Re: [hlds_linux] Alien Swarm Linux Server?

2010-07-24 Thread Logan Rogers-Follis
I may have to consider WINE or I may just let those who want to play in 
my group host the game themselves...I will have to talk with the other 
Steam Group admins about it :)  Though no matter what I can't wait for 
native Linux :D


Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
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On 7/24/2010 6:15 AM, Daniel Vogel wrote:

I'm running it with wine too. Occasionally it crashes, but all in all
it runs very smooth.

On 24 July 2010 13:29, frostschutzfrostsch...@metamorpher.de  wrote:
   

On Fri, Jul 23, 2010 at 11:04:08PM -0600, Logan Rogers-Follis wrote:
 

I'm sorry if this has already been asked, but up until last night I had
no thoughts of playing Alien Swarm let alone hosting it, but now I do.
Question is last I saw there is only Windows files for a dedicated
server.  Any plans for a Linux version?  I run CentOS only for my gaming
servers.
   

I'm running it in Linux using Wine, works without a problem, except that
I can't figure out how to associate the server with a steam group; specified
the group ID but it doesn't show up, so I have to connect directly.

I'd prefer a native Linux server as well, but until then, Wine is better
than nothing...

Regards
frostschutz

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[hlds_linux] Alien Swarm Linux Server?

2010-07-23 Thread Logan Rogers-Follis
I'm sorry if this has already been asked, but up until last night I had 
no thoughts of playing Alien Swarm let alone hosting it, but now I do.  
Question is last I saw there is only Windows files for a dedicated 
server.  Any plans for a Linux version?  I run CentOS only for my gaming 
servers.


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Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-05 Thread Logan Rogers-Follis
Thanks for the information.  I had never really looked into a way to do 
it automatically and just had a Cron on Fridays to get the weekly 
mutations (once those came out).  I will have to check this out as a way 
to save myself time...it's only 1 server with no forks that friends and 
I use, but whenever I get the $$ for more RAM I'll be adding public 
servers and this will be great!

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
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On 7/5/2010 7:34 AM, Kaspars wrote:
 Guys, you are currently trying to reinvent the wheel.
 Thanks to the Nephyrin, there is a nice package called nemrun which does
 the checking for update. The most useful tool from this package is
 srcupdatecheck. You can adopt it to use in your own scripts or just use
 the whole package.

 If the gameservers and the system is owned by you, there is another
 interesting way of dealing with updates which does not require to
 shutdown gameserver for the update period and consumes less space on the
 drive if there is more than one server.
 The scheme would be as follow:
 1. Firs of all you need a directory with base server files (like
 /game/l4d2_base)
 2. The real server resides in the different directory and is hard-linked
 to the base files (command to hard link cp -f -r -p -l /game/l4d2_base/*
 /game/real_l4d2_server)
 3. Create a crontab script which calls srcupdatecheck and depending on
 the output calls steam update tool binary and updates base server files
 4. Note that when you update base files, they are unlinked, but they are
 not deleted. The real gameserver is left with the old files and the base
 server files get the updated ones.
 5. When the steam binary completes the update process, the crontab
 scripts calls:

 screen -S l4d2_socket_name -X stuff quit
 

 (note: the closing quote is on the next line, because the quit command
 has to end with a enter/return/whatever you call it)

 6. Gameservers should be started with a custom script like this one:

 while [ true ] ; do
# update gameserver files with base files
cp -f -r -p -l /game/l4d2_base/* /game/real_l4d2_server
# run the server
./srcds_run -norestart ...(rest of your params, without -autoupdate)
 done

 Thats the way i'm dealing with updates. Works like charm. You can also
 use rsync to copy files, because hard-links are sometimes tricky to
 understand :)

 On 2010.07.05. 9:38, Ross Bemrose wrote:

 In my experience, Steam updates on Linux are not stable enough to let
 it auto-update.  Steam skips a package if it doesn't manage to download
 said package in so many tries.  I've had it happen far too often on TF2
 where it will update one package but skip another, leaving the server in
 an inconsistent (crashing) state.

 This may not be as large a problem for L4D2 because it only has 3
 packages, 1 of which is rarely updated... but TF2 only has 6 packages, 3
 of which are rarely updated and it often skips the Team Fortress 2
 Content package but updates Materials and Dedicated Server.

 On 7/5/2010 12:14 AM, Jesse Molina wrote:

  
 Hi all

 I'm going to slightly threadjack here.  I'm a very experienced unix
 sysadmin, but I'm a noob to the hlds servers.

 On this subject, how do others handle automatic upgrading when there is
 a new server update is out?  Is it even wise to attempt auto updating?

 I know there is the -autoupdate arg to the startup command, but I'm
 under the impression that it's broke, and has always has been broke.  I
 might be wrong there though, feel free to set me straight.

 So, how do others handle automatic updates to the server app?

 And yes, I realize that doing said auto updates may break mods, but hey,
 whatever.

 Thanks



 Eric Riemers wrote:


 All,

 Since these mutators are coming every now and then, i need to update all my
 l4d2 instances.
 These are forks so the nicest thing to do is a shutdown, then it updates it
 and done.

 However, I only know that I should telnet to the fork port and type in
 shutdown

 Is there a easy way I can setup something in cron to issue a shutdown each
 day?

 Eric


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Re: [hlds_linux] Left 4 Dead, bad ping

2010-02-12 Thread Logan Rogers-Follis
I have seen issues like this before, but I was never able to solve them 
and they seemed to have went away - as well as I know at least.  If  
anyone does know I'd love to know =)

Logan Rogers-Follis


On 2/12/2010 7:14 PM, Nevermore - ImperiumGames wrote:
 Hi mates,
 I am having a ping problem here.

 Its a forked L4D1 server (2 forks)

  From outside (HLSW, serverbrowser), server pings 20ms or less.
 But ingame, players get 90ms or more.

 Machine is a Xeon Quad Core... CPU usage is under 25% per core
 Memory usage is 1627mb/8000mb

 Tried with rate 1 (default) and rate 3, same results.

 Server's FPS are always 29.9x

 Other games in the same machine, such as CS1.6 or Half-Life, works
 great.

 What else do i have to look?

 Thank you.


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Re: [hlds_linux] Left 4 Dead 2 Linux Dedicated

2009-11-21 Thread Logan Rogers-Follis
If you are using kill srcds_run and srcds_i486 like I am (for L4D) you 
will need to kill srcds_run and srcds_linux for L4D2 (of course you need 
to make sure you kill it for the right user)

I actually wrote up a quick run-level script (acts as a service in 
linux) that handles all that for me from the command line, but you could 
probably use Webmin to call the service (supports: start, stop, 
restart/reload)

Script:  http://www.tntnetworx.net/?page_id=147
NOTE:  A startserver.sh file (called in my hlds service script) can be 
found at the bottom of http://www.tntnetworx.net/?page_id=500

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Ulrich Block wrote:
 Just modify the scripts you use for the other gameserver. The srcds_run 
 file is the same, the startparameters for l4d2 should be known...

 Schlup schrieb:
   
 Hello all, I'm running a dedicated server with CentOS and trying to get Left
 4 Dead2 started.  I have just about everything configured already.  Just
 need scripts for start.sh, restart.sh, stop.sh

  

 I'll be running the scripts from Webmin which is how I control all of my
 game servers.  Any help is greatly appreciated!

  

 Thanks,

 Schlup

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Re: [hlds_linux] goin full bore on l4d 2

2009-11-02 Thread Logan Rogers-Follis
I'm hoping it will be fresh.  That is the way I have planned when 
setting up my Demo, but ether way I'll deal with it.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Jonah Hirsch wrote:
 Based off of the left4dead release, i'd have to assume that it's going to be
 a fresh installation. No upgrade.

 Jonah Hirsch
 ---


 On Mon, Nov 2, 2009 at 1:26 PM, tom nikitopoulos screwtop...@gmail.comwrote:

   
 will there be a fresh download of bins for l4d2 or will we be able to
 upgrade the demo version?
 just was wondering
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[hlds_linux] L4D2 Demo - console output 4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:00

2009-10-31 Thread Logan Rogers-Follis
Everyone,
I think I saw some posts about this, but at the time I just skimmed 
past them as I hadn't seen this issue yet (rather I wasn't looking, 
because I was busy making my new hlds run-level startup script).  
Anyways the following is the issue I am seeing.  Any advise?  If it's 
old news could some one just forward me the posts about it? (lost my 
password for the mailing list archives (need to find that again)).

When I watch my Left 4 Dead 2 Demo server via xm console domU from my 
dom0 I see the following output scroll on my screen:

4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:00e3f395
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:002359da
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:00e3b1ce
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:0031f9a0
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:00e3b451
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:002359da
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:0085d4c2
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:001f517b
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:00859c5f
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:0031f9a0
printk: 59602 messages suppressed.
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:003aad5d
printk: 275 messages suppressed.
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:003aad5d
printk: 271 messages suppressed.
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:003aad5d
printk: 269 messages suppressed.
4gb seg fixup, process srcds_linux (pid 24262), cs:ip 73:003aad5d
printk: 271 messages suppressed.


And so on with the exact same lines except the printk: changes back and 
forth between 271 and 269.

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Try New Technology Networx - www.tntnetworx.net
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Re: [hlds_linux] Empty L4D2 demo servers

2009-10-30 Thread Logan Rogers-Follis
Milton,
Does this issue also affect Left 4 Dead (the first one)?  It seems 
that my public L4D server stays full a lot, but then will have random 
idleness and if I go restart the server it fills the second it comes 
back online.  Sorry to go kinda off-topic.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Milton Ngan wrote:
 This is a heartbeat issue when servers go into hibernation. We have a bunch 
 of fixes coming, including one for this issue. You can force a heartbeat on 
 each dedicated server and you will probably find people start turning up. 

 M.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. 
 Parker
 Sent: Friday, October 30, 2009 11:27 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] Empty L4D2 demo servers

 Hello,

 I've noticed that my L4D2 demo servers seem to be sitting empty for very 
 long periods of time.  They were pretty constantly full between the demo 
   release and the first update, but since the update they seem to be 
 empty for many hours at a time.  I restarted the server last night when 
 it was empty, and 3 of the 4 public forks immediately filled up, so I'm 
 wondering if this is a problem with heartbeats, matchmaking, etc.  Has 
 anyone else noticed this?

  Thanks,
  Dave

   

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Re: [hlds_linux] Left 4 Dead 2 Demo Update Available

2009-10-30 Thread Logan Rogers-Follis
It is the same way for me with Left 4 Dead as with the new Left 4 Dead 2 
Demo, but I have always created a symlink to the location of the steam 
binary file by running ln -s ../steam . within the directory that 
srcds_run is located.  Found it very easy and an always good thing to do.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



David Parker wrote:
 Hello,

 It looks like the autoupdate on startup is still broken.  I am using 
 -autoupdate and -steamverify but I still get the message Could not locate 
 steam binary and then startup moves on without checking for updates.

 It looks like the culprit is this section of updatesingle() in srcds_run:

 if test -f $STEAM; then
 echo Updating server using Steam.
 DEPOT_ROOT=..
 DEPOT_NAME=$GAME

 When this is reached, the value of $STEAM is ./steam and since the steam 
 binary does not exist in the current directory (left4dead2_demo), the test 
 fails.  I think that changing the initial value of $STEAM to ../steam would 
 work, but I can't test it right now because I don't want to kick all the 
 players off my server.

 - Dave

 - Original Message -
 From: Jason Ruymen jas...@valvesoftware.com
 Date: Friday, October 30, 2009 8:55 pm
 Subject: [hlds_linux] Left 4 Dead 2 Demo Update Available
 To: 'h...@list.valvesoftware.com' h...@list.valvesoftware.com, 'Half-Life 
 dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com, 
 'hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com

   
 A required update is now available to the Left 4 Dead 2 
 Demo.  Please run hldsupdatetool to receive it.  The 
 specific changes include:

 Left 4 Dead 2:
 - Fixed bug that caused dedicated servers to become unjoinable 
 over time without a restart or heartbeat update
 - Fixed exploit that allowed players to end a campaign and 
 return to the lobby without a vote
 - Public players are no longer matched to lobbies that are idle 
 for a prolonged period of time. These lobbies become Friends-
 only lobbies
 - LAN servers list will now show listen server single player 
 games as not joinable and will show game type as single player too

 Linux changes:
 - srcds_run now supports two new options -nodefaultmap and -
 steamverify  -nodefaultmap will suppress this behavior in case 
 you have specified a map in a config file
  -steamverify will add -verify_all to the steam command line 
 option when using -autoupdate
 - srcds_run will now automatically add the +map option to the 
 command line unless +map is specified

 Jason


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Re: [hlds_linux] sv_steamgroup_exclusive not working

2009-10-29 Thread Logan Rogers-Follis
I have the sv_steamgroup_exclusive = 0 but am running it with a 
sv_search_key = mykey and so far no one is filling up my server except 
for people in our Steam Group - w/o the search key being used (they just 
select it from the list on L4D2 game start).  It's a work around at least.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Chris Boot wrote:
 Hi,

 I'm just running some L4D2 demo servers for my steam group and I've 
 noticed them filling up very quickly with non-members, despite having 
 been set with sv_steamgroup_exclusive = 1. Can someone from Valve please 
 clarify why this is happening? I also noticed this a lot just after 
 Crash Course was released for L4D1, though it seemed to calm down after 
 a little while.

 This is preventing my group members from using our exclusive servers to 
 play the demo amongst friends, so this is quite a major issue for me.

 Thanks,
 Chris

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[hlds_linux] Can't use -game left4dead2_demo

2009-10-28 Thread Logan Rogers-Follis
When I am launching the demo I can't use:

./srcds_run -game left4dead2_demo -autoupdate +ip XXX.XXX.XXX.XXX -port 
27015 +map c5m1_waterfront -secure -nohltv -debug 

BUT w/o the _demo on the end loads the game:

./srcds_run -game left4dead2 -autoupdate +ip XXX.XXX.XXX.XXX -port 27015 
+map c5m1_waterfront -secure -nohltv -debug 

When I do it this was I get the following as it loads the game:

Using SSE2 Optimised binary.
Enabling debug mode
Server will auto-restart if there is a crash.
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
** 'game' options for Source DS Install:

Counter-Strike Source
ageofchivalry
diprip
dods
dystopia
episode1
esmod
garrysmod
hl2mp
insurgency
l4d_full
left4dead
left4dead2_demo
orangebox
smashball
synergy
tf
zps

** 'game' options for HL1 DS Install:

cstrike
cstrike_beta
czero
dmc
dod
gearbox
ricochet
tfc
valve

** 'game' options for Third-Party game servers:

ageofchivalry
darkesthour
darkmessiah
defencealliance2
diprip
dystopia
esmod
garrysmod
insurgency
killingfloor
marenostrum
redorchestra
ship
sin
smashball
synergy
tshb
zps
HLDS installation up to date

Which makes it seem like it's not checking to ensure the files are patched?

-- 

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Re: [hlds_linux] Can't use -game left4dead2_demo

2009-10-28 Thread Logan Rogers-Follis
That is what I am doing, but I'm not sure if that's how it's suppose to 
be or is just a bug.  I hadn't seen it posted anywhere else (mind you 
it's late for me so I may have over looked another post - my bad) so I 
just wanted to make sure that it was pointed out as a problem/bug.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Andrew Armstrong wrote:
 Download the game using -command update -game left4dead2_demo

 Launch the game using -game left4dead2

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan
 Rogers-Follis
 Sent: Wednesday, 28 October 2009 5:06 PM
 To: HLDS Linux Mailing List
 Subject: [hlds_linux] Can't use -game left4dead2_demo

 When I am launching the demo I can't use:

 ./srcds_run -game left4dead2_demo -autoupdate +ip XXX.XXX.XXX.XXX -port 
 27015 +map c5m1_waterfront -secure -nohltv -debug 

 BUT w/o the _demo on the end loads the game:

 ./srcds_run -game left4dead2 -autoupdate +ip XXX.XXX.XXX.XXX -port 27015 
 +map c5m1_waterfront -secure -nohltv -debug 

 When I do it this was I get the following as it loads the game:

 Using SSE2 Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.
 Updating server using Steam.
 Checking bootstrapper version ...
 Updating Installation
 ** 'game' options for Source DS Install:

 Counter-Strike Source
 ageofchivalry
 diprip
 dods
 dystopia
 episode1
 esmod
 garrysmod
 hl2mp
 insurgency
 l4d_full
 left4dead
 left4dead2_demo
 orangebox
 smashball
 synergy
 tf
 zps

 ** 'game' options for HL1 DS Install:

 cstrike
 cstrike_beta
 czero
 dmc
 dod
 gearbox
 ricochet
 tfc
 valve

 ** 'game' options for Third-Party game servers:

 ageofchivalry
 darkesthour
 darkmessiah
 defencealliance2
 diprip
 dystopia
 esmod
 garrysmod
 insurgency
 killingfloor
 marenostrum
 redorchestra
 ship
 sin
 smashball
 synergy
 tshb
 zps
 HLDS installation up to date

 Which makes it seem like it's not checking to ensure the files are patched?

   

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Re: [hlds_linux] Can't use -game left4dead2_demo

2009-10-28 Thread Logan Rogers-Follis
Ok that makes sense.  Just with Left 4 Dead the game name and folder 
name are the same.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Tony Paloma wrote:
 Yes, that's the way it's supposed to be. -game on the srcds command line is
 the name of the folder the game content is in (which is left4dead2). -game
 on the hldsupdatetool command line is a game name from the list of available
 games.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan
 Rogers-Follis
 Sent: Tuesday, October 27, 2009 11:48 PM
 To: Andrew Armstrong
 Cc: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Can't use -game left4dead2_demo

 That is what I am doing, but I'm not sure if that's how it's suppose to 
 be or is just a bug.  I hadn't seen it posted anywhere else (mind you 
 it's late for me so I may have over looked another post - my bad) so I 
 just wanted to make sure that it was pointed out as a problem/bug.

 Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
 Try New Technology Networx - www.tntnetworx.net
 Owner / IT Consultant



 Andrew Armstrong wrote:
   
 Download the game using -command update -game left4dead2_demo

 Launch the game using -game left4dead2

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan
 Rogers-Follis
 Sent: Wednesday, 28 October 2009 5:06 PM
 To: HLDS Linux Mailing List
 Subject: [hlds_linux] Can't use -game left4dead2_demo

 When I am launching the demo I can't use:

 ./srcds_run -game left4dead2_demo -autoupdate +ip XXX.XXX.XXX.XXX -port 
 27015 +map c5m1_waterfront -secure -nohltv -debug 

 BUT w/o the _demo on the end loads the game:

 ./srcds_run -game left4dead2 -autoupdate +ip XXX.XXX.XXX.XXX -port 27015 
 +map c5m1_waterfront -secure -nohltv -debug 

 When I do it this was I get the following as it loads the game:

 Using SSE2 Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.
 Updating server using Steam.
 Checking bootstrapper version ...
 Updating Installation
 ** 'game' options for Source DS Install:

 Counter-Strike Source
 ageofchivalry
 diprip
 dods
 dystopia
 episode1
 esmod
 garrysmod
 hl2mp
 insurgency
 l4d_full
 left4dead
 left4dead2_demo
 orangebox
 smashball
 synergy
 tf
 zps

 ** 'game' options for HL1 DS Install:

 cstrike
 cstrike_beta
 czero
 dmc
 dod
 gearbox
 ricochet
 tfc
 valve

 ** 'game' options for Third-Party game servers:

 ageofchivalry
 darkesthour
 darkmessiah
 defencealliance2
 diprip
 dystopia
 esmod
 garrysmod
 insurgency
 killingfloor
 marenostrum
 redorchestra
 ship
 sin
 smashball
 synergy
 tshb
 zps
 HLDS installation up to date

 Which makes it seem like it's not checking to ensure the files are
 
 patched?
   
   
 

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Re: [hlds_linux] L4D2 Steamgroup Exclusive Broken

2009-10-28 Thread Logan Rogers-Follis
I'm using sv_search_key to protect mine because I don't mind if people 
join me once I'm playing.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Daniel Worley wrote:
 Was this broken in new game? It's still a cvar, but even though I have it
 set people are filling up my server before I can even join.

 -Daniel
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[hlds_linux] L4D2 Demo tries to load to 3rd map?

2009-10-28 Thread Logan Rogers-Follis
I have found that on my group server that after the 2nd safe room we get 
kicked from the server and if we try to join back it throws us i a Safe 
Room as if we were going to play the 3rd map, but no one can move, we 
can shoot around but ammo reloads instantly, no one can get hurt, and 
there was a mob at the door already.  I went in and edited the map files 
to only list the 2 current demo maps vs. all of them as it is default.  
Is this a known bug with the demo?  Running on CentOS 5.3/.4 on 32-bit OS.

If you need more raw info let me know.

-- 

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant


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Re: [hlds_linux] L4D and vm.swappiness values?

2009-10-26 Thread Logan Rogers-Follis
I was more curious is switching to a lower swappiness value (or even 0) 
would allow a Left 4 Dead server to run better or not?  I have done 
considerable reading on swappiness recently (before posting this) and 
have found some suggesting 0 and others 10.  Just was curious what they 
community thought?

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Gary Stanley wrote:
 At 12:44 AM 10/26/2009, Logan Rogers-Follis wrote:
 Has anyone ever messed around with tweaking the swappiness value for a
 maximum performance on a Linux Left 4 Dead server?  I'm running a CentOS
 5.x server with 2 Xen guest domains for Left 4 Dead (and the 2nd for the
 soon-to-be-released Left 4 Dead 2) and have been pondering on whether
 tweaking the swappiness would give me any better performance.  As is I
 never use my swap except for some 32K that randomly shows up on my Cacti
 graphing, but otherwise everything runs in memory.

 Memory gets used first, then it will swap. Swapping to disk will cause 
 page fault latency which will kill any latency sensitive applications..

 I don't know how you can get better performance by moving things to disk.






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Re: [hlds_linux] L4D and vm.swappiness values?

2009-10-26 Thread Logan Rogers-Follis
You have the perfect configuration now.  I'm currently running 
vm.swappiness = 0 so if that is what you meant that is good to hear.

Thanks for all the input guys!

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



John wrote:
 I was more curious is switching to a lower swappiness value (or even 0)
 would allow a Left 4 Dead server to run better or not?
 

 You have the perfect configuration now. As Gary said, leaving applications 
 in memory is exactly what you need for your latency-sensitve game server.

 If you're already not using any appreciable amount of swap, then lowering 
 the value would not make a difference for you, because the system would 
 simply continue to not use swap.

 Raising the value significantly would cause Linux to swap to disk more 
 aggressively, which would lead to lesser-used L4D (and other application) 
 memory being paged to disk and to a larger in-memory system-level disk 
 cache. Level loads then might happen faster, but if someone were to join the 
 server and cause L4D to touch some memory currently stored on disk (say, by 
 moving to a part of the map that hadn't been seen in awhile), there would be 
 a noticable delay while the system retrieved the on-disk page (Microsoft 
 would call this a hard fault). In other words, the game would stutter.

 -John 


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[hlds_linux] L4D and vm.swappiness values?

2009-10-25 Thread Logan Rogers-Follis
Has anyone ever messed around with tweaking the swappiness value for a 
maximum performance on a Linux Left 4 Dead server?  I'm running a CentOS 
5.x server with 2 Xen guest domains for Left 4 Dead (and the 2nd for the 
soon-to-be-released Left 4 Dead 2) and have been pondering on whether 
tweaking the swappiness would give me any better performance.  As is I 
never use my swap except for some 32K that randomly shows up on my Cacti 
graphing, but otherwise everything runs in memory.

-- 

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant


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Re: [hlds_linux] Left4Dead sv_region setting

2009-10-23 Thread Logan Rogers-Follis
After I got one rebuilding my server I just commented the sv_region out 
completely in my config file and I have found my public server to me 
busy almost 22 hours a day or more.  I haven't tried changing it back 
because that is why I made the server public - so everyone everywhere 
can enjoy it.  I figure the ping times to the server will help keep 
people too far away from going on it.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



f7 f0rkz wrote:
 Does anyone know if we can set our sv_region back to our local area?

 Since the last update we had to set sv_region to -1 so the lobby
 system/steam community lists would show up.
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[hlds_linux] L4D bots show up as players

2009-10-22 Thread Logan Rogers-Follis
I know I saw something about this issue a few weeks back, but as I was 
in the middle of a server rebuild I didn't think anything of it.  I will 
find that HLSW shows the correct numbers as 2/4 (2 bots and 2 humans) 
and such, but places like GameTracker are nowdays showing the bots as 
online players along with ranking and stats.  I know that this was not 
occurring before I rebuild my server, but since I am running the exact 
same confg file I was before I am a little confused as to what the cause 
is unless it's a steam issue with some sort of server patch?

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultan


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Re: [hlds_linux] L4D bots show up as players

2009-10-22 Thread Logan Rogers-Follis
Thank you.  Crash Course came out during my rebuild so that all makes 
sense.  Small bug, but still wanted to make sure it wasn't something I 
could fix.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



David A. Parker wrote:
 It's a bug that was introduced in the Crash Course update.

 - Dave

 Logan Rogers-Follis wrote:
 I know I saw something about this issue a few weeks back, but as I 
 was in the middle of a server rebuild I didn't think anything of it.  
 I will find that HLSW shows the correct numbers as 2/4 (2 bots and 2 
 humans) and such, but places like GameTracker are nowdays showing the 
 bots as online players along with ranking and stats.  I know that 
 this was not occurring before I rebuild my server, but since I am 
 running the exact same confg file I was before I am a little confused 
 as to what the cause is unless it's a steam issue with some sort of 
 server patch?

 Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
 Try New Technology Networx - www.tntnetworx.net
 Owner / IT Consultan


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Re: [hlds_linux] l4d servers disappearing from group servers/ sv_search_key not working since last update

2009-07-09 Thread Logan Rogers-Follis
I have seen this also on the servers I run for my group of friends.  The 
sv_search_key will work for a while then randomly after a game it won't 
work on the next game and I have to restart the server (sometimes more 
than once) to make it work again.  I've never got them to show on the 
Group List.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Ryan Davis wrote:
 Happening for me as well.  Servers show up and over a 12 hour period
 disappear.

 This is really getting annoying, maybe too busy working on all those great
 ideas for L4D2.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris
 Russell
 Sent: Thursday, July 09, 2009 12:51 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] l4d servers disappearing from group servers/
 sv_search_key not working since last update

 On Wed, Jul 8, 2009 at 5:52 PM, Jayj...@splitstreams.com wrote:
   
 William Korb wrote:
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Yes, I'm seeing the same problem. Sometimes attempting to launch a game
   
 multiple
   
 times will get it to start without restarting the server, but sometimes
   
 even
   
 restarting the server doesn't do it by itself (i.e., server restart plus
 multiple launch attempts until one finally works).
   
 Precisely the same thing that's happening to me.
 

 Noted and discussed on the hlds mailing list, seems to be a problem on
 valve's end.  See below.
 From hlds mailing list (not hlds_linux):

 Re: [hlds] L4D Steam Group Servers
 Robert Whelan
 Sun, 05 Jul 2009 11:42:03 -0700

 Hey, thx for the conformation and reply...kudos

 Guess we just wait now...




 
 From: Adam Nowacki no...@xpam.de
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.com
 Sent: Sunday, July 5, 2009 1:33:34 PM
 Subject: Re: [hlds] L4D Steam Group Servers

 Yes, its broken.

 Just after starting the server:
 20:19:20.541185 IP 91.121.118.42.27017  72.165.61.189.27011: UDP,
 length 214
 \protocol\7\challenge\1889027300\players\0\max\16\bots\0\gamedir\left4dead\m
 ap\l4d_vs_hospital01_apartment\password\0\os\l\lan\0\region\255\gametype\emp
 ty\type\d\secure\0\version\1.0.1.4\product\left4dead\load\8
 20:19:20.541239 IP 91.121.118.42.27017  72.165.61.189.27011: UDP,
 length 136
 \protocol\7\challenge\1889027300\region\255\gamedata\coop,versus,survival,gr
 p:587695,grp:587741,grp:4984,grp:883,grp:3483\gdversion\3

 and a server that has been running for a while:
 20:15:03.724449 IP 94.23.92.36.27016  69.28.140.246.27011: UDP, length 214
 \protocol\7\challenge\1833792643\players\12\max\16\bots\0\gamedir\left4dead\
 map\l4d_vs_hospital03_sewers\password\0\os\l\lan\0\region\255\gametype\allta
 lk\type\d\secure\1\version\1.0.1.4\product\left4dead\load\7

 ... no 2nd packet with gamedata tags

 Robert Whelan wrote:
   
 I know there is a similar topic: Re: [hlds] L4D search_key server good for
 only 1 use?

 But...This is directly associated with the 'Steam Group Servers' in
 
 general.
   
 The Steam Groups used to work just fine though due to recent updates its
 broke. I can see all of our servers just fine in the masterlist (ie:
 openserverbrowser) and can connect and play just fine using that method.
 However, I have 6 vanilla (multiple/forked) l4d servers running from one
 instance of srcds on win2k3x64. The servers load and run fine (albeit the
 timeout bug which is another issue entirely) though within 24 hours all
 
 the
   
 servers will slowly drop from the Steam Group till none show and that
 
 option
   
 is no longer available.

 I can't find any consistency or console error which might relate to why
 
 they
   
 drop though I was hoping Valve is working on the issue. I've yet to see
 
 them
   
 comment or confirm there is an problem.
 

 -Chris

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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Logan Rogers-Follis
Would this be done by having the following lines in the server.cfg?

sv_search_key 
sv_search_key mykey

If not what did you mean?  I have a group server (not Steam Group Only) 
that is nice to control with a _svsearch_key but I'd  love to have open 
to other people joining without the sv_search_key

Logan



Mike Zimmermann wrote:
 Brent is correct. Essentially, if a server doesn't have a custom search key
 set, it will be automatically set to key:1013. This is the public search
 key. When you specify a custom sv_search_key, the code adds key: to the
 start of it and 1013 to the end of it. So you would have:
 key:customkey1013. This is used for private serach key servers. You can
 have multiple search keys by tricking the sv_search_key into generating two.
 Since it automatically adds key: to the front and 1013 to the tail and
 keys are seperated by a comma, our public and private key would become
 key:1013,key:someuniquekey1013 and it would be available for both public
 lobbies and private, search key lobbies.

 -Mike


 On Wed, Jun 10, 2009 at 2:13 PM, Brent Veal naslund.fan...@gmail.comwrote:

   
 I believe that 1013 is the current version number for L4D. If there are
 further updates that change the version number, you would probably have to
 change your search key accordingly.


 On Wed, Jun 10, 2009 at 12:03 PM, Nikolay Shopik sho...@inblock.ru
 wrote:

 
 On 10.06.2009 21:40, Mike Zimmermann wrote:
   
 However, doing this will prevent anyone from joining your server unless
 
 they
   
 are using the same search key. If you wish to still allow random
 
 lobbies
 
 to
   
 use your server, replace the line in your server.cfg with this:
 sv_search_key 1013,key:someuniquekey
 
 What is 1013, just special number (appears to be version of L4D) when
 L4D doing search for empty lobbies?


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Re: [hlds_linux] Rare crashbug now a rare stall bug

2009-05-30 Thread Logan Rogers-Follis
Same here.  I had a player complain about this, but it was fine earlier 
today.  Restarted the server on so far just fine.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant



Rodrigo Peña wrote:
 got the same error yesterday after a map change in a single server. I 
 restarted it and worked fine.

 Kaspars escribió:
   
 yes, I have seen this too, but only once... after a mapchange server just
 froze!

 2009/5/30 Saint K. sai...@specialattack.net

   
 
 Hi,

 The rare crashbug we experienced before now became a rare stall bug. The
 process no longer crashes, but stalls.

 The stall is still at the same point as the crash was, during map
 change. It's only observed in very rare cases and not re-producible for
 us.

 Cheers

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Re: [hlds_linux] Lag Spikes [Euro]

2009-05-18 Thread Logan Rogers-Follis
I just setup a new Left 4 Dead server on CentOS and have had several of 
my friends complain about this, though they are very sure it has nothing 
to do with the server itself.  So far I have found nothing wrong on the 
servers end.

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net



Thomas Toka / www.serverman.de wrote:
 Hi,

 i confirm this.

 Many many clients complain this new feature ;-)

 RTL-Servers schrieb:
   
 Hello,

 I think it was late last year we where seeing random spikes every few 
 minutes, turned out it was VAC based.

 I'm currently seeing the same issue, on very low loaded servers, lag 
 spikes every few minutes with no justification.

 I've been running all the network tools I'm aware of to try and diagnose 
 this, however after speaking with a few providers on different networks 
 they seem to be seeing similar issues.

 Anyone else in Europe seeing these spikes ?

 Regards,
 Lee Gardiner

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

2009-05-01 Thread Logan Rogers-Follis
Is that % of a single core on that quad core or across all 4 cores? I 
was just looking to host one co-op and one VS at most on the machine. 
But I do want good loading times.

Logan Rogers-Follis



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


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


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

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

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

 --

 Logan Rogers-Follis


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[hlds_linux] Minimum and Recommended server specs for L4D?

2009-04-30 Thread Logan Rogers-Follis
What is the Minimum and Recommended server specs for a L4D Linux server?

-- 

Logan Rogers-Follis


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[hlds_linux] Minimum and Recommended server specs for TF2?

2009-04-30 Thread Logan Rogers-Follis
What is the Minimum and Recommended server specs for a TF2 Linux server?

-- 

Logan Rogers-Follis


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Re: [hlds_linux] Server Hardware Requirements (L4D TF2)

2009-04-29 Thread Logan Rogers-Follis
Are we talking about a multi-core like Dual Core or Quad Core?  I am 
trying to watch how much I spend, but I don't want to spend too little 
and get screwed in a few months or a year.  Right now my group only 
plays L4D (some of us have been playing TF2 for a long time), but we are 
slowly getting everyone playing TF2 as well and that's why I want a 
server for both.  How about RAM?  Is 2GB enough or should I diffidently 
go with 4GB?  If 2GB is enough to start I can always upgrade later when 
it's needed.  Thanks for the advise on not going with virtualisation.  I 
will just stick with one OS.
I'm paying for all this on my own and a few of the other group members 
might throw me a few bucks, but that's why I'm trying to watch my dollars :)

Thanks!
Logan Rogers-Follis

Ben wrote:
 Assuming you're talking about the old single core Xeons here, but 
 depending on the player slots on TF2, but a machine with those specs 
 really won't be up to scratch at all.  To give you an indication, 
 anything over 16 players on a TF2 server running on a 3.4Ghz Xeon causes 
 noticeable in-game performance issues, and even then with just 16 slots 
 its cutting it fine.  So a 2.8Ghz Xeon isn't enough grunt really at all 
 for a TF2 server.

 I would also strongly recommend against virtualising the machine, unless 
 you want to run multiple different operating systems on it.  There is an 
 overhead associated with running a virtualisation layer and that eats 
 into the CPU power available, when the primary resource games servers 
 needs is CPU grunt.

 To give you an idea, we run our TF2 (and L4D) servers on Dual Quad Core 
 3Ghz machines, and a full 24 slot TF2 server consumes 60-70% of a single 
 core when its full.  L4D servers are anywhere from 10-20% CPU of a 
 single core depending on what mode they are running (and whats happening 
 in-game), even though we don't really see a lot of difference between 
 the game modes in terms of CPU consumption.  Obviously its dependent on 
 what is happening in-game at that point in time, but we haven't had to 
 decrease the number of forks (64) we've been running on our boxes since 
 Survival mode came out.

 I'd suggest getting the fastest current generation multi-core CPU you 
 can afford, even if its just a 1 CPU machine, it'll be way better than a 
 Dual Xeon 2.8Ghz thats for sure.



 Logan Rogers-Follis wrote:
   
 I am not sure of the exact hardware needs (RAM/CPU) for TF2 and L4D.  I 
 currently have a L4D server running on a Windows XP Pro w/ 512MB RAM and 
 a P4 2.0Ghz, which runs good until we get more than 6 real players on VS 
 then it tends to lag a bit.  So I am looking to buy/build a server that 
 will run the game better and which I can also run a TF2 server on.

 What kind of specs should I be looking for when building/buying a server 
 that I want to have Left 4 Dead and Team Fortress 2 running on.  I plan 
 to load the machine with CentOS 5.x and virtualize it using Xen so I can 
 have one instance of CentOS running Team Fortress 2 with it's own 
 resources and then another running 1-3 instances of Left 4 Dead (ie. 1 
 VS and 1-2 Survival/Campaign).

 I was looking at a machine with the following specs, would it be enough 
 to provide smooth gaming for the above setup?

 Dual Xeon 2.8Ghz CPU
 4GB DDR PC2100 ECC RAM
 4x 36GB SCSI 10K RPM Hard Drives (RAID 1)

 I'm thinking and hoping it will.

 Thanks,
 Logan Rogers-Follis


   
 


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Re: [hlds_linux] Server Hardware Requirements (L4D TF2)

2009-04-29 Thread Logan Rogers-Follis
Good point.  I don't want to find myself in need of a better server in 
6-month so a year even.  I'd like to be able to leave this server 
running for quite a long time.
Would I maybe be better off getting a machine like I listed to JUST run 
TF2 (1 game) and then another same or even with less power to run some L4D?

Logan Rogers-Follis



Eric Riemers wrote:
 I have a dual xeon 3ghz, which runs 6 l4d's forked. if its really busy, it
 could hold up to 3/4 vs games with 8 players, and the others filled with
 4.. at that point i see it sometimes hit 0% idle, maybe you could do more
 and i have a bad setup.. but anything more then that will show ingame..

 So say around 35 people are using it then at some point (l4d).. i do think
 that l4d is less unhappy when the pc is at 100% cpu compared to tf2 where
 if that happens everybody is affected, since the director might be busy on
 1 instance and the other instance is just walking around..
 Also got scsi 10krpm 3x raid 5..

 So i think its wise to get some more power.. also keep in your mind that
 even if you find a system that just barely reaches what you want (say tf2
 24 people and some l4d) in the end when the custom maps for l4d will become
 more common and tf2 brings out a few new updates for sniper/soldier/demo
 etc it will need additional power (at least so far its only growing) and
 then your in the same boat again.

 On Tue, 28 Apr 2009 22:12:31 -0600, Logan Rogers-Follis
 logan.rogers-fol...@tntnetworx.net wrote:
   
 I am not sure of the exact hardware needs (RAM/CPU) for TF2 and L4D.  I 
 currently have a L4D server running on a Windows XP Pro w/ 512MB RAM and 
 a P4 2.0Ghz, which runs good until we get more than 6 real players on VS 
 then it tends to lag a bit.  So I am looking to buy/build a server that 
 will run the game better and which I can also run a TF2 server on.

 What kind of specs should I be looking for when building/buying a server 
 that I want to have Left 4 Dead and Team Fortress 2 running on.  I plan 
 to load the machine with CentOS 5.x and virtualize it using Xen so I can 
 have one instance of CentOS running Team Fortress 2 with it's own 
 resources and then another running 1-3 instances of Left 4 Dead (ie. 1 
 VS and 1-2 Survival/Campaign).

 I was looking at a machine with the following specs, would it be enough 
 to provide smooth gaming for the above setup?

 Dual Xeon 2.8Ghz CPU
 4GB DDR PC2100 ECC RAM
 4x 36GB SCSI 10K RPM Hard Drives (RAID 1)

 I'm thinking and hoping it will.

 Thanks,
 Logan Rogers-Follis

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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[hlds_linux] Server Hardware Requirements (L4D TF2)

2009-04-28 Thread Logan Rogers-Follis
I am not sure of the exact hardware needs (RAM/CPU) for TF2 and L4D.  I 
currently have a L4D server running on a Windows XP Pro w/ 512MB RAM and 
a P4 2.0Ghz, which runs good until we get more than 6 real players on VS 
then it tends to lag a bit.  So I am looking to buy/build a server that 
will run the game better and which I can also run a TF2 server on.

What kind of specs should I be looking for when building/buying a server 
that I want to have Left 4 Dead and Team Fortress 2 running on.  I plan 
to load the machine with CentOS 5.x and virtualize it using Xen so I can 
have one instance of CentOS running Team Fortress 2 with it's own 
resources and then another running 1-3 instances of Left 4 Dead (ie. 1 
VS and 1-2 Survival/Campaign).

I was looking at a machine with the following specs, would it be enough 
to provide smooth gaming for the above setup?

Dual Xeon 2.8Ghz CPU
4GB DDR PC2100 ECC RAM
4x 36GB SCSI 10K RPM Hard Drives (RAID 1)

I'm thinking and hoping it will.

Thanks,
Logan Rogers-Follis

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