Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?
I believe you are supposed to run steamcmd.sh not steam.sh. steam.sh is for the GUI that we will eventually ship, but steamcmd is for the CLI tool. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Weasel [wea...@weaselslair.com] Sent: Wednesday, February 13, 2013 10:00 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno? I haven't had any cause to do anything with SteamCMD prior to now. Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it SteamCMD tomorrow, I gave it a shot this evening. When tried to run on hosted CentOS 5.x (32-bit) dedicated server for the first time, the result was, eh distressing to say the least (see below). So much for my very popular HL1 server as of tomorrow??? [code] [not-root]$ ./steam.sh Running Steam on Linux 2.6.18-028stab069.6 32-bit STEAM_RUNTIME is enabled automatically Unpack runtime failed, error code 1 Error: Couldn't set up the Steam Runtime. Are you running low on disk space? Continuing... Press enter to continue: ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation not permitted ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such file or directory Error: Couldn't start bootstrap and couldn't reinstall from /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz. Please contact technical support. Press enter to continue: [not-root]$ [/code] Thought it might be a permissions issue, so I re-applied (all executable, etc.) - no luck. I'd get my paddle out, but apparently I am up the creek without one? -- Original message this is in reply-to below ... -- Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1 deathmatch update coming From: Alfred Reynolds alf...@valvesoftware.com Date: Wed, 2013/02/13 05:03 PM To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated Linux server mailing list , 'hlds_annou...@list.valvesoftware.com' We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1 deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The update will need to be downloaded using the steamcmd tool, documented here: https://developer.valvesoftware.com/wiki/SteamCMD Use appid 90. You can get the vast majority of the update right now, the beta bits will be flipped to the public ones tomorrow with a tiny incremental update at that time. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?
yes, we were running into all sorts of problems with the GUI client doing all sorts of things that were completely unnecessary for the CLI client, so we forked the wrapper scripts. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Ross Bemrose [rbemr...@gmail.com] Sent: Thursday, February 14, 2013 9:28 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno? steamcmd.sh didn't exist until just recently. I know for a fact it didn't exist last week when I was test installing the cs16 beta to see if login anonymous worked with it. On Thu, Feb 14, 2013 at 5:55 AM, Milton Ngan mil...@valvesoftware.com wrote: I believe you are supposed to run steamcmd.sh not steam.sh. steam.sh is for the GUI that we will eventually ship, but steamcmd is for the CLI tool. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] on behalf of Weasel [wea...@weaselslair.com] Sent: Wednesday, February 13, 2013 10:00 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno? I haven't had any cause to do anything with SteamCMD prior to now. Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it SteamCMD tomorrow, I gave it a shot this evening. When tried to run on hosted CentOS 5.x (32-bit) dedicated server for the first time, the result was, eh distressing to say the least (see below). So much for my very popular HL1 server as of tomorrow??? [code] [not-root]$ ./steam.sh Running Steam on Linux 2.6.18-028stab069.6 32-bit STEAM_RUNTIME is enabled automatically Unpack runtime failed, error code 1 Error: Couldn't set up the Steam Runtime. Are you running low on disk space? Continuing... Press enter to continue: ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation not permitted ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such file or directory Error: Couldn't start bootstrap and couldn't reinstall from /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz. Please contact technical support. Press enter to continue: [not-root]$ [/code] Thought it might be a permissions issue, so I re-applied (all executable, etc.) - no luck. I'd get my paddle out, but apparently I am up the creek without one? -- Original message this is in reply-to below ... -- Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1 deathmatch update coming From: Alfred Reynolds alf...@valvesoftware.com Date: Wed, 2013/02/13 05:03 PM To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated Linux server mailing list , 'hlds_annou...@list.valvesoftware.com' We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1 deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The update will need to be downloaded using the steamcmd tool, documented here: https://developer.valvesoftware.com/wiki/SteamCMD Use appid 90. You can get the vast majority of the update right now, the beta bits will be flipped to the public ones tomorrow with a tiny incremental update at that time. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Ross Bemrose ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] list.valvesoftware.com web page does not work
We had to disable it due to a security issue. We haven't had time to fix it with the holiday load. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rodrigo Sent: Wednesday, January 16, 2013 4:46 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] list.valvesoftware.com web page does not work I have spent almost two weeks without being able to enter the site list.valvesoftware.com does anyone feel the same? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] list.valvesoftware.com web page does not work
The correct address to manage your subscriptions is hlds_linux-requ...@list.valvesoftware.com -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of List ProGamers Sent: Wednesday, January 16, 2013 4:59 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] list.valvesoftware.com web page does not work I have no idea why it does not work. to see the available commands send a blank message with the subject help to hlds_linux@list.valvesoftware.com W dniu 2013-01-16 13:56, Rodrigo pisze: you know the reason? and people who want to remove the subscription to the mailing list? -Mensaje original- From: List ProGamers Sent: Wednesday, January 16, 2013 1:49 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] list.valvesoftware.com web page does not work site doesn't work for more than a month? ;) W dniu 2013-01-16 13:45, Rodrigo pisze: I have spent almost two weeks without being able to enter the site list.valvesoftware.com does anyone feel the same? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Network Changes
I made some network changes that affected this list server last night. Please contact me directly if you think you are seeing problems with the list. It is possible that people are not receiving email, in which case this email is a bit useless :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Test message
Something go reverted on our firewall, and we had a couple of bad NAT rules which were translating the IPs of some of our servers. This should be better now. It wasn't when John sent his test message. I had only fixed one of the cases, but not the second. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sadiq Saif Sent: Tuesday, June 12, 2012 3:35 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Test message Looks good to me. :) On Tue, Jun 12, 2012 at 6:33 PM, John lists.va...@nuclearfallout.net wrote: Valve's SPF configuration (combined with their switch to a different relay IP) has been preventing mailing list message delivery to many/most destinations since June 9. This is a test message to see if Valve has fixed this yet. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sadiq S O ascii ribbon campaign - stop html mail - www.asciiribbon.org ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems
It is nicer on the content delivery system if we only do one download per cluster for the hundreds of machines we run. It is also easier to deal with failures when they occur, since they only occur on the root server (what Fletcher called the master) of each cluster. We also do a bunch of config management and templating from these root servers. The system scales better this way and is more robust than each server doing their own updates. Also, there are complications with running multiple games from a single directory and using -autoupdate. This currently isn't possible to do without breaking your servers. The -autoupdate isn't designed for people running games this way. Maybe it ought to? With the new content delivery system, we are going to have to revisit the srcds_run script since the new tool doesn't currently behave like the existing hldsupdate tool. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brian Rak Sent: Friday, December 16, 2011 2:11 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems Why don't you just use hldsupdatetool on all your severs, instead of rsyncing them? On Fri, Dec 16, 2011 at 4:37 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: Hm, masters don't have the bits, so I probably used the word master too many times in that email. The first paragraph was about how we manage our game servers. We do this using the exact same tools you could use to manage yours, our game servers do not have any special channel to the content or to the GMS. They are able to grab it at the same time your servers are. Master in that context meant the server in the datacenter that is responsible for calling hlds_update and hlding the master copy of all the bits we rsync to the real game servers. The Game master server is a Steam server (actually a few of them) that maintains the list of servers and services listing requests. Your game servers' heartbeats (previously sent directly via UDP, now for TF2 and in the future for all games through the regular Steam channel, but the same principle applies) talks to them. Sometimes the GMS is also called the master server --- I think that's QuakeWorld heritage. It really doesn't have any special status within Steam. The content servers are the ones that have the bots and from whence the super-lengthy download happens. We flip the mast switch to make new depots active after the latest versions of the depots have propagated to all of our content servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Friday, December 16, 2011 1:29 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems Sorry, the 'master switch' is flipped when all masters have the 'bits'? or after all the slaves have cloned? Thanks, Kyle. On Fri, Dec 16, 2011 at 1:17 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: For what it's worth, we use -verify_all to sync the master server at each data center, then we rsync the contents to all of the slaves. I don't have any theories what might be different about steam.inf, other than failure to update that particular file is so highly visible, whereas failure for other files might go undetected. The game master server (GMS), which does the server listing and also is responsible for delivers the message, Your server is out of date is completely distinct from our content servers, which actually deliver the game bits. When we release an update we first send out the bits to the content servers. Then, when all of the content servers have all of the bits, then we flip the master switch to make those depots available for download. After a short delay, this also lets the GMS know that there is a new version of the product. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of PharaohsPaw Sent: Friday, December 16, 2011 1:05 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems Hi Fletch, No, it's OK. Thanks for responding. I do have to wonder if there is something I could, or SHOULD do differently. With folks like Steve who posted a few replies back mentioning that he updates 145 servers and has never seen this problem before - and that he doesn't use -verify_all either, it does make me wonder what could possibly be wrong, or at least fatally different about what our setup does. The steam.inf file must update properly for some people, since Steve
Re: [hlds_linux] Dedicated Server Error
It looks like you are behind NAT. Are you sure that your firewall is set up correctly to forward/translate traffic through on the advertised ports? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover Sent: Sunday, November 27, 2011 1:18 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Dedicated Server Error This has been happening for a while. [mono-addon] [bglover@mc-rdgdl360-01 orangebox]$ ./srcds_run -game tf +map cp_badlands heartbeat -ip 192.168.2.1 -port 27000 +maxplayers 32 Auto detecting CPU Using default binary: ./srcds_linux Server will auto-restart if there is a crash. Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 3000.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Using breakpad minidump system Using breakpad crash handler Console initialized. Game.dll loaded for Team Fortress Setting breakpad minidump AppID = 440 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(440)/version(4756) Particles: Missing 'particles/error.pcf' maxplayers set to 32 No '-replayserverdir' parameter found - using default replay folder. Replay: Creating thread pool...succeeded. Replay: Starting thread pool with 4 threads...succeeded. Cleaning files from temp dir, /home/bglover/orangebox/tf/replay/server/tmp/ ...no files removed. Unknown command r_decal_cullsize maxplayers set to 32 Unknown command startupmenu Network: IP 192.168.2.1, mode MP, dedicated Yes, ports 27000 SV / 27005 CL ConVarRef room_type doesn't point to an existing ConVar Executing dedicated server config file Initializing Steam libraries for secure Internet server Failed to load Steam Service ServiceStart: failed to start Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit 'server.cfg' not present; not executing. 'cp_badlands.cfg' not present; not executing. Connection to Steam servers successful. Public IP is 77.246.19.67. VAC secure mode is activated. Current item schema is up-to-date with version 73BF3542. tf_server_identity_account_id not set; not logging into registered account I suspect it is due to the bold part, but my server will not list or communicate via rcon (unless the -ip bit is in there, but it still won't list). Can anybody help? I THINK 27000 udp and tcp and 27005 tcp are the only ones open. I don't have root access, so I [probably] can't change ports. Just give me a list of things to try or things to check. Anything right now would be good. I've just completly reinstalled everything. Ben ___ 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] post to mailing list blocked
I'll up the limit. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett Sent: Monday, October 03, 2011 10:00 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] post to mailing list blocked repost it? I've had this several times aswell. On Sat, Oct 1, 2011 at 5:18 PM, clad iron cladi...@gmail.com wrote: Who is over the mail list ? I made a post: date Tue, Sep 27, 2011 at 4:23 PMsubject map error kick I then got a message shortly later saying: Your mail to 'hlds_linux' with the subject map error kick Is being held until the list moderator can review it for approval. The reason it is being held: Message body is too big: 89387 bytes with a limit of 40 KB Either the message will get posted to the list, or you will receive notification of the moderator's decision. I never got a message, and as far as i can tell it's still not posted. I sent fletch...@valvesoftware.com (Mr.Dunn) a message to see if it could be looked into. reply. It was only 10 lines long with no attachments. This mailing is longer already. Bug in the system ? Message from other posting: Hey guy, just wanted to see if anyone else has seen this. When joining a server and there is an issue with the map downloading to the client. (sv_downloadurl is setup and working properly, has been for years) You know the error we have all seen when when the map differs from the server, even tho it was just downloaded. the same download to another client worked fine. Anyway, i was dropped after downloading the map, and a small window pops up say the maps is different. i leaned over to my other computer to double check that the file was on our speedy downloads. before i could even get logged into the ftp account (on the other computer) to check, the popup window on my game computer went away, and i joined the server automatically. ___ 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 - unable to rcon
I have seen an issue on Ubuntu where the /etc/hosts files contains a line like this: 127.0.1.1 myhostname.valve.netmyhostname On machines that have this, the rcon is limited to listening on the loopback (127.0.0.1) only. Removing this line from the hosts file correct the problem. I am sure there is a better way of doing it by specifying an explicit IP on the command line or something, but I haven't investigated it. I guess if you don't specify the IP to listen on, then it does a name look up of your hostname for the IP. In this case it chooses the loopback address so you can't talk to it outside of the local machine. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Brian Menges Sent: Tuesday, September 27, 2011 8:50 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 - unable to rcon So here are the relevant IPTables segments: ACCEPT tcp -- anywhere anywhere tcp dpts:27960:27970 ACCEPT udp -- anywhere anywhere udp dpts:27960:27970 ACCEPT tcp -- anywhere anywhere tcp dpts:25030:25040 ACCEPT udp -- anywhere anywhere udp dpts:25030:25040 ACCEPT udp -- anywhere anywhere udp dpts:26900:27050 ACCEPT tcp -- anywhere anywhere tcp dpts:26900:27050 So, I certainly have TCP/UDP 27015 open ... and these are the exact rules from my last installation at my AMD server. I'm still not sure what is going on with this. I was also looking around online to try and figure out if I could tighten this down (these rules were from when I forked 20 instances). ~Brian On Tue, Sep 27, 2011 at 07:31, ics i...@ics-base.net wrote: I can confirm that rcon has been in L4D/L4D2 from the start. -ics 27.9.2011 17:23, Nicholas Hastings kirjoitti: this rcon thing wasn't added later. It's been in every version of the engine, including L4D/2 from the start. The only difference with those games is that there was a crash bug with rcon for a while that was since fixed (I believe that it was attributed to multiple rcon connections being active), and that those other sv_rcon_* vars are hidden (they still exist and can be unhidden or otherwise manipulated with mods (ie. sm_cvar). On 9/27/2011 10:17 AM, Ronny Schedel wrote: Oh well, I can see there is a rcon_password cvar at least, but the other important rcon related cvars are missing (like sv_rcon_minfailures, sv_rcon_minfailuretime, sv_rcon_maxfailures, sv_rcon_banpenalty). Without these it would'nt make any sense. However, if I remember well the netcon was introduced first. Maybe this rcon thing was added later. But if you say it's working for, than it should, my mistake. Rcon works fine in both L4D and L4D2. On 9/27/2011 9:59 AM, Ronny Schedel wrote: I have never seen it in L4D l4D2. Can you let me know the change release that removed rcon? I have been using it for a long time. I'll check Ports open/closed, but i'm very sure the right Ports and ranges are open. On Sep 27, 2011 4:11 AM, Ronny Schedeli...@ronny-schedel.de wrote: That's because there is no rcon in L4D2. You can try this netcon thing. So I've moved a server as a result of the SSE3 (pni flag) issue, but ever since the move I've had rcon issues: ] rcon status Unable to connect to remote server (74.3.239.226:27015) I'm wondering what I'm missing, because people are playing, and I'm certainly connected. My local host seems to stall for about 2-3 seconds when trying an rcon command... then it gives that message. Am I missing something? ~Brian -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds Sent: Monday, September 26, 2011 4:27 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released See my comments from earlier in the day, its available as beta now but has some more pending work. On Sep 26, 2011, at 4:16 PM, Jay Singh wrote: When will that be? From: alf...@valvesoftware.com To: hlds_linux@list.valvesoftware.com Date: Mon, 26 Sep 2011 21:50:03 + Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released Those changes are mostly part of the client side changes that are up next. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of AnAkIn . Sent: Monday, September 26, 2011 2:25 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update released The update seem to be server side only, yet it says: prevented several client redirection exploits when connecting to a server I guess that change was not released then? 2011/9/26 Alfred Reynoldsalf...@valvesoftware.com Yes,
Re: [hlds_linux] Server Loop
I put a map into the start up configs on our Left4Dead servers. Someone may have taken that out of context and used server.cfg instead. I typically put the convars (the ones with the + on the command line) into a start up config file rather than putting them on the command line. This is so that I can start up multiple instances of a game server from the same directory, while still having control over each individual instance. For any shared values these typically go into server.cfg. I use server.cfg rather than autoexec.cfg so that we can dynamically change the values without having to rcon into every instance of the game across the cluster in multiple datacenters. The changes will eventually propagate as the maps rotate, or the server is restarted. I agree it is confusing that there is a difference between - options and + options. Once you figure out which ones are convars and which are not, then it will make more sense. Order of convars on the command line is important. Order of options typically are not. Options are used to configure the low level parts of the engine before the convar handling is initialized. The line can be blurry, and sometimes helpful code perpetuates the confusion (e.g -ip vs +ip). These two should be functionally equivalent, but sometimes they aren't. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Puckett Sent: Tuesday, July 26, 2011 10:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server Loop Funny, because I never found a tutorial that mentioned adding map parameter to your server.cfg.. maybe you should stop criticizing others for your lack of research? On Tue, Jul 26, 2011 at 9:34 PM, Jesse Molina je...@opendreams.net wrote: Some feedback here for Valve: I went through the learning process of srcds servers/tf2 about nine months ago or so. Because of the large number of tutorials and howtos written by very eager novices, I was thoroughly confused on what commands needed to be issued as arguments on the command line and which needed to be in the server.cfg. I had to do a lot of troubleshooting and experimentation before I figured this out. Clarification via official documentation as to which commands need to go on the command line and which need to go in the server.cfg would be good. Also, which need a - and which need a + would be good too. FYI, here's the command line used to start one of my testing quickplay servers; ./srcds_linux -game tf -ip 0.0.0.0 +clientport 27041 +hostport 27141 +tv_port 27241 -steamport 26041 +replay_port 27441 -strictportbind -pidfile /home/hlds/srcds-servers/**server-tf2-PHXONE/server.pid -maxplayers 24 +map pl_goldrush This same command line setup is very similar for hl2dm, css, and l4d/l4d2 Notice how some are + and some are -. There is a good reason for each, but there is no pattern or any sense to any of it from a sysadmin perspective. Alfred Reynolds wrote: Remove the map command from your config file(s) -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608 # Web = http://www.opendreams.net/**jesse/http://www.opendreams.net/jesse/ __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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] Player counts, replay, and SourceTV
The combined settings look a bit like this mp_maxrounds 0 mp_winlimit 0 mp_timelimit 45 maxplayers 24 replay_enable 1 replay_block_dump_interval 15 replay_fileserver_protocol http replay_fileserver_port 80 replay_fileserver_offload_enable 0 replay_local_fileserver_path /var/www/replays/001/ replay_fileserver_path /001/ mapcycle mapcycle01.txt randommap -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, July 26, 2011 6:48 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Player counts, replay, and SourceTV Ah I see, I assumed that increased_maxplayers was how it checked the player count. Thanks for clearing that up. On a somewhat related note, I asked in another mail on the list for an example server.cfg and/or the server.cfg that Valve is using for their quick play servers. Do you think you could provide something like this? There hasn't been a decent example server.cfg since about release, and it would be great to have one instead of having to dig around for the Voting and Replay settings. Thanks. On Tue, Jul 26, 2011 at 9:43 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: I am running +maxplayers 24, no sv_visiblemaxplayers set, with Replays enabled... and my sv_tags is now reporting as increased_maxplayers and thus not giving me any Quickplay traffic. Is there something I missed here? increased_maxplayers being set in the situation you describe is a bug. I'll add that to my list. However, the tag is not used by quickplay in any way. Only the reported player counts are used. https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 ___ 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] Distro Flavor?
Ubuntu x64 is what we typically use, vanilla kernels. The version differs depending on the role of the box and what type of hardware we are using. Sometimes we just have to use a non-LTS version because of the hardware support. We could just backport the kernel, but it is just as easy to use the latest version and then upgrade to the next LTS release. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of m33crob Sent: Tuesday, July 26, 2011 8:18 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Distro Flavor? Hello Everyone, Out of curiousity, I was wondering what distro Valve uses. I would also be interested in hearing what everyone else is using and their thoughts about running srcds on those distros. ¡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
Re: [hlds_linux] Player counts, replay, and SourceTV
Sorry about that. That option is on the command line and I just typed it in. The rest is in our startup config file. The randommap just loads up a random map so that all the servers don't start at the same position in the mapcycle. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings Sent: Tuesday, July 26, 2011 8:45 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Player counts, replay, and SourceTV It's mapcyclefile. On 7/26/2011 11:40 PM, bottige...@gmail.com wrote: I typed mapcycle and the console said Unknown command mapcycle On Tue, Jul 26, 2011 at 8:39 PM, 1nsane1nsane...@gmail.com wrote: As did I. This could be quite useful. On Tue, Jul 26, 2011 at 11:36 PM, Tony Palomadrunkenf...@hotmail.comwrote: Today I learned there is a randommap command. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Tuesday, July 26, 2011 7:42 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Player counts, replay, and SourceTV The combined settings look a bit like this mp_maxrounds 0 mp_winlimit 0 mp_timelimit 45 maxplayers 24 replay_enable 1 replay_block_dump_interval 15 replay_fileserver_protocol http replay_fileserver_port 80 replay_fileserver_offload_enable 0 replay_local_fileserver_path /var/www/replays/001/ replay_fileserver_path /001/ mapcycle mapcycle01.txt randommap -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, July 26, 2011 6:48 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Player counts, replay, and SourceTV Ah I see, I assumed that increased_maxplayers was how it checked the player count. Thanks for clearing that up. On a somewhat related note, I asked in another mail on the list for an example server.cfg and/or the server.cfg that Valve is using for their quick play servers. Do you think you could provide something like this? There hasn't been a decent example server.cfg since about release, and it would be great to have one instead of having to dig around for the Voting and Replay settings. Thanks. On Tue, Jul 26, 2011 at 9:43 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: I am running +maxplayers 24, no sv_visiblemaxplayers set, with Replays enabled... and my sv_tags is now reporting as increased_maxplayers and thus not giving me any Quickplay traffic. Is there something I missed here? increased_maxplayers being set in the situation you describe is a bug. I'll add that to my list. However, the tag is not used by quickplay in any way. Only the reported player counts are used. https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 ___ 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 ___ 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] Steam servers IP's
I would not recommend this. We are constantly changing the IP addresses of our services as we grow. As someone who helps maintain our firewall rules, I appreciate what you are trying to do, but it is a lot of work to keep up with all the changes. More so for you since there is no DNS to query or registry to look up that will tell you what you need to know. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 3:05 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Steam servers IP's Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ 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] Steam servers IP's
We don't store the IP's in files since they are too static and get out of date too easily. We would be pushing out updates a lot more often for no good reason if we did it that way. The servers are not recorded in DNS since that is generally too slow to update. Steam uses its own directory service, but this isn't publically accessible. The majority of traffic goes through a bunch of connection end point servers. These are distributed all over the internet hosted by various providers. So you can't even query an AS number and get all of our networks. It might get you some of the way though. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 10:19 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's Any idea's on what would be a good way then? I can't just open ports, I need destination addresses with it. Can we (as suggested) grep out some files to get the addresses from? Another question comes to mind. With the announcement of the new network, will that change anything in how steam logs on and how friends signs in etc? Will that remain the same? Cheers, Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan [mil...@valvesoftware.com] Sent: 18 July 2011 18:14 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Steam servers IP's I would not recommend this. We are constantly changing the IP addresses of our services as we grow. As someone who helps maintain our firewall rules, I appreciate what you are trying to do, but it is a lot of work to keep up with all the changes. More so for you since there is no DNS to query or registry to look up that will tell you what you need to know. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K. Sent: Monday, July 18, 2011 3:05 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Steam servers IP's Hi, Does anyone have a list of IP addresses from the steam authentication and friends/groups servers? I want to explicitly open them in a firewall, no need for whitelisting the content servers. I found a few lists online but they either seem incomplete or out of date. Cheers, Saint K. ___ 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] Replay errors renaming file
These are warnings. The system is attempting to rename the file first, and then falls back to copying the file. I'll see if we can get that warning turned off. It isn't necessary in production. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Wednesday, July 06, 2011 3:40 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Replay errors renaming file Hi all, I have posted on this before, but didn't find a solution, and I was wondering if anyone else have found anything. I have replay enabled on my server, writing to an NFS mount on my gameserver (pointing to a webserver on another box) When I start my TF2 server, I get the following in error during replay initialization -- * Renaming to target...Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/testpublish_6350.tmp to /mnt/tf2/replay/testpublish_6350.tmp! Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/testpublish_6350.tmp to /mnt/tf2/replay/testpublish_6350.tmp! OK * -- and during gameplay, I see a lot of these -- Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater_part_0.block to /mnt/tf2/replay/20110706-123515-pl_badwater_part_0.block! Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater_part_0.block to /mnt/tf2/replay/20110706-123515-pl_badwater_part_0.block! Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater.dmx to /mnt/tf2/replay/20110706-123515-pl_badwater.dmx! Unable to rename /opt/srcds/tf2.1/orangebox/tf/replay/server/tmp/20110706-123515-pl_badwater.dmx to /mnt/tf2/replay/20110706-123515-pl_badwater.dmx! -- Case is, replay is working as it should, files end up in the webfolder, and people can download them, but it would be very nice if I could avoid all the errors during playback. Anyone? Kind Regards, Peter ___ 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] Team Fortress 2 Update Released
Which files are you updating that are being overwritten? In many cases there are convars to change the file you use for a particular function. In cases where you can't (e.g motd.txt while using sv_pure 2) you can just set the file to be read-only and the file will not be clobbered. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Tuesday, June 28, 2011 7:36 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Released This is really starting to be a load of crap . The issues involved to update servers. Files that we edit for our server get over wrote. ( if a file is having to be over wrote on an update, what is so hard about it backing up the edited file ?) The time frame it takes to update servers. The fact that 90% of the time something breaks, whether it's a valve issue or a a metamod/sourcemod issue. ( i know the plugins breaking are not valves fault, but they don't help the issue). I'm about ready to just shut down the servers we host, and let everyone else worry about the headaches. On Tue, Jun 28, 2011 at 10:24 PM, Tom Grant aksu...@gmail.com wrote: I've gotten that message a few time as well. Just keep trying to update, I'm sure the content servers are under a good load right now! On Tue, Jun 28, 2011 at 10:22 PM, clad iron cladi...@gmail.com wrote: i'm getting alot of these since the f2p update. Same on tf2 and dods. Stopping the game server... Game server has been stopped. Checking bootstrapper version ... Updating Installation Retrying in 30 seconds. . . Retrying in 30 seconds. . . Retrying in 30 seconds. . . Checking/Installing 'Base Source Shared Materials' version 8 Checking/Installing 'Base Source Shared Models' version 4 Checking/Installing 'Base Source Shared Sounds' version 4 Checking/Installing 'Day of Defeat Source Base Content' version 68 Connection Reset, WinSock Error 10054 Connection reset by peer Starting the game server... Game server has been started. The Steam update has completed. You may close this window. On Tue, Jun 28, 2011 at 10:16 PM, Chris Oryschak ch...@oryschak.com wrote: Is anyone's Linux server quitting and failing to start/autoupdate? Here is what my console looked like: Dropped replay from server (Server shutting down) L 06/28/2011 - 22:11:49: server_message: quit PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20110628221149_1.dmp Tue Jun 28 22:13:23 EDT 2011: Server Quit -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, June 28, 2011 9:58 PM To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life dedicated Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Released Required updates for Team Fortress 2 are now available. Please run hldsupdatetool to receive the updates. The specific changes include: - Fixed a case where CritBoost effects were being removed from players being healed. - Fixed a problem with Arena mode first blood CritBoost not removing itself at the correct time. - Fixed a bug where Demomen kept their leftover charge amount when self-aborting charges (you'll still keep leftovers when stopped by enemy airblasts) - Fixed the problem that was causing Strange Demoman shields to not accumulate kills. - Fixed a bug where the Reserve Shooter would minicrit against swimming targets. - Tomislav spin-up reduction has been reduced from 75% to %40 (so it now spins-up slower) - Made the Jumper's Jeepcap and Pocket Medic craft-able. - Updated the bot navigation files for several maps. - Added an entry for Call Vote to the Options-Keyboard Settings, so you can bind a key to it. - Updated the gamehaptics file: - Added/Refined recoil/draw/crit/reload forces for all of the new weapons in the Uber Update. - Refined all Rocket Launcher Forces recoil forces to feel more true to recoil animation. - Tuned Brass Beast recoil to have less of an impact on your aiming reticle. 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:
Re: [hlds_linux] Messages arriving 20 minutes late?
I am working on the mailing list issue. The problem is that the spam filters are eating up lots of CPU on the VM. I will be moving off the spam filtering onto a different box that can better handle the job. Over the past year we have added more than 200Gbps of bandwidth, and we are constantly rolling out more content server to increase our capacity. You can take a look at how much bandwidth was used today on this page. http://store.steampowered.com/stats/content/ -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose Sent: Monday, June 27, 2011 6:01 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Messages arriving 20 minutes late? Is anyone else noticing that messages from this mailing list are now arriving something like 20 minutes after they're sent? Also, are there any plans on Valve's part to increase Steam download servers' capacity? This latest TF2 should be tiny, but neither my servers or client have been able to update in the last 20 minutes. -- R. Bemrose OCRTF2 Admin ___ 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] This new Benchmark - how to set and recommendations would be nice.
You need to set this in your environment before you launch the game export RDTSC_FREQUENCY=2400.0 ./srcds_run -game tf This will bypass the benchmark. But each machine may be different. This is benchmark is part of the real time clock optimization that we had added into the L4D dedicated server. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Svensk Ljud Ljus Produktion Sent: Sunday, June 26, 2011 3:39 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] This new Benchmark - how to set and recommendations would be nice. Ive just had some time to read the logs to find the RDTSC_FREQUENCY and it was rather easy. [code] /HLDS installation up to date Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2400.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Using breakpad minidump system/ [/code] In this case should I add this to server.cfg or ? [code] /RDTSC_FREQUENCY 2400.00/ [/code] But how is the recommendations to make the servers to use the cpu:usage as before the update ? It would be nice to hear some info from the dev.team or someone close :) Peter Sweden Ps. my previus post /We have machines with both Debian and Fedora srcds-servers running and all is showing high spu usage. Its both TF2 and DoD:S running on them and we monitor all with munin. This is a pic from a debian 64-bit server with 4 cores Xeon running 2 dods servers. http://url.dayofdefeat.se/pics/cpu-week-Ferm.png uname -a: Linux-2.6.33.5-rt23-ub-100hz #1 SMP PREEMPT RT Wed Jul 14 13:41:19 CEST 2010 x86_64 GNU/Linux This is a pic from a Fedora server running 1 dods + 2 TF2 servers on 4 cores. http://url.dayofdefeat.se/pics/cpu-week-Trelle.png uname a: Linux-2 2.6.34 #1 SMP PREEMPT Thu Jul 22 10:33:46 CEST 2010 i686 i686 i386 GNU/Linux I do hope its possible to find the problem. Peter Sweden / ___ 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
[hlds_linux] Did something break?
The list all went quiet over the last few hours. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Did something break?
Mail server got wedged. Called the plumber and all the email is now flushing out the tubes. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Thursday, June 23, 2011 10:08 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Did something break? The list all went quiet over the last few hours. ___ 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] List archives
It seems that some of the default permissions were setup incorrectly on the new server. I have fixed them up. So the archives should be working again. The missing emails should have made their way back into the archive. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Tuesday, June 21, 2011 7:54 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] List archives Hello, Is this list still being archived somewhere? The official archive at http://list.valvesoftware.com/mailman/private/hlds_linux ends at the point when the list was moved to another machine on June 1. Just curious. - Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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] Test Message
Not yet. Waiting to upgrade the firewall to get IPv6 enabled. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Christoffer Pedersen Sent: Friday, June 03, 2011 12:41 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Test Message IPv6? Sent from my iPhone 4 Den 01/06/2011 kl. 23.50 skrev Milton Ngan mil...@valvesoftware.com: The list server was just moved to a new network. Just testing that the new server is working correctly. ___ 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
[hlds_linux] Mailing List Server Moved
The mailman server was moved to a new IP. This is just a test message to see if there are any issues. Cheers M. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Test Message
The list server was just moved to a new network. Just testing that the new server is working correctly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Test
Sigh... It helps if you actually open port 25 on the list server... Sorry guys, not enough sleep and too many distractions. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Thursday, June 02, 2011 9:05 PM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] Test The list has been very quite since I changed the IP of the server. Just checking to see if it is functioning. 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] How to set steam path correctly?
There is an option -steambin that allows you to specify the full path to the binary. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson Sent: Tuesday, May 10, 2011 1:03 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] How to set steam path correctly? Best option would be steam to fix this problem by moving default location on every game so standard setup always can find the binary. And also fix that they dont push an update on srcds_run afterwards for us that want to tweak and fix little ourselfes. Then we would not need config files or bash solutions. //Daniel ET(ET, Lin) skrev 2011-05-10 10:40: Hi, I'm running HLDS server on linux, mainly TF2. It tells me cannot find the path to steam, so I manually add the path in orangebox/srcds_run, set STEAM=my/path insideinit() { }. But it seems to get overridden after an update. Can anyone tell me what's the correct way to set it? Thanks! Best Regards, // ET.Lin ___ 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] Replay Overview for Server Operators / FAQ
I believe that setting replay_enable 1 will enable replays the next time a map is loaded. So setting it in server.cfg will continually reinitialize the replay system and never activate it. I tried doing this myself when setting up our servers and wondered why replays weren't working. So you want to initialize it once at start up using +exec replay.cfg on the command line. To turn the replays on and off you should use rcon. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron Sent: Tuesday, May 10, 2011 2:25 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Replay Overview for Server Operators / FAQ Excellent reference material. thanks. I have a question. You mentioned: Once you've edited the config files, you can test everything by start a dedicated server, making sure to include *+exec replay.cfg* to the command line parameters. Would there be any issues using in a server.cfg ? Adding exec relay.cfg to it. This way i would think if they comment out exec relay.cfg in the server.cfg the relay system would not be loaded on a map change. Of course the replay_enable would need to be set to 0 by default. Also what about this: *Will shutting down my server mess up Replays?* If you shut down your server using the exit command, it should publish any data it needs to and shut down gracefully. Does that include using the command quit ? On Tue, May 10, 2011 at 5:03 PM, Jon Lippincott j...@valvesoftware.comwrote: http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197 ___ 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] IPv6 - Bumped
Just to let everyone know. I am currently working on deploying IPv6 network infrastructure for Valve's network. This is not a promise that support is coming, but rather to point out that without this infrastructure it is very difficult to implement IPv6 support. Until last year, none of our network equipment would support IPv6. Our network providers also don't have pervasive IPv6 support, at least not on par with IPv4. So there are some technical challenges that we face with regards to network resiliency, which makes it risky for us to use in a production environment. Like many of you on this list, I am passionate about adopting IPv6, but it isn't something that is going to happen overnight. My goal is to support IPv6 with the common applications (e.g mail, web, DNS) within the next 12 months. However, with some of our appliances, it is clear that IPv6 support is still a long way off which will make this goal a challenging target. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marcel Sent: Wednesday, May 04, 2011 5:30 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] IPv6 - Bumped Am 04/27/2011 07:29 AM, schrieb Christoffer Pedersen: Well right now i don't think that IPv6 is urgent for gameservers. All IPv4 blocks has been taken but a still very low amount of users are using IPv6. The global amount of internet traffic contains absolutely almost no IPv6 (1%) so there's still a long trip to go. Okay. So your plan is to wait until the ISPs change to IPv6? And the ISPs won't change until there are no applications for IPv6... IPV6 is so fucking important and all the software developers seem to ignore that. It would be a huge step if some of be big players like VALVe would start supporting IPv6. ___ 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] Lag spikes
We have identified the problem. The server at fault should be fixed. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon Almeida | CGBR Sent: Tuesday, March 15, 2011 1:49 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Lag spikes Sorry for last dupe email. I just wanted to say that I host some cs 1.6 servers whose already get -insecure because they use another anticheat tool and even they have same lag spikes problem. Maybe would be better to try -nomaster parameter. Btw I did not try yet. Marlon Almeida @ CGBR Try To disable VAC, put -insecure start command line ___ 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] Lag spikes
There is a synchronous call to Steam to locate the error reporting server. The error reporting server went AWOL so the call to Steam got blocked. We are looking into how we can avoid this in future. This call may not even be necessary any more since we have moved to breakpad for crash reporting. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Tuesday, March 15, 2011 2:21 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Lag spikes Hey Milton, Do you have any more details in regards to the problem? I'm troubled by the fact that there is any synchronous networking in srcds/steamclient. Fixing some servers on your backend isn't going to magically remove any synchronous waiting unless I am misunderstanding something. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Tuesday, March 15, 2011 2:12 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Lag spikes We have identified the problem. The server at fault should be fixed. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marlon Almeida | CGBR Sent: Tuesday, March 15, 2011 1:49 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] Lag spikes Sorry for last dupe email. I just wanted to say that I host some cs 1.6 servers whose already get -insecure because they use another anticheat tool and even they have same lag spikes problem. Maybe would be better to try -nomaster parameter. Btw I did not try yet. Marlon Almeida @ CGBR Try To disable VAC, put -insecure start command line ___ 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] master server source 1 is down.
Ok, the problem looks like the master server on 72.165.61.153 is listening on a different port (27015). This was intentional to help people access the server since some networks filter traffic on 27011. I don't believe there is a way for query which ports the services are listening on, although we will default to using 27011 in the general case. -Original Message- From: Milton Ngan Sent: Thursday, February 24, 2011 11:11 AM To: Half-Life dedicated Linux server mailing list Subject: RE: [hlds_linux] master server source 1 is down. Thanks guys. Just working with the steam engineers to figure out what is going on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, February 23, 2011 11:32 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] master server source 1 is down. Confirming the first (72.165.61.153) is down for me as well. Yes, it is responding to echo requests. Cheers, Kyle. On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote: Ping works fine, the box is up. It's the response that is not working as demonstrated by others. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: donderdag 24 februari 2011 2:52 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] master server source 1 is down. We looked at this a while back. There are master servers running on all three. Can you ping and traceroute to the host? Can anyone else confirm that one of the master servers is not functioning? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Wednesday, February 23, 2011 6:06 AM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] master server source 1 is down. Milton, I mailed this before on the list but nothing has changed since. lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com hl2master.steampowered.com A 72.165.61.153 hl2master.steampowered.com A 63.234.149.83 hl2master.steampowered.com A 63.234.149.90 The first entry 72.165.61.153 is as far as I can see not working. Has been for some time, it would be wiser to remove it or fix it to cut down on retry's and such. (and I actually prefer to use dns names instead of ip's) Thanks in advance, Eric ___ 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] master server source 1 is down.
Thanks guys. Just working with the steam engineers to figure out what is going on. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, February 23, 2011 11:32 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] master server source 1 is down. Confirming the first (72.165.61.153) is down for me as well. Yes, it is responding to echo requests. Cheers, Kyle. On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote: Ping works fine, the box is up. It's the response that is not working as demonstrated by others. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: donderdag 24 februari 2011 2:52 To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] master server source 1 is down. We looked at this a while back. There are master servers running on all three. Can you ping and traceroute to the host? Can anyone else confirm that one of the master servers is not functioning? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Wednesday, February 23, 2011 6:06 AM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] master server source 1 is down. Milton, I mailed this before on the list but nothing has changed since. lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com hl2master.steampowered.com A 72.165.61.153 hl2master.steampowered.com A 63.234.149.83 hl2master.steampowered.com A 63.234.149.90 The first entry 72.165.61.153 is as far as I can see not working. Has been for some time, it would be wiser to remove it or fix it to cut down on retry's and such. (and I actually prefer to use dns names instead of ip's) Thanks in advance, Eric ___ 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] master server source 1 is down.
We looked at this a while back. There are master servers running on all three. Can you ping and traceroute to the host? Can anyone else confirm that one of the master servers is not functioning? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Wednesday, February 23, 2011 6:06 AM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] master server source 1 is down. Milton, I mailed this before on the list but nothing has changed since. lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com hl2master.steampowered.com A 72.165.61.153 hl2master.steampowered.com A 63.234.149.83 hl2master.steampowered.com A 63.234.149.90 The first entry 72.165.61.153 is as far as I can see not working. Has been for some time, it would be wiser to remove it or fix it to cut down on retry's and such. (and I actually prefer to use dns names instead of ip's) Thanks in advance, Eric ___ 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] problem installing on debian lenny
Which processor are you using? It is possible we are using an instruction not supported on your processor. Send me the contents of /proc/cpuinfo -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Aki Sent: Wednesday, January 19, 2011 11:23 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] problem installing on debian lenny debian lenny or ubuntu 10.04 are 32 bits version. i have the illegal instruction when i try the update command in debian, but in ubuntu i have no problem... 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
Re: [hlds_linux] srcds_run startscript
for the server instance you are trying to startIf you can do that, your relative path issue is solved... I could sit down and spend probably an hour thinking of the various things to check and test, but unfortunately I'm from the school of give them a nudge in the right direction, they'll learn a bit and possibly find a solution. Let me close by saying I know that you don't know me, that this is my first post, and you may be thinking this guy is a [insert insult/expletive here], but I will say again that I'm not trying to be a dick. This was not a troll or a flame. Thank you, good night, and good luck, I hope that this helps you find a graceful solution. Sherwood McGowan ...Downloaded Linux on a 56k modem... On Fri, Jan 14, 2011 at 4:05 PM, Milton Ngan mil...@valvesoftware.com wrote: I'll take a look at fixing this. The suggestion was to add the line: cd $(dirname $0) to the start of the script. This should address the issue of having to be in the same directory as the script to run 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 ___ 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_run startscript
I'll take a look at fixing this. The suggestion was to add the line: cd $(dirname $0) to the start of the script. This should address the issue of having to be in the same directory as the script to run it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andre Müller Sent: Friday, January 14, 2011 11:02 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] srcds_run startscript Hm, maybe this is a cool new feature. But you can edit the srcds_run yourself. This file doesn't change many times. Greetings DeaD_EyE sourceserver,info 2011/1/14 Guy Watkins hlds_li...@watkins-home.com: Linux can execute any program/script from any path. ../../whatever/myexe /whatever/myexe ./myexe All the above are fine. Or you could add the directory to the PATH and then execute it like this: myexe The problem is not Linux. The problem is the script srcds_run. } -Original Message- } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- } boun...@list.valvesoftware.com] On Behalf Of Simon Gunton } Sent: Thursday, January 13, 2011 7:17 AM } To: Half-Life dedicated Linux server mailing list } Subject: Re: [hlds_linux] srcds_run startscript } } Its not a valve issue, its how linux works does not matter what file it } is your executing you have to be in that folder. } } Simon } Simon Gunton } Support Analyst } INX-Gaming.com } Phone: 01733 687699 } EMail: si...@inx-gaming.co.uk mailto:si...@inx-gaming.co.uk } } Support: http://support.inx-network.com http://support.inx-network.com/ } This e-mail and any attachments are confidential. If you are not the } intended recipient, please contact the sender. Please then delete the } email and do not disclose the contents to anyone. } } Any views or opinions presented in this email or its attachments are } solely those of the author and do not necessarily represent those of } INX-Network Limited } } On 13/01/2011 12:05, Ulrich Block wrote: } I know what to do. } I just hoped that someone at valve reads my mail and add such funktion } to their skript so that less people will have problems... } } Am 13.01.2011 12:20, schrieb Simon Gunton: } You could start the server with a script that would do the following: } } cd /home/gameserver1/srcds_l } ./srcds_run -game cstrike +maxplayers 20 +map de_dust +ip IP -port } PORT -tickrate 66 +tv_port 27086 +bot_join_after_player 1 +exec } server.cfg -autoupdate /dev/n$ } } Or add a 2nd script in the root of the users home folder to do the } following where home and user are defined, which would then call a } 2nd startline file which just held the 2nd line above with the } ./srcds ... stuff in. } } } cd $home/$user/srcds_l/orangebox } ./start.cssource /dev/null /dev/null 21 } } Either way the ./srcds bit has to be performed from within the folder } you cant do ./home/yadayad/ } } } Simon Gunton } Support Analyst } INX-Gaming.com } Phone: 01733 687699 } EMail: si...@inx-gaming.co.uk mailto:si...@inx-gaming.co.uk } } Support: http://support.inx-network.com } http://support.inx-network.com/ } This e-mail and any attachments are confidential. If you are not the } intended recipient, please contact the sender. Please then delete the } email and do not disclose the contents to anyone. } } Any views or opinions presented in this email or its attachments are } solely those of the author and do not necessarily represent those of } INX-Network Limited } } On 13/01/2011 11:00, Ulrich Block wrote: } I just read on a forum that some people had issues starting their } servers. } They tried something like: } some/path/srcds_run -parameters } which does not work because the srcds_run needs to be run from its } directory. } } Could someone at valve add something like } cd $(dirname $0) } at the start of the script to make it more userfriendly? } } ___ } 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
Re: [hlds_linux] l4d2 forks control?
Use netstat -nlp to find the process number of the fork by looking for the netcon/rcon port that it is listening on. Kill that process and that will send a SIGCHLD to the parent fork, which will cause it to respawn. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Monday, December 27, 2010 6:25 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] l4d2 forks control? All, I've got l4d2 running with multiple forks, i know you can use the netcon port to do a broadcast so you can issue a command on all servers. But if 1 fork is down, and i cant reach that fork through the normal port to issue a quit. Can i use a command via netcon to restart that particular fork? Tried looking on google, but so far most where just examples on how to use forks with startups. Thanks, Eric ___ 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 forks control?
Looking at the code, there isn't a mechanism to send a command to a specific fork from the parent. I can put in a request to see if a send fork cmd type command can be implemented. But my guess is that if the netcon port on the fork is not responding, then this command would not respond either. Most likely the fork is hung so the main loop is not running. This would stop all forms of communication from working. I guess, a command to kill a child would also be useful (e.g kill fork. This would save you the problem of having to locate the fork using external commands. I'll see if I can get someone to add this in. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Monday, December 27, 2010 11:53 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] l4d2 forks control? I was hoping for a netcon way to do it, since I rather not hand out ssh access. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: maandag 27 december 2010 20:04 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] l4d2 forks control? Use netstat -nlp to find the process number of the fork by looking for the netcon/rcon port that it is listening on. Kill that process and that will send a SIGCHLD to the parent fork, which will cause it to respawn. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers Sent: Monday, December 27, 2010 6:25 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] l4d2 forks control? All, I've got l4d2 running with multiple forks, i know you can use the netcon port to do a broadcast so you can issue a command on all servers. But if 1 fork is down, and i cant reach that fork through the normal port to issue a quit. Can i use a command via netcon to restart that particular fork? Tried looking on google, but so far most where just examples on how to use forks with startups. Thanks, Eric ___ 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] [hlds] HL2 Master Server move
The renumber is due to a re-organisation of physical location and hardware in the datacenter. Steam has been upgrading its network and server back end over the past few months. We moved to a new routing and switching architecture for increased scalability and redundancy. Much of the server hardware has migrated onto more modern platforms increasing headroom. Some of the IP renumbers were required to free up IP's for the redundancy protocols. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Allan Button Sent: Tuesday, August 31, 2010 12:14 PM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] HL2 Master Server move Odd, both are owned by quest/valve. A good ISP can route your IP anywhere. Allan Qwest Communications Company, LLC QWEST-INET-7 (NET-216-206-0-0-1) 216.206.0.0 - 216.207.255.255 VALVE CORPORATION Q0815-216-207-205-96 (NET-216-207-205-96-1) 216.207.205.96 - 216.207.205.111 Qwest Communications Company, LLC QWEST-INET-17 (NET-63-232-0-0-1) 63.232.0.0 - 63.235.255.255 VALVE CORPORATION Q0805-63-234-149-64 (NET-63-234-149-64-1) 63.234.149.64 - 63.234.149.127 -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow Sent: August-31-10 3:11 PM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds] HL2 Master Server move i have to wonder why... wern't they moved a while back On Tue, Aug 31, 2010 at 3:03 PM, Zoid Kirsch z...@valvesoftware.com wrote: The HL2MasterServer at 216.207.205.99:27011 has been moved to 63.234.149.83:27011. You may need to restart your servers to retrieve the new IP address of the master. If you are setting the addresses manually, please update your configuration. We will be moving the other masters later in the week. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Michael Krasnow http://mnkras.com mnk...@gmail.com ___ 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 ___ 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] HL2 Master Server move
I just fixed this. It will take a bit to propagate. Thanks Neph M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Tuesday, August 31, 2010 4:10 PM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] HL2 Master Server move The DNS round robin still has the bad IP and breaks scripts including nemrun. So... Back to manually specifying IPs because the DNS cannot be trusted. - Neph On 08/31/2010 12:03 PM, Zoid Kirsch wrote: The HL2MasterServer at 216.207.205.99:27011 has been moved to 63.234.149.83:27011. You may need to restart your servers to retrieve the new IP address of the master. If you are setting the addresses manually, please update your configuration. We will be moving the other masters later in the week. ___ 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 ___ 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] HL2 Master Server move
Keep untrusting us for a bit longer. It sounds like another of the boxes will be renumbered tomorrow :) -Original Message- From: John Schoenick [mailto:nephy...@gmail.com] On Behalf Of Nephyrin Zey Sent: Tuesday, August 31, 2010 5:11 PM To: Half-Life dedicated Linux server mailing list Cc: Milton Ngan; Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] HL2 Master Server move It's too late, Milton! The trust is gone. Gone! On 08/31/2010 04:25 PM, Milton Ngan wrote: The DNS round robin still has the bad IP and breaks scripts including nemrun. So... Back to manually specifying IPs because the DNS cannot be trusted. ___ 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 updates
Yes, we do. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos [screwtop...@gmail.com] Sent: Friday, July 30, 2010 4:36 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 updates Does Valve run their own servers? Off their machines on their own ip's just wondering On Fri, Jul 30, 2010 at 6:25 PM, Steven Hartland kill...@multiplay.co.ukwrote: While I don't agree we the tone, I do agree with the sentiment as my email the other day pointed out. The release schedule, lack their off, poor timing Friday Evening ( the biggest peek play time ) and no notification is really beginning to grind. C'mon guys, we want the updates but work with us here to help provide a quality service to your customers please! Regards Steve - Original Message - From: Saint K. sai...@specialattack.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, July 30, 2010 11:12 PM Subject: [hlds_linux] L4D2 updates Are doin my fkin head in. I've been very patient, but seriously, what the fuck is up with the weekly, and sometimes twice a week. I really can't be arsed anymore to host l4d2 due to this cycle. I've taken down all normal l4d2 servers, and just kept 2 10vs10 servers, which are on the same you can fuck off in a corner nomination list. Friday evening primetime each bloody week updates. Fucking hell who came up with this crap? //end of rant ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux 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 ___ 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 updates
We have a server farm in Frankfurt. So I am surprised why you would be getting US servers. If you can send me (off list) a sample of your IP's and the IP's you are being connecting to so we can take a look at our geo-ip database to see if we need to make some adjustments. This should have improved when we rolled out the new master servers a few months back. Any game using the new master servers uses a new geo-ip system to locate the nearest server. This mostly obsoletes the requirement for sv_region from what I understand. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [...@ics-base.net] Sent: Friday, July 30, 2010 6:30 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 updates Lots of people play on best available ones, atleast that is the case in Europe. This is due to no free Valve servers being available close and they always end up to US servers with 150ms pings or just cannot get any servers to play on. Besides, if the players use mm_dedicated_force_servers list or use the option play on a steamgroup server, it will overwrite the option official dedicated on lobby. I've had lots of players on my own servers and considering the game's age, the drop since the days when they were always full after the release is also taking it's toll. Infact my L4D servers have been more full lately than the L4D2 ones. I guess people have suddenly started playing the older one again more than before. They were sitting most time of the day empty before. -ics 31.7.2010 4:15, tom nikitopoulos kirjoitti: Adam- So we,admins on this list are best available and only Valve is Official? If this is true (which it probably is) why run your own server? I mean you dont play on best avail servers right? On Fri, Jul 30, 2010 at 7:53 PM, Adam Smithabsmi...@gmail.com wrote: From my experience when using best available you end up on some crappy highly modded server no one in the lobby wants to play on and its either back to lobby or rage quits. One thing that I would like to see is a change so that if you can't find a server you don't automatically go into localhost mode. So many people end up on a localhost and don't even know it. On Fri, Jul 30, 2010 at 8:17 PM, Johnj883...@gmail.com wrote: The main reason you saw such a big drop in players is because Valve decided to change the default lobby setting from Best Available Dedicated to Official Dedicated, so the majority of the players are playing on Valve's official servers and only a minority of people actually change that to Best Available. On 07/30/2010 08:03 PM, tom nikitopoulos wrote: Before the major update like maybe 2 months ago I was high on the horse. I am small time (I run 10 boxes off of 5 ip's) I had a couple of decent ranked stock l4d2 servers. I was thinking oh yeah baby- I was like a little kid checking game-monitor.com every two days. Then after the update monsoon (and maybe college kids leaving for summer) my decent ranked servers went to crap.I thought I had done something wrong,but I wasnt sure. After this I went on game-monitor.com and checked top ranked l4d2 servers and they were all Valve servers. I was like wth? I realize that sv_region may have needed some fixin but I dunno. Steven, but work with us here to help provide a quality service to your customers please! Who are the customers here? I don't charge for my servers. I not really prepared to do so. Does anybody here pay Valve for the right to run gameservers for Valve? Or the downloads of files and updates? My point is this- there is no leverage for Valve or Activision to do anything but the way they wanna do it /off soapbox ___ 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] L4D2 updates
Thanks guys, I have feed your comments back to the L4D2 team. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of tom nikitopoulos [screwtop...@gmail.com] Sent: Friday, July 30, 2010 4:10 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 updates Yeah you just get done with work,and bam it's time to update all of your l4d2 servers.Perfect timing. On Fri, Jul 30, 2010 at 5:57 PM, Xavier Kerestesy xav...@kerestesy.comwrote: The changes are due to the weekly Mutation Mod, which most people don't play anymore. I think the frequency is too fast, maybe once a month, but weekly is too much of a headache. They need to fix the characters and their flaws, unfortunately, I've seen a huge flux of people moving back to l4d1 as the characters work better. Boomer for an example. On 7/30/2010 3:20 PM, Nephyrin Zey wrote: Stop updating your game valve, wtf. On 07/30/2010 03:12 PM, Saint K. wrote: Are doin my fkin head in. I've been very patient, but seriously, what the fuck is up with the weekly, and sometimes twice a week. I really can't be arsed anymore to host l4d2 due to this cycle. I've taken down all normal l4d2 servers, and just kept 2 10vs10 servers, which are on the same you can fuck off in a corner nomination list. Friday evening primetime each bloody week updates. Fucking hell who came up with this crap? //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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Alien Swarm is now available
Run dos2unix on the file and that should fix it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb Sent: Monday, July 19, 2010 2:27 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available Anyone else getting ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory from a fresh install? On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote: Alien Swarm is now freely available on Steam. The dedicated server is available via the hldsupdatetool as well, using the game name of 'alienswarm'. 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] Alien Swarm is now available
Upon further investigation, the Alien Swarm dedicated server has not been released for Linux. We shipped some of the Linux files by accident. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Monday, July 19, 2010 2:33 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available Run dos2unix on the file and that should fix it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb Sent: Monday, July 19, 2010 2:27 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available Anyone else getting ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory from a fresh install? On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote: Alien Swarm is now freely available on Steam. The dedicated server is available via the hldsupdatetool as well, using the game name of 'alienswarm'. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Alien Swarm is now available
Sorry if I wasn't clear. Alien Swarm is not currently supported on Linux. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb Sent: Monday, July 19, 2010 3:01 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available That doesn't sound good, by accident? Will we be getting Linux files tonight? On 19 July 2010 22:57, Milton Ngan mil...@valvesoftware.com wrote: Upon further investigation, the Alien Swarm dedicated server has not been released for Linux. We shipped some of the Linux files by accident. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Monday, July 19, 2010 2:33 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available Run dos2unix on the file and that should fix it. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of jimbomcb Sent: Monday, July 19, 2010 2:27 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Alien Swarm is now available Anyone else getting ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory from a fresh install? On 19 July 2010 22:13, Jason Ruymen jas...@valvesoftware.com wrote: Alien Swarm is now freely available on Steam. The dedicated server is available via the hldsupdatetool as well, using the game name of 'alienswarm'. 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 ___ 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] Bind Client port- Linux
The order of the convars (+) is important. Place the +map last. +map will trigger the network to initialize and start the game. So you need to specify all the port convars first. Order of the options (-) is not important as far as I know. We typically just look for the existence of these rather than executing them in the order they appear, which is what happens to the convars. This is how I start up our servers. srcds_run -game tf -steamport 27704 +exec server/server15.cfg +map plr_pipeline The server/server15.cfg looks pretty much like what I had in my original e-mail. clientport 26019 hostport 27029 tv_port 28034 But you are right about the steam port always being one higher. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Wednesday, July 14, 2010 3:49 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Bind Client port- Linux Hi Milton Your mail below was very informative, but I tested this and observed some discrepancies. For the -steamport argument, the port seems to be whatever you specify +1. For example: On the command line I had; -steamport 26011 What netstat says is actually in use; 26012 I tried other combinations and it was the same. Always the port is incremented by 1. This causes obvious problems. Fortunately, even Valve keeps the default on this one in the 26000 range, rather than the 27000 range, so this isn't too likely to be an issue as long as it won't trample on itself -- I've not actually tried that yet. FYI, the game I am using is TF2. I don't know if other games might use other ports for this. The default here seems to be udp 26901. FYI, this is the last port to appear and won't show up until the server has fully loaded and the line, VAC secure mode is activated., appears. Finally, loading the info via +exec server01.cfg, per your recommendation, did not work at all. The default ports were used anyway. I tried a seperate config file and the main server.cfg file. For my testing, I started the server manually like so; sudo -u hldsuser $SRCDSDIR/srcds_run -game tf +map ctf_doublecross -ip 0.0.0.0 +clientport 27099 +hostport 27199 +tv_port 27299 -steamport 26098 -norestart -pidfile $HLDSHOME/server.pid +clientport +hostport and +tv_port appeared to work as you described. Milton Ngan wrote: You can control the client, host and tv port using convars on the command line. +clientportportnum +hostportportnum +tv_portportnum (or alternately placing these into a config file that is refernced via +exec on the command line) Steam also uses a port that will auto-increment, but this is controlled from the command line option: -steamport e.g srcds_run -game cstrike +clientport 27005 +hostport 27015 +tv_port 27020 -steamport 26001 or srcds_run -game cstrike +exec server01.cfg -steamport 26001 server01.cfg: clientport 27005 hostport 27015 tv_port 27020 We do this a lot with left4dead servers in forked mode. The ports numbers are too close to one another to run a lot of instances before they overlap, which causes problems. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Vogel Sent: Monday, July 12, 2010 8:30 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Bind Client port- Linux I'm sure he means this: Network: IP ???.???.???.???, mode MP, dedicated Yes, ports 28001 SV / 27006 CL the 27006 CL part. I'm interested in that too, since I can see the ports counting up every time I start a new server on the machine, but I'd rather want them to be in the 28xxx range as well. On 12 July 2010 16:08, David A. Parkerdpar...@utica.edu wrote: You mean the port that a client connects to? You just use -port to specify that. The default it 27015 (UDP). Michael K. Gosvig wrote: Hi all. Can any of you guys tell me if there is a way to bind the Client port on Linux Source servers. We have been trying -clintport X, But the server still seems to take a random port each time. Michael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Page = page-je...@opendreams.net # Cell = 1.602.323.7608 # Web = http://www.opendreams.net/jesse
Re: [hlds_linux] Bind Client port- Linux
You can control the client, host and tv port using convars on the command line. +clientport portnum +hostport portnum +tv_port portnum (or alternately placing these into a config file that is refernced via +exec on the command line) Steam also uses a port that will auto-increment, but this is controlled from the command line option: -steamport e.g srcds_run -game cstrike +clientport 27005 +hostport 27015 +tv_port 27020 -steamport 26001 or srcds_run -game cstrike +exec server01.cfg -steamport 26001 server01.cfg: clientport 27005 hostport 27015 tv_port 27020 We do this a lot with left4dead servers in forked mode. The ports numbers are too close to one another to run a lot of instances before they overlap, which causes problems. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Vogel Sent: Monday, July 12, 2010 8:30 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Bind Client port- Linux I'm sure he means this: Network: IP ???.???.???.???, mode MP, dedicated Yes, ports 28001 SV / 27006 CL the 27006 CL part. I'm interested in that too, since I can see the ports counting up every time I start a new server on the machine, but I'd rather want them to be in the 28xxx range as well. On 12 July 2010 16:08, David A. Parker dpar...@utica.edu wrote: You mean the port that a client connects to? You just use -port to specify that. The default it 27015 (UDP). Michael K. Gosvig wrote: Hi all. Can any of you guys tell me if there is a way to bind the Client port on Linux Source servers. We have been trying -clintport X, But the server still seems to take a random port each time. Michael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Mit freundlichen Grüssen, Sincerely Yours, Daniel Vogel ___ 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] -autoupdate broken
This should be fixed in the next update. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich Block Sent: Friday, June 25, 2010 5:10 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] -autoupdate broken At the moment the autoupdate funktion is broken. If you use it, it will start downloading the server again into orangebox/orangebox etc. This is caused by a leftover from pre orangebox? Anyway, in line 296 in the srcds_run it is still: DEPOT_ROOT=. That is causing the trouble. It should be: DEPOT_ROOT=.. After i changed it -autoupdate works as it is supposed. Valve pls fix this ;) ___ 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 Released
The naming convention of the shared objects changed in this release. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ?? ?? [Nikita Bulaev] Sent: Friday, April 23, 2010 12:20 AM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Left 4 Dead 2 Update Released In addition to Metamod: Could not find path for: bin/tier0_linux.so There is really no that file. Linking in from old version couses segfault. Guys, really, why do release the update, if you did not even test it with the most popular plugin??? 2010/4/23 Никита Булаев [Nikita Bulaev] djfireb...@gmail.com Well, metamod is broken =( Failed to load plugin ../left4dead2/addons/metamod/bin/server_linux.so Damn... I still do not understand - WHY valve makes the DLC noone needed, if they did not even fix hundreds of bugs?? NONE of bugs fixed!!! But they bring a lot of new ones! I am shocked! -Original Message- From: hlds_announce-boun...@list.valvesoftware.com [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Thursday, April 22, 2010 4:34 PM To: 'Half-Life dedicated Linux server mailing list'; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_announce] Left 4 Dead 2 Update Released A required update for Left 4 Dead 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Added The Passing. Includes 3 new maps, new weekly game modes (Mutations), a new 'uncommon common', new melee weapons and support for infected bot play in Versus mode Jason ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_announce -- Nikita ___ 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 Released
You are probably not setting the LD_LIBRARY_PATH to point at the bin directory of your install. That has always been a requirement to run the server. This is one of the many things that the srcds_run script does. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Thursday, April 22, 2010 4:54 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Update Released And i just solved the issue. After the Passing update, you must start server with srcds_run instead of srcds_linux. Then it starts OK: -ics 23.4.2010 2:51, ics kirjoitti: Is anyone having this issue on Linux? Whenever i start the server, it just gives out error, nothing else. The error is: Failed to open dedicated.so (libsteam_api.so: cannot open shared object file: No such file or directory) The file dedicated.so is updated today and resides at bin dir just like before. 3535938 2010-04-23 00:04 dedicated.so Also the libsteam_api.so is updated today and is in the bin directory 122971 2010-04-23 00:10 libsteam_api.so Nothing has changed, all servers worked fine just couple of hours ago before the update but now, nothing seems to help. Not even -verify_all. -ics 22.4.2010 23:33, Jason Ruymen kirjoitti: A required update for Left 4 Dead 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Added The Passing. Includes 3 new maps, new weekly game modes (Mutations), a new 'uncommon common', new melee weapons and support for infected bot play in Versus mode 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] Logging console output
In left4dead and left4dead2, the srcds_run wrapper supports and extra option -consolelog. This launches a program called logger which is expected to be in the bin directory of your install. I never shipped this utility since it was something only I was using, and it will not work out of the box since it uses a perl module that is not installed by default. But if there is a need for that sort of thing, I can share the script with you. It is a Perl Expect script. A simple redirection will not work because the srcds_linux writes directly to the terminal not stdout. The -consolelog option isn't available in the orangebox/CS:S games, but it is easy to add this. I have included the code for the logger script below. It is a very simple wrapper. Make of it what you will. logger takes the path to the console log as the first argument. The rest of the arguments are assumed to be the command you want run. But by doing this, you are giving up the ability to interact with the console. That shouldn't be an issue if you have netconn or rcon setup, which is the way I interact with our servers. #!/usr/bin/perl -w use Expect; use File::Basename; use File::Path; use strict; my $log_file = shift @ARGV; my $log_dir = dirname($log_file); mkpath($log_dir) unless -d $log_dir; my $expect = new Expect; $expect-log_file($log_file); $expect-spawn(@ARGV); $expect-expect(undef); exit($?); -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz Sent: Monday, February 08, 2010 7:55 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Logging console output Ok. I know there is logging built into games using the Log on cvar. What I need is the actual contents of the console captured to a log file. I noticed srcds_run is a shell script that execs another program so redirecting the output to a log file isn't possible. Does anyone have any tricks or scripts to log the output of srcds_run and any of the exec'd programs under it? Thanks for your help, f0rkz ___ 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] Linux tf2 server still crashing after the past two updates
You are probably on a machine that doesn't support SSE2. TF2 has always required SSE2 for its minimum specification, but it appears that the Linux code base wasn't actually using SSE2 until the recent updates. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald Sent: Monday, February 01, 2010 12:16 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Linux tf2 server still crashing after the past two updates Hey guys, I've been having trouble with my linux tf2 server crashing after the past two updates. I've turned off all addons and even reinstalled the server and I still get the same crash: ./srcds_run: line 335: 14311 Illegal instruction (core dumped) $HL_CMD http://teklinks.org/core.13903.bz2 http://teklinks.org/core.14071.bz2 I've attached the core dump with the intention that it helps dianose my problem. It crashes at the same point on startup, every time without fail. I haven't been able to start my server since the update. :( Thanks again! ___ 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 Segfault On Start
One other question. What hardware are you running? I have not been able to repro this issue so far with the hardware I have (Intel X5400 and X5500 processors) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Saturday, January 02, 2010 2:45 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 Segfault On Start i re-downloaded without the -dir param. but now when i run the l4d2 server, the whole system crashes. It's x64, maybe x32 would be better? On Fri, Jan 1, 2010 at 3:03 PM, Ben B brutalgoerge...@gmail.com wrote: Distributor ID: Ubuntu Description:Ubuntu 9.10 Release:9.10 Codename: karmic On Fri, Jan 1, 2010 at 2:35 PM, Milton Ngan mil...@valvesoftware.comwrote: You have to set the LD_LIBRARY_PATH to point to the bin directory where tier0_i486.so lives if you are going to run srcds_i486 directly. This is one of the things that srcds_run will do for you. Typically if you don't have the right compat libs installed, it will just say that it cannot find the executable, not crash. Which release of Ubuntu are you using? M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Friday, January 01, 2010 11:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 Segfault On Start here's what happens if I try to run srcds_i486 directly... the files are present, i don't have any clue why it's not seeing them $ Failed to open bin/dedicated_i486.so (tier0_i486.so: cannot open shared object file: No such file or directory) On Fri, Jan 1, 2010 at 12:35 PM, Ben B brutalgoerge...@gmail.com wrote: i am on x_64, but installing that package didn't seem to change anything. i already had lib32stds++6 On Fri, Jan 1, 2010 at 9:54 AM, Oliver Brennan oz.m...@gmail.com wrote: Are you on 64bit? Try running # apt-get install ia32-libs IIRC you will then require a certain version of lib32stdc++ which might not be present by default, # apt-get install lib32stdc++6 2010/1/1 Ben B brutalgoerge...@gmail.com l4d1 does the same thing, im starting to think im missing a required package On Thu, Dec 31, 2009 at 11:46 PM, Ben B brutalgoerge...@gmail.com wrote: lt crashes with a full startup line (ip port map blah) it should run srcds_i486 without needing any params other than game. ive downloaded the files twice. unless the files on their server are corrupt... i dont know what's happening On Thu, Dec 31, 2009 at 10:08 PM, Shane Arnold clontar...@iinet.net.au wrote: Try binding to an IP in your startup line. Also none of my L4D2 servers have that core truncate error. Perhaps you have a corrupted install? On 1/01/2010 1:07 PM, Ben B wrote: Im on linux, ubuntu... and when i try to start l4d2 server ./srcds_run -game left4dead2, i get in instant segfault. the debug doesn't make any sense, so I tried removing all files, and re-downloading the files here is the debug Segmentation fault (core dumped) BFD: Warning: /home/goerge/l4d2/core is truncated: expected core file size = 18890752, found: 2215936. Cannot access memory at address 0xf77e2670 Cannot access memory at address 0xf6ce26b4 Cannot access memory at address 0xf77e2670 Ive done a verify_all update after removing install.blob i can run tf2 and dod servers just fine. Ive done some searching on the srcds forums and google, nothing has helped yet deleting installrecord.blob didn't change anything. ___ 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 ___ To unsubscribe, edit your list preferences
Re: [hlds_linux] L4D2 Segfault On Start
You have to set the LD_LIBRARY_PATH to point to the bin directory where tier0_i486.so lives if you are going to run srcds_i486 directly. This is one of the things that srcds_run will do for you. Typically if you don't have the right compat libs installed, it will just say that it cannot find the executable, not crash. Which release of Ubuntu are you using? M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Friday, January 01, 2010 11:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 Segfault On Start here's what happens if I try to run srcds_i486 directly... the files are present, i don't have any clue why it's not seeing them $ Failed to open bin/dedicated_i486.so (tier0_i486.so: cannot open shared object file: No such file or directory) On Fri, Jan 1, 2010 at 12:35 PM, Ben B brutalgoerge...@gmail.com wrote: i am on x_64, but installing that package didn't seem to change anything. i already had lib32stds++6 On Fri, Jan 1, 2010 at 9:54 AM, Oliver Brennan oz.m...@gmail.com wrote: Are you on 64bit? Try running # apt-get install ia32-libs IIRC you will then require a certain version of lib32stdc++ which might not be present by default, # apt-get install lib32stdc++6 2010/1/1 Ben B brutalgoerge...@gmail.com l4d1 does the same thing, im starting to think im missing a required package On Thu, Dec 31, 2009 at 11:46 PM, Ben B brutalgoerge...@gmail.com wrote: lt crashes with a full startup line (ip port map blah) it should run srcds_i486 without needing any params other than game. ive downloaded the files twice. unless the files on their server are corrupt... i dont know what's happening On Thu, Dec 31, 2009 at 10:08 PM, Shane Arnold clontar...@iinet.net.au wrote: Try binding to an IP in your startup line. Also none of my L4D2 servers have that core truncate error. Perhaps you have a corrupted install? On 1/01/2010 1:07 PM, Ben B wrote: Im on linux, ubuntu... and when i try to start l4d2 server ./srcds_run -game left4dead2, i get in instant segfault. the debug doesn't make any sense, so I tried removing all files, and re-downloading the files here is the debug Segmentation fault (core dumped) BFD: Warning: /home/goerge/l4d2/core is truncated: expected core file size = 18890752, found: 2215936. Cannot access memory at address 0xf77e2670 Cannot access memory at address 0xf6ce26b4 Cannot access memory at address 0xf77e2670 Ive done a verify_all update after removing install.blob i can run tf2 and dod servers just fine. Ive done some searching on the srcds forums and google, nothing has helped yet deleting installrecord.blob didn't change anything. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crashing L4D2 fork killing entire machine
If you guys are running the servers with -debug (which doesn't currently do anything useful in -fork mode) or crash dumps enabled you should send a SIGABRT (-6) to the process to get it to dump a core file. It will also kill the fork as well. SIGKILL should be used as a last resort if SIGINT (standard kill) doesn't do anything. With regards to -debug and -fork, I have a Perl script that I run alongside srcds_run to achieve desired behavior. I need to re-write this to be more portable so that it can be shipped. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of riemers Sent: Saturday, November 28, 2009 11:49 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Crashing L4D2 fork killing entire machine I've seen a process with 100% too, i've also seen a server which was full for like 2 hours on the same map. At that point i check it out, and it seemed the 4 survivor bots where playing against the infected bots, over and over again. Somehow still pretty funny.. On Sat, 28 Nov 2009 20:13:44 +0100, Saint K. sai...@specialattack.net wrote: I have had this issue twice up till now, and it's rather disturbing. What happened is that a L4D2 fork gets in a crashing mode of some kind where it continuously puts 100% CPU load on a single core. I've seen these sort of crashes perhaps around 10 times so far. 8 times I've spotted it soon enough to kill -9 pid the process, and 2 times I've been too late and it been in such a state for several hours before it will entirely kill off the machine. The machine will only reply to icmp and nothing else (ssh, http, ftp, gameservers etc). This worries me a bit, because I do not have any reason to assume something is broken on OS or hardware level. Regards, Saint K. ___ 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] Autoupdate @ L4D2
The fixes that were in the demo, didn't make it into the release branch. The work around is to copy steam into the same directory as srcds_run. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.de Sent: Tuesday, November 17, 2009 3:53 AM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] Autoupdate @ L4D2 Hello, why does -autoupdate in the startline not work ? :( -- Jetzt kostenlos herunterladen: Internet Explorer 8 und Mozilla Firefox 3.5 - sicherer, schneller und einfacher! http://portal.gmx.net/de/go/atbrowser ___ 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 rcon query
Netcon works, but the disadvantage is that you get console spew that can potentially get mixed in with your responses. There isn't a clear response format. (e.g a prompt or end of message character). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Tuesday, November 17, 2009 9:56 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 rcon query What about using the netcon for each server instead of rcon? (Just throwing ideas out, I haven't actually tried anything using netcon remotely yet). - Dave Jay Deiman wrote: Ronny Schedel wrote: The protocol: http://developer.valvesoftware.com/wiki/Server_Queries Scroll down for samples. Great info, but it still doesn't change the fact that rcon over tcp to the server ports doesn't work. Here's a little debug info from a script I wrote using the docs at http://developer.valvesoftware.com/wiki/Source_RCON_Protocol $ ./rcon.py -c status janus.splitstreams.com:27021 xxx reqid: 2094234817 SENDING: '\x11\x00\x00\x00\xc1|\xd3|\x03\x00\x00\x00xx\x00\x00' RECV (10): '\xc1|\xd3|\x00\x00\x00\x00\x00\x00' RECV (10): '\xc1|\xd3|\x02\x00\x00\x00\x00\x00' reqid: 954561615 SENDING: '\x10\x00\x00\x00Ot\xe58\x02\x00\x00\x00status\x00\x00' RECV (10): 'Ot\xe58\x00\x00\x00\x00\x00\x00' The server authenticates me and even responds to the status command, it just give me back an empty null terminated string. Compare the above to l4d1: $ ./rcon.py -c status janus.splitstreams.com:27016 xxx reqid: 1811805914 SENDING: '\x11\x00\x00\x00\xda\xf6\xfdk\x03\x00\x00\x00xx\x00\x00' RECV: '\xda\xf6\xfdk\x00\x00\x00\x00\x00\x00' RECV: '\xda\xf6\xfdk\x02\x00\x00\x00\x00\x00' reqid: 929550210 SENDING: '\x10\x00\x00\x00\x82\xcfg7\x02\x00\x00\x00status\x00\x00' RECV: '\x82\xcfg7\x00\x00\x00\x00hostname: MF L4D 1\nversion : 1.0.1.6 4023 secure (unknown)\nudp/ip : 209.98.155.113:27016 [ public same ]\nos : Linux Dedicated\nmap : l4d_hospital01_apartment\nplayers : 0 humans, 0 bots (4 max) (hibernating) (unreserved)\n\n# userid name uniqueid connected ping loss state rate adr\n#end\n\x00\x00' If A2S queries are working, that's great, but rcon should be fixed nonetheless. Rcon is used by some (including me) for more than just getting current players. Jay Deiman -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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 rcon query
We had a fix in, but it appears to not have addressed the whole issue. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings Sent: Tuesday, November 17, 2009 10:30 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 rcon query Milton, Can you tell us if Valve has acknowledged the rcon response issue on linux l4d2 servers and plans on fixing it sometime in the near future? Milton Ngan wrote: Netcon works, but the disadvantage is that you get console spew that can potentially get mixed in with your responses. There isn't a clear response format. (e.g a prompt or end of message character). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Tuesday, November 17, 2009 9:56 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 rcon query What about using the netcon for each server instead of rcon? (Just throwing ideas out, I haven't actually tried anything using netcon remotely yet). - Dave Jay Deiman wrote: Ronny Schedel wrote: The protocol: http://developer.valvesoftware.com/wiki/Server_Queries Scroll down for samples. Great info, but it still doesn't change the fact that rcon over tcp to the server ports doesn't work. Here's a little debug info from a script I wrote using the docs at http://developer.valvesoftware.com/wiki/Source_RCON_Protocol $ ./rcon.py -c status janus.splitstreams.com:27021 xxx reqid: 2094234817 SENDING: '\x11\x00\x00\x00\xc1|\xd3|\x03\x00\x00\x00xx\x00\x00' RECV (10): '\xc1|\xd3|\x00\x00\x00\x00\x00\x00' RECV (10): '\xc1|\xd3|\x02\x00\x00\x00\x00\x00' reqid: 954561615 SENDING: '\x10\x00\x00\x00Ot\xe58\x02\x00\x00\x00status\x00\x00' RECV (10): 'Ot\xe58\x00\x00\x00\x00\x00\x00' The server authenticates me and even responds to the status command, it just give me back an empty null terminated string. Compare the above to l4d1: $ ./rcon.py -c status janus.splitstreams.com:27016 xxx reqid: 1811805914 SENDING: '\x11\x00\x00\x00\xda\xf6\xfdk\x03\x00\x00\x00xx\x00\x00' RECV: '\xda\xf6\xfdk\x00\x00\x00\x00\x00\x00' RECV: '\xda\xf6\xfdk\x02\x00\x00\x00\x00\x00' reqid: 929550210 SENDING: '\x10\x00\x00\x00\x82\xcfg7\x02\x00\x00\x00status\x00\x00' RECV: '\x82\xcfg7\x00\x00\x00\x00hostname: MF L4D 1\nversion : 1.0.1.6 4023 secure (unknown)\nudp/ip : 209.98.155.113:27016 [ public same ]\nos : Linux Dedicated\nmap : l4d_hospital01_apartment\nplayers : 0 humans, 0 bots (4 max) (hibernating) (unreserved)\n\n# userid name uniqueid connected ping loss state rate adr\n#end\n\x00\x00' If A2S queries are working, that's great, but rcon should be fixed nonetheless. Rcon is used by some (including me) for more than just getting current players. Jay Deiman ___ 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 autoupdate
What output are you seeing when you run srcds_run -autoupadate ...? What you should see is something like this: WARNING: No map specified! Server may not heartbeat. Auto detecting CPU Using default binary: ./srcds_i486 Server will auto-restart if there is a crash. INFO: Located steam: ./steam Updating server using Steam. Checking bootstrapper version ... ... The line INFO: Located steam: is what you should see. If you don't, then you don't have steam in the same directory as the srcds_run, or in the parent directory (..), or in your path. In that case you will see this: WARNING: Failed to locate steam binary. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.de Sent: Tuesday, November 03, 2009 12:07 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] TF2 autoupdate Hello, what must I do that my TeamFortress2 Server make an autoupdate when I restart it ? In the commanline I set -autoupdate but dont work... -- GRATIS für alle GMX-Mitglieder: Die maxdome Movie-FLAT! Jetzt freischalten unter http://portal.gmx.net/de/go/maxdome01 ___ 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 Demo Update Available
I'll change the default location to be ../steam in the L4D and TF/OB srcds_run, since this seems to be what everyone expects it to be. I'll see if I can make locating the steam binary a little smarter. The change I made to allow you to specify the steam binary location didn't make it into this release. ./steam definitely doesn't make sense. ../steam makes more sense, but it isn't perfect because if someone runs the install like this: ./steam ... -dir valvegames Or something else, then steam isn't ../steam. It is ../../steam or something completely different. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker Sent: Friday, October 30, 2009 7:58 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Update Available 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 ___ 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] Empty L4D2 demo servers
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 -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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] Empty L4D2 demo servers
This bug was in the Crash Course DLC update for L4D, but it was fixed fairly quickly. We forgot to bring this patch across to the L4D2 code base. Just make sure your install is up to date. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Logan Rogers-Follis Sent: Friday, October 30, 2009 12:24 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Empty L4D2 demo servers 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 ___ 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 available locallly?
In the next update for the demo I am adding in defaults to srcds_run. So you can run srcds_run with no arguments and it will add the appropriate +map option. If you specify +map on the command line, it will not append another +map option. If you are an advanced admin that likes to specify the map in a config file, then you should add the -nodefaultmap option to suppress this behavior I am also adding in a -steamverify option so that when you use -autoupdate, it will append -verify_all to the options. This is typically how I set up our servers, so this is more for my benefit, but hopefully you will find it useful. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley Sent: Friday, October 30, 2009 3:07 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? Yes, add +map c5m1_waterfront(no quotes) to your launch options, you probably don't have a map loading. -Daniel On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos screwtop...@gmail.comwrote: tried to connect but fail. enabled console and connected locally ( 192.168.1.101:27016) . 10 attempts and a fail. do u have to spec a map? just for fun i used the same config as l4d but didnt help. i am using ubuntu server and do not think i have a ports issue as l4d 1 is running fine. have created a script with the commands (off top of head) -autoupdate -console -port 27016 -game left4dead2 +exec server.cfg thanks On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com wrote: Are you launching the server with any options? Can you connect to server using the console? On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos screwtop...@gmail.com wrote: shouldnt the l4d 2 demo servers be available locally? the server is hibernating but i was surprised that it didnt show up on lan. port 27016 27015 is for l4d server server seems to be running i didnt put a config file on the demo server just yet but i would think it wouldnt matter any ideas? ___ 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] server available locallly?
TF is a little different with regards to a default map. There are so many more options and choices you really need to be making. I can put in something to check if you have actually specified a map. But should srcds_run throw you in a default map? What makes sense? I am all ears. I will add the -steamverify to TF. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox Sent: Friday, October 30, 2009 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? Do the same for TF2. 2009/10/31 Milton Ngan mil...@valvesoftware.com In the next update for the demo I am adding in defaults to srcds_run. So you can run srcds_run with no arguments and it will add the appropriate +map option. If you specify +map on the command line, it will not append another +map option. If you are an advanced admin that likes to specify the map in a config file, then you should add the -nodefaultmap option to suppress this behavior I am also adding in a -steamverify option so that when you use -autoupdate, it will append -verify_all to the options. This is typically how I set up our servers, so this is more for my benefit, but hopefully you will find it useful. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley Sent: Friday, October 30, 2009 3:07 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? Yes, add +map c5m1_waterfront(no quotes) to your launch options, you probably don't have a map loading. -Daniel On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos screwtop...@gmail.com wrote: tried to connect but fail. enabled console and connected locally ( 192.168.1.101:27016) . 10 attempts and a fail. do u have to spec a map? just for fun i used the same config as l4d but didnt help. i am using ubuntu server and do not think i have a ports issue as l4d 1 is running fine. have created a script with the commands (off top of head) -autoupdate -console -port 27016 -game left4dead2 +exec server.cfg thanks On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com wrote: Are you launching the server with any options? Can you connect to server using the console? On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos screwtop...@gmail.com wrote: shouldnt the l4d 2 demo servers be available locally? the server is hibernating but i was surprised that it didnt show up on lan. port 27016 27015 is for l4d server server seems to be running i didnt put a config file on the demo server just yet but i would think it wouldnt matter any ideas? ___ 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 ___ 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 available locallly?
I think a better option would be to specify a -steam option. The default will be to look in the current directory still, but you can specify where you keep your steam binary. How about that? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rick Payton Sent: Friday, October 30, 2009 4:50 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? what about changing line 80: STEAM=./steam to: STEAM=../steam as well? Or will this be part of the -steamverify addition? --mauirixxx -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan Sent: Friday, October 30, 2009 1:23 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? TF is a little different with regards to a default map. There are so many more options and choices you really need to be making. I can put in something to check if you have actually specified a map. But should srcds_run throw you in a default map? What makes sense? I am all ears. I will add the -steamverify to TF. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nightbox Sent: Friday, October 30, 2009 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? Do the same for TF2. 2009/10/31 Milton Ngan mil...@valvesoftware.com In the next update for the demo I am adding in defaults to srcds_run. So you can run srcds_run with no arguments and it will add the appropriate +map option. If you specify +map on the command line, it will not append another +map option. If you are an advanced admin that likes to specify the map in a config file, then you should add the -nodefaultmap option to suppress this behavior I am also adding in a -steamverify option so that when you use -autoupdate, it will append -verify_all to the options. This is typically how I set up our servers, so this is more for my benefit, but hopefully you will find it useful. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Worley Sent: Friday, October 30, 2009 3:07 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] server available locallly? Yes, add +map c5m1_waterfront(no quotes) to your launch options, you probably don't have a map loading. -Daniel On Fri, Oct 30, 2009 at 4:30 PM, tom nikitopoulos screwtop...@gmail.com wrote: tried to connect but fail. enabled console and connected locally ( 192.168.1.101:27016) . 10 attempts and a fail. do u have to spec a map? just for fun i used the same config as l4d but didnt help. i am using ubuntu server and do not think i have a ports issue as l4d 1 is running fine. have created a script with the commands (off top of head) -autoupdate -console -port 27016 -game left4dead2 +exec server.cfg thanks On Fri, Oct 30, 2009 at 3:12 PM, Daniel Worley worle...@gmail.com wrote: Are you launching the server with any options? Can you connect to server using the console? On Fri, Oct 30, 2009 at 3:26 PM, tom nikitopoulos screwtop...@gmail.com wrote: shouldnt the l4d 2 demo servers be available locally? the server is hibernating but i was surprised that it didnt show up on lan. port 27016 27015 is for l4d server server seems to be running i didnt put a config file on the demo server just yet but i would think it wouldnt matter any ideas? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
Re: [hlds_linux] Can't use -game left4dead2_demo
Autoupdate doesn't work. There are a number of fixes to the srcds_run script that need to be made. I will work on this today. M. -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 11:06 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? -- Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net Try New Technology Networx - www.tntnetworx.net Owner / IT Consultant ___ 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] Linux is not able to start
If you are running 64bit Centos, you will want to install the i386/i686 version of the libs. srcds_linux is a 32bit application -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz Sent: Wednesday, October 28, 2009 9:36 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Linux is not able to start The error says exactly what is wrong. ./srcds_linux: error while loading shared libraries: libstdc++.so.6: cannot open shared object file: No such file or directory You need to install a newer version of libstdc++ What distro is this? If its debian try this: apt-get update apt-get install libstdc++6 libstdc++6-dev If its centos... welp, im sure there is something to do with yum... That should get you rolling. On Wed, Oct 28, 2009 at 12:22 PM, Tony Paloma drunkenf...@hotmail.comwrote: Why would you try that. It's incorrect. There is no game folder named left4dead2_demo so this won't work. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Lindblom Sent: Wednesday, October 28, 2009 8:07 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Linux is not able to start try with left4dead2_demo in the startline instead :D Peter - Original Message - From: Christoffer Pedersen christof...@scanservers.eu To: hlds_linux@list.valvesoftware.com Sent: Wednesday, October 28, 2009 3:42 PM Subject: [hlds_linux] Linux is not able to start Im running it on both linux and windows. Windows seems to work, but i cant get linux starting by using this command: ./srcds_run -console -game left4dead2 +map c1m5_waterfront +ip 172.18.188.5 -port 41000 Im getting this error message: ./srcds_linux: error while loading shared libraries: libstdc++.so.6: cannot open shared object file: No such file or directory Full output: Auto detecting CPU Using AMD Optimised binary. Server will auto-restart if there is a crash. ./srcds_linux: error while loading shared libraries: libstdc++.so.6: cannot open shared object file: No such file or directory Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Wed Oct 28 14:28:38 CET 2009: Server restart in 10 seconds I have already tried to do the debug output, but I does not show any information. I have also checked that the libstdc++.so.6 file are existing. It is located in my /usr/lib/ folder. The linux distro is ubuntu server 8.04LTS Im open for all help Best regards Christoffer Pedersen Serveroperator ScanServers.eu mailto:christof...@scanservers.eu christof...@scanservers.eu ___ 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] Left 4 Dead 2 Demo Dedicated Server Available
Yes you can. This is basically what the forked mode is doing with all the ## expansion. I have two wrapper scripts that I use to do this sort of thing. The first just loops through the count launching the helper script with the number and action. The second then substitutes in the $NUM into the command line. To make the launching faster, I set the RDTSC_FREQUENCY environment variable so each instance doesn't have to run the calibration step. These are just snippets from the init scripts that should give you some idea of what to do. = if [ $ACTION == start -o $ACTION == restart ] then cd $SRCDS_ROOT #RDTSC_FREQUENCY=disabled RDTSC_FREQUENCY=`$SRCDS_ROOT/srcds_run -game left4dead2 +quit | perl -n -e 'print $1 if (/FREQUENCY to (\d+)/);'` export RDTSC_FREQUENCY fi for NUM in `seq 1 $SRCDS_COUNT` do $HELPERSCRIPTNAME $NUM $ACTION RETVAL=$? if [ $RETVAL != 0 ] then exit $RETVAL fi done = MAP=c1m1_hotel NETCONPORT=$(($NUM - 1 + 9000)) STEAMPORT=$(($NUM - 1 + 27000)) CFG=`printf server/server%02d.cfg $NUM` srcds_run -game left4dead2 +map $MAP +exec $CFG \ -netconport $NETCONPORT \ -netconpassword password \ -steamport $STEAMPORT = -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot Sent: Wednesday, October 28, 2009 10:15 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available Hi, Hmm, after more testing I can't seem to run any number of forks properly, with children core dumping regularly when I use a forked server... A non-forked server seems to run just fine. Anyone else have this problem? I'm using a 64-bit Debian Lenny server (HP DL140 G3). Can I run several instances out of the same install directory without using forks? E.g. running several different servers on different ports all out of the same directory? Cheers, Chris Chris Boot wrote: Hi, I'm trying to run a forked server with 10 child processes, but if I try and fork more than 2 children all the children crash out with a core dump. Any ideas? My command-line is like this: ./srcds_run \ -console \ -game left4dead2 \ -debug \ -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \ -fork 3 \ -netconport 90## -netconpassword snip \ +ip snip +hostport 27014+## \ +map c5m1_waterfront My server.cfg is like this: hostname snip rcon_password snip sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact bo...@l4dprc.org sv_downloadurl sv_lan 0 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup snip sv_steamgroup_exclusive 1 Many thanks, Chris Jason Ruymen wrote: As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. 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 ___ 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 Demo Dedicated Server Available
You should use +map c5m1_waterfront as the initial map. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Tuesday, October 27, 2009 6:40 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available -game left4dead2 mine can't find gameinfo.txt though it's there. how do you start your linux servers? host.txt is overwritten by each update with verify_all. Master servers are added with strange ports (27009, 27012, 27013, ...) As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. 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 ___ 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 server pre-load availability?
Some changes were made to reduce the number of ports that were opened but never used. What I am explicitly configuring on the ports are: +hostport -netconport -steamport The following ports have been disabled, so you don't need to worry about them. +clientport +tv_port Matchmaking convars should still be much the same as the current L4D1. So, in theory you should be able to re-use your configs from L4D1. If you are tweaking any of the game play convars, then all bets are off :) M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jay Deiman Sent: Monday, October 26, 2009 1:47 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Left 4 Dead 2 server pre-load availability? I'm wondering when we will be able to start pre-loading the l4d2 linux server? If I'm not mistaken, the demo is being released tomorrow (Tuesday, the 27th). Is there going to be a demo server released with this (as there was with the first l4d)? Also, is there a place where we can view a changelog for server-side configs or are we basically going to be able to use pretty much the same configs for l4d2? We are getting close to the release at this point and I would like to do some prep so I can have servers up and running for the release and currently, I've not really seen anything on the mailing list about it. Is there a website with details I'm not aware of? Thanks, Jay -- Jay Deiman \033:wq! ___ 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
Just from the small scale testing we have seen, the resource requirements are similar. The memory foot print is about the same. CPU looks about the same. I am waiting for the demo to go out to get better data. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David Parker Sent: Wednesday, October 21, 2009 7:57 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 server requirements Milton, Do you happen to have any information about how the resource usage of L4D2 compares to L4D? Thanks, Dave - Original Message - From: Milton Ngan mil...@valvesoftware.com Date: Wednesday, October 21, 2009 10:41 pm Subject: Re: [hlds_linux] L4D2 server requirements To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com 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 ___ 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
Re: [hlds_linux] L4D2 server requirements
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
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 ___ 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 forks crashing, no debug log?
Currently -debug doesn't work with -fork. I have a script I am working on to monitor for core files and process them in the same way. This basically will get spawned once when srcds_run is invoked with -debug and terminated when the srcds_run is terminated. -debug relies on the main process terminating and triggering the core processing, but in -fork mode the main process doesn't crash, a child does. So the srcds_run script will never get a chance to process the core, not that it will ever know one was generated since it relies upon the main process exiting with a non-zero value to indicate it crashed. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch Sent: Monday, October 12, 2009 1:50 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] L4D forks crashing, no debug log? I'm having a rather disturbing problem with my L4D server right now. Currently, I'm running NO addons on the server. It's a plain vanilla L4D server right now. On startup, I get many of these types of messages: Child 5 aborted with signal 11 Child wrote a core dump Debug mode is enabled, I get core dumps, but no debug.log is generated. I even tried a clean install, no luck. It still crashes on startup and when clients join (although it comes right back up, and is playable, just not on the settings set by the lobby). What's going on? Jonah Hirsch --- ___ 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 Released
Just to comment on the number of servers for L4D1. We will continue to supply sufficient numbers of servers to support L4D1 after the launch of L4D2. I am in the middle of deploying more hardware for the launch of L4D2 to ensure we have enough to handle both titles. From what I have seen, our dedicated servers service only a third of the L4D1 population. This ratio doesn't seem to be dependent on the number of servers we host. Right now, I have far more servers that I need to support the current numbers of players we are seeing. So there should be no worries about not having enough come L4D2 launch time. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Saturday, October 10, 2009 12:28 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead Update Released Thanks for fixing mp_gamemode to adjustable cvar again. There are few other things that i would like to have a reply for and few things that i would like Valve to consider before shipping L4D2. I doubt that i'll get one but i'll post anyway. L4D1: - Setting sv_region in configs is now not preferred at all? Incase you didn't know, setting this leads to empty servers instead of full of players since update before this due to changes for the lobby system. - Clients (players) now have chance to limit servers by ping. However, this only affects lobby host. There is a chance that lobby host gets 50ms server and the others get unplayble 100ms or over. Does this mean that there are now more servers available for players to go to but the most important thing, limiting servers by ping for everyone else than lobby host is now deprecated? There is now a chance that 3/4 players have shitty pings due to this. Are these adjustments made to free up some more servers for players to find because Valve will move most of their Left 4 Dead dedicated servers from which last time i checked, were ~3000 'ish, to Left 4 Dead 2 so eventually there will actually be a lack of servers in L4D1, unless the community fill in. L4D2: As we all know who have been downloading custom campaigns to L4D1, there is clearly a lack of players on them. If you manage to find a custom campaign at the server search, you need to download that first. No problem really, except that the download host is overloaded, has some damn 5-50KB/s cap and the campaign sizes are over 100 megs. At the time you get to download it, you have ran out of time to play on. Next time, no one isnt playing that campaign and going alone with expert level with bots (Healing, this will only take a second) isnt really an option. So you download another custom campaign to try out. Same thing, apparently the host most of they use is the same website. I tried another approach. Got bunch of the campaings before i went into the game. It seems that i have 20 campaigns from which 2-3 i ever see 1 bunch of 4 players to play - and the game is full. Another great idea would be a simple dedicated Left 4 dead server to run both games, either L4D1 or L4D2 on same installation. The server owner could allow either 1 of the 2 games or both. Basically the players wouldn't see any difference, there just would be a lot of servers since the release as in there is already a ready server base (L4D1) and when Left 4 Dead came out, there was really a clear lack of servers around this area, for months since release. There were free servers but no one got assigned to them. I assume this is now improved since but i still don't trust the lobby system. Then again, this would require updating L4D to newer L4D2 engine with all the changes and improvements so i'm not really sure if this is possible. -ics Jason Ruymen kirjoitti: A strongly recommened update for Left 4 Dead is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed campaign image not updating correctly when creating a lobby - Increased the reliabilty of the Steam Group server display - Made mm_dedicated_search_maxping available to allow users to set the maximum acceptable ping for a dedicated server. The default has also been lowered 150ms, down from 300ms - Fixed an issue where rescue closet doors could be opened in Crash Course in Versus mode Jason ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_announce ___ 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
This update should also include the fix for the defunct processes -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, September 29, 2009 11:00 AM To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Left 4 Dead Update Available A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive the update. The specific changes include: - A new campaign, Crash Course, is now available for play in Campaign, Versus and Survival modes - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs and other items will now be identical for the second round of a chapter - Matchmaking has had several improvements to make finding and joining games even faster - Ten all new Crash Course achievements have been added 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] L4D forks crashing
If you are talking about the defunct forks, then the work around for this is to send a standard SIGTERM to the defunct process. Normally this would do nothing, but in this case the process still has a couple of child threads that haven't terminated. Sending the SIGTERM signal to the parent process will result in the termination signal reaching the child threads, which will terminate. The defunct process will then complete its termination and the parent srcds process will respawn the fork. A cron job or a monitoring process to detect these defunct processes should be sufficient to keep your servers in shape. I use a command a bit like this: Kill `ps ax | grep srcds_i486 | grep defunct | grep -v grep | awk '{print $1}'` M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz Sent: Thursday, September 24, 2009 4:53 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D forks crashing Well, at least there is a fix. Our servers are usually full all the time and I am tired of kicking players out because a server crashed in their fork. On Thu, Sep 24, 2009 at 5:54 AM, Eric-Jan Riemers riem...@binkey.nl wrote: So i assume thats valve time? Christmas or so? ;-) -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Ronny Schedel Verzonden: donderdag 24 september 2009 9:17 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D forks crashing I have got a response from a Valve employee, they have found the cause and they have a fix. We just have to wait for the release. Is there any progress yet in fixing the crashing forks issue in L4D? We have 2 forked servers, 1 with 4 forks and 1 with 20 forks (different machines). Both forks show crashed instances. More and more forks crash the more time passes without a reboot. From the 24 servers which should be online after a reboot 2 days ago, just 9(!!) remain atm. Saint K. ___ 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] L4D forks crashing
There is a fix coming soon. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Thursday, September 24, 2009 12:04 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D forks crashing Thanks for the workaround, Milton. Will we see a fix for this problem soon, though? - Dave Milton Ngan wrote: If you are talking about the defunct forks, then the work around for this is to send a standard SIGTERM to the defunct process. Normally this would do nothing, but in this case the process still has a couple of child threads that haven't terminated. Sending the SIGTERM signal to the parent process will result in the termination signal reaching the child threads, which will terminate. The defunct process will then complete its termination and the parent srcds process will respawn the fork. A cron job or a monitoring process to detect these defunct processes should be sufficient to keep your servers in shape. I use a command a bit like this: Kill `ps ax | grep srcds_i486 | grep defunct | grep -v grep | awk '{print $1}'` M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f7 f0rkz Sent: Thursday, September 24, 2009 4:53 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D forks crashing Well, at least there is a fix. Our servers are usually full all the time and I am tired of kicking players out because a server crashed in their fork. On Thu, Sep 24, 2009 at 5:54 AM, Eric-Jan Riemers riem...@binkey.nl wrote: So i assume thats valve time? Christmas or so? ;-) -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Ronny Schedel Verzonden: donderdag 24 september 2009 9:17 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D forks crashing I have got a response from a Valve employee, they have found the cause and they have a fix. We just have to wait for the release. Is there any progress yet in fixing the crashing forks issue in L4D? We have 2 forked servers, 1 with 4 forks and 1 with 20 forks (different machines). Both forks show crashed instances. More and more forks crash the more time passes without a reboot. From the 24 servers which should be online after a reboot 2 days ago, just 9(!!) remain atm. Saint K. ___ 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 -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ 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] no fix ?
The -fork with no arguments looks to be a bug in the srcds_run script. I just spotted that the other day. There is a test in the script if [ -z $NUMFORKS ]; then HL_CMD = $HL_CMD -fork $NUMFORKS fi This should be -n $NUMFORKS The -fork with no numeric argument does nothing. It will effectively get ignored (with no warning). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org Sent: Friday, July 17, 2009 2:25 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] [l4d] no fix ? I'm confused about your answer re: fork. Why is it in your command line with no number? It's certainly not going to do anything positive like that! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zesi Sent: 16 July 2009 20:47 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [l4d] no fix ? hi Chris, no changes! After starting over the lobby - crash ! In my console (game) i get this message - Server error - failed to handle reservation request. - and 5 connection-retry's. yes +maxplayers 8 is right. Frok brings nothing positive for me. Greetz - Original Message - From: Chris Russell chris.russ...@gatech.edu To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, July 16, 2009 8:46 PM Subject: Re: [hlds_linux] [l4d] no fix ? On Thu, Jul 16, 2009 at 12:33 PM, Zesiz...@gmx.de wrote: CRASH: Thu Jul 16 17:41:01 CEST 2009 Start Line: ./srcds_i486 -game left4dead + maxplayers 8 +ip 188.40.**.** -port 27015 +map l4d_hospital01_apartment -debug -fork +map l4d_hospital01_apartment Shouldn't + maxplayers 8 be +maxplayers 8? Also, using -fork without a number doesn't make any sense? -Chris ___ 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's Don't Reconnect to Steam Again? :(
The servers buffer their log output, so you will need to flush the logs (sv_logflush 1;sv_logflush 0) or cleanly quit the server to get the most up to date log information. M. On Jun 30, 2009, at 2:17 PM, Ronny Schedel wrote: I did not restart the server, it is still running. I send you the complete log in a private mail. I'd like the full log that contains the failure time as well as the new log from when you restarted. Also, did you kill the process instead of exiting it cleanly? It should be impossible for the log to suddenly end at the point you have as the end in your email. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Tuesday, June 30, 2009 2:01 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :( It's only truncated at the beginning, starting with todays date, the end is not truncated, the log file has still the same entry at the end. Date and time are GMT+1. Looks like the log text you are posting is truncated? Send me your complete log file if you had an issue with reconnecting at jmccas...@valvesoftware.com. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Tuesday, June 30, 2009 12:53 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server's Don't Reconnect to Steam Again? :( I can confirm the problems, here is our log from today: [2009-06-30 03:17:15][0,0] : Log session started [2009-06-30 03:17:15][0,0] : SetSteamID( [A:1:0:0] ) [2009-06-30 03:17:15][1,2] : Connect() starting connection (eNetQOSLevelLow, 72.165.61.185:27017, UDP) [2009-06-30 03:17:16][1,2] : ConnectionCompleted() (68.142.91.34:27017, UDP) [2009-06-30 03:17:16][1,2] : RecvMsgClientLogOnResponse() : 'OK' [2009-06-30 13:26:11][0,0] : ConnectionDisconnected('I/O Operation Failed') : 'OK' (68.142.91.34:27017, UDP) [2009-06-30 13:26:11][0,0] : CUDPConnection::OnFailedSend() failure info pending unsent: 9, unacked sent: 8, our seq sent: 4753 message pending type 6, packets 1, seq [4746, 4746], first unacked: 4746, size 64 message pending type 6, packets 1, seq [4747, 4747], first unacked: 4747, size 64 message pending type 6, packets 1, seq [4748, 4748], first unacked: 4748, size 112 message pending type 6, packets 1, seq [4749, 4749], first unacked: 4749, size 96 message pending type 6, packets 1, seq [4750, 4750], first unacked: 4750, size 96 message pending type 6, packets 1, seq [4751, 4751], first unacked: 4751, size 96 message pending type 6, packets 1, seq [4752, 4752], first unacked: 4752, size 96 message pending type 6, packets 1, seq [4753, 4753], first unacked: 4753, size 96 message pending type 6, packets 1, seq [4754, 4754], first unacked: 4754, size 96 message pending type 6, packets 1, seq [4755, 4755], first unacked: 4755, size 96 message pending type 6, packets 1, seq [4756, 4756], first unacked: 4756, size 96 message pending type 6, packets 1, seq [4757, 4757], first unacked: 4757, size 96 message pending type 6, packets 1, seq [4758, 4758], first unacked: 4758, size 96 message pending type 6, packets 1, seq [4759, 4759], first unacked: 4759, size 96 message pending type 6, packets 1, seq [4760, 4760], first unacked: 4760, size 96 message pending type 6, packets 1, seq [4761, 4761], first unacked: 4761, size 64 message pending type 6, packets 1, seq [4762, 4762], first unacked: 4762, size 96 [2009-06-30 13:26:11][0,0] : StartAutoReconnect() will start in 6 seconds [2009-06-30 13:26:17][1,6] : Connect() starting connection (eNetQOSLevelMedium, 72.165.61.185:27017, UDP) [2009-06-30 13:26:18][1,6] : ConnectionCompleted() (69.28.145.171:27017, UDP) [2009-06-30 13:26:19][1,6] : RecvMsgClientLogOnResponse() : 'OK' [2009-06-30 13:28:32][0,0] : ConnectionDisconnected('I/O Operation Failed') : 'OK' (69.28.145.171:27017, UDP) [2009-06-30 13:28:32][0,0] : CUDPConnection::OnFailedSend() failure info pending unsent: 6, unacked sent: 8, our seq sent: 100 message pending type 6, packets 1, seq [93, 93], first unacked: 93, size 64 message pending type 6, packets 1, seq [94, 94], first unacked: 94, size 96 message pending type 6, packets 1, seq [95, 95], first unacked: 95, size 96 message pending type 6, packets 1, seq [96, 96], first unacked: 96, size 96 message pending type 6, packets 1, seq [97, 97], first unacked: 97, size 96 message pending type 6, packets 1, seq [98, 98], first unacked: 98, size 96 message pending type 6, packets 1, seq [99, 99], first unacked: 99, size 96 message pending type 6, packets 1, seq [100, 100], first unacked: 100, size 96 message pending type 6, packets 1, seq [101, 101], first
Re: [hlds_linux] L4D question..
The original srcds_run assumed that the current directory was the root of the installation. This changed as of Orange Box and the srcds_run script was not fixed. I did make a change earlier this year to address this in Orange Box, but the fix is missing some other patches. In particular the GAME variable can get clobbered with the depot name, which means that after running the update, the game will not restart because it uses the wrong mod name. I believe DOD:S and CS:S are affected by this bug, not sure about TF though. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of CmptrWz Sent: Sunday, May 03, 2009 8:59 AM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] L4D question.. I find that the fix is either to create a dummy steam binary shell script in the orangebox folder that changes directory up one and then runs steam, or to install everything with absolute paths (-dir /full/path/here instead of -dir .) and then copy/symlink the steam binary into the orangebox folder. A better fix is probably to get valve to change the orangebox srcds_run script to change directory up one before running ./steam, though. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric-Jan Riemers Sent: Saturday, May 02, 2009 12:10 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] L4D question.. I'll check it again at some point, but it was/is vanilla file.. and that did not work for me.. -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens AnAkIn . Verzonden: zaterdag 2 mei 2009 17:07 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D question.. Then you probably modified your srcds_run or downloaded a modified one, or your installation was not done correctly I guess. 2009/5/2 Eric-Jan Riemers riem...@binkey.nl If i do that, it will download the complete tf2 inside that folder again.. -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens AnAkIn . Verzonden: zaterdag 2 mei 2009 13:02 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D question.. For -autoupdate to work with TF2, IIRC you need to copy the steam binary in your orangebox/ folder. 2009/5/2 Eric-Jan Riemers riem...@binkey.nl But i would be able to test my server with a update script, no need for clients at that time. But since its working according to Milton I don't have to test it :) (fingers crossed) Hope he can fix the tf2 too. Out of the box it never worked with adding -autoupdate for it.. -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Fyren Verzonden: zaterdag 2 mei 2009 5:52 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D question.. On Fri, May 1, 2009 at 21:21, Eric-Jan Riemers riem...@binkey.nl wrote: I was referring to server updates.. So was I. If the clients don't have a choice about patching and can't roll back, being able to roll your server back would only result in an a server no one could use in most cases. -Fyren ___ 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 ___ 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,
Re: [hlds_linux] L4D question..
-autoupdate is working for L4D. I will look into the issues with the orangebox version of srcds_run. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric-Jan Riemers Sent: Friday, May 01, 2009 6:21 PM To: 'Half-Life dedicated Linux server mailing list' Subject: Re: [hlds_linux] L4D question.. I was referring to server updates.. but it seems from all the mails that doing a gracefull shutdown is the way to go with a correct srcds_run I presume, I would suspect -autoupdate should do the trick but somehow I don't think that's going to work (tf2 never did with that) -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Fyren Verzonden: zaterdag 2 mei 2009 1:49 Aan: Half-Life dedicated Linux server mailing list Onderwerp: Re: [hlds_linux] L4D question.. But, how do i update my l4d instance if i have multiple forks? Can i just run the updater even though people are still playing? My biggest issue is that when i want to update the installation there are always people on it (which is ofcourse not a bad thing) but i just dont want to be the admin that kicks people off for the update (unless the clients cant connect to it, but then i can update anyways) There's documentation for the mentioned shutdown (over netcon) command around somewhere, definitely in the list archives. Search for netcon/netconport or things like that if no one else provides a link. Is there also a way to go back 1 version in updates? That way i could just test some stuff out, also for tf2 to get it finally to work as it should (i've modified srcds_run multiple times, and it did work at some point and now it does not anymore) just thinking out loud here.. Clients don't get a choice about updating and can't roll back. There'd be no point. -Fyren ___ 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 / SRCDS Linux - Memory leak.
I can confirm there is a slow leak in the L4D dedicated servers. I have informed the L4D team of the issue. Hopefully someone will be able to find it before the next update. Just FYI. I am monitoring the servers via Munin. I am using the standard memory graph to show when the servers are going into swap, and it is easy to see the slow increase over time of the committed memory. Once this hits your physical memory limit, you will be forced into swap and perf hits the floor. The only way to get around this, is to restart the srcds process. I do this about once a week using a rolling restart of the srcds around 4am. The leak isn't big, but if you have a lot of forked servers, the change is quite large. I have also had to reduce the number of forks to avoid restarting the servers every night. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Lindblom Sent: Monday, April 20, 2009 11:11 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D / SRCDS Linux - Memory leak. To get a good picture of the servers use of memory we have to look at more then top as ics say. If I look at top on our servers I se 15% mem is used by one instance of srcds, the other 3 is using less then 4%. If I then does a ps aux then non of srcds is using more then 3-4% mem. Please check this site about memory problems http://rimuhosting.com/howto/memory.jsp We have many servers running and having no problems with memory. its more problems with updates and plugins. But if you want to restart them once a week- use cron, Good Luck ! Peter - Original Message - From: ics i...@ics-base.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Sunday, April 19, 2009 10:43 PM Subject: Re: [hlds_linux] L4D / SRCDS Linux - Memory leak. Linux reserves all memory to its use so for example cmd top may show thata all memory is used but when the all memory is really on use (as shown with cmd free), the server first starts swap to disk and when swap (that's usually 2x the memory installed) runs out, shit hits the fan. Just kill the process to free memory and restart it. Its not that big deal to do once a week, or sooner, depending the count of the servers / memory on the machine. -ics Guillaume Parent kirjoitti: What the heck? Of course it's a problem! Nobody wants his box to leak memory until a crash inevitably happens! Linux dont use memory as Windows does. Its not a problem... Peter ___ 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] Team Fortress 2 Update Available
Yes, that was the correct fix. The latest update should now have the correct version of the file. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent: Thursday, December 11, 2008 5:58 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Available Yup, I modified the srcds_run script to use unix-style line endings, and tried to start it up, but got this error (typo included): Invalid game type 'cstrike' sepecified. I fixed it by modifying line 103 from: if test -n $GAME; then To: if test -z $GAME; then Nicholas Hastings wrote: Looks like the srcds_run file was edited in Windows and had carriage returns put it... dos2unix ftw bl4nk wrote: Having problems starting up my linux servers: -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory There are reports that servers running on Windows aren't starting as well. I'll see about getting an error message or something for that. Jason Ruymen wrote: A required update for Team Fortress 2 has been released. Please run hldsupdatetool to receive the update. The specific changes include: - The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is - The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded - Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets - Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs - The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.) - Added an achievement tracker that will allow people to choose specific achievements that they are trying to get - There is now a custom icon for death messages when the player was killed from a critical hit - Added a new particle effect for when a player enters the water - Added smoke to the feet of a rocket jumping soldier - Players will now have some particles swirling around them so other players can see when they are overhealed 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 ___ 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] Team Fortress 2 Update Available
Run dos2linux on the srcds_run file for now. The file that got checked in has the wrong line endings on it. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent: Thursday, December 11, 2008 5:37 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Available Having problems starting up my linux servers: -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory There are reports that servers running on Windows aren't starting as well. I'll see about getting an error message or something for that. Jason Ruymen wrote: A required update for Team Fortress 2 has been released. Please run hldsupdatetool to receive the update. The specific changes include: - The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is - The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded - Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets - Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs - The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.) - Added an achievement tracker that will allow people to choose specific achievements that they are trying to get - There is now a custom icon for death messages when the player was killed from a critical hit - Added a new particle effect for when a player enters the water - Added smoke to the feet of a rocket jumping soldier - Players will now have some particles swirling around them so other players can see when they are overhealed 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] Team Fortress 2 Update Available
If you get an error about cstrike being an invalid game, then the wrong version got shipped. M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas Hastings Sent: Thursday, December 11, 2008 5:50 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Team Fortress 2 Update Available Looks like the srcds_run file was edited in Windows and had carriage returns put it... dos2unix ftw bl4nk wrote: Having problems starting up my linux servers: -bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory There are reports that servers running on Windows aren't starting as well. I'll see about getting an error message or something for that. Jason Ruymen wrote: A required update for Team Fortress 2 has been released. Please run hldsupdatetool to receive the update. The specific changes include: - The Engineer's teleporters can now be upgraded to level three. It will recharge faster the higher level it is - The Engineer's dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded - Spies will be able to recharge their cloaking ability by picking up ammo off of the ground or from health cabinets - Some changes to the second part of the first stage of Goldrush to give the attackers more of an advantage - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's minigun, etc.) can now break apart the Demoman's stickybombs - The icon on the HUD for a person calling for Medic will now give more information to the medic (if the target is low on health, on fire, etc.) - Added an achievement tracker that will allow people to choose specific achievements that they are trying to get - There is now a custom icon for death messages when the player was killed from a critical hit - Added a new particle effect for when a player enters the water - Added smoke to the feet of a rocket jumping soldier - Players will now have some particles swirling around them so other players can see when they are overhealed 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 ___ 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
It looks like the fix I made didn't make it into this update. I'll follow this up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sumichrast Sent: Thursday, December 04, 2008 5:17 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead Update Available Well, I copied the srcds_run you guys provided in the update. However, the srcds_run script still needs to have the cd .., cd l4d stuff wrapped around updatesingle.. Any chance of that getting fixed for good anytime soon? On Thu, Dec 4, 2008 at 7:12 PM, Chris Green [EMAIL PROTECTED] wrote: This update should also allow -autoupdate to work with forked dedicated servers. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Thursday, December 04, 2008 3:54 PM To: Half-Life dedicated Win32 server mailing list; hlds_linux@list.valvesoftware.com; [EMAIL PROTECTED] Subject: [hlds_linux] Left 4 Dead Update Available A required update for Left 4 Dead is now available. Please run hldsupdatetool to receive this update. The specific changes include: - Finding a dedicated server when starting the game from a lobby is now faster and more reliable - Versus mode is now locked to Normal difficulty - Difficulty on a server is now locked to the one set by the lobby reservation - Fixed lagouts/spikes after level transition - Fixed directory issue with spray logs in some cases - Fixed video settings not saving after closing video options dialog - Corrected a boomer suicide exploit - Several minor localization fixes - Fixed a error were disabling cheats would incorrectly reset data 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 ___ 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 usage
There are a lot of oddities about how the master server hands out servers when queried. We are looking into this because it seems that some servers are being starved of players, even though we have an excess of players requesting servers. We could return you the entire server list of available servers, but this is a waste since you will reject most of them anyway. So we send a sample of the available servers. How the sample is generated is where the problem lies. We are working on a fix, but the master servers serve more than L4D, so we need to be very careful not to break all the other dedicated servers out there. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Waye Sent: Tuesday, December 02, 2008 3:36 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Server usage I discovered something odd. After giving up with frustration around 11PM EST yesterday, I came home today around 4:30 to discover that our server was full and working properly. As an experiment I shut it down then and restarted it, and it has been empty since (~2 hours now). What could cause such a delay? On Tue, Dec 2, 2008 at 12:43 AM, ics [EMAIL PROTECTED] wrote: There used to be serious lack of servers especially around this area where i live. I always was thrown into some 130ms+ servers far away from me when our servers where full (and i didnt want to kick familiar people off to join in myself). Also our servers got full constantly day and night. In last week, suddenly a lot of servers seems to have appeared and share the load. Now our servers get filled only during days and evenings and its all quiet late at night and at mornings. You propably have also a lot of servers available around that area. Valve seems to rank servers somehow according to their players count and server rank. You can see this if you go into your server and look that in-game banner. However, i dont see how this rank is fair since servers at some areas are more full than others due to more population and some just sit empty due to no one playing on them. Anyone know is there any kind of list where all servers can be seen in this rank or how the servers are actually ranked in that list? -ics Ryan Waye kirjoitti: Then does anyone know what would cause my server to be ignored by the matchmaking system? I've tried starting just vanilla servers and still no attempts to join. Normally I would assume a firewall issue (although that would be odd for a dedicated server box that we rent for the server), but if you join through the serverbrowser/groupid window it works fine. The only two things I change in the server config are the hostname and the map, set to l4d_vs_hospital01_apartment. On Mon, Dec 1, 2008 at 8:49 PM, Bruce Potter [EMAIL PROTECTED] wrote: I've been running a couple of L4D servers (CentOS) since the demo came out. Very stock config, but I do have it associated with a Steam group. Server is east coast US. The first week the two servers will filled with ppl nearly 24/7. Now it's trailed off a bit, but still from about 10a to 2a EST, the servers are occupied. They might go 5 or so minutes between games being assigned to them, but not much longer. bruce On Dec 1, 2008, at 7:39 PM, Ryan Waye wrote: I've commented out the groupid in the server's config file and after ~15 minutes of running a player has yet to join through matchmaking or otherwise. Is this typical? I will also mention that I am running this off of a fork, with 2 config files (the other server is a private group_exclusive server). On Mon, Dec 1, 2008 at 7:17 PM, Daniel Worley [EMAIL PROTECTED] wrote: I'm not positive, but I think one of the updates made it so that if you chose to bind your server to a group at all, the server would be removed from the matchmaking process whether steamgroup_exclusive was set or not. The exclusive flag comes into play because if it's not set, people outside the group will still be able to join if they happen to know the server information or if they join through the server browser. If you choose to set it to exclusive, then players must be a member of the group to even join. On Mon, Dec 1, 2008 at 5:38 PM, Ryan Waye [EMAIL PROTECTED] wrote: I am currently running one dedicated server on a Linux box, and I have noticed that it is rarely used. I will keep the console up to see the events going on on the server, and it seems that the majority of the time the server does nothing but send heartbeats to the master server. I can join the server through the serverbrowser and via the steamgroup interface (it is NOT steamgroup_exclusive) with no problems, so I don't believe the issue, if there is one, is technical. I suppose the question I need to ask is this: how often are your servers idling in
Re: [hlds_linux] -fork configuration tip
With 2GB of RAM I would say 10-12 comfortably, possibly as many as 15. I am running between 50-60 instances on a dual 2.5Ghz Quad Xeons with 8GB of RAM. At 60 the CPU gets hits the ceiling a little too often and can affect server FPS. You have ample CPU with your configuration, the limit will be your RAM. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Neil Smith Sent: Wednesday, November 26, 2008 3:39 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] -fork configuration tip How many servers can be run ? I have -fork 4 atm running on ram: 2GB, CPU: dual Xeon 2.66GHz and all seems to be well. Just wondering how many I could take it too without affecting performance. thanks Neil 2008/11/11 J T [EMAIL PROTECTED] Yea, I just left it as files. On Tue, Nov 11, 2008 at 11:33 AM, Flubber [EMAIL PROTECTED] wrote: In each cfg, you change the log directory it should log each in its own. 2008/11/11 J T [EMAIL PROTECTED] Is there anyway to log the console for each server? On Mon, Nov 10, 2008 at 2:08 PM, Jordy van Wolferen [EMAIL PROTECTED] wrote: Is it possible the set the port number in the config file with fork? I tried it but it doesn't work. I have 4 servers, but the port numbers not always the same. On Mon, Nov 10, 2008 at 10:17 PM, Adam Nowacki [EMAIL PROTECTED] wrote: I run it with -fork 12 -port 3 (never got it to work correctly with ##), server port is 3 ... 30011 Saint K. wrote: Hi, Thanks for the hint! It's working like a charm! (Tip: Don't forget to remove your server.cfg, otherwise it will still execute that). Are there any more tip's 'n tricks with that -fork option? Cheers -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Green Sent: Monday, November 10, 2008 7:49 PM To: 'Half-Life dedicated Linux server mailing list' Subject: [hlds_linux] -fork configuration tip On the launch line, you can do +exec server_cfg01.cfg. This will cause each server instance to exec its own unique config file (in this example, server_cfg01.cfg, server_cfg02.cfg, ... ). We do this on our internal servers. ___ 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 -- - [EMAIL PROTECTED] ___ 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 -- - [EMAIL PROTECTED] ___ 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] hlds_linux Digest, Vol 9, Issue 199
While load average is a useful guideline, it does not necessarily reflect CPU usage in all cases (e.g lots of I/O bound processes waiting to run). Also it is an average over time (60 seconds). It can't tell you if within the last 60 seconds that your CPU's were over saturated for a second while a number of the games spiked due to simultaneous mob spawns because that spike will get averaged out. The only way to see that is to sample more frequently, which unfortunately puts more load on the system. Or as someone else suggested, try playing on the servers to get an idea of the servers responsiveness. The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz core to 60%, and average around 22% based on my observations. The more servers you run, the more likely you are to run into simultaneous spikes and saturate your CPU. If I can gather enough data on the events that cause spikes I am sure I can work a statistical model for calculating the amount of CPU headroom you need. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Wednesday, November 26, 2008 10:47 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199 It depends on how many cores/CPUs you have. In the SMP world, you can run 4 processes at 4 cores at the same time without any problem. Your load average is 4 or less, depending on how much load they consume. Optimum: load average = cores * CPUs Overload: load average cores * CPUs So, optimum for one Quad Core CPU is: load average = 4 * 1 This means not you can only run 4 L4D servers on one Quad Core, you have to look how the load is, because the servers does not run all the time, they take some milliseconds sleep and other processes can run. Maybe you can run 6 or 8. Keep in mind that load average is an expression of queue depth. Some types of servers can handle deep queues with no visible impact shown to the end user. Gameservers are not that kind of animal. They require constant, nearly instantaneous updates in both directions in order to have truly smooth, seamless play. In the past, any time I saw load average above one I saw an impact of some sort. A load average above 3 seems to manifest itself in L4D servers in some unpredictable ways that can generally be ignored by most players. If you don't want to keep sending jarring notes that throw your players off, you really want to see your load average below 2. This should be true regardless of the number of CPUs that you have in your box. Thus, my comment in an earlier email about converting one of my public servers back over to Steam group only. Having 2 dedicated to just the Steam group will still let people fill up the public servers first and use the two semi-private ones as relief. [snip] -- Message: 3 Date: Wed, 26 Nov 2008 17:28:11 +0100 From: Ronny Schedel [EMAIL PROTECTED] Subject: Re: [hlds_linux] -fork configuration tip To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed; charset=iso-8859-1; reply-type=original You have only 4 cores, with a load of 8 your server is overloaded. CPU usage does not matter these days, any new multicore CPU can handle Source servers. If you want lag free and smooth servers, your load average should not exceed your amount of cores. Our load average goes up to about 8. Given that we're running 12 instances on a quad-core, this doesn't bother me, and certainly performance is fine... I've seen the blood spatter effect too, but I don't think that's specifically performance related, it's just a glitch ;) ___ 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] hlds_linux Digest, Vol 9, Issue 199
I have 50 games supporting 160-180 players and a load of 24-28. CPU is 80% utilized. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Wednesday, November 26, 2008 12:05 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199 Sure, the load average is not perfect, but it is the best indicator you have to detect an overloaded machine. How about your 50-60 instance, how much load they produce? While load average is a useful guideline, it does not necessarily reflect CPU usage in all cases (e.g lots of I/O bound processes waiting to run). Also it is an average over time (60 seconds). It can't tell you if within the last 60 seconds that your CPU's were over saturated for a second while a number of the games spiked due to simultaneous mob spawns because that spike will get averaged out. The only way to see that is to sample more frequently, which unfortunately puts more load on the system. Or as someone else suggested, try playing on the servers to get an idea of the servers responsiveness. The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz core to 60%, and average around 22% based on my observations. The more servers you run, the more likely you are to run into simultaneous spikes and saturate your CPU. If I can gather enough data on the events that cause spikes I am sure I can work a statistical model for calculating the amount of CPU headroom you need. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Wednesday, November 26, 2008 10:47 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199 It depends on how many cores/CPUs you have. In the SMP world, you can run 4 processes at 4 cores at the same time without any problem. Your load average is 4 or less, depending on how much load they consume. Optimum: load average = cores * CPUs Overload: load average cores * CPUs So, optimum for one Quad Core CPU is: load average = 4 * 1 This means not you can only run 4 L4D servers on one Quad Core, you have to look how the load is, because the servers does not run all the time, they take some milliseconds sleep and other processes can run. Maybe you can run 6 or 8. Keep in mind that load average is an expression of queue depth. Some types of servers can handle deep queues with no visible impact shown to the end user. Gameservers are not that kind of animal. They require constant, nearly instantaneous updates in both directions in order to have truly smooth, seamless play. In the past, any time I saw load average above one I saw an impact of some sort. A load average above 3 seems to manifest itself in L4D servers in some unpredictable ways that can generally be ignored by most players. If you don't want to keep sending jarring notes that throw your players off, you really want to see your load average below 2. This should be true regardless of the number of CPUs that you have in your box. Thus, my comment in an earlier email about converting one of my public servers back over to Steam group only. Having 2 dedicated to just the Steam group will still let people fill up the public servers first and use the two semi-private ones as relief. [snip] -- Message: 3 Date: Wed, 26 Nov 2008 17:28:11 +0100 From: Ronny Schedel [EMAIL PROTECTED] Subject: Re: [hlds_linux] -fork configuration tip To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed; charset=iso-8859-1; reply-type=original You have only 4 cores, with a load of 8 your server is overloaded. CPU usage does not matter these days, any new multicore CPU can handle Source servers. If you want lag free and smooth servers, your load average should not exceed your amount of cores. Our load average goes up to about 8. Given that we're running 12 instances on a quad-core, this doesn't bother me, and certainly performance is fine... I've seen the blood spatter effect too, but I don't think that's specifically performance related, it's just a glitch ;) ___ 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] hlds_linux Digest, Vol 9, Issue 199
The CPU numbers are for a single dedicated server. There are definite CPU spikes when the game initially starts and when large mobs get spawned. If you watch the CPU usage over the course of an entire match you will get a better idea of the spikes. I did this profiling using top in batch mode sampling every second. It still isn't perfect, but it catches the spikes a lot better than a 5 minute instantaneous sample or a 1 minute average. Versus doesn't change the CPU usage very much on the server side. The physics simulation workload is the same, the AI is less and the network is a little more. It does change network bandwidth (about double) due to more clients. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ics Sent: Wednesday, November 26, 2008 1:18 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199 This is single server instance? As a comparison (on full 4/4 server), we saw around 15% average usage for Q6600 2,4GHz machine and at peak around 24%, Q9550 2,83GHz only around 10%, peaked at 21% and dual core AMD 4600+ 2,4GHz it is around 15%, peaked at 26%. I did not monitor for long, only about 5 mins each time to time following cpu usage during the tests i ran with them. Versus increases network traffic rapidly compared to normal 4 player campaign so i would say that in versus cpu usage would also be bigger. -ics Milton Ngan kirjoitti: While load average is a useful guideline, it does not necessarily reflect CPU usage in all cases (e.g lots of I/O bound processes waiting to run). Also it is an average over time (60 seconds). It can't tell you if within the last 60 seconds that your CPU's were over saturated for a second while a number of the games spiked due to simultaneous mob spawns because that spike will get averaged out. The only way to see that is to sample more frequently, which unfortunately puts more load on the system. Or as someone else suggested, try playing on the servers to get an idea of the servers responsiveness. The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz core to 60%, and average around 22% based on my observations. The more servers you run, the more likely you are to run into simultaneous spikes and saturate your CPU. If I can gather enough data on the events that cause spikes I am sure I can work a statistical model for calculating the amount of CPU headroom you need. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Wednesday, November 26, 2008 10:47 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199 It depends on how many cores/CPUs you have. In the SMP world, you can run 4 processes at 4 cores at the same time without any problem. Your load average is 4 or less, depending on how much load they consume. Optimum: load average = cores * CPUs Overload: load average cores * CPUs So, optimum for one Quad Core CPU is: load average = 4 * 1 This means not you can only run 4 L4D servers on one Quad Core, you have to look how the load is, because the servers does not run all the time, they take some milliseconds sleep and other processes can run. Maybe you can run 6 or 8. Keep in mind that load average is an expression of queue depth. Some types of servers can handle deep queues with no visible impact shown to the end user. Gameservers are not that kind of animal. They require constant, nearly instantaneous updates in both directions in order to have truly smooth, seamless play. In the past, any time I saw load average above one I saw an impact of some sort. A load average above 3 seems to manifest itself in L4D servers in some unpredictable ways that can generally be ignored by most players. If you don't want to keep sending jarring notes that throw your players off, you really want to see your load average below 2. This should be true regardless of the number of CPUs that you have in your box. Thus, my comment in an earlier email about converting one of my public servers back over to Steam group only. Having 2 dedicated to just the Steam group will still let people fill up the public servers first and use the two semi-private ones as relief. [snip] -- Message: 3 Date: Wed, 26 Nov 2008 17:28:11 +0100 From: Ronny Schedel [EMAIL PROTECTED] Subject: Re: [hlds_linux] -fork configuration tip To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed; charset=iso-8859-1; reply-type=original You have only 4 cores, with a load of 8 your server is overloaded. CPU usage does not matter these days, any new multicore CPU can handle Source servers. If you want lag free and smooth servers
Re: [hlds_linux] Autoupdate start option
I have a fix. It didn't make it into the release. There are a couple of other fixes in the script which are required. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers Sent: Tuesday, November 18, 2008 10:10 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Autoupdate start option he's asking when its going to be fixed.. i assume he already has the solution.. to be honest i do agree with him, for something so simple to be fixed by valve they sure take there time :-) On Tue, 18 Nov 2008 10:56:16 -0700 (MST), Steve [EMAIL PROTECTED] wrote: Autoupdate is broken, like in orangebox. You have to modify your srcds_run script. Find : update() { updatesingle } And replace it by : update() { cd .. updatesingle cd l4d_demo } I know this has been a lingering question on all server admin's minds. When is the -autoupdate flag going to start working properly again? I noticed its not working for left4dead as well as tf2. f0rkz f7lans.com - Not your moms marble madness ___ 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] Fork not working for me in L4D retail
There is a bug in the srcds_run script where -fork is supposed to automatically supply a map, but it doesn't. So for now explicitly specify a map. Anyone will do, it will get changed as soon as someone reserves the server. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of x3sphere Sent: Tuesday, November 18, 2008 10:23 AM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] Fork not working for me in L4D retail I'm having trouble getting the -fork command to work in the retail edition of L4D. Whenever I start a server with the -fork param, the server starts up fine, but never connects to VAC. Starting a server without -fork works fine and connects to VAC. Any ideas? Running Linux (CentOS 5) here. ___ 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] [hlds] L4D dedicated server config guide
This is the way I had it originally where all my configs were just numbers 01.cfg etc... but placed in the server subdirectory. Something has changed in the command line expansion routines where ## cannot be used at the start of the filename. So you can user server##.cfg, or server/l4d##.cfg. Either should work, but server/##.cfg no longer works any more. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sent: Tuesday, November 18, 2008 12:50 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide I noticed that as well. That command was actually posted by valve.. although I suspect is may be a typo. I haven't had a chance to test out server forking with per server configs yet. Let me know if you get a chance to test and I'll adjust accordingly. Here is the original post by valve. -quote ./srcds_run \ -game left4dead \ -ip 1.1.1.1\ -netconport 9000+##\ -netconpassword password\ -steamport 27690+##\ +hostname My_L4D_Server_##\ +sv_tags reservable\ +exec server/##.cfg\ +map l4d_dem_hospital01_apartment\ -fork 40 I think what Chris forgot to mention was that the ## syntax can be used in an expression. So here rather than just substituting the instance number in, I am using it to add the value to an existing number. Someone asked about why -exec ##.cfg didn't work. I would suggest using +exec ##.cfg instead. This is the format I am using and this appears to function correctly. Also, make sure that your files are zero padded to two digits (i.e 01, 02, etc...). I also had to do a lot of shuffling around of port numbers to allow 40 server instances to run correctly. This is because many of the default port numbers are too close to one another to support more than about 5-10 servers. The ports you need to worry about are: -netconport -steamport +clientport +hostport +tv_port +matchmakingport +systemlinkport I control the first two from the command line since they are not convars, the rest I put into my config files. Just space the port nunbers apart so there is a gap larger than the number of dedicated servers you intend to run on the same box. -quote In the forked command line you posted, for the multiple server##.cfg files, you have server/##.cfg - is the / supposed to be in there? mauirixxx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sent: Tuesday, November 18, 2008 10:15 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide Not at all.. Mind if I copy/paste and provide the original link and your email? On Tue, Nov 18, 2008 at 11:36 AM, Rick Payton [EMAIL PROTECTED] wrote: Awesome, I've been saving various e-mails as they've come down, but since you took the time to compile and post it ... BOOKMARKED! mauirixxx -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sent: Tuesday, November 18, 2008 9:34 AM To: [EMAIL PROTECTED] Cc: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] L4D dedicated server config guide Hey guys! I updated my L4D config guide with lots of info about forking and co-op / versus modes. (this is turning into a monster post) If you have a simple question about getting your L4D server going you might wanna take a look at this first. http://forums.steampowered.com/forums/showthread.php?t=745441 -Steve ___ 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 -- - [EMAIL PROTECTED] ___ 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:
Re: [hlds_linux] hostmatchmakingport - 27025
These ports are no longer opened on the PC. I have removed the convars from my configs without a problem. M. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sent: Tuesday, November 18, 2008 3:42 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] hostmatchmakingport - 27025 ---valve quote--- The systemlink and matchmaking ports are likely to go away at some point. These are vestiges of the Xbox networking code. ---valve quote--- Can this be changed to something else without breaking anything? mauirixxx ___ 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