Re: [hlds_linux] Team Fortress 2 Update
Yes. Someone just reported his server is insecure. However it was CS 1.6 Probably unrelated. David Banham wrote: Is anyone else having issues getting a VAC connection after the update? Adding master server 68.142.72.250:27011 Adding master server 72.165.61.151:27011 L 02/05/2010 - 14:57:03: server_cvar: sm_nextmap cp_granary Could not establish connection to Steam servers. On 5 February 2010 10:24, Jason Ruymen jas...@valvesoftware.com wrote: Team Fortress 2 has been updated. This is an optional update, as it just contains client fixes. The specific changes are: - Fixed a client crash during the localization of item names - Fixed a client crash caused by selecting Random in the class menu and then clicking on Edit Loadout Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Update Coming
Nice. Jason Ruymen wrote: A required update for Left 4 Dead 2 is on the way. It should be live in about 20 minutes. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] cs s parameter
so many ways to screw up a command line lol Guy Watkins wrote: This works for me: ./steam -command update -game Counter-Strike Source -dir . } -Original Message- } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- } boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos } Sent: Tuesday, November 10, 2009 9:26 PM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] cs s parameter } } thanks,but i have tried that. i have even tried to use parenthesis but it } has not worked either } } command line off the top of head } ./steam -command update -game Counter Strike-Source -dir } } maybe something is messed up on my end. } } On Tue, Nov 10, 2009 at 1:54 PM, Nicholas Hastings } nshasti...@gmail.comwrote: } } -game Counter-Strike Source } } (you can see all of these by using list for the game) } } tom nikitopoulos wrote: } can anyone tell me the parameters for counter strike source. } i have tried to download the css files using the parameter -game } Counter } Strike - Source and it is not working } thanks } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } } } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux } } ___ } To unsubscribe, edit your list preferences, or view the list archives, } please visit: } http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Modern Warfare 2
Dedicated servers are needed and serve a purpose, otherwise everyone would just host from home and not pay for servers. One main factor that hasn't been mentioned is the fact that GSP's provide 5-15 major backbone connections directly to their server which means each player has a good chance of hopping networks only 1 time. Whereas a home PC has 1 backbone which is their ISP network, you may have to change across several networks to get to the ISP network of the P2P host. Many ISP networks, especially Comcast provide cheapest path routing and do not provide lowest latency routing like the GSP's do. Maybe even a bigger problem is you can't just hop on your favorite local / clan server and have your friends / teammates show up whenever. You would need to plan a game beforehand and get them to connect with you at the same time, what a drag. How would you even organize competitive match play in a game like MW2? Talk about a nightmare! Steven Hartland wrote: I would say its not not everywhere but actually 90% of which don't have home connections capable of this, that said with the BW you stated it still not gonna cut it for servers that most people want to run e.g. large high rate servers. Regards Steve - Original Message - From: Arg! chillic...@gmail.com Im certainly not saying you cant do it, im simply saying not everywhere has internet available capable of doing it, no matter how much you fiddle with the rates. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Shameless IRC Chat Advertisement
Nice. Now I have a live support area to send people to for all the L4D sourcemod crash bugs. Crazy Canucks wrote: For shame Neph! You, of all people! Oh the unadulterated spam! Woe! Woe! ;) Happy Halloween everyone! Drek Nephyrin Zey wrote: Just to remind everyone, a lot of us run a pretty popular srcds administration chat channel on gamesurge (linux and windows, everyone welcome) irc.gamesurge.net #hlserveradmins Gamesurge is also home to: #sourcemod #sourceop (the tf2items.com guy) #sourcebans #hlcoders and more. So join up! - Neph ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] A2S_INFO response from L4D2
4ø�...@ There it is in text, so probably nothing you can decipher. David A. Parker wrote: Just wanted to mention that I ran a packet capture, and there are 8 bytes in the A2S_INFO packet between the port number and tag data which aren't there in the response from L4D, TF2, etc. I can't make heads or tails of what the bytes are supposed to be, but they are always the same from my server: 0x03 0x34 0xF8 0xCC 0x9A 0x01 0x40 0x01 - Dave David A. Parker wrote: Hello, The issue with the weird data in the A2S_INFO response is still present in the last update (l4d2 demo linux dedicated server version 2). It really looks like some sort of data has been added before the tags field in the response packet, but that's just a guess. - Dave ics wrote: Well naturally i expect no less than 1-2 updates to dedicated servers before the demo actually goes live and many more updates during the demo, just like last time with l4d However, having lack of features now either is a sign on heavy optimization to the game engine and thus ripping off everything that is not needed or just lack of implementation at the dedicated servers part.I guess we will find out during the demo. (And this is pointed to Valve) Last time there were heads up for us, with new features and such explained here on the list. Is there anything we need to know about running the game on our ded servers? Changes to the lobby and how they affect to our settings? Milton said that if game settings are modified, then we're out of luck but what else? -ics Richard Eid kirjoitti: We're talking about a demo. Some features are going to be limited while others just plain won't work. Not to mention that the early-access demo has been delayed so Valve can take care of some bugs. Until the full game is released, I'd expect that a big set of features might be unavailable. Plus, being that there is a delay, be ready to run hldsupdatetool again before the demo goes live. -Richard Eid On Wed, Oct 28, 2009 at 11:54 AM, ics i...@ics-base.net wrote: I also have an script running that provides server status to the irc, players, ip, name, ping, map and game name. Currently it fails with L4D2 servers so something definitely has changed. No reply. -ics David A. Parker kirjoitti: Hello, Was something new added to the A2S_INFO response in L4D2? I have a Perl script which fetches server info, and it works correctly for other games but I get some random data in with the server tags on my L4D2 servers, almost like there's a new field in the packet before the tag data. You can see it here: http://www.utica.edu/academic/iits/computingservices/networking/resnet/gaming/status.cfm Thanks, Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Updating servers RANT
Yes it's annoying that this happens during preloads and stuff, but do you really expect them to put out enough servers to handle the 1% case when things get swamped? Maybe what is needed is a smarter system. Set the downloads for preloads to only use 1/2 of the servers, or restrict the bandwidth. Preloads do not need to be done ASAP, they can take a few days, so why have them choke the whole system? Plus when the system is swamped the preloads probably go slow anyway so there would be little difference for those downloads. Saul Rennison wrote: It's absolutely pathetic, I know. It makes me feel sad that VALVe have a fuck load of money (even Gabe said this in a press conf. a few weeks ago), but can't be added adding servers. Thanks, - Saul. On 24 Oct 2009, at 17:50, Saint K. sai...@specialattack.net wrote: Yes, tried all the regular stuff. Servers are hosted in a datacenter, client doesn't get FW'ed. Servers are connected 100Mbit almost directly on the Amsterdam Internet Exchange (couldn't get much better than that). Perhaps this is an Europe issue or whatever, but its surely driving us insane. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of ics Sent: Saturday, October 24, 2009 6:52 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Updating servers RANT Sometimes content servers go out of order so to speak and the updatetool just tries and tries. You did deleted the ClientRegistry.blob from /home/user/.steam folder? You sure you got all the necessary ports in/out open and not firewalled shut? -ics Saint K. kirjoitti: Seriously, this is taking the piss. I am getting extremely pissed off and annoyed by that fucking steamupdatetool clients which DOESN'T UPDATE FOR SHIT Takes me several god damn hours before the fucking piece of piss finally decided to start downloading 1 bloody file for half an hour. We asked, we requested, WE BLOODY BAGGED for a proper update content server to have our servers updated against. But fuck hey, why should you bloody reply? /end of rant. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.423 / Virus Database: 270.14.26/2451 - Release Date: 10/24/09 14:31:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 server requirements
I'm really surprised by these numbers. I have some pretty finicky players who play competitively. I don't know for sure if it is in their head or not, but they claim they get lag with 1 game active on a whole quad 9550 box which I find hard to believe so I tend to take it with a grain of salt. I would never dream of running 32 games per quad CPU, that is insane density imo. No offense but I find it amazing that you are getting any decent performance with the CPU's nearly maxed out, maybe you have some secret sauce in your system :) I get complaints after 25% CPU load on the box so we run all of ours under that at all times, which means 3-4 L4D's per box. They are using 6-9% cpu per game = up to about 40% of a core on newer hardware. This could be from tweaking done to the game settings. Nick Turner wrote: We're running 8 servers per core on 5450s. 64 forks per 2 socket server. 16GB is more than enough on Linux. We've had an entirely server almost full, the CPUs are nearly maxed out but we didn't get any performance complaints. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Thursday, October 22, 2009 10:39 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements CPU shouldn't be much of an issue. Each game takes on average 10-15% of a core. There are obviously spikes that go higher. 8 player games don't actually take much more CPU than a 1 player game because the server is doing less AI work. On these servers, I have between 200-300 people playing at a time. This is very similar to the player numbers we see when running TF servers, except we run far fewer TF instances on the same hardware. Memory is still an important factor, because if you run out of RAM, then you will swap and your games will hitch due to I/O latency. M. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight [mido...@gmail.com] Sent: Wednesday, October 21, 2009 6:26 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements What I'm asking is not how many can you spawn in a given amount of memory, but how many can be actively running with players in them without lagging? I find that I run out of CPU way before memory since the game is a CPU hog. Surely you can't run 50 servers with players in them all at the same time right? So how many can you run at the same time? How much cpu does a full 8 player server use? Thanks for your input. Milton Ngan wrote: I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if you only have one, then half that. That being said, I need at least 10GB of RAM on Linux to achieve this. Under Windows, there is no forked mode, so each instance will take up more memory resources. So I would estimate around 16GB would be required to do the same thing. On a 4GB Windows 2003 system we were supporting around 13 instances quite happily. So depending on how much memory you have, it could be that your limit is memory and not CPU. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Wednesday, October 21, 2009 5:19 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon 1333MHz? Seems that I can only run 3-4 per box without people complaining about lag, that is less than 1 per core. I see each server using around 25-35% CPU of a core and 6-9 of the whole box. I know this is the linux list but I'm running Windows 2008, but I figure it should be basically the same. Craig H wrote: It'll probably take a little more processing power per fork, I don't see it as being that substantial of an increase. I'd be amazed if it is really worth noting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 server requirements
I'm running Intel Core 2 Quad /Q9550/ 2.83GHz 12MB L2 Cache 1333MHz Front side Bus speed, which should be pretty close to a E5450, though maybe not quite. Yet I can't run anything close to 32 active servers on this. 4-5 tops. Not sure why, just saying. Eric Riemers wrote: True, but 320/5/4 is still 16 servers.. and i stop at 5, so basicly i can have 4 in vs mode (32 players) and thats my max. Just talking out loud, but i presume this is normal when they are active which is almost all the time. (i have people on it at the strangest times) but i have to say i have a lot of custom content (vpk files) on there, which attracts a lot of people too. Dont know if those maps have impact on cpu, death aboard is i think around 550mb.. O well, maybe time for a upgrade too :) On Thu, 22 Oct 2009 17:33:55 +0800, Ben Jensz fh-l...@3fl.net wrote: E5450 != 3Ghz classic Xeons. A single core (of which there are 4) on an E5450 is more powerful than a 3Ghz Xeon CPU. Eric Riemers wrote: I have a dual xeon 3ghz, i had 6 forks running on it, but with 5x 8 people in versus mode people started to complain and i indeed could see that the cpu's where maxed out. Running on linux debian, but if i hear these story's then it should be able to do more no? On Thu, 22 Oct 2009 14:54:53 +0800, Ben Jensz fh-l...@3fl.net wrote: The night that Nick is referring to was when the Survival pack was released. We were running 320 instances of Left 4 Dead across 5 IBM HS21XM blades (Dual E5450s - 3Ghz each core) and the majority of the servers had players on them. All of the cores were running at 90+% CPU usage for a few hours. Each physical server was using around 11-12Gb of RAM for that. We weren't doing anything special configuration wise, Left 4 Dead was running in a default manner. Nothing special done OS wise, just a stock install of CentOS. I played on one of our servers that night and I didn't notice anything in-game that indicated performance issues. Midnight wrote: I'm really surprised by these numbers. I have some pretty finicky players who play competitively. I don't know for sure if it is in their head or not, but they claim they get lag with 1 game active on a whole quad 9550 box which I find hard to believe so I tend to take it with a grain of salt. I would never dream of running 32 games per quad CPU, that is insane density imo. No offense but I find it amazing that you are getting any decent performance with the CPU's nearly maxed out, maybe you have some secret sauce in your system :) I get complaints after 25% CPU load on the box so we run all of ours under that at all times, which means 3-4 L4D's per box. They are using 6-9% cpu per game = up to about 40% of a core on newer hardware. This could be from tweaking done to the game settings. Nick Turner wrote: We're running 8 servers per core on 5450s. 64 forks per 2 socket server. 16GB is more than enough on Linux. We've had an entirely server almost full, the CPUs are nearly maxed out but we didn't get any performance complaints. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 server requirements
How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon 1333MHz? Seems that I can only run 3-4 per box without people complaining about lag, that is less than 1 per core. I see each server using around 25-35% CPU of a core and 6-9 of the whole box. I know this is the linux list but I'm running Windows 2008, but I figure it should be basically the same. Craig H wrote: It'll probably take a little more processing power per fork, I don't see it as being that substantial of an increase. I'd be amazed if it is really worth noting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 server requirements
What I'm asking is not how many can you spawn in a given amount of memory, but how many can be actively running with players in them without lagging? I find that I run out of CPU way before memory since the game is a CPU hog. Surely you can't run 50 servers with players in them all at the same time right? So how many can you run at the same time? How much cpu does a full 8 player server use? Thanks for your input. Milton Ngan wrote: I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if you only have one, then half that. That being said, I need at least 10GB of RAM on Linux to achieve this. Under Windows, there is no forked mode, so each instance will take up more memory resources. So I would estimate around 16GB would be required to do the same thing. On a 4GB Windows 2003 system we were supporting around 13 instances quite happily. So depending on how much memory you have, it could be that your limit is memory and not CPU. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Midnight Sent: Wednesday, October 21, 2009 5:19 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon 1333MHz? Seems that I can only run 3-4 per box without people complaining about lag, that is less than 1 per core. I see each server using around 25-35% CPU of a core and 6-9 of the whole box. I know this is the linux list but I'm running Windows 2008, but I figure it should be basically the same. Craig H wrote: It'll probably take a little more processing power per fork, I don't see it as being that substantial of an increase. I'd be amazed if it is really worth noting. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D - At my wits end with these crashes
Russell Jones wrote: It will crash 4 or 5 times in a row and then not crash. It's frustrating. Welcome to L4D party. I've spent countless hours troubleshooting retarded issues like this. The game has a history of not behaving well at all with sourcemod, and especially with the competitive plugins like Readyup mod. Everytime an update comes out something is broke again. Hope you are masochistic. Next thing you know the players will start blaming your crappy server hardware and swear that nobody else has these problems. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Very unstable FPS in hlds
I've never ran a server on anything that low end, quite possibly you need a faster server. Just because the CPU is not maxed out doesn't mean the server isn't struggling to keep up. Even on the latest hardware you won't get stable fps under load. Nevermore wrote: I talked with the datacenter. It is a Pentium 4 with hiperthreading. Sory about the confusion Now, anybody have any clue about my fps problem? El mié, 09-09-2009 a las 19:43 -0400, Nicholas Hastings escribió: Yes, they were called Pentium D unless you're just talking about hyperthreading Saul Rennison wrote: I'm sure dual-core P4's exist... Thanks, - Saul. On 9 Sep 2009, at 22:11, 1nsane 1nsane...@gmail.com wrote: Pentium D you mean? On Wed, Sep 9, 2009 at 3:19 PM, Rick Payton r...@mai-hawaii.com wrote: It might actually be a newer dual core P4, I got a 3.0GHz dual core model here at work ... --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, September 09, 2009 8:41 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Very unstable FPS in hlds That looks like P4 with Hyperthreading on it, not actual dual core cpu. What does cat /proc/cpuinfo say? -ics Dave Williams kirjoitti: Now, i would suggest that your chip *could* be being identified incorrectly. If this is the case it would be the kernel that is most likely at fault. Do you know if you have symmetric multi processing support enabled in your kernel? Also, what is the OS that you are using? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nevermore Sent: 09 September 2009 17:08 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Very unstable FPS in hlds It's a dual core intel. dmesg says: Intel(R) Pentium(R) 4 CPU 3.00GHz stepping 03 I am not sure about the model. Thank you El mié, 09-09-2009 a las 11:42 -0400, Eric Greer escribió: What CPU do you have in it? Eric On Wed, Sep 9, 2009 at 11:32 AM, Nevermoreneverm...@pheek.net wrote: The topic about 1000fps servers made me take a look at my server's fps. I am seriously worried, because i have very unstable fps. Running HLDS with sys_ticrate 350, fps_max 0 and -pinbgoost 2: stats CPU InOut Uptime Users FPSPlayers 0.50 0.00 0.00 6 0 103.98 0 stats CPU InOut Uptime Users FPSPlayers 1.00 0.00 0.00 6 0 214.50 0 stats CPU InOut Uptime Users FPSPlayers 1.20 0.00 0.00 6 0 136.95 0 stats CPU InOut Uptime Users FPSPlayers 1.17 0.00 0.00 6 0 123.05 0 stats CPU InOut Uptime Users FPSPlayers 2.00 0.00 0.00 6 0 141.34 0 stats CPU InOut Uptime Users FPSPlayers 2.00 0.00 0.00 6 0 112.69 0 stats CPU InOut Uptime Users FPSPlayers 2.00 0.00 0.00 6 0 302.02 0 Same configuration in a windows box: CPU InOut Uptime Users FPSPlayers 1.56 0.00 0.002651 978 250.84 0 stats CPU InOut Uptime Users FPSPlayers 1.56 0.00 0.002651 978 233.92 0 stats CPU InOut Uptime Users FPSPlayers 3.13 0.00 0.002651 978 252.14 0 stats CPU InOut Uptime Users FPSPlayers 3.13 0.00 0.002651 978 231.70 0 stats CPU InOut Uptime Users FPSPlayers 3.13 0.00 0.002651 978 238.05 0 stats CPU InOut Uptime Users FPSPlayers 3.13 0.00 0.002651 978 236.71 0 stats CPU InOut Uptime Users FPSPlayers 3.13 0.00 0.002651 978 240.79 0 CPU usage of the box is at 23%, so this is not the problem. I am using debian etch kernel 2.6.18-amd64 I tried recompiling for 1000hz and nothing changed. I dont want to change kernel version, because if i break the system i have not phisical access to the box to fix it. Thank you ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] FPS Drops
You are likely running too many slots for that old CPU. I think it can't handle that many players. Ulrich Block wrote: Sounds clear. But i also tried only one singel Server on the machine. 32 slots tick 66 with standart fps_max 300. I guess a AMD X2 5800+ with 4 GB of RAM should be enough for one server. I watched the same issue. Your Answer also do not explain why i can have a full 12 slot server with tick 100 and high fps and getting no drops even the high slot sevrer is full and getting the issue Adam Nowacki schrieb: Ulrich Block wrote: I am running multiple dod:s servers on one machine at the same machine. When they are full there is still free cpu time and power left. But i am watching FPS drops on a srcds server when it reaches 20 player slots or more. The other running services are not affected at the same time. A server with 12 slots at a tickrate with 100 and stable 950 fps for example is not affected. Even if the other one has its fps drops. I am running debian lenny and tried bigmem, amd and custom kernels with rt patch. With all kernels the same problem. Anyone an idea what the cause can be? I already tried running dods vanilla. Same problem :( Source server is using cpu time in short bursts simulating game tick and then sitting idle waiting for next tick. This idle time lowers the reported average cpu use making you think that you have still a lot of cpu power available. Solution: run less servers or get a better cpu (or two ;). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] srcds virtualized
Hmm, I'm not sure how you are running stable servers on a platform under medium to heavy load from other VMs. I guess if you are running low end servers it would be ok, but most people these days seem to want 1000fps stable servers. Anyway seems you are very happy with your XEN setup for what you are using it for so to each his own. Valtteri Kiviniemi wrote: Hi, Disk I/O is the most important thing on virtualized environments. You have multiple operating systems using the same storage so its important that your storage is fast. If you have slow storage, then your virtual servers are sticky and slow because of the slow disk speed. You might have fast cpu and a lots of ram, but you have to remember that you have multiple operating systems with different workloads using the same storage and that will need to be fast if you want to run a reasonable ammount of virtualservers. Ofc. im not directly speaking on srcds's hosting, so it might mabe a little offtopic, but im just making out the differences between VMWare and Xen. I had almos 200MB/s of raw disk troughput with Xen and only 60MB/s with VMWare measured from inside the VPS. That is a huge difference. That was tested via Areca raid array, but I also tested the disk speed with no raid, only single sata-disk and it was still better on Xen. - Valtteri Kiviniemi Midnight kirjoitti: Disk I/O is not the main factor for running game servers anyway, so that's not really a reason to choose one option over the other in this case. Valtteri Kiviniemi wrote: Hi, You are correct. But I'm just saying my opinion here, and I think that Xen is better. VMWare ESXi is maybe a bit more user friendly than XenServer 5.5, but I don't still understand why ESXi is so much slower. I'am using both of them because my company sell's virtual servers and some customers want VMWare ones. I have identical hardware on all machines but im still seeing 30-40% more performance on Xen virtual servers than on VMWare. Dont know why, but disk i/o is way better on Xen than VMWare. - Valtteri Kiviniemi Eric Greer kirjoitti: If everyone wants to get technical with all of this nonsense... you can run srcds just fine on a VPS - as long as there is enough power. Xen Quite simply adds another layer hardware layer that data must pass through. However, we're talking nanoseconds here people. Not like another hop on your way to chicago - another *virtual* device on the way to the hardware and back. It's like nothing. VMWare ESXi adds a few more layers as it passes through more virtual devices... but it still does not matter. A VM can be provisioned with plenty enough power to do any source server just fine. You just have to give it plenty of dedicated resources. I feel like people start taking emotions into computing at some point. There aren't any - its all benchmarks and numbers. If the system can CPU bench some number has memory available and bandwidth... it can run the server - simple as that. A VPS is generally considered 'weaker' because it can share resources with other VMs - but it doesn't have to. If for some reason you wanted to give root shell access to a game server customer, you could VM them. Yes, theres a good 100Mb of memory overhead for the hypervisor, but it can be worth it. Eric On Thu, Aug 27, 2009 at 12:05 PM, Valtteri Kiviniemi valtteri.kivini...@dataproof.fi wrote: Hi, You should probably read the facts before posting. Ofc. its not exactly the same, but if you know nothing about Xen you would know that the performance difference between (for example 2.6.18-xen and 2.6.18 kernels) are so small, that you cant even notice it. Maybe with ESXi you have greater performance difference compared to bare-metl but not with xen. - Valtteri Kiviniemi Kveri kirjoitti: believe me, if you have paravirtualized enviroment you don't have equal performance than on bare-metal. Paravirtualization adds another layer, so does overhead. Maybe performance in CSS, but I doubt about it. I'm using full VT on 4x quad core xeons with 16gb ram and providing 1000fps 1.6 servers (yes, stable 1000fps, kernel self-pached with RT and some HZ tweaks), CSS servers with 100 ticrate and and some tf2 servers without any problems. Kveri On 25.8.2009, at 20:52, Valtteri Kiviniemi wrote: Hi, We are running multiple TF2 servers with Xen 3.4.1 paravirtualized. Performance is exactly the same as bare-metal, maybe even better. Only downside is that you need xen-patched kernel so to get most stable and working environment you have to use the default 2.6.18.8-xen kernel. Ofc. you can compile a 1000hz domU kernel like we have. There is also pv_ops kernels which are included in the xen-unstable tree. They are the normal kernel.org kernel with patches that make it suitable for Xen hypervisor. In my opinion Xen
Re: [hlds_linux] srcds virtualized
Disk I/O is not the main factor for running game servers anyway, so that's not really a reason to choose one option over the other in this case. Valtteri Kiviniemi wrote: Hi, You are correct. But I'm just saying my opinion here, and I think that Xen is better. VMWare ESXi is maybe a bit more user friendly than XenServer 5.5, but I don't still understand why ESXi is so much slower. I'am using both of them because my company sell's virtual servers and some customers want VMWare ones. I have identical hardware on all machines but im still seeing 30-40% more performance on Xen virtual servers than on VMWare. Dont know why, but disk i/o is way better on Xen than VMWare. - Valtteri Kiviniemi Eric Greer kirjoitti: If everyone wants to get technical with all of this nonsense... you can run srcds just fine on a VPS - as long as there is enough power. Xen Quite simply adds another layer hardware layer that data must pass through. However, we're talking nanoseconds here people. Not like another hop on your way to chicago - another *virtual* device on the way to the hardware and back. It's like nothing. VMWare ESXi adds a few more layers as it passes through more virtual devices... but it still does not matter. A VM can be provisioned with plenty enough power to do any source server just fine. You just have to give it plenty of dedicated resources. I feel like people start taking emotions into computing at some point. There aren't any - its all benchmarks and numbers. If the system can CPU bench some number has memory available and bandwidth... it can run the server - simple as that. A VPS is generally considered 'weaker' because it can share resources with other VMs - but it doesn't have to. If for some reason you wanted to give root shell access to a game server customer, you could VM them. Yes, theres a good 100Mb of memory overhead for the hypervisor, but it can be worth it. Eric On Thu, Aug 27, 2009 at 12:05 PM, Valtteri Kiviniemi valtteri.kivini...@dataproof.fi wrote: Hi, You should probably read the facts before posting. Ofc. its not exactly the same, but if you know nothing about Xen you would know that the performance difference between (for example 2.6.18-xen and 2.6.18 kernels) are so small, that you cant even notice it. Maybe with ESXi you have greater performance difference compared to bare-metl but not with xen. - Valtteri Kiviniemi Kveri kirjoitti: believe me, if you have paravirtualized enviroment you don't have equal performance than on bare-metal. Paravirtualization adds another layer, so does overhead. Maybe performance in CSS, but I doubt about it. I'm using full VT on 4x quad core xeons with 16gb ram and providing 1000fps 1.6 servers (yes, stable 1000fps, kernel self-pached with RT and some HZ tweaks), CSS servers with 100 ticrate and and some tf2 servers without any problems. Kveri On 25.8.2009, at 20:52, Valtteri Kiviniemi wrote: Hi, We are running multiple TF2 servers with Xen 3.4.1 paravirtualized. Performance is exactly the same as bare-metal, maybe even better. Only downside is that you need xen-patched kernel so to get most stable and working environment you have to use the default 2.6.18.8-xen kernel. Ofc. you can compile a 1000hz domU kernel like we have. There is also pv_ops kernels which are included in the xen-unstable tree. They are the normal kernel.org kernel with patches that make it suitable for Xen hypervisor. In my opinion Xen is the best solution for gameserver virtualization because it is the fastest. ESXi virtuals are not paravirtualized so they have slower disk i/o and network performance. They also use more resources. If you want same performance as bare-metal you need paravirtualized guest operating systems and Xen is the best solution for that. We have a physical 2 x 2.5GHz Quad-core Xeon machine with 16 GB ram and a ARECA ARC-1220 raid controller with RAID10 array. We are also running many other virtuals on the same machine without them affecting the gameserver virtual performance. With Xen you can for example assign 4 physical cores to the gameserver virtual and use the other 4 for other virtuals. - Valtteri Kiviniemi Daniel Worley kirjoitti: I don't have exact numbers, but I've run srcds both natively and under ESXi on a PowerEdge server. Under both I was able to run multiple instances, no issues. I saw no difference in performance playing on the servers, but once again I don't have numbers to back it up. On Tue, Aug 25, 2009 at 11:07 AM, Claudio Beretta beretta.clau...@gmail.com wrote: HiI'd like to know your experiences with running srcds in a virtualized environment. Searching mail-archive for past discussions about this subject didn't provide a reliable conclusion to this topic. From what i understand, only hypervisors such as ESXi, XEN (and maybe Hyper-V) are
Re: [hlds_linux] HLTV never disconnects
In server.cfg add tv_enable 0 Daniel Duarte wrote: I'm trying to help a friend with his servers but i'm out of ideas. He is using HLTV to record his matches but the HLTV stays connect forever, even after he quits hltv.exe. Right now the HLTV is on for 316h 15m! In the server we can't see the HLTV connected but in the server browser he is there taking a slot. ideas? tia, Daniel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLTV not starting
make sure your install is up to date with -verify_all Marcel wrote: No idea? :/ Marcel wrote: Hi, My HLTV isn't starting and I have no idea why. The [S_API FAIL] line should not be a problem. I think it's only because I don't have the hlds updatetool in this directory. But why Master module failed to initialize. (init failed) ?? That doesn't sound good ;) Startup Line: export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH; ./hltv -ip $someip -port $someport +maxclients 10 It shows --- Console initialized. FileSystem initialized. Network uses $someip as host IP. Network initialized. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. Master module failed to initialize. (init failed) ERROR! System::AddModule: couldn't initialize module master. * FATAL ERROR * Proxy::Init: add master module. *** STOPPING SYSTEM *** ERROR! System::AddModule: couldn't initialize module (null). Type 'help' for a list of commands. When I do a exec hltv.cfg: exec hltv.cfg Executing file hltv.cfg. Segmentation fault My hltv.cfg: name111 hostnamesome name delay 90 serverpassword foo connect ip:27015 adminpassword somepw chatmode1 logfile 1 updaterate 20 rate1 proxypassword spectatorpassword ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Timeout after client connected
Is this on any particular game? L4D maybe? It seems to still have the disconnect on map change issue. Quite annoying really. Arg! wrote: if you run sourcemod, update to at least 1.2.1 On Mon, Jun 1, 2009 at 10:33 PM, Nightbox alexandrualexa...@gmail.comwrote: but no, everytime someone connect to server, it crashs 2009/6/1 Nightbox alexandrualexa...@gmail.com hmm, semms working now 2009/6/1 AnAkIn . anakin...@gmail.com Disable your plugins, use a default cfg and see. 2009/6/1 Nightbox alexandrualexa...@gmail.com Guys, i've discovered that, when someone connect to my server, he will receive the timeout error. (countdown) Do someone know how to fix this ? It's imposible to play. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 32 Slot Linux Server
Have you tried turning off -pingboost 2? Try running at 33 tick / 100fps, I bet you won't have a problem. nos...@gentiniphotography.com wrote: Hello everyone! New user here... I have a few questions. Is there anyone out there successfully running a lag-free 32 slot Linux TF2 Server? I have recently purchased a dedicated server with the following specs: 10mbps uplink 2 GB Ram Quadcore 3.2ghz Xeon (I can get more information if you guys need it). Anyways, I'm running a 66 tickrate server with the server process being confined to one processor, and when the server gets 26+ people in it the CPU is at 95+%. We tried running 32 slot for a short while but the server lag was unbearable. We have it down to 28 now and it still can get bad at times once we cross the 26 person threshold. The only notable server start up options are as follows: -pingboost 2 -fork -tickrate 66 I must admit I'm a newbie in terms of running TF2 servers but I'm pretty competent when it comes to Linux. The server is CentOS (uname info): Linux xx.host 2.6.26.8-rt16 #2 SMP PREEMPT RT Sun Mar 29 10:18:58 CDT 2009 i686 i686 i386 GNU/Linux I have also recompiled the kernel using the Fragaholic wiki http://wiki.fragaholics.de/index.php/EN:Linux_Kernel_Optimization#Setting_your_servers_to_run_with_realtime_scheduling Did not see much improvement over the default kernel. Any help is much appreciated -Brian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 32 Slot Linux Server
Seems that you are trying to run competition performance on a 32 slot pub. That's asking a lot from the hardware. You can probably squeak by with 66 tick if you keep the fps low enough and turn off pingboost. David A. Parker wrote: Yes, or you can set it with +fps_max in the startup command line. nos...@gentiniphotography.com wrote: We'll try that tonight and I'll post up the results... We're trying to run 66 tick though... The FPS is set through the server.cfg file with fps_max, correct? -Brian On Thu, Apr 9, 2009 at 4:13 PM, Midnight mido...@gmail.com wrote: Have you tried turning off -pingboost 2? Try running at 33 tick / 100fps, I bet you won't have a problem. nos...@gentiniphotography.com wrote: Hello everyone! New user here... I have a few questions. Is there anyone out there successfully running a lag-free 32 slot Linux TF2 Server? I have recently purchased a dedicated server with the following specs: 10mbps uplink 2 GB Ram Quadcore 3.2ghz Xeon (I can get more information if you guys need it). Anyways, I'm running a 66 tickrate server with the server process being confined to one processor, and when the server gets 26+ people in it the CPU is at 95+%. We tried running 32 slot for a short while but the server lag was unbearable. We have it down to 28 now and it still can get bad at times once we cross the 26 person threshold. The only notable server start up options are as follows: -pingboost 2 -fork -tickrate 66 I must admit I'm a newbie in terms of running TF2 servers but I'm pretty competent when it comes to Linux. The server is CentOS (uname info): Linux xx.host 2.6.26.8-rt16 #2 SMP PREEMPT RT Sun Mar 29 10:18:58 CDT 2009 i686 i686 i386 GNU/Linux I have also recompiled the kernel using the Fragaholic wiki http://wiki.fragaholics.de/index.php/EN:Linux_Kernel_Optimization#Setting_your_servers_to_run_with_realtime_scheduling Did not see much improvement over the default kernel. Any help is much appreciated -Brian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [TF2] fps drops
If you weren't looking at the stats you probably wouldn't even notice there is any problem. DontWannaName! wrote: Im pretty sure fps drops are normal and cant be 'fixed' 2009/3/22 Ben B brutalgoerge...@gmail.com I've been trying to stop my fps drops... playing with kernel settings, that idler thing, chrt, renice... gah. it's making me insane. On Sun, Mar 22, 2009 at 11:05 AM, Zuko zuc...@gmail.com wrote: how to get rid of this fps drops? http://zuko.isports.pl/syf/graph.png 18:00:44 stats 18:00:45 CPU InOut Uptime Users FPSPlayers 53.80 66526.64 311163.72 81 2 989.12 24 18:00:45 stats 18:00:46 CPU InOut Uptime Users FPSPlayers 54.00 68730.95 317612.44 81 2 991.08 24 18:00:46 stats 18:00:46 CPU InOut Uptime Users FPSPlayers 54.00 67757.55 314314.38 81 2 991.08 24 18:00:47 stats *18:00:47 CPU InOut Uptime Users FPSPlayers 54.00 67545.59 308442.91 81 2 20.77 24* 18:00:47 stats 18:00:47 CPU InOut Uptime Users FPSPlayers 54.00 67919.29 294907.53 82 2 991.08 24 18:00:48 stats 18:00:48 CPU InOut Uptime Users FPSPlayers 54.00 68191.39 286455.69 82 2 990.10 24 redhat, Intel(R) Xeon(R) CPU 5150 @ 2.66GHz -- Żuko ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Available
We had 1 person report their server is not showing up on Windows. Most of our other servers are showing up. Haven't sorted out why. Just going to reinstall and hope that fixes whatever was broke in his config. Reaper wrote: Yes on Linux we're experiencing the same issue. Windows servers are visible but have a different problem (showing bots in player count). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] SourceTV Relay Proxy?
The wording is kinda hard to understand maybe. But it is saying that the game server itself cannot be used as a proxy. That means it can't host viewers. But you can connect a proxy to it. Are you having problems getting a standalone proxy to connect to your server? -Midnight Magnus wrote: Hi. We run our srcds with -tvmasteronly becouse we think it's stupid to enable 255 slots on the gameserver. But as i understand the wiki (http://developer.valvesoftware.com/wiki/Source_TV) it's not possible to connect a Dedicated sourcetv to the one on the gameserver. -tvmasteronly SourceTV can only serve one client and can't be used as relay proxy. So, how should we do, if we don't whant our customers to be able to set the slots by them self, on their gameservers sourcetv? But they should be able to connect Sourcetv to the one on their gameserver. /M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] fps fluctuates every time
Yes. Turn off anything that will lower the CPU speed. Andy Giesen wrote: I would turn off SpeedStep and probably VT. On Tue, Feb 24, 2009 at 2:37 PM, kERPLUNK k...@datafull.com wrote: im right now looking my bios options.. i have ACPI State S1 or S3 (s3 setted) Intel SpeedStep (on) Intel VT (on) Intel XD (on) may i have to change some of this options? - Original Message - From: kERPLUNK k...@datafull.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com; Gary Stanley g...@velocity-servers.net Sent: Tuesday, February 24, 2009 8:26 PM Subject: Re: [hlds_linux] fps fluctuates every time in kernel do not have anything about cpu speed throttling.. nothing in bios, i have intel motherboard, and doesnt have nothing too about apm.. - Original Message - From: Gary Stanley g...@velocity-servers.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com; kERPLUNK k...@datafull.com; Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, February 24, 2009 8:23 PM Subject: Re: [hlds_linux] fps fluctuates every time At 05:19 PM 2/24/2009, Matthias Bleile wrote: which clocksource do you use? It's not the clocksource. It's power management stuff enabled in the BIOS, or maybe some type of chipset errata. Or it's something enabled in the kernel, like CPU speed. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] server.cfg questions
Though your hardware is pretty strong, 1000fps x 32 players seems like a lot for the CPU to have to do every 1ms. I don't usually run that many players on 1000fps to prevent exactly this kind of problem, but I can't say for sure it is just the load causing it. Perhaps others can chime in on the 1000x32 scenario if they are able to get that stable. Maybe try 500fps or 333fps and see if things improve. If so then you have your answer. Christopher Szabo wrote: Hi! I’m running a Counter-strike 1.6 publicserver (32 slots) and I have a problem with my settings. Everybody has a high choke, 30-100. I have tried many rate settings but none is working well. The connection isn’t the problem because it’s a datacenter and other publicservers in the same datacenter don’t have the high choke. Anyway, I looked into my server.cfg and found some things that I don’t really know what they do. max_queries_window -1 max_queries_sec_global -1 max_queries_sec -1 And if that’s not the problem, what could be? I’m using amxmodx, the latest and a few plugins like ptb, hpk, admin_listen and admin_esp. That’s all. Using sys_ticrate 1000, running kernel in 1000 HZ and using pingboost 2. Should I lower the ticrate? Dell Power Edge R300 Dell Intel X5000 Chipset Quadcore Intel Xeon X5470 3.33Ghz 1333Mhz FSB Hynix 2x2GB Dual Rank-RAM 2st Seagate 73GB SAS 15K rpm (Raid-1) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo
Same here. At least I wasn't the only one they snubbed repeatedly. It would really serve them right if we all switched to Mumble and stop paying them our money since they don't want our business. Steffen Tronstad wrote: Yes, forgot to mention that - I tried, my post was deleted with no answer. -Opprinnelig melding- Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] På vegne av Andrew Armstrong Sendt: 30. januar 2009 13:26 Til: 'Half-Life dedicated Linux server mailing list' Emne: Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo I'd try their forums, pretty sure they keep an eye on those. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steffen Tronstad Sent: Friday, 30 January 2009 11:16 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo Dear all GSPS on this list I've been trying to get a hold of flagship/ventrilo.com officials by email since mid november last year, have any of you been in contact with them recently? Do you know of any mail adresses they are actually monitoring/answering? I'm getting worried that I'm paying my monthly fee for no use - will they even notice if I stop paying them? I need to get in touch with them to change our legal name and logo for the current license. Regards Steffen ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo
I think I'm going to start offering free Mumble hosting for anyone that will use it. Flagship needs to learn a lesson not to ignore their business partners. RTL-Servers wrote: Hello, For a company reeping the funds in regardless, it wouldn't exactly be difficult to send out a No your not welcome to a license email now would it ? It just seems getting a vent licence is like tripping over the fountain of youth to then find the holy grail. My two cents. -Lee ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] OFF TOIPC - Question to GSP's regarding Ventrilo
And so the Mumble revolution begins... Chris wrote: I, like most people on this list, have used all three servers/clients. While I grew up on vent, their business strategy is not to my liking so I started setting up mumble servers. With about 15 minutes of reading and configuring, I had better sounding and better performing mumble servers. I won't look back, vent is dead to me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] timeouts at map change
Steven Sumichrast wrote: Glad to hear others are having trouble. Haha :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable
You can script Windows also for that matter, and setup cron jobs. Sounds like you just didn't put the time into it on Windows like you did on Linux. You might have doubled the update rate, doesn't mean you are getting double the data. Game data is game data, it's not going to be any different on a different OS, the game still sends data just the same. Windows doesn't add extra headers to the UDP packet either, a UDP packet is a UDP packet, so whatever you change you are seeing is probably just in your head. Crazy Canucks wrote: Can't help you with your specific problem, and this is a bit ot, but stick with Linux, you'll be happy you did. I switched from Windows to Linux, and yes, it was a steep learning curve, but once I started figuring things out, I was extremely happy I did. Just an example of the benefits: I host game servers for my clan on the weekend, and I host our website on the the same box as the game servers. When I start up the game server, I take down the full website, and put up a minimal one in it's place. Anyway, on Windows, I used to have a check list, with about 20 steps on it for starting up and shutting down the game servers. I now have scripts that have replaced those twenty steps with one. I have a script that I run to start the servers, and I enter the name of the game I want to play, the script handles everything else, and a cron script shuts down the game server and puts back up the full website in the morning after the game nights. My servers are bandwidth challenged. When I switched to Linux I was able to essentially double the update rate for my servers. I can only guess that Windows attaches some kind of bulky header to the packets which Linux doesn't. Switching to Linux was the smartest thing I've ever done for my clan servers. Drek Arthur wrote: Any hints as to which packages? New to Linux its proving a steep learning curve - windows is so much easier :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jordy van Wolferen Sent: Monday, 10 November 2008 7:22 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable This is only for an AMD64 box. Maybe you can update the necessary packages for 32 bit, without upgrading to lenny. On Mon, Nov 10, 2008 at 7:33 AM, [EMAIL PROTECTED] wrote: Its a 32bit intel box, -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jordy van Wolferen Sent: Monday, 10 November 2008 5:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable Did you keep the ia32-libs installed? You still need them On Mon, Nov 10, 2008 at 6:40 AM, [EMAIL PROTECTED] wrote: Never mind :) Relised i forgot to extract the .deb file, however still doesnt work running http://ftp.de.debian.org/debian/pool/main/g/glibc/libc6_2.7-15_i386.deb Just segmentation faults on start up, Anyideas? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, 10 November 2008 4:20 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable Few questions for you, a) how do you remove the LD_PRELOAD paramater? b) output of my console now Could not locate steam binary:./steam, ignoring. ERROR: ld.so: object '/usr/games/l4d/temp/libc6_2.7-15_i386.deb' from LD_PRELOAD cannot be preloaded: ignored. Failed to open bin/dedicated_i486.so (/lib/tls/libc.so.6: version `GLIBC_2.4' not found (required by bin/dedicated_i486.so)) Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem ERROR: ld.so: object '/usr/games/l4d/temp/libc6_2.7-15_i386.deb' from LD_PRELOAD cannot be preloaded: ignored. Mon Nov 10 16:18:51 EST 2008: Server restart in 10 seconds ERROR: ld.so: object '/usr/games/l4d/temp/libc6_2.7-15_i386.deb' from LD_PRELOAD cannot be preloaded: ignored. Dual Core2 Quad Box running debian Thanks in advance -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jordy van Wolferen Sent: Monday, 10 November 2008 12:14 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Left 4 Dead Demo Dedicated Server filesavailable I fixed it on my Debian Etch AMD64 server. I used this package: http://packages.debian.org/lenny/libc6-i386 wget http://ftp.nl.debian.org/debian/pool/main/g/glibc/libc6-i386_2.7-15_amd64.de b ar x libc6-i386_2.7-15_amd64.deb tar xvzf data.tar.gz Then LD_PRELOAD the lib like this: export
Re: [hlds_linux] sys_ticrate
Actually that part at the bottom is entirely wrong. The key reason to run higher FPS is the render time. At 1000FPS, the server is rendering one frame every 1 millisecond (ms). This means that the worst-case adder to the player ping is only 1ms, IE: the player gets more accurate data and can get it more often. At 300FPS it's only 3ms which is perfectly acceptable, but at 100FPS it's 10ms, which is a significant percentage of a 100 ping (10%). A player with a 100 ping would actually be getting 110ms response time from the server. That is incorrect. tickrate actually controls how much delay is added to ping time. At 100 tickrate there will always be 10ms of ping added to the real DOS ping, regardless of how high the sys_tickrate/max_fps is so long as it is over 100. This is becaues packets are going out 100 times/second regardless of the server FPS. The higher FPS setting may help accuracy still, but it does not affect ping as indicated on that page. Really though how many pixels do you think a player moves if the server is clocking at 3ms frames vs 1 ms frames? Maybe a couple pixels? The inaccuracy of the guns themselves is way larger than any movement of the player in that timespan - I haven't calculated out the exact pixel difference but I think we can all agree it is pretty small amount in 2ms of time. That's why going from 333 to 1000 FPS is essentially pointless. The only thing it might might matter for is sniper/deagle, but even the pro's don't have pixel level accuracy. Gary Stanley wrote: At 08:02 PM 10/1/2008, Matthias Bleile wrote: Of course you get an answer. Right here - http://supportwiki.steampowered.com/wiki/Optimizing_a_Dedicated_Server at the very bottom. Really? http://supportwiki.steampowered.com/w/index.php?title=Optimizing_a_Dedicated_Serveraction=history That page is user created, with valve supervising. It looks like some users created the content. I don't see Alfred's name on the history, nor anyone else that regulars the mailing lists that is from valve. Gary Stanley - [EMAIL PROTECTED] - [EMAIL PROTECTED] http://leaf.dragonflybsd.org/~gary Put your hand on a hot stove for a minute, and it seems like an hour. Sit with a pretty girl for an hour, and it seems like a minute. THAT'S relativity. - Albert Einstein ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] sys_ticrate
Gary Stanley wrote: At 08:46 PM 10/1/2008, Midnight wrote: That is incorrect. tickrate actually controls how much delay is added to ping time. At 100 tickrate there will always be 10ms of ping added to the real DOS ping, regardless of how high the sys_tickrate/max_fps is so long as it is over 100. This is becaues packets are going out 100 times/second regardless of the server FPS. That is incorrect. Maybe in game, but not certainly layer3.. Well from the game's perspective it's sending out 100 packets a second. My point was it is adding on average 10ms not 1ms like that web page indicates. How those are processed over the network is something else entirely, but it only further makes the point that 1000FPS servers are ridiculous. All of these factors of instability generally swamp the theoretical 1-3ms of variance in the game server's frame rate by an order of magnitude. The higher FPS setting may help accuracy still, but it does not affect ping as indicated on that page. Really though how many pixels do you think a player moves if the server is clocking at 3ms frames vs 1 ms frames? Maybe a couple pixels? The inaccuracy of the guns themselves is way larger than any movement of the player in that timespan - I haven't calculated out the exact pixel difference but I think we can all agree it is pretty small amount in 2ms of time. That's why going from 333 to 1000 FPS is essentially pointless. The only thing it might might matter for is sniper/deagle, but even the pro's don't have pixel level accuracy. gettimeofday() is used to step time in the engine. The problem with gettimeofday is that its an ESTIMATE of wallclock time, and it's very sensitive to changes on the machine it's running on. gettimeofday is archaic, nonstandard, imprecise, and valve should use clock_gettime() instead to do timing. Yep I have to agree there. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Intel Quad-Core Xeon - problem with CPU load
My thought on this, if you are running 10+ servers with 500fps 100 tick then ya you are probably hitting the limits of the hardware in terms of context switching. I run a similar box and can't go more than about 30% cpu usage on it without problems with lag. John Morgan wrote: Hello ppl, I've a huge problem with performance of my servers. I'm hosting arround 30 gameservers per 1 server, mostly CS 1.6, few CS:S and CS:CZ. Allways when ~160-200 players play CPUs load jump from 30% to ~70-80% (suddenly all processes are using more power of CPU) and players get lags. No matter what kind of gameservers are working. On 1 server I'm put only CS 1.6, on another I mixed CS 1.6 with CS:S. Both has these same problem. I tried in 2 different Data Centers so it's not a network problem. Maybe my system was improperly setup. Configuration of servers: 2x Quad E5420, motherboard S5000PAL, 6x2GB FB-DIMM 667, 2x SAS with RAID 1 (i tried with 1 disk, no positive result). System: Slackware 12.1 and Centos 5.2 Kernel: 2.6.24.3, 2.6.25.4, 2.6.26.2 for Slack and 2.6.18-92.el5PAE for Centos (default) Kernel's Processor Settings which I tested: BIG SMP/PC Compatible, 300/1000Hz, low-latency/server, preempt big kernel on/off, Core 2/newer Xeon How it looks: Players: http://img81.imageshack.us/my.php?image=playersrt1.jpg CPU Load: http://img221.imageshack.us/my.php?image=cpucr5.jpg I don't know what can I do. Old Dual Xeons 3.0Ghz with HT works fine with ~100. I think that 2x Quad-Core Xeon should works fine with 300 playing players. Don't You think so? P.S. Sorry for my english ;-) Regards, J.Morgan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Intel Quad-Core Xeon - problem with CPU load
I've done the CPU Core pinning thing, didn't help anything in my case. I don't think it is swapping cores that is the problem, it is just the ability to get CPU time in a stable and consistent rate with so many games swapping in/out of the CPU. I think less games with higher slot counts is the only way to maximize a 8-way Xeon setup. I have a theory that FB RAM also makes the situation worse by adding additional latency to the overall system performance. We see a DPC latency of 3000us vs 30-50us on a server board vs non server board. I have setup a new server just for running 500-1000FPS CS/CSS games. It is DDR3 non FB RAM, 1 CPU and overclocked to the max, basically an enthusiast board setup vs a server setup. So far in testing it seems to be able to run more high speed servers than a 2x Xeon server board. So we are looking to use that server to run more lower end game servers that are not cranked to the max on the tickrate. not it's not crazy. Running more than one cpu means the OS and programs have to keep track of which core they are on, maintain cache coherency, maintain the memory mappings..etc etc. If(when) the thread jumps to another cpu then the whole dataset has to get rarranged. I would start hard assigning servers to their own core and see if that helps out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Upcoming Team Fortress 2 Update
What happened to the /Orangebox directory? Are you putting that back in place? Jason Ruymen wrote: Sometime later today we'll have a new required Team Fortress 2 update. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] orangebox folder under linux gone or not?
This same thing has happened on the Windows tf2 install. Orangebox dir is gone, it is installing into /tf2 now. This is really screwing things up for anyone who has mods installed. Thanks Valve! Miano, Steven M. wrote: I just did a fresh install this morning, the /srcds_l/orangebox was where it placed my srcds_run. It sounds odd that you would have been able to install/update tf into the root directory, I didn't see/hear/read anything about that. ~Steven -Original Message- From: [EMAIL PROTECTED] [mailto:hlds_linux- [EMAIL PROTECTED] On Behalf Of G2G-Support Sent: Tuesday, June 10, 2008 5:56 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] orangebox folder under linux gone or not? Hi, a few weeks ago I realized that after a fresh install of TF2 the orangebox folder under linux was gone. So I reinstalled every server to use this new format. Now, after the newest update by entering ./steam -command update -dir . -game tf -verify_all steam is downloading the whole orangebox folder again. Am I doing something wrong or did Valve make a change again? What is now correct? With the orangebox folder the server can't automatic update itself because the steam binary resides in the wrong folder. kind regards C.Schmitz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux CONFIDENTIALITY NOTICE: This e-mail may contain information that is privileged, confidential or otherwise protected from disclosure. If you are not the intended recipient of this e-mail, please notify the sender immediately by return e-mail, purge it and do not disseminate or copy it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Quoting Habits
This is a multi-part message in MIME format. -- Lies. Ryan Devonshire wrote: I never quote :( -- [ midowns.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 - High CPU Usage
This is a multi-part message in MIME format. -- What kind of CPU is it and how do you have the server configured? Rian Brooks-Kane wrote: -- [ Picked text/plain from multipart/alternative ] Hi My TF2 Server has nothing else on it. running a completely vanilla install of TF2. With just 6 People its running at 40% CPU. rcon stats reports 99.90 cpu usage with just 3 people. Any ideas? -- Rian Brooks-Kane -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- [ midowns.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Server hardware requirements
This is a multi-part message in MIME format. -- Should be fine for a 20 player server at default settings. The real question becomes how high can you run the tick rate and fps settings at and still not overload the server. I think one core should handle at least 1 20 player server at 500fps and 100 tick without any problem. James Gurney wrote: Hi folks, long time no email. (Been on and off this list for the past 6 years or so). I tried searching the archives for this question, but it's hard to do, so apologies in advance if this has come up on a regular basis. If there's a thread or a wiki page somewhere I can read, I'd appreciate the link. We're getting ready to host a TF2 server on our now aging hardware, and I'd like to get a rough idea of how much performance we'll get with the Steam back-end. We have a dual Opteron 244 (1.8GHz). I'm well aware that the dual proc won't help a great deal, so considering a single one of these processors - is it sufficient to host a 20 player steam based server? Of course, TF2 will likely put more strain than a hldm or CS server, but I'm just looking for a rough estimate at this point. If the hardware we have is insufficient, what's a good level to be going for instead? We're running Linux, if that makes a significant difference. Thanks in advance, James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- [ midowns.vcf of type text/x-vcard deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] RE: Server's got choke and loss ...
Linux makes me LOL Daniel Küspert wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, my problem isn't solved until now ... Today I tried to build a new kernel (2.6.22) with CK Patch ... But the Loss and Choke is still there ... Now I'm back on the standard Etch Kernel (2.6.18) Does anybody have an idea ? -- ___ Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS 1.6 in game Ads
If you CS guys want to quit and come play UT2004 we'd be happy to have you. I wouldn't put up with this if I were you. John Sheu wrote: /rant Quite frankly, I am sick and tired of hearing people whine about thi_. Don't get me wrong: I am all against in-game advertisements. I feel that they detract from the gameplay experience and the congruity of the environment, and are generally just a cheap trick to cash in on a popular game. But quite equally, I am all against people who will whine and raise bloody hell about boycotts and such, and promptly return to playing the damn game in half an hour. If you want a boycott, put your money where your mouth is and *do it*. Don't give me lame excuses about how everybody plays it, or I'm in CAL and I can't quit, or such. You're no more than a childish bunch of brats until I see you stand up like real men for what you believe in. As of now, I can only conclude that you're just doing this because you like attention. And by you, I mean the vast mass of bitching CS players out there. So nothing personal. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Doors at Tickrate 100
No offense, but this is wrong imo. I think you are confusing bandwidth caps and updates/sec. However I do agree that higher tick helps improve the feel of the game, but only to a point. At some point it starts to hurt things because the server and the player's latency cannot keep up, making higher tickrates useless. storno.porno wrote: Picture this : 10 players (5 on each team) are in the same part of the map. All of them are shooting and moving. By shooting around they hit a few props as cans, tons etc aswell, and they start moving too. How in hell is the server supposed to let everybody see the exact same scene if it can't make more updates than 66 in one tick? Interpolation. Also, it only has to interpolate 5ms of extra positional delta, which is pretty small. There is a very good reason why leagues demand to use tick100 on official matches. And that reason is simply accurate gaming. I would more likely call it psychological self-imposed setting. If u think there's no way to tell the difference between a 100 tickrate server and a 66 tickrate server while playing, then obviously your requirements aren't very high (which is ok , I assume, for a fun player ... but definitely not ok for a competitive semi-professional gamer). FYI, in UT2004 the top players feel that 50-60 tickrate is totally adequate and anything more is overkill and will only hurt server performance by taxing the system or internet connection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: SV: [hlds_linux] Counter-Strike: Source and Source Engine Update Released
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] X-MIME-Autoconverted: from 8bit to quoted-printable by ms-smtp-04.socal.rr.com id kAK0Aof2004137 It's a setting for pub servers, get over it. Nobody is forced to use it for competition. Nullbit wrote: Agree in this post! The business impact of this failure is devastating! For 10 years have I been working with SAP! They also make mistakes and sometimes - sadly to admit - big mistakes! But they who are the customers are - They know that the key factor to success in the long run is satisfied customers! After 24 hours would Alfred's successor (or the successor responsible for the mistake) been apologising for the mistake and in the same moment announced a world-wide roll back of the update has already been initiated on his initiative! And they would (my guess) announce a programme to prevent this types of mistakes together with an explanation of the ideas behind the disaster! If I was the devils advocate and I would like to sabotage the HL2 based servers in order to move players to other platforms would I say that this is the most successful attempt that I ever could have hope to achieve... And I believe a serious investor would see the update in the same perspective. On the stock exchanges would they say, that the management is trying to destroy value with updates like this one - coming without a warning and a default value of 1 instead of 0! Because if they could code 3 different options - why on earth would they make the default value of 1 - leading to major drop in the number of servers and players - why not make the default value 0 and combine it with a kind of pop-up that a new CVR is introduced and explain the impact of this CVAR! The investors would probably listen to explanations from Valve but they would see the default value of 1 as a deliberate attempt of destroying their value. My only hope is that an investor with influence would read this thread and punish the Valve top management for this serious mistake! Br nullbit -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Ghost Sendt: 18. november 2006 00:12 Til: hlds_linux@list.valvesoftware.com Emne: Re: [hlds_linux] Counter-Strike: Source and Source Engine Update Released Valve - instead of ignoring us, can you give us some insight? Can you say something? Why are you always so silent? Specifically, I would like to hear your thoughts on: - Is this update _really_ worth breaking so many mods and server add-ons? - Why is CS:S not considered good enough for the CPL? - Why are you adding features that the community did not ask for instead of fixing long-time bugs? - Why do you think that CS:S is played less then CS1.6 even though 1.6 is much older? - Why are you ignoring the community instead of using them to your advantage? (testing, betas, ideas, sales, etc.) - If the community is not important to you what is? - What are your long term plans for CS:S? - Why do you think your solutions are the best ones? I am not trolling for Valve bashing answers from the court. These are honest questions that I have for Valve. I run 3 public servers that together get 60,000+ connection attempts per month and a CS:S community with a website that gets 350,000+ hits per month. My communities users spend money by renting servers (game, web, vent), buying STEAM games (The Ship, etc.) and convincing others to buy CS:S. Yes we are just a small voice but the point I am trying to make is that we are part of the overall community. We are your end users. I will not try and hide my disappointment in the last update but this really sucks. The add-ons provided by Mani make my servers fun. They add choice and switch up the same old thing. Now that is gone (by default). For the first time I actually started thinking about either just giving up and shutting everything down or migrating to a new game. My decision has not been made yet, I'm still thinking. I guess I just don't understand and am hoping for some honest enlightenment from Valve themselves. Am I asking for too much? Fred Harju aka: Ghost++; aka: very frustrated, disappointed and confused Jason Ruymen wrote: Updates to Counter-Strike: Source and the Source Engine have been released. Release run hldsupdatetool to receive these updates. The changes are: ... Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 Dedicated server update
Scott Pettit wrote: Because we don't have any x86 swervers : amd64 has always worked nicely for me. -Scott except it's not secure. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S - Net-Code FIX - open letter
I didn't see any explination of how to fix the netcode, or even what it should do differently. All this guy is doing is pointing out some problems that are inherient in games played over the internet. The problem is, there is no fix. Latency is not going away, ever. With latency in the picture, all you can do is find ways to optimize around it, which is what is currently done with the netcode. If that guy is so smart he should at least provide a description of how the new netcode should work. Rónai György wrote: [ Converted text/html to text/plain ] I dont think that fixing the netcode is just that simple. Its something naturally, like if you would say stop the wind blowing. If you play on the internet, there will be always a latency, and an amount of lag, wich must be corrected somehow. The server collects infos from the players, calculates the new world frame, and then sends it back to the users, in updates. All the steps of this needs time, and this time is latency, that must be corrected. Since all net-connections are different, there must be a buffer, to collect, correct, and then display changes. Therefore, a perfect hitreg will never be, with this system. Of course, they could make client side hitreg, where if you someone, the hit info sent by your client to the server, that it must be a hit. But it would make impossible, to filter out cheaters, since anyone could send false hitreg updates, with a cheat, or even if there is a client side anticheat, from a 3rd computer. This is not just a problem, where we can say, that 'Valve fix it asap!'. Try explain them how... Locutus Michael McKoy írta: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux