine will be swapping to disc far to much.
>>
>>
>>
>>
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Re: [hlds_linux] Kernel tweaks

2006-09-15 Thread Jonathan
After i compiled the kernel with 1000hz on one of the boxes, the cpu load
dropped to 10% from 99%, so at least that's a good sign :)

The other things you said were the first things i checked, so the systems
now have up-to-date slimmed gentoo installations with a 1000hz kernel.

It will be interesting to see how hard i can push an amd65 3500+ box with
512mb ram.

>
>
> Richard Fennell wrote:
>> Jonathan wrote:
>>> Hey there, i run a couple of 24/7 cs servers on a few boxes with around
>>> 512-1024mb and 2ghz+ cpus (amd64/intel). On some of these boxes i run
>>> more
>>> than 2 servers, and when they start getting full, i get a lot of lag.
>>> My
>>> question is: can i do some kind of kernel/software tweaks in order to
>>> make
>>> the servers perform better, or do i simply need better hardware?
>>>
>>> This is hlds running cs, not source.
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>> There are loads of kernel tweaks, some provide more gains than others.
>> IMO the biggest gain is recompiling your kernel with 1000hz (hz=1000)
>> there are loads of posts around about it.
>> Others aren't really all that beneficial.Check your network card is half
>> decent and make sure you aren't running cpuspeed.
>
>
> The above hits it pretty much on the head.   The only other opinions
> would be to make sure your distro is cut to the bones, isn't running any
> un-needed services or processes.  (base gentoo or debian or slackware
> for example) Your network card is very key for sure, a good intel or
> 3com card rather than say a linksys or dlink card or other basic brand.
>   you'd be suprised on the quality differences.  Personally, i go intel
> when ever I can, and they are reasonable.  you can get a nice gige
> pro/1000 for 30 bucks from newegg.com for example, just picked a few up
> the other day.
>
> if it comes down to it, you may need to start limiting client rates and
> so on to a reasonable level to improve the client experience for
> everyone.   more than that, then yeah, you will probably want to look at
> newer hardware.
>
> kev
>
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[hlds_linux] Kernel tweaks

2006-09-15 Thread Jonathan
Hey there, i run a couple of 24/7 cs servers on a few boxes with around
512-1024mb and 2ghz+ cpus (amd64/intel). On some of these boxes i run more
than 2 servers, and when they start getting full, i get a lot of lag. My
question is: can i do some kind of kernel/software tweaks in order to make
the servers perform better, or do i simply need better hardware?

This is hlds running cs, not source.


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RE: [hlds_linux] HLDS Cluster

2006-09-10 Thread Jonathan
I've decided to stick with sun grid engine as it seems most appropriate
for what i'm doing. I earlier thought that hlds was crashing with my
setup, but apparently the servers were shut down prematurely. Everything
with it works fine now.

> I actually played with an active/passive HLDS cluster last month.  It's
> incredibly easy and worked perfectly the first time.  But as mentioned, it
> does take a hit during a failover event.  This is where I stopped, and
> decided a compute utility or grid scenario would be more appropriate...
> just
> haven't had the urge to check it out.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of kama
> Sent: Friday, September 08, 2006 11:00 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] HLDS Cluster
>
>
> Isnt it easier to "calculate" if the hlds fits on a server before enabling
> the service? Or have a predifined sollution and depending on what the
> theoretical max usage will be, open up on a machine that have enough
> power?
>
> Since hlds is not suited for a cluster sollution, why try to force it to
> do
> so?
>
> A HA sollution might be interesting just so the service is always up and
> running. but then you have to take into account that it will be a small
> downtime when you roll up the service on the other node.
>
> /Bjorn
>
> On Thu, 7 Sep 2006, Marcel wrote:
>
>> Hi,
>>
>> I tested this one or two years ago and it caused lagg while
>> transfering the process to another node. After this "transfer"
>> everything
> was fine.
>>
>> So you should manually do the transfers to another server.
>>
>>
>> - Marcel
>>
>> Jonathan schrieb:
>> > Hi, I've been using a cluster-like setup to start counter-strike
>> > servers on demand for a while, but it's never really worked that
>> > well. At the moment i use sun grid engine 6, but i was thinking of
>> > using something like openmosix instead. Any thoughts on this? If i
>> > use (open)mosix i need to use the 2.4 kernel, which i heard doesn't
> perform as well as 2.6 for hlds.
>> >
>> > Is there any other alternative available? The key idea is the launch
>> > a server immediately as someone presses a button on a website,
>> > without having to care about load on the boxes. Right now i have 22
>> > diskless server nodes in the cluster.
>> >
>> > OM also seems like a good idea since i will be able to expand it
>> > while it's running without downtime or problems.
>> >
>> > One thing i'm not sure about OM is whether the load-sharing thing is
>> > good or not. Ie, if a node gets overloaded, it moves processes to a
>> > node with less load, if one exists. A move like this when the
>> > process is hlds will probably cause a lot of lag for the players.
>> >
>> >
>> > ___
>> > 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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>>
>
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> please visit:
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>
>
>
>
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[hlds_linux] HLDS Cluster

2006-09-06 Thread Jonathan
Hi, I've been using a cluster-like setup to start counter-strike servers
on demand for a while, but it's never really worked that well. At the
moment i use sun grid engine 6, but i was thinking of using something like
openmosix instead. Any thoughts on this? If i use (open)mosix i need to
use the 2.4 kernel, which i heard doesn't perform as well as 2.6 for hlds.

Is there any other alternative available? The key idea is the launch a
server immediately as someone presses a button on a website, without
having to care about load on the boxes. Right now i have 22 diskless
server nodes in the cluster.

OM also seems like a good idea since i will be able to expand it while
it's running without downtime or problems.

One thing i'm not sure about OM is whether the load-sharing thing is good
or not. Ie, if a node gets overloaded, it moves processes to a node with
less load, if one exists. A move like this when the process is hlds will
probably cause a lot of lag for the players.


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Re: [hlds_linux] Update Utility Exits Saying Aborted Centos 4.4

2006-09-06 Thread Jonathan
I had this problem earlier. Removing ~/.steam/ClientRegistry.blob fixed
it. Remember that it must be the home directory of the user that runs hlds

> --
> [ Picked text/plain from multipart/alternative ]
> Centos 4.4 (Final). The update utility will just exit with the saying
> aborted reguardless of parameters passed to it.
> I have tried downloading fresh copies everything doesnt work.
> Below are permissions, examples, and using gdb to help provide more
> informative data.
>
>
> -rwxr-xr-x   1 ** ** 7822833 Apr  7  2005 steam
>
> [EMAIL PROTECTED] skel]$ ./steam
> Aborted
> [EMAIL PROTECTED] skel]$ ./steam -help
> Aborted
>
>
> [EMAIL PROTECTED] skel]$ gdb steam
> GNU gdb Red Hat Linux (6.3.0.0-1.132.EL4rh)
> Copyright 2004 Free Software Foundation, Inc.
> GDB is free software, covered by the GNU General Public License, and you
> are
> welcome to change it and/or distribute copies of it under certain
> conditions.
> Type "show copying" to see the conditions.
> There is absolutely no warranty for GDB.  Type "show warranty" for
> details.
> This GDB was configured as "i386-redhat-linux-gnu"...Using host
> libthread_db
> lib
> rary "/lib/tls/libthread_db.so.1".
>
> (gdb) run
> Starting program: */steam
>
> Program received signal SIGABRT, Aborted.
> 0x00175be1 in kill () from /lib/libc.so.6
> (gdb) bt
> #0  0x00175be1 in kill () from /lib/libc.so.6
> #1  0x0031b391 in pthread_kill () from /lib/libpthread.so.0
> #2  0x0031b75b in raise () from /lib/libpthread.so.0
> #3  0x00175848 in raise () from /lib/libc.so.6
> #4  0x00176f50 in abort () from /lib/libc.so.6
> #5  0x0831260b in __default_terminate ()
> #6  0x0831262c in __terminate ()
> #7  0x08312f64 in throw_helper (eh=0x8620dc4, pc=0x814fde5,
> my_udata=0xb688, offset_p=0xb684)
> #8  0x0831311c in __throw ()
> #9  0x0814fde6 in common::CNamedArgs::operator[] ()
> #10 0x081588a4 in common::CHierarchicalNamedArgs::operator[] ()
> #11 0x081392f7 in common::CConfigDatabase::GetValueAsString ()
> #12 0x0813892e in common::CConfigDatabase::Get ()
> #13 0x082d3891 in main ()
>
>
>
> [EMAIL PROTECTED] skel]$ uname -a
> Linux **.***.com 2.6.9-42.0.2.plus.c4smp #1 SMP Fri Aug 25
> 17:59:58 CDT 2006 i686 i686 i386 GNU/Linux
>
> [EMAIL PROTECTED] skel]$ ldd --version
> ldd (GNU libc) 2.3.4
> Copyright (C) 2005 Free Software Foundation, Inc.
> This is free software; see the source for copying conditions.  There is NO
> warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR
> PURPOSE.
> Written by Roland McGrath and Ulrich Drepper.
> --
>
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Re: [hlds_linux] hlds crashes

2006-09-03 Thread Jonathan
Right, i test-ran the system for a few days without the -autoupdate
option, but servers still crash a lot, and i have no idea how or why.

Is there any other method you could recommend for an online server booking
service, than the one i use? I need to save resources and not have hlds
instances running if they shouldn't be.

>
> Skip -autoupdate and test. since "Checking bootstrapper version ..." is
> from steam and not hlds.
>
> /bjorn
>
> On Fri, 1 Sep 2006, Jonathan wrote:
>
>> A little update, some servers seem to crash instantly just after this:
>>
>> Auto detecting CPU
>> Using AMD Optimised binary.
>> Auto-restarting the server on crash
>> Updating server using Steam.
>> Checking bootstrapper version ...
>>
>> It doesn't get further than that.
>>
>> > I'm not sure, and i'm also not sure what the issue is exactly. People
>> > claim that servers go down just like that when they're playing on
>> them,
>> > but i can't find anything in any of the logs or so, so it's hard for
>> me to
>> > trace the problem.
>> >
>> >> ok, does the issue still occur if the servers do not auto update?
>> >>
>> >>
>> >> Jonathan wrote:
>> >>> Yes, the nodes share images. However, i gave the nodes their own
>> >>> ~/.steam
>> >>> directory, so it's always the same machine that writes the
>> >>> clientregistry.blob file. Sure, i could remove it each time a server
>> is
>> >>> fired up, but it feels like a very ugly hack. :/
>> >>>
>> >>> The .so files i have in the image directories are:
>> >>>
>> >>> core_i386.so
>> >>> engine_amd.so
>> >>> engine_amd64.so
>> >>> engine_i486.so
>> >>> engine_i686.so
>> >>> filesystem_stdio_amd64.so
>> >>> filesystem_stdio_i386.so
>> >>> libSteamValidateUserIDTickets_amd64.so
>> >>> libSteamValidateUserIDTickets_i386.so
>> >>> proxy_i386.so
>> >>> steam_api_i486.so
>> >>> steamclient_i486.so
>> >>> test1.so
>> >>> test2.so
>> >>> test3.so
>> >>> tier0_s_i486.so
>> >>> vstdlib_s_i486.so
>> >>>
>> >>> I have no idea what those test*.so files are and if they're supposed
>> to
>> >>> be
>> >>> there or not.
>> >>>
>> >>>
>> >>>> Suns grid software. Is there a seperate server image to be run on
>> each
>> >>>> node? or does it share the images and deliver them to whichever
>> node
>> >>>> requires them, as such perhaps running the same image on different
>> >>>> nodes
>> >>>> with different ips or hardware ids could be causing the glitch, it
>> is
>> >>>> likely that there is some unique identifier contained in the
>> >>>> clientregistry.blob.
>> >>>>
>> >>>> hows about a dirty hack to get it working temporarily?
>> >>>> add a line to your server initiating script to remove
>> >>>> clientregistry.blob before the server starts ;).
>> >>>>
>> >>>> As to server crashes, bad maps and plugins often cause hlds to
>> crash
>> >>>> unexpectedly and i have not run into any issues when restarting the
>> >>>> server, either scripted or manually, however i have no experience
>> >>>> running the same server image on different boxes.
>> >>>>
>> >>>> Jonathan wrote:
>> >>>>
>> >>>>> AFAIK they are all clean halflife installations with only cs
>> running
>> >>>>> (this
>> >>>>> is not hl2 with cs source)
>> >>>>>
>> >>>>> The strange thing is that it all works fine for a few times if i
>> >>>>> delete
>> >>>>> the clientregistry.blob file, but then after a while the crashes
>> >>>>> start
>> >>>>> appearing again..
>> >>>>>
>> >>>>> The way my system works is that a user on my web site "books" a
>> >>>>> server
>> >>>>> for
>> >>>>> a certain period of time. When that is done, a column is added to
>> an
>> >>>>> 

Re: [hlds_linux] hlds crashes

2006-09-01 Thread Jonathan
A little update, some servers seem to crash instantly just after this:

Auto detecting CPU
Using AMD Optimised binary.
Auto-restarting the server on crash
Updating server using Steam.
Checking bootstrapper version ...

It doesn't get further than that.

> I'm not sure, and i'm also not sure what the issue is exactly. People
> claim that servers go down just like that when they're playing on them,
> but i can't find anything in any of the logs or so, so it's hard for me to
> trace the problem.
>
>> ok, does the issue still occur if the servers do not auto update?
>>
>>
>> Jonathan wrote:
>>> Yes, the nodes share images. However, i gave the nodes their own
>>> ~/.steam
>>> directory, so it's always the same machine that writes the
>>> clientregistry.blob file. Sure, i could remove it each time a server is
>>> fired up, but it feels like a very ugly hack. :/
>>>
>>> The .so files i have in the image directories are:
>>>
>>> core_i386.so
>>> engine_amd.so
>>> engine_amd64.so
>>> engine_i486.so
>>> engine_i686.so
>>> filesystem_stdio_amd64.so
>>> filesystem_stdio_i386.so
>>> libSteamValidateUserIDTickets_amd64.so
>>> libSteamValidateUserIDTickets_i386.so
>>> proxy_i386.so
>>> steam_api_i486.so
>>> steamclient_i486.so
>>> test1.so
>>> test2.so
>>> test3.so
>>> tier0_s_i486.so
>>> vstdlib_s_i486.so
>>>
>>> I have no idea what those test*.so files are and if they're supposed to
>>> be
>>> there or not.
>>>
>>>
>>>> Suns grid software. Is there a seperate server image to be run on each
>>>> node? or does it share the images and deliver them to whichever node
>>>> requires them, as such perhaps running the same image on different
>>>> nodes
>>>> with different ips or hardware ids could be causing the glitch, it is
>>>> likely that there is some unique identifier contained in the
>>>> clientregistry.blob.
>>>>
>>>> hows about a dirty hack to get it working temporarily?
>>>> add a line to your server initiating script to remove
>>>> clientregistry.blob before the server starts ;).
>>>>
>>>> As to server crashes, bad maps and plugins often cause hlds to crash
>>>> unexpectedly and i have not run into any issues when restarting the
>>>> server, either scripted or manually, however i have no experience
>>>> running the same server image on different boxes.
>>>>
>>>> Jonathan wrote:
>>>>
>>>>> AFAIK they are all clean halflife installations with only cs running
>>>>> (this
>>>>> is not hl2 with cs source)
>>>>>
>>>>> The strange thing is that it all works fine for a few times if i
>>>>> delete
>>>>> the clientregistry.blob file, but then after a while the crashes
>>>>> start
>>>>> appearing again..
>>>>>
>>>>> The way my system works is that a user on my web site "books" a
>>>>> server
>>>>> for
>>>>> a certain period of time. When that is done, a column is added to an
>>>>> sql
>>>>> database. A cron script on the master cluster server reads that sql
>>>>> table,
>>>>> and if there is a new booking to be made, launches a server on one of
>>>>> the
>>>>> nodes as a job submitted to the cluster. If the booking time for the
>>>>> server has went out, the server is shut down by the master server,
>>>>> ie,
>>>>> it
>>>>> terminates the submitted job. Does the hlds server need to quit
>>>>> gracefully
>>>>> in order for it to work properly the next time it's started? I mean,
>>>>> does
>>>>> hlds recover badly from crashes?
>>>>>
>>>>> I don't know how sun grid engine works internally.. if it kills hlds
>>>>> properly or not (i think it does).
>>>>>
>>>>> I also have a script that updates everything to the latest versions,
>>>>> which
>>>>> i run regularly. Still, i want it to work properly the normal way.
>>>>>
>>>>>
>>>>>
>>>>>> Im no expert but it sounds like a bad plugin, what addons do you
>>>>>> have
>>>>>> o

Re: [hlds_linux] hlds crashes

2006-09-01 Thread Jonathan
I'm not sure, and i'm also not sure what the issue is exactly. People
claim that servers go down just like that when they're playing on them,
but i can't find anything in any of the logs or so, so it's hard for me to
trace the problem.

> ok, does the issue still occur if the servers do not auto update?
>
>
> Jonathan wrote:
>> Yes, the nodes share images. However, i gave the nodes their own
>> ~/.steam
>> directory, so it's always the same machine that writes the
>> clientregistry.blob file. Sure, i could remove it each time a server is
>> fired up, but it feels like a very ugly hack. :/
>>
>> The .so files i have in the image directories are:
>>
>> core_i386.so
>> engine_amd.so
>> engine_amd64.so
>> engine_i486.so
>> engine_i686.so
>> filesystem_stdio_amd64.so
>> filesystem_stdio_i386.so
>> libSteamValidateUserIDTickets_amd64.so
>> libSteamValidateUserIDTickets_i386.so
>> proxy_i386.so
>> steam_api_i486.so
>> steamclient_i486.so
>> test1.so
>> test2.so
>> test3.so
>> tier0_s_i486.so
>> vstdlib_s_i486.so
>>
>> I have no idea what those test*.so files are and if they're supposed to
>> be
>> there or not.
>>
>>
>>> Suns grid software. Is there a seperate server image to be run on each
>>> node? or does it share the images and deliver them to whichever node
>>> requires them, as such perhaps running the same image on different
>>> nodes
>>> with different ips or hardware ids could be causing the glitch, it is
>>> likely that there is some unique identifier contained in the
>>> clientregistry.blob.
>>>
>>> hows about a dirty hack to get it working temporarily?
>>> add a line to your server initiating script to remove
>>> clientregistry.blob before the server starts ;).
>>>
>>> As to server crashes, bad maps and plugins often cause hlds to crash
>>> unexpectedly and i have not run into any issues when restarting the
>>> server, either scripted or manually, however i have no experience
>>> running the same server image on different boxes.
>>>
>>> Jonathan wrote:
>>>
>>>> AFAIK they are all clean halflife installations with only cs running
>>>> (this
>>>> is not hl2 with cs source)
>>>>
>>>> The strange thing is that it all works fine for a few times if i
>>>> delete
>>>> the clientregistry.blob file, but then after a while the crashes start
>>>> appearing again..
>>>>
>>>> The way my system works is that a user on my web site "books" a server
>>>> for
>>>> a certain period of time. When that is done, a column is added to an
>>>> sql
>>>> database. A cron script on the master cluster server reads that sql
>>>> table,
>>>> and if there is a new booking to be made, launches a server on one of
>>>> the
>>>> nodes as a job submitted to the cluster. If the booking time for the
>>>> server has went out, the server is shut down by the master server, ie,
>>>> it
>>>> terminates the submitted job. Does the hlds server need to quit
>>>> gracefully
>>>> in order for it to work properly the next time it's started? I mean,
>>>> does
>>>> hlds recover badly from crashes?
>>>>
>>>> I don't know how sun grid engine works internally.. if it kills hlds
>>>> properly or not (i think it does).
>>>>
>>>> I also have a script that updates everything to the latest versions,
>>>> which
>>>> i run regularly. Still, i want it to work properly the normal way.
>>>>
>>>>
>>>>
>>>>> Im no expert but it sounds like a bad plugin, what addons do you have
>>>>> on
>>>>> that server?
>>>>>
>>>>> Jonathan wrote:
>>>>>
>>>>>
>>>>>> Right, that got rid of the errors ... for a couple of minutes :(
>>>>>>
>>>>>> I still get crashes, but instead of abort traps i get:
>>>>>>
>>>>>> ./hlds_run: line 303:  7169 Segmentation fault  (core dumped)
>>>>>> $CMD
>>>>>>
>>>>>> What can be causing this? It still seems to be steam that's
>>>>>> crashing,
>>>>>> but
>>>>>> i really can't find out why. Does it have something

Re: [hlds_linux] hlds crashes

2006-09-01 Thread Jonathan
Yes, the nodes share images. However, i gave the nodes their own ~/.steam
directory, so it's always the same machine that writes the
clientregistry.blob file. Sure, i could remove it each time a server is
fired up, but it feels like a very ugly hack. :/

The .so files i have in the image directories are:

core_i386.so
engine_amd.so
engine_amd64.so
engine_i486.so
engine_i686.so
filesystem_stdio_amd64.so
filesystem_stdio_i386.so
libSteamValidateUserIDTickets_amd64.so
libSteamValidateUserIDTickets_i386.so
proxy_i386.so
steam_api_i486.so
steamclient_i486.so
test1.so
test2.so
test3.so
tier0_s_i486.so
vstdlib_s_i486.so

I have no idea what those test*.so files are and if they're supposed to be
there or not.

> Suns grid software. Is there a seperate server image to be run on each
> node? or does it share the images and deliver them to whichever node
> requires them, as such perhaps running the same image on different nodes
> with different ips or hardware ids could be causing the glitch, it is
> likely that there is some unique identifier contained in the
> clientregistry.blob.
>
> hows about a dirty hack to get it working temporarily?
> add a line to your server initiating script to remove
> clientregistry.blob before the server starts ;).
>
> As to server crashes, bad maps and plugins often cause hlds to crash
> unexpectedly and i have not run into any issues when restarting the
> server, either scripted or manually, however i have no experience
> running the same server image on different boxes.
>
> Jonathan wrote:
>> AFAIK they are all clean halflife installations with only cs running
>> (this
>> is not hl2 with cs source)
>>
>> The strange thing is that it all works fine for a few times if i delete
>> the clientregistry.blob file, but then after a while the crashes start
>> appearing again..
>>
>> The way my system works is that a user on my web site "books" a server
>> for
>> a certain period of time. When that is done, a column is added to an sql
>> database. A cron script on the master cluster server reads that sql
>> table,
>> and if there is a new booking to be made, launches a server on one of
>> the
>> nodes as a job submitted to the cluster. If the booking time for the
>> server has went out, the server is shut down by the master server, ie,
>> it
>> terminates the submitted job. Does the hlds server need to quit
>> gracefully
>> in order for it to work properly the next time it's started? I mean,
>> does
>> hlds recover badly from crashes?
>>
>> I don't know how sun grid engine works internally.. if it kills hlds
>> properly or not (i think it does).
>>
>> I also have a script that updates everything to the latest versions,
>> which
>> i run regularly. Still, i want it to work properly the normal way.
>>
>>
>>> Im no expert but it sounds like a bad plugin, what addons do you have
>>> on
>>> that server?
>>>
>>> Jonathan wrote:
>>>
>>>> Right, that got rid of the errors ... for a couple of minutes :(
>>>>
>>>> I still get crashes, but instead of abort traps i get:
>>>>
>>>> ./hlds_run: line 303:  7169 Segmentation fault  (core dumped) $CMD
>>>>
>>>> What can be causing this? It still seems to be steam that's crashing,
>>>> but
>>>> i really can't find out why. Does it have something to do with running
>>>> multiple servers on the same box? Can i disable the automatic update
>>>> and
>>>> instead schedule something as a cron job or such?
>>>>
>>>> The automatic update also takes some time to complete.
>>>>
>>>>
>>>>
>>>>> The problem was that the ~/.steam/ClientRegistry.blob needed to be
>>>>> deleted. I tried to delete it for the incorrect user a couple of
>>>>> times,
>>>>> but when i did it correctly i got rid of the annoying update crashes.
>>>>>
>>>>>
>>>>>
>>>>>> Hello,
>>>>>>
>>>>>> I maintain a network of around 100 counterstrike servers with
>>>>>> roughly
>>>>>> half
>>>>>> of them
>>>>>> as bookable servers in a cluster, for a large cs community in
>>>>>> Sweden.
>>>>>>
>>>>>> I run all of the servers on linux gentoo, some on i686 and some on
>>>>>> amd64.
>>>>>>
>>>>>> The cluster software I use is sun grid engine 6, a

Re: [hlds_linux] hlds crashes

2006-08-31 Thread Jonathan
AFAIK they are all clean halflife installations with only cs running (this
is not hl2 with cs source)

The strange thing is that it all works fine for a few times if i delete
the clientregistry.blob file, but then after a while the crashes start
appearing again..

The way my system works is that a user on my web site "books" a server for
a certain period of time. When that is done, a column is added to an sql
database. A cron script on the master cluster server reads that sql table,
and if there is a new booking to be made, launches a server on one of the
nodes as a job submitted to the cluster. If the booking time for the
server has went out, the server is shut down by the master server, ie, it
terminates the submitted job. Does the hlds server need to quit gracefully
in order for it to work properly the next time it's started? I mean, does
hlds recover badly from crashes?

I don't know how sun grid engine works internally.. if it kills hlds
properly or not (i think it does).

I also have a script that updates everything to the latest versions, which
i run regularly. Still, i want it to work properly the normal way.

> Im no expert but it sounds like a bad plugin, what addons do you have on
> that server?
>
> Jonathan wrote:
>> Right, that got rid of the errors ... for a couple of minutes :(
>>
>> I still get crashes, but instead of abort traps i get:
>>
>> ./hlds_run: line 303:  7169 Segmentation fault  (core dumped) $CMD
>>
>> What can be causing this? It still seems to be steam that's crashing,
>> but
>> i really can't find out why. Does it have something to do with running
>> multiple servers on the same box? Can i disable the automatic update and
>> instead schedule something as a cron job or such?
>>
>> The automatic update also takes some time to complete.
>>
>>
>>> The problem was that the ~/.steam/ClientRegistry.blob needed to be
>>> deleted. I tried to delete it for the incorrect user a couple of times,
>>> but when i did it correctly i got rid of the annoying update crashes.
>>>
>>>
>>>> Hello,
>>>>
>>>> I maintain a network of around 100 counterstrike servers with roughly
>>>> half
>>>> of them
>>>> as bookable servers in a cluster, for a large cs community in Sweden.
>>>>
>>>> I run all of the servers on linux gentoo, some on i686 and some on
>>>> amd64.
>>>>
>>>> The cluster software I use is sun grid engine 6, and all the server
>>>> nodes
>>>> are diskless clients.
>>>>
>>>> The ordinary servers run fine, but the bookable ones crash momentarily
>>>> with the
>>>> following error:
>>>>
>>>> -
>>>> AssertPreCondition
>>>> Name: NonNullFilePath
>>>> Expr: !sFile.empty()
>>>> Line: 334
>>>> File: ../../../Common/Misc/FileUtil.cpp
>>>> ./hlds_run: line 303:  8855 Aborted (core dumped) $CMD
>>>> -
>>>>
>>>> I browsed the forums and mailing list and found people with similar
>>>> problems from
>>>> late 2005 running FreeBSD 5.4. Their answer to the problem was to
>>>> update
>>>> cs using
>>>> the steam updater. I did that for all 60 cs installations I got on the
>>>> bookable
>>>> servers, but they still crash with the error above. I tried to examine
>>>> the
>>>> core
>>>> dumps and strace'ing the processes but I didn't find any useful
>>>> information.
>>>>
>>>> Regards,
>>>> Jonathan Selander
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>
>>> ___
>>> 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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>>
>>
>
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Re: [hlds_linux] hlds crashes

2006-08-30 Thread Jonathan
Right, that got rid of the errors ... for a couple of minutes :(

I still get crashes, but instead of abort traps i get:

./hlds_run: line 303:  7169 Segmentation fault  (core dumped) $CMD

What can be causing this? It still seems to be steam that's crashing, but
i really can't find out why. Does it have something to do with running
multiple servers on the same box? Can i disable the automatic update and
instead schedule something as a cron job or such?

The automatic update also takes some time to complete.

> The problem was that the ~/.steam/ClientRegistry.blob needed to be
> deleted. I tried to delete it for the incorrect user a couple of times,
> but when i did it correctly i got rid of the annoying update crashes.
>
>> Hello,
>>
>> I maintain a network of around 100 counterstrike servers with roughly
>> half
>> of them
>> as bookable servers in a cluster, for a large cs community in Sweden.
>>
>> I run all of the servers on linux gentoo, some on i686 and some on
>> amd64.
>>
>> The cluster software I use is sun grid engine 6, and all the server
>> nodes
>> are diskless clients.
>>
>> The ordinary servers run fine, but the bookable ones crash momentarily
>> with the
>> following error:
>>
>> -
>> AssertPreCondition
>> Name: NonNullFilePath
>> Expr: !sFile.empty()
>> Line: 334
>> File: ../../../Common/Misc/FileUtil.cpp
>> ./hlds_run: line 303:  8855 Aborted (core dumped) $CMD
>> -
>>
>> I browsed the forums and mailing list and found people with similar
>> problems from
>> late 2005 running FreeBSD 5.4. Their answer to the problem was to update
>> cs using
>> the steam updater. I did that for all 60 cs installations I got on the
>> bookable
>> servers, but they still crash with the error above. I tried to examine
>> the
>> core
>> dumps and strace'ing the processes but I didn't find any useful
>> information.
>>
>> Regards,
>> Jonathan Selander
>>
>>
>> ___
>> 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] hlds crashes

2006-08-28 Thread Jonathan
The problem was that the ~/.steam/ClientRegistry.blob needed to be
deleted. I tried to delete it for the incorrect user a couple of times,
but when i did it correctly i got rid of the annoying update crashes.

> Hello,
>
> I maintain a network of around 100 counterstrike servers with roughly half
> of them
> as bookable servers in a cluster, for a large cs community in Sweden.
>
> I run all of the servers on linux gentoo, some on i686 and some on amd64.
>
> The cluster software I use is sun grid engine 6, and all the server nodes
> are diskless clients.
>
> The ordinary servers run fine, but the bookable ones crash momentarily
> with the
> following error:
>
> -
> AssertPreCondition
> Name: NonNullFilePath
> Expr: !sFile.empty()
> Line: 334
> File: ../../../Common/Misc/FileUtil.cpp
> ./hlds_run: line 303:  8855 Aborted (core dumped) $CMD
> -
>
> I browsed the forums and mailing list and found people with similar
> problems from
> late 2005 running FreeBSD 5.4. Their answer to the problem was to update
> cs using
> the steam updater. I did that for all 60 cs installations I got on the
> bookable
> servers, but they still crash with the error above. I tried to examine the
> core
> dumps and strace'ing the processes but I didn't find any useful
> information.
>
> Regards,
> Jonathan Selander
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlds_linux] hlds crashes

2006-08-26 Thread jonathan
Hello,

I maintain a network of around 100 counterstrike servers with roughly half
of them
as bookable servers in a cluster, for a large cs community in Sweden.

I run all of the servers on linux gentoo, some on i686 and some on amd64.

The cluster software I use is sun grid engine 6, and all the server nodes
are diskless clients.

The ordinary servers run fine, but the bookable ones crash momentarily
with the
following error:

-
AssertPreCondition
Name: NonNullFilePath
Expr: !sFile.empty()
Line: 334
File: ../../../Common/Misc/FileUtil.cpp
./hlds_run: line 303:  8855 Aborted (core dumped) $CMD
-

I browsed the forums and mailing list and found people with similar
problems from
late 2005 running FreeBSD 5.4. Their answer to the problem was to update
cs using
the steam updater. I did that for all 60 cs installations I got on the
bookable
servers, but they still crash with the error above. I tried to examine the
core
dumps and strace'ing the processes but I didn't find any useful information.

Regards,
Jonathan Selander


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Re: [hlds_linux] problems with hlds_l_1120_full.bin everywhere

2004-02-16 Thread Jonathan
no

But if that is the case

You should just download and install it via steam

ftp://hlserver:[EMAIL PROTECTED]/

Regards

Jonathan Molyneux

Head Unix Administrator &
National Network Director
Australian Pro Gaming
http://www.progaming.com.au/
Head Network Administrator
Leecom Technologies Pty. Ltd. t/a Web Lounge
http://www.weblounge.net.au
[EMAIL PROTECTED]

Faisal wrote:
Well i downloaded hlds_l_1120_full.bin from 2 - 3 locations but i always get
a corrupeted file
wonder y ?
i change the mode of the file to executable & after the yes to the aggrement
i get couurpt fle error ..
is there anyone else with the same error ?


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Re: [hlds_linux] DoD: Up the model limit or fix the maps...

2004-01-01 Thread Jonathan
[ Converted text/html to text/plain ]
Would removing the entities via a metamod plugin or by manually modifying the
file
Reduce memory usage, cpu time ?
Im thinking it would have an impact on the server ( positively )

Regards

Jonathan Molyneux

Head Unix Administrator &
National Network Director
Australian Pro Gaming
http://www.progaming.com.au/[1]

Head Network Administrator
Leecom Technologies Pty. Ltd. t/a Web Lounge
http://www.weblounge.net.au[2]

[EMAIL PROTECTED]

[EMAIL PROTECTED] wrote:

If u dont want to use stripper2, use ripent,

Its way more complicated, but effectively does the same job,
But without a metamod plugin.

U can delete or alter existing entities of a map.

A connecting player does NOT have to download anything!
Even though the map is different.

~ m


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Thursday, January 01, 2004 2:31
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] DoD: Up the model limit or fix the maps...



will prolly do that in the mean time but twould be nice to have a
professional solution to the problem...

On Thu, 1 Jan 2004 [EMAIL PROTECTED] wrote:



U can still use stripper2 metamod plugin to remove certain or all
models out of a map.

~ m

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.





Stumm
Sent: Thursday, January 01, 2004 1:50
To: [EMAIL PROTECTED]
Subject: [hlds_linux] DoD: Up the model limit or fix the maps...



This is stupid. Can you please up the model limit in DoD or reduce the





number of models in the maps? Your right on the dang edge which means
admins can't run any addons or most maps start crashing. With nothing
but sturmbot installed I had to remove a couple stock maps. Now I want





to run monster_mod and i'm getting more problem maps...

PLEASE!

--- from logs---
Reduce the number of brush models and/or regular models in the map to
correct this. L 12/31/2003 - 16:35:15: FATAL ERROR (shutting down):
Host_Error:
PF_precache_model_I: Model 'models/mapmodels/flo_grass2.mdl' failed to





precache because the item count is over the 512 limit. Reduce the
number of brush models and/or regular models in the map to correct
this.





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===References:===
  1. http://www.progaming.com.au/
  2. http://www.weblounge.net.au
  3. mailto:[EMAIL PROTECTED]
  4. mailto:[EMAIL PROTECTED]
  5. mailto:[EMAIL PROTECTED]
  6. mailto:[EMAIL PROTECTED]
  7. mailto:[EMAIL PROTECTED]
  8. mailto:[EMAIL PROTECTED]
  9. mailto:[EMAIL PROTECTED]
 10. mailto:[EMAIL PROTECTED]
 11. mailto:[EMAIL PROTECTED]
 12. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 13. http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Crazy Usage

2003-09-22 Thread Jonathan M
Unfortunatly

My cs 1.6 steam 16 player server on a p4 with glibc2.2.5 on debian uses

40 - 60 % CPU

So its not a glibc issue for me

The kernels 2.4.22 with default HT


- Original Message -
From: "raoul bhatia" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 22, 2003 6:13 AM
Subject: Re: [hlds_linux] Crazy Usage


> i get the feeling, that the glibc-2.2.x does something better. somehow,
> most ppl using 2.2.x report normal cpu usage, while the others with
> 2.3.x report high usage + lags.
>
> or am i wrong?
>
> best regards,
> raoul bhatia
>
> bad ping wrote:
>
> >>can you support a little more information?
> >>kernel, glibc, libpthread, ... version
> >>would be nice to know.
> >>
> >>best regards,
> >>raoul bhatia
> >
> >
> > 2.4.18 kernel, glibc-2.2.5.  I'm a tard for not mentioning the core
software :p
> >
> > I just noticed that aztec and office both are still hard on the cpu.
With 18
> > players, I'm seeing 10% average CPU usage on them, with short spikes to
15% :-/
> >  Maps like dust and inferno however are still in the 2.5-5% range.
> >
> > I hated aztec anyway ;)
> >
> >
> >
> >
> > ___
> > 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] CDeath Problem

2003-09-08 Thread Jonathan M
Why are you running cheating death as a metamod plugin

Read the information in the readme on how to install it

Regards Jonathan
- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, September 05, 2003 1:57 PM
Subject: [hlds_linux] CDeath Problem


> Hi,
>
> if i make a changelevel to a other map, the Server crash with this
> message :
>
> L 09/04/2003 - 20:33:21: [META] ini: Finished reading plugins list:
addons/metamod/plugins.ini; Found 3 plugins
> L 09/04/2003 - 20:33:21: [META] dll: Updating plugins...
> CDMOD: Shutting down metamod plugin.  Disabling Cheating-Death: clearing
cdversion.
> L 09/04/2003 - 20:33:21: [META] dll: Unloaded plugin 'Cheating-Death' for
reason 'file on disk is newer'
>
>
> someone knows a way to fix this problem ?
>
> --
> Martin
>
>
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RE: [hlds_linux] [OT] show me your desktop

2002-07-29 Thread Jonathan Hodges

> "Start Windowed" (or so I hear)

-startwindowed

I use this and it opens in the same resolution that the game was in when
you last closed it.  You can always use:

-w 1024

To specify the width of the resolution (ie 1024 x 768) for opening the
window.  I find it very helpful for sending IMs when dead, etc. makes
Alt+Tab much easier.

Speaking of multiple monitors, I wish adding an additional VGA port was
easier, especially since I have come across some very inexpensive
monitors.  Anyone know a cheaper way of adding one besides buying a new
card with 2 ports on it?

Jonathan Hodges
Northwestern University
[EMAIL PROTECTED]

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[hlds_linux] getting pingbooster from UDPsoft to work

2002-06-10 Thread Jonathan Hodges

To detach screen (will continue to run in the background):

Ctrl+A Ctrl+D

For more info:

man screen
(or)
info screen

Jonathan Hodges
Northwestern University
[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>

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[hlds_linux] How to log.

2002-06-07 Thread Jonathan Hodges

>Are these mod-specific? I've never seen them before and they
>don't seem to work on my TFC server...

Oops, yeah I believe mp_logdetail and mp_logmessages are both
CS-specific.  Sorry for not saying that originally.  (If I am wrong feel
free to politely correct me, as always).

Jonathan Hodges
Northwestern University
[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>

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[hlds_linux] How to log.

2002-06-06 Thread Jonathan Hodges

>> I know I will probably get flamed like a newbie,
>> but would anyone know the cvars I need to put in
>> my server.cfg file so I can log what my server
>> does?

>Put
>log on
>in your ->autoexec.cfg<- file.

Other logfile options include:

mp_logdetail x
Where x is 1,2,31: log enemy attacks
2. log teammate attacks
3. log teammate and enemy attacks
mp_logmessages x
Where x is 0,1  0: do not log messages
1: log messages

logaddress x
Where x is an IP address and port where the log is to be sent to

sv_logbans x
Where x is 0,1  0: do not log bans
1: log bans from Valve's anti-cheat

mp_logfile x
Where x is 0,1  0: do not log to file
1: log to file

*by default all log files are located in /moddir/logs (i.e.
/cstrike/logs) and are in format:
LMMDDxxx.log(xxx specifies the logfile number for
that day, MM DD are the month and day respectively)

Hope that helps-

Jonathan Hodges
Northwestern University
[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>

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[hlds_linux] [OT] Cheaters having legality issues?

2002-06-06 Thread Jonathan Hodges

By the way, when I started this thread it had nothing to do with the
DMCA, nor anything to do with prosecuting cheaters or whatnot.  I
personally don't mind a lively discussion because I can choose what I
read anyway, as long as you put [OT] in the subject line (fortunately
many of you already do this).

Oh and if the guys that sent in the startup scripts read this, thanks,
they were very helpful (and relevant to this listserv).

Jonathan Hodges
Northwestern University
[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>

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