Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

2013-10-21 Thread [#OMEGA] - K2
Regardless of  happens it ridicules the ban system even more. I
think the Steam ID should be the same even when from a family member, as
many games, not just source-based games, rely on the SteamID as banning
mechanism.

If they were to add a new system to system to retrieve the account holder's
ID, it would still be broken, because all games that don't update, would
still be using the legacy system (mods, non-valve games, etc).
It should be rather the other way around, to be able to retrieve a new,
second ID for the shared account, and the default API methods just return
the account holder's ID (one who actually owns the games) as they used to.


The real big issue here is it affects all steam games using the account ID 
as banning system and is not exclusive to a single game. It's essentially
making banning useless (before then people AT LEAST had to rebuy a game to
come to the server again, which is a stopper to people without unlimited
supplies of money).

Eventually this even extends beyond the SteamID to other community features,
such as blocking players in friends preventing them from joining your
lobbies - which, by using a friends bypass, just might work again. 


Good job on raising the awareness of this issue, it has to be addressed
before it goes out of hands.


-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Kyle
Sanderson
Gesendet: Montag, 21. Oktober 2013 06:49
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] [hlds] Family Sharing Ban Bypass.

On Sun, Oct 20, 2013 at 9:07 PM, dan  wrote:

> Well I saw one cheater today playing sniper, in several hours of playing
> TF2.
> If others were cheating they weren't doing it well enough to actually make
> a notable difference.
>
> If someone's worse than me with his cheats I'm not going to notice.
>


Ah! Cheating is definitely manageable, although a huge pain because VAC
doesn't fundamentally work. It's the griefers, and the child predators
(seriously, there is a near alarming amount) that I'm looking to keep
banned. As one community's server is on the brink of failure, a bunch of
old troublemakers ban evaded using this to "come back". Unfortunately they
sprinted ahead and hit triggers early, purposely killing their teammates,
so a few were banned. A few were given another chance, which I guess is a
positive from the regression?

Not that I'm advocating this or anything, but you can create a new account,
then join any MP server on Steam and cause as much trouble all you like.
This includes L4D2, CS:GO, and every other game that costs money which used
to raise the bar for kids. To me, this seems very broken, and unintended.
While I'm sure there's a way to filter anyone using Family Sharing, I
really don't want to go down that road as it's still going to be broken for
others.

> It's like spam, if someone has an "easy fix" they probably don't
understand the problem deeply enough.

In this case, it really is that easy. There's always those who can get
around it, and don't get me wrong, the implementation is equally strong as
it is weak. As to why this existing infrastructure isn't exposed to servers
is completely beyond me. Leveraging the existing Steam Guard implementation
seems to be an easy way to actually start fixing this in TF. I wish you ran
servers so you'd at least know where I'm coming from.

Idling just makes the community weaker, and the unintended consequence of
Family Sharing unfortunately has done just that,
Kyle.
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-25 Thread [#OMEGA] - K2
They should just add a server variable containing the dns which server
owners can set. 
Then if people add the server though favourites and such cvar is set, it
automatically gets added with the DNS entry instead of the IP. Plus adding
servers manually also stores the DNS entry instead of resolved IP Address.

This would be a non intrusive change and should work fine.

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Erik-jan
Riemers
Gesendet: Sonntag, 25. August 2013 11:34
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Add something to the game so that server ops can
ban HWID too.

About finding servers easy, use sv_tags. You can search on tags, so in our
case they search for "lz" and find all our servers in the browsers easily.

Given, I've mentioned the whole dns entry I think 2 or 3 years ago. People
suggested multiple solutions, all great but none of them ever made it.
Would be easy if you register your server, to add an extra entry called
"host" or something which gets stored at valve's place. (I think we can
all cope with not storing the port too)

We also use subdomains, but that’s hardly used by anyone.  Most people
either search on the tag or come random.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
Reeuwijk
Sent: zondag 25 augustus 2013 1:11
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Add something to the game so that server ops can
ban HWID too.

That is not what they mean. They mean that the client saves it by DNS name
like

srv1.community.xxx:27015
srv1.community.xxx:27020
srv2.community.xxx:27015
etc
instead that that gets resolved to IP, and then saved as a IP:port in the
server list. They want the clients to save it by URL:port, so moving to a
new hardware server won't lose their players.

I rather see that comm's can add servers by IP to their Steam group, and
that those get into a tab in the steam browser for easy finding their
servers.

Let the client be able to enable or disable this (choose default
opt-in/opt-out, then per group in or out), so ppl with a huge list of
groups can opt out default, and include only a few groups, and ppl who
have few groups can opt in and exclude a few groups.

Server owners can easily update the list of servers, Valve can verify
quite easily on their backend if its really a server, and it solves all
problems with "saving" servers in the favorites, for they can go to that
tab, favorite all they want, and get on.




>
> From: ElitePowered . 
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Sunday, 25 August 2013, 1:01
>Subject: Re: [hlds_linux] Add something to the game so that server ops
can ban HWID too.
>
>
>You can just use subdomains.
>
>
>On Sat, Aug 24, 2013 at 6:53 PM, Nomaan Ahmad 
wrote:
>
>> I agree with the domain suggestion.
>>
>>
>> On 24 August 2013 23:09, Robert Paulson  wrote:
>>
>> > When is the whining about Pinion going to stop? Valve already made
>> > it so players who join through matchmaking cannot have forced ads.
>> > Since they require 100% completion there's almost no chance of
>> > getting paid from quickplay players.
>> >
>> > I'd rather Valve focus on more important issues such as saving
>> > servers by domain name.
>> >
>> > How many of you are stuck on old hardware or a host going down the
>> > toilet because changing IPs would kill off your population? How
>> > many of you need DDoS protection but can't because proxying from a
>> > new IP would result in more player loss than a DDoS?
>> >
>> > This feature is applicable to every game that uses the browser, and
>> > would be beneficial to both players and server owners. This is what
>> > Valve
>> should
>> > be working on next.
>> >
>> >
>> > On Sat, Aug 24, 2013 at 1:31 PM, Mart-Jan Reeuwijk
>> > > > >wrote:
>> >
>> > >
>> > > That would only work if that would be a form of tracking number
>> > > instead
>> > of
>> > > the HWID itself, for HWID's can be influenced, so if the hacker
>> > > or w/e changes it, it should not have a big impact on
>> > > tracability, multiple
>> > HWID's
>> > > would then be linked to a tracking ID, for they can attempt to
>> customize
>> > > MAC addresses, reinstallation with different OS's, adjusting
>> > > driver versions etc, or w/e the combination of things is they use
>> > > for
>> > generating a
>> > > HWID.
>> > >
>> > > Tbh, its a lot of work for some Valve themselves doesn't see much
>> benefit
>> > > from.
>> > >
>> > > Maybe the discussion would have to be focused on the advantages
>> > > for
>> Valve
>> > > to implement it, in their user experiences and the monetary ROI.
>> > > (apart from the whining of us about alts being a problem, for I
>> > > rather see the pinion crap end.)
>> > >
>> > >
>> > >
>> > >
>> > > >__

Re: [hlds_linux] New server, CPU of choise?

2012-08-23 Thread [#OMEGA] - K2
I have to agree with this suggestion. Btw you can also choose a
desktop-grade CPU; so far it seems they are just as good as the Xeon
Counterparts for running gameservers.

As a rule of thumb, I'd go for recent-generation Intel CPUs with high clock
speeds.
AMD CPUs seem to work poorly with SRCDS as they are lacking the "horsepower"
per core, especially if you intend to run servers with a large number of
slots this can be a problem.

Also I want to note here that depending on your location, renting a server
may be cheaper - especially in the EU. I can see why you would want
ownership of the hardware, but in the case the price point also matters, you
may be better off with a rented server. In the US however I found the prices
to be more steep making colo much more attractive.

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Lane
Eckley
Gesendet: Donnerstag, 23. August 2012 14:26
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] New server, CPU of choise?

Hi Saint,

I would highly suggest the E3-1245v2 or E3-1270v2 - the E3-1245 v2 is
about your best bang for your buck, but they seem to be out of stock often
and the E3-1270v2 is the perfect alternative, about 50 bucks more roughly.

Passmark - http://www.cpubenchmark.net/cpu_list.php

Pair that with 16GB RAM (they support a total of 32GB, but for the games
you listed you will likely run out of CPU before you use all 16GB)

As long as you don’t need much HDD space, grab a nice Samsung SSD for
about $150 and you will have an awesome machine for under $1k.

I would also suggest grabbing a nice 1U Supermicro so you have the IPMI
(KVM + Virtual Media) - you can get a half depth barebone like this:
http://www.newegg.com/Product/Product.aspx?Item=N82E16816101384

The E3s are also light on power which will come in handy when you colo.

Lane Eckley
Operations Manager
Hypernia Hosting Corp.

Email: l...@staff.hypernia.com
Desk: 1.305.390.2124
Desk (Toll Free USA): 1.800.284.6978 ext. 600
Cell: 1.305.308.0526
Skype: leckley01
Web: www.hypernia.com

Confidentiality Note: The information contained in this transmission is
legally privileged and confidential, intended only for the use of the
individual or entity named above. If the reader of this message is not the
intended recipient, you are hereby notified that any dissemination,
distribution, or copying of this communication is strictly prohibited.
Thank you!

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 23, 2012 8:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] New server, CPU of choise?

Hi,

I am looking into buying a new server (we colo our servers, so own the
hardware).

Now it's been 3 years ago we last bought new machines so I am completely
stuck in my research. I am really curious to know what the CPU of choice
is here with people who own their *own* hardware and what you manage to
run off these CPU's.

Our current servers exist of Xeon CPU's, however, I am told that TF2/CSGO
etc. servers run just as good off, for example, i7 CPU's.

Please share your experiences with me!

Cheers,

Saint K.
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Re: [hlds_linux] CS:GO wish list

2011-08-15 Thread [#OMEGA] - K2
- Multicore support
- Server-side custom weapon support (which would allow some never-seen
before awesome server-mods)
- Generally improved performance for the server
- 64 Player Limit (not necessarily for official servers/maps)
- optional SSE3 / SSE4 / Intel/AMD optimized libraries again (linux at least
=P); I suppose that it should enhance performance, even if only slightly it
would be an improvement)
- CS:GO SDK release and game release date is the same
- generally be as modable as CS:S (and m_flMaxSpeed should be available
again, pretty much ruined Zombiemode)

Those are all server-related things, I think they could be some more client
improvements, but that's another story.

-- K2

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Ronny
Schedel
Gesendet: Freitag, 12. August 2011 19:34
An: hlds_linux@list.valvesoftware.com
Betreff: [hlds_linux] CS:GO wish list

I start with:

- Free Linux dedicated servers

Best regards ;-)

Ronny Schedel

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RE: [hlds_linux] Steam ID Pending

2005-12-23 Thread K2
>From my experiences, sourceMM is more likely to just not load rather than
crash your server should an update come out that it's not compatible with. I
understand what you're saying about having to use mods to fix bugs in
Valve's code, but there really isn't much of an alternative until Valve puts
out a fix.

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Craig Moore
Sent: Friday, December 23, 2005 7:21 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Steam ID Pending

I'd really like something from valve that didn't require me to run
third-party software. SourceMM is just one more thing that'll crash my
server after the next update (if the update itself doesn't cause constant
crashing), and I'd really like to rid of the mods.

On 12/23/05, Craig Moore <[EMAIL PROTECTED]> wrote:
> Thanks, I'll try it out.
>
> On 12/23/05, LDuke <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ] Until VALVe
> > releases a fix for this, we've been using the STEAM_ID_PENDING
> > Kicker plugin: http://www.sourcemod.net/forums/viewtopic.php?t=3048
> >
> > We had a ton of TK idiots and cheaters on the server exploiting the
> > Steam ID thing, and this plugin has stopped that entirely. Big
> > thanks to showdax for writing it.
> >
> > L. Duke
> >
> >
> > On 12/22/05, Craig Moore <[EMAIL PROTECTED]> wrote:
> > >
> > > Ok, I thought I remembered a thread for this but couldn't find it
> > > in my list. Players can join the server, enter the game, and play
> > > without ever being assigned the SteamID. It shows as
> > > STEAM_ID_PENDING. I can ban by IP, but I don't know how to ban an
> > > entire subnet. Does srcds have some way to ban a subnet like
> > > 68.170.153.238/24 or 68.170.153.238/255.255.255.0? Feel free to
> > > prod that IP all you want, it's the guy that came in hacking with
> > > STEAM_ID_PENDING. There must be some way that Valve can keep these
> > > people from playing without verifying the SteamID. Could Alfred at
> > > least fill us in on if they're even working on a solution? It
> > > might not be hard to use EventScripts to monitor players joining a
> > > team, then check to see if there's a SteamID and ban the IP if
> > > there isn't, but this is a messy solution and I'd rather not use
eventscripts in any way.
> > >
> > > Regards,
> > >
> > > Craig Moore
> > >
> > > ___
> > > 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] Crashes

2005-12-22 Thread K2
Very well said Duck.

Valve - are you listening?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian "Duck"
Holmes
Sent: Thursday, December 22, 2005 2:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Crashes

>On Thursday 22 December 2005 22:10, Joseph Laws wrote:
>Iam still wondering how you know that 100% of all servers crashed?

We obviously don't know that exactly 100% of the servers exhibited the
problem, but I've yet to see a single linux server admin claim it worked
fine for them AND the problem was confirmed on a myriad of different distros
and configurations.

Based on that I think saying that 100% of *nix based servers were affected
is a reasonable extrapolation of the available facts.

If I'm wrong and there's a server admin out there somewhere running a *nix
based server who applied the patch and didn't immediately get a segfault
then by all means come forward and prove us wrong.

We all know and accept that Valve can't be expected to test for every
possible hardware/software configuration out there especially with the
myriad choices afforded by the open source world, BUT expecting that Valve
do SOME testing on at least the most popular OS('s) is far from out of line.
Expecting Valve to communicate with us and let us know what's going on is
more than acceptable.  Let me remind you of a few
things:

1) The original update was released with absolutely no warning or notice to
the list or the forums
2) Absolutely no word was given that they had confirmed the issue and were
working on a fix
3) The update to the update was released with no warning or notice
4) They did not even have the decency to send an announcement the following
morning saying "hey we screwed up last night, sorry for the hassle"

For those that continue to assert that we have no right to demand anything
for a dedicated server binary that is provided free of charge I'll reiterate
the statements of others by stating that we (server
admins) are a very large part of the continued success of Valve and their
games.  If we didn't put forth the effort we do to provide and maintain the
servers for all those players to play on the player base would be far
smaller than it is.  So while I don't expect Valve to accede to our every
whim I think that a modicum of professionalism and quality control is the
least we should be able to expect and demand





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RE: [hlds_linux] Crashes

2005-12-20 Thread K2
Servers running linux have been down and out for over 2 hrs now Valve... A
fix sometime this year would be nice.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel Dickson
Sent: Tuesday, December 20, 2005 4:23 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Crashes


Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "Counter-Strike: Source"
/gameservers/servers/dustx1/srcds_run: line 344: 15368 Segmentation
fault  $HL_CMD
Add "-debug" to the /gameservers/servers/dustx1/srcds_run command line to
generate a debug.log to help with solving this problem Tue Dec 20 20:33:27
CST 2005: Server restart in 10 seconds

I'm on RHE 4

Started happening straight after the update.

Any clues yet guys?

Thanks,
Joel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Haye
Sent: Wednesday, 21 December 2005 11:56 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Crashes

Wonderful.  I've got one of my servers updating right now.  I'll include a
backtrace if I get a core dump...

On 12/20/05, Ed Simson <[EMAIL PROTECTED]> wrote:
> Yes, Same deal here:
>
> Console initialized.
> Attempted to create unknown entity type event_queue_saveload_proxy!
> Game.dll loaded for "Counter-Strike: Source"
> ./srcds_run: line 344:  8727 Segmentation fault  $HL_CMD
> Add "-debug" to the ./srcds_run command line to generate a debug.log
> to help with solving this problem Tue Dec 20 19:48:45 CST 2005: Server
> restart in 10 seconds
>
> Fedora Core 4 on Dual 3.2 Xeons running 64 bit
>
> Ed
>
>
> On 12/20/05, Scott Pettit <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ] Okay so suddenly
> > all my source servers just died and went into a
crash
> > loop:
> >
> > Attempted to create unknown entity type event_queue_saveload_proxy!
> > Game.dll loaded for "Counter-Strike: Source"
> > ./srcds_run: line 344: 25043 Segmentation fault  $HL_CMD
> > Add "-debug" to the ./srcds_run command line to generate a debug.log
to
> > help with solving this problem
> > Wed Dec 21 14:50:31 NZDT 2005: Server restart in 10 seconds
> >
> > They vary from AMD64's running Ubuntu 64bit to P4 3.06's running
Fedora
> > Core 4.
> >
> > Anyone else seeing this?
> >
> > -Scott
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
archives, please visit:
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> >
>
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RE: [hlds_linux] Crashes

2005-12-20 Thread K2
Yup... My email should pop up real soon ;)

FYI - all plugins are disabled.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Pettit
Sent: Tuesday, December 20, 2005 3:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Crashes

--
[ Picked text/plain from multipart/alternative ] Okay so suddenly all my
source servers just died and went into a crash
loop:

Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "Counter-Strike: Source"
./srcds_run: line 344: 25043 Segmentation fault  $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help
with solving this problem Wed Dec 21 14:50:31 NZDT 2005: Server restart in
10 seconds

They vary from AMD64's running Ubuntu 64bit to P4 3.06's running Fedora Core
4.

Anyone else seeing this?

-Scott
--


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[hlds_linux] Fatal error starting server after new update

2005-12-20 Thread K2

This is what I now get after the latest update:

Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "Counter-Strike: Source"
./srcds_run: line 344: 21309 Segmentation fault  $HL_CMD

The update went thru successfully, saw the css shared content update from
ver 42 to 43, saw all the new model files download. It now goes thru the
update self-check successfully, then spits out the above error.

Help ;)

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of kama
Sent: Tuesday, December 20, 2005 2:28 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] New strange crash message.


L 12/20/2005 - 11:39:05: FATAL ERROR (shutting down): User Msg 'FlashBat':
1 bytes written, expected 0
FATAL ERROR (shutting down): User Msg 'FlashBat': 1 bytes written, expected
0

/Bjorn

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RE: [hlds_linux] VAC disabled

2005-11-19 Thread K2
Yup :-/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Kennish
Sent: Saturday, November 19, 2005 9:37 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] VAC disabled

I've recently started getting this on booting the server...

Adding master server 69.28.151.178:27011 Adding master server
69.28.151.162:27011 Could not establish connection to Steam servers.
VAC secure mode disabled.

Anyone else getting this?

--
Ben
www.benkennish.co.uk

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RE: [hlds_linux] DOD:S issues

2005-10-03 Thread K2
Um... 66 tickrate would use nearly twice the amount of cpu as a 33 tickrate
server. And then 100 tickrate even more; this is why ya see GSP's charging
quite a bit for 100 tickrate servers. Not sure why you're stating that 66
tickrate would use less than 33?

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JCHost.net -
Support
Sent: Monday, October 03, 2005 10:56 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] DOD:S issues

Well I have no real data to base my conclusion on other than the fact that a
66 tickrate server should use less resources than that of a 33.  If it
doesn't then there is something seriously wrong with the way the server is
set up to run.  Give it a try and post your results if you want.  I
personally have never heard of a 66 being better thatn 33 as far as amount
of CPU used.  In fact I charge my clients .25c more per player slot on a 66
tickrate.

JC

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vapok
Sent: Monday, October 03, 2005 2:04 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] DOD:S issues

I've heard that the Tickrate should be set higher?

This Tickrate is sooo confusing.  Even the explanation that Valve gave
muddied the water still.

I've been told that setting it to 100 would be better.  But, JC here is
suggesting that you drop it to 33.

My head hurts. =)

-Pete

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JCHost.net -
Support
Sent: Monday, October 03, 2005 1:51 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] DOD:S issues

James,

Remember that for some reasons DOD:S is defaulting to a 66 tickrate instead
of the normal 33.  If you set it to 33 during runtime this should help out a
lot, unless of course you want the 66 tickrate.

-tickrate 33

JC

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Gurney
Sent: Monday, October 03, 2005 1:28 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] DOD:S issues

So, 2 big issues being reported by people playing on our server at the
moment:

1. Lag - most especially noticeable at the start of each round. Doesn't seem
to be CPU or network related..

2. The getting stuck to each other bug.

Any news on when (or if) we can expect a patch for these?

Cheers!

James

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RE: [hlds_linux] FPS Cap at 333.44?

2005-10-01 Thread K2
Hmm, not true. I started out running CS:S on a box running w2k3, and I could
get as high as 512fps at start up, and it'd sustain 450-470fps full (24
player, regardless of tickrate).

Now I'm running RHEL4, latest and greatest 2.6.x kernel, and I cant break
the 333fps barrier, and that will get as low as 40-50 fps when full (same
player count). And I am noticing this on DoD:S as well as CS:S. Crazy thing
is tho, the w2k3 box I had was only half as powerful hardware-wise as the
RHEL4 box I run now.

So yeah, I'd like to see some suggestions and/or an explanation as well
please.

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of forb
Sent: Friday, September 30, 2005 8:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS Cap at 333.44?

Don't quote me on this cause its late, but I'm pretty sure the source engine
doesn't go any higher right now (if ever).

-forb

[EMAIL PROTECTED] wrote:

>This is very strange.  I have a 2.66ghz P4 that is dedicated to running
>our DOD:S private server for right now.  It is running the latest 2.6
>kernel and on Gentoo.  I have set the -tickrate 100 +fps_max 600
>sv_maxupdaterate 120 sv_maxrate 25000 and even tried -pingboost 1 and
>-pingboost 2
>
>Oddly enough, the server never goes about 80% CPU during a scrim but
>the FPS will not go higher than 333.44 regardless of all these
>settings.  Any suggestions as to what to look at?
>
>Regards,
>/p
>
>
>This message was sent using IMP, the Internet Messaging Program.
>
>
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RE: [hlds_linux] DoD:S Flag Cap not in Log

2005-09-30 Thread K2
It's good news Mike ;-) Thx Alfred.

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
Sent: Friday, September 30, 2005 2:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DoD:S Flag Cap not in Log

--
[ Picked text/plain from multipart/alternative ] Do a pass? What does that
mean? Pass it over, or pass over the code? :-) Almost reads like legal
speak.

Thanks again for the update Alfred

ManO-iGO

On 9/30/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The DoD:S team is going to do a pass on logging to beef it up a little.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of K2
> Sent: Friday, September 30, 2005 4:40 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] DoD:S Flag Cap not in Log
>
> No problem Mike.
>
> Now, this begs the question - why aren't events logged in DoD:Source
> like they are in CS:S? mp_logdetail doesn't even exist in DoD:S, ugh.
>
> Alfred?
>
> - K2
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
> Norton
> Sent: Friday, September 30, 2005 9:38 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] DoD:S Flag Cap not in Log
>
> --
> [ Picked text/plain from multipart/alternative ] Thanks bro. This
> looks very promising.
>
> On 9/29/05, K2 <[EMAIL PROTECTED]> wrote:
> >
> > Have a look Mike...
> > http://www.siekhe-trophy.de/forum/viewtopic.php?t=32
> >
> > - K2
> > http://www.hardfought.org
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Mike
> > Norton
> > Sent: Thursday, September 29, 2005 9:33 AM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] DoD:S Flag Cap not in Log
> >
> > --
> > [ Picked text/plain from multipart/alternative ] I wanted to post
> > this here as well as the steam forums.
> >
> > Currently the log is only reporting this for a flag cap.
> >
> > L 09/29/2005 - 14:01:36: Team "Allies" triggered a "dod_capture_area"
> > - "#map_flag_1st_axis"
> >
> > We really need a steamID for the player. Anyone know if there is a
> > flag to set or if this is just missing?
> >
> > --
> > Mike Norton
> > http://www.dev4gamers.com
> > http://www.gmpodcasting.net
> > http://clanigo.com
> >
> > ManO-iGO
> > --
> >
> > ___
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> > archives, please visit:
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> >
> >
> > ___
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> >
>
>
>
> --
> Mike Norton
> http://www.dev4gamers.com
> http://www.gmpodcasting.net
>
> ManO-iGO
> --
>
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--
Mike Norton
http://www.dev4gamers.com
http://www.gmpodcasting.net

ManO-iGO
--

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RE: [hlds_linux] DoD:S Flag Cap not in Log

2005-09-30 Thread K2
No problem Mike.

Now, this begs the question - why aren't events logged in DoD:Source like
they are in CS:S? mp_logdetail doesn't even exist in DoD:S, ugh.

Alfred?

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
Sent: Friday, September 30, 2005 9:38 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DoD:S Flag Cap not in Log

--
[ Picked text/plain from multipart/alternative ] Thanks bro. This looks very
promising.

On 9/29/05, K2 <[EMAIL PROTECTED]> wrote:
>
> Have a look Mike...
> http://www.siekhe-trophy.de/forum/viewtopic.php?t=32
>
> - K2
> http://www.hardfought.org
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
> Norton
> Sent: Thursday, September 29, 2005 9:33 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] DoD:S Flag Cap not in Log
>
> --
> [ Picked text/plain from multipart/alternative ] I wanted to post this
> here as well as the steam forums.
>
> Currently the log is only reporting this for a flag cap.
>
> L 09/29/2005 - 14:01:36: Team "Allies" triggered a "dod_capture_area"
> - "#map_flag_1st_axis"
>
> We really need a steamID for the player. Anyone know if there is a
> flag to set or if this is just missing?
>
> --
> Mike Norton
> http://www.dev4gamers.com
> http://www.gmpodcasting.net
> http://clanigo.com
>
> ManO-iGO
> --
>
> ___
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--
Mike Norton
http://www.dev4gamers.com
http://www.gmpodcasting.net

ManO-iGO
--

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RE: [hlds_linux] DoD:S Flag Cap not in Log

2005-09-29 Thread K2
Have a look Mike... http://www.siekhe-trophy.de/forum/viewtopic.php?t=32

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
Sent: Thursday, September 29, 2005 9:33 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] DoD:S Flag Cap not in Log

--
[ Picked text/plain from multipart/alternative ] I wanted to post this here
as well as the steam forums.

Currently the log is only reporting this for a flag cap.

L 09/29/2005 - 14:01:36: Team "Allies" triggered a "dod_capture_area" -
"#map_flag_1st_axis"

We really need a steamID for the player. Anyone know if there is a flag to
set or if this is just missing?

--
Mike Norton
http://www.dev4gamers.com
http://www.gmpodcasting.net
http://clanigo.com

ManO-iGO
--

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RE: [hlds_linux] day of defeat source server release

2005-09-29 Thread K2
Moderator? Here? HAHAHAHA...

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JCHost.net -
Support
Sent: Thursday, September 29, 2005 9:03 AM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] day of defeat source server release

I'm curious, are the e-mails I receive moderated or read before they are
sent to everyone on the list?

Thanks,

JC

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JCHost.net -
Support
Sent: Thursday, September 29, 2005 1:46 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] day of defeat source server release

Well I'm new here so don't blame me.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Suck.
Sent: Thursday, September 29, 2005 1:29 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] day of defeat source server release

Eric, unlike certain forums *ahem*, witty remarks on the hlds_linux list
don't hike up your post count.  =P


-Grant.


-Original Message-
From: Eric (Deacon)
Sent: Tuesday, September 27, 2005 11:27 PM
Subject: Re: [hlds_linux] day of defeat source server release

In a bold display of creativity, JCHost.net - Support wrote:
> Agreed linux server's are much better anyways :D yay linux.

Going out on a limb with a bold statement on a linux-based list, eh? :)

--
Eric (the Deacon remix)


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RE: [hlds_linux] how to view cpu usage across multiple cpu's

2005-07-31 Thread K2
Thx Mike I appreciate the help.

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Knight
Sent: Saturday, July 30, 2005 9:12 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] how to view cpu usage across multiple cpu's

If you press the number '1' in top, it will toggle the display of total
percentage or per cpu percentage (at the top).

The percentages that the processes report are for one single virtual CPU.

In a HT setup, every CPU is a virtual one.  Each physical one has two
virtual ones (the HT) so none (or all) of your processes are running on
physical cpu's depending on how you look at it.

K2 wrote:
> I'm running a couple css processes on a dual xeon rig w/ HT enabled, so
the
> OS (in this case RHEL4) sees 4 cpus as verified by $ cat /proc/cpuinfo
>
> OK, so I start top to view all of the processes running and how much cpu %
> they are consuming. Problem is, I have no idea if the cpu usage percentage
> is the total percentage across all 4 cpu's, or if it's just indicative of
> one of the four cpu's... and I also cant tell if the cpu that process is
> bound to is one of the physical cpu's or virtual.
>
> If any of ya know of a program or script that can show me exactly what
cpu's
> are being used and by what, I'd sure appreciate it.
>
> - K2
> http://www.hardfought.org
>
>
>
>
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--
Mike Knight
Systems Administrator
www.NetRaid.Net
[EMAIL PROTECTED]

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[hlds_linux] how to view cpu usage across multiple cpu's

2005-07-30 Thread K2
I'm running a couple css processes on a dual xeon rig w/ HT enabled, so the
OS (in this case RHEL4) sees 4 cpus as verified by $ cat /proc/cpuinfo

OK, so I start top to view all of the processes running and how much cpu %
they are consuming. Problem is, I have no idea if the cpu usage percentage
is the total percentage across all 4 cpu's, or if it's just indicative of
one of the four cpu's... and I also cant tell if the cpu that process is
bound to is one of the physical cpu's or virtual.

If any of ya know of a program or script that can show me exactly what cpu's
are being used and by what, I'd sure appreciate it.

- K2
http://www.hardfought.org




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RE: [hlds_linux] looking latest 2.6.x kernel for RHE v3 (ES)

2005-07-25 Thread K2
Unfortunately I cant run RHEL 4 on these machines - my host runs some
proprietary services that are incompatible with the security enhancements
build into the RHEL 4 kernel *sigh* and they wont support nor install a
custom/recompiled kernel on their own.

Thx tho for the reply... and yes, this is my 'I need further assistance'
post ;)

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William Warren
Sent: Monday, July 25, 2005 4:24 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] looking latest 2.6.x kernel for RHE v3 (ES)

Get RHEl4 since it is built with 2.6.  I use a RHEL 4 rebuild called
CentOS-4.  It is simply RHEL rebuilt from the srpms with RedHat stuff
removed.

If you need further assistance feel free to post..:)

K2 wrote:
> First off - keep in mind I am new to linux. I have finally decided to take
> the plunge and quit using windows for running game servers. So bear with
me.
>
> The servers I am currently leasing run RedHat Enterprise v3 (ES flavor).
> Relevant info:
>
> gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-52)
>
> ldd (GNU libc) 2.3.2
>
> kernel - 2.4.21-32.0.1.ELsmp (05/17/2005)
>
> It's my understanding that in order to be able to get srcds_i686 to run at
a
> higher FPS value than 64 fps, I'm going to need to update the kernel to
> version 2.6.x - it's also my understanding that to be able to take
advantage
> of running a higher tickrate server, I need to patch the updated kernel so
> that the internal clock runs much higher than default (1000 Hz vs. 100 Hz
is
> what I was told).
>
> What I need to know is 1) where can I obtain a 2.6.x kernel for RHE 3 and
2)
> where can I get the patch for it to bump up it's internal clock setting.
>
> Also, any kind of how-to guides or tips any of ya wanna thro out there,
feel
> free - I wouldn't wanna perform major surgery on the OS without having
some
> idea of what to do/not do or what to look for. FYI - the 2.6.x kernel
> *cannot* have any of the new SE (security enhancements) that are found in
> the RHE v4 kernel built into it, as it is incompatible with other services
> that my host currently runs.
>
> Thx in advance for any help you all can provide.
>
> - K2
> http://www.hardfought.org
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Ottalini
> Sent: Sunday, July 24, 2005 4:52 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] SourceTV cuasing server shut down?
>
> This sounds like the same issue I responded to on the hlds mail list
> (interesting to know it's in linux as well):
>
> http://www.mail-archive.com/hlds%40list.valvesoftware.com/msg11936.html
>
> - Original Message -
> From: "aXeR (AmmoBOX)"
> To: 
> Sent: Sunday, July 24, 2005 3:18 PM
> Subject: [hlds_linux] SourceTV cuasing server shut down?
>
> Hey Chaps,
>
> We had a customer report to us that their server kept crashing and after
> digging around it was apparent that when sourcetv was connected to the and
> an admin issued a map change clients would get the message "Server
shutting
> down" and the server would restart (as we are using the -autoupdate
switch)
>
> When i check the screen i see lines like:
>
> Memory leak: mempool blocks left in memory: 318
> Memory leak: mempool blocks left in memory: 648
>
> I've verified all my files, tried using a clean install, tried using a
> separate box which was only built today - none of this made a difference!
I
> also noticed that others are having the problem on the steam forums:
>
> http://forums.steampowered.com/forums/showthread.php?s=&threadid=317564
>
> Anyone got any ideas what the problem is?
>
> Regards,
> -
> AmmoBox Networks Staff
>
>
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--
My "Foundation" verse:
Isa 54:17  No weapon that is formed against thee shall prosper; and
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)

Linux user #322099
Machines:
206822
256638
276825
http://counter.li.org/

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[hlds_linux] looking latest 2.6.x kernel for RHE v3 (ES)

2005-07-24 Thread K2
First off - keep in mind I am new to linux. I have finally decided to take
the plunge and quit using windows for running game servers. So bear with me.

The servers I am currently leasing run RedHat Enterprise v3 (ES flavor).
Relevant info:

gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-52)

ldd (GNU libc) 2.3.2

kernel - 2.4.21-32.0.1.ELsmp (05/17/2005)

It's my understanding that in order to be able to get srcds_i686 to run at a
higher FPS value than 64 fps, I'm going to need to update the kernel to
version 2.6.x - it's also my understanding that to be able to take advantage
of running a higher tickrate server, I need to patch the updated kernel so
that the internal clock runs much higher than default (1000 Hz vs. 100 Hz is
what I was told).

What I need to know is 1) where can I obtain a 2.6.x kernel for RHE 3 and 2)
where can I get the patch for it to bump up it's internal clock setting.

Also, any kind of how-to guides or tips any of ya wanna thro out there, feel
free - I wouldn't wanna perform major surgery on the OS without having some
idea of what to do/not do or what to look for. FYI - the 2.6.x kernel
*cannot* have any of the new SE (security enhancements) that are found in
the RHE v4 kernel built into it, as it is incompatible with other services
that my host currently runs.

Thx in advance for any help you all can provide.

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Sunday, July 24, 2005 4:52 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] SourceTV cuasing server shut down?

This sounds like the same issue I responded to on the hlds mail list
(interesting to know it's in linux as well):

http://www.mail-archive.com/hlds%40list.valvesoftware.com/msg11936.html

- Original Message -
From: "aXeR (AmmoBOX)"
To: 
Sent: Sunday, July 24, 2005 3:18 PM
Subject: [hlds_linux] SourceTV cuasing server shut down?

Hey Chaps,

We had a customer report to us that their server kept crashing and after
digging around it was apparent that when sourcetv was connected to the and
an admin issued a map change clients would get the message "Server shutting
down" and the server would restart (as we are using the -autoupdate switch)

When i check the screen i see lines like:

Memory leak: mempool blocks left in memory: 318
Memory leak: mempool blocks left in memory: 648

I've verified all my files, tried using a clean install, tried using a
separate box which was only built today - none of this made a difference!  I
also noticed that others are having the problem on the steam forums:

http://forums.steampowered.com/forums/showthread.php?s=&threadid=317564

Anyone got any ideas what the problem is?

Regards,
-
AmmoBox Networks Staff


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